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BiLife Filter

Posted: December 8th, 2011, 4:48 am
by edwardfanboy
This is a rule I invented which is a coloured extension of Conway's Game of Life.
There are "filter" states which change between the two colours.
Here is the ruletable (uses permute symmetry) and the .colors file:

Code: Select all

n_states:7
neighborhood:Moore
symmetries:permute
var ANY1={0,1,2,3,4,5,6}
var ANY2={ANY1}
var ANY3={ANY1}
var ANY4={ANY1}
var ANY5={ANY1}
var ALV1={1,2,5,6}
var ALV2={ALV1}
var ALV3={ALV1}
var ALV4={ALV1}
var AL11={1,5}
var AL12={AL11}
var AL13={AL11}
var AL14={AL11}
var AL21={2,6}
var AL22={AL21}
var AL23={AL21}
var AL24={AL21}
var DEAD1={0,3,4}
var DEAD2={DEAD1}
var DEAD3={DEAD1}
var DEAD4={DEAD1}
var DEAD5={DEAD1}
var DEAD6={DEAD1}
var DEAD7={DEAD1}

0,AL11,AL12,ALV1,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,1
0,AL21,AL22,ALV1,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,2
1,ANY1,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,DEAD6,DEAD7,0
2,ANY1,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,DEAD6,DEAD7,0
1,ALV1,ALV2,ALV3,ALV4,ANY1,ANY2,ANY3,ANY4,0
2,ALV1,ALV2,ALV3,ALV4,ANY1,ANY2,ANY3,ANY4,0
3,ALV1,ALV2,ALV3,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,5
4,ALV1,ALV2,ALV3,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,6
5,ANY1,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,DEAD6,DEAD7,3
6,ANY1,DEAD1,DEAD2,DEAD3,DEAD4,DEAD5,DEAD6,DEAD7,4
5,ALV1,ALV2,ALV3,ALV4,ANY1,ANY2,ANY3,ANY4,3
6,ALV1,ALV2,ALV3,ALV4,ANY1,ANY2,ANY3,ANY4,4
Colors file:

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color=1  255    0    0 Alive Red
color=2    0    0  255 Alive Blue
color=3   96    0    0 Filter Red
color=4    0    0   96 Filter Blue
color=5  255   64   64 Filter Red + Alive
color=6   64   64  255 Filter Blue + Alive
EDIT: Fixed a bug that Wojowu found.

EDIT 2: So I can test it, please name it "BiLifeFilt".

Re: BiLife Filter

Posted: December 8th, 2011, 5:30 am
by Wojowu
Good work, but something is wrong with your rule table:

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x = 7, y = 21, rule = BiLifeFilter
.B$2.B$3B5$6.C$6.C4$.A$2.A$3A5$6.D$6.D!
Glider is changed into beehive, and I think it should pass through the filter. Filter cell won't activate if it is surrounded by three different types of alive cells. This can be used in this reaction:

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x = 23, y = 22, rule = BiLifeFilter
17.B$18.B$16.3B4$3.A$4.A17.C$A3.A17.C$.4A3$17.A$18.A$16.3A4$3.B$4.B
17.D$B3.B17.D$.4B!
Or as an eater of all standard spaceships:

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x = 83, y = 21, rule = BiLifeFilter
65.B$66.B$64.3B2$69.B$70.A$68.2BA2$73.A$74.B$72.2AB2$77.A$78.A$76.3A.
C.C$5.B8.A7.B7.A6.B6.A35.DCD$6.B8.A7.B7.A6.B6.A34.C.C$B5.B2.A5.A2.B4.
B2.A4.A2.B3.B2.A3.A34.DCD$.6B3.6A3.5B3.5A3.4B3.4A34.C.C$80.DCD$80.C.C
!

Re: BiLife Filter

Posted: December 8th, 2011, 5:46 am
by edwardfanboy
Wojowu wrote:Good work, but something is wrong with your rule table:
Fixed

Re: BiLife Filter

Posted: December 8th, 2011, 7:27 am
by edwardfanboy
Bi-colour oscillators:

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x = 87, y = 10, rule = BiLifeFilt
2B4A.2A$3B3A.2A72.2A$7.AB29.A9.2B17.2B4.2A6.2A.A$2B5.2B9.A4.B8.B3.B2.
A8.B9.AB7.B.B2.A.A10.B$2B5.2B7.2A.2A2B.2B6.A3.B2.A6.B.B7.A4.B7.B2.A9.
A$2B5.2B9.A4.B8.B4.B8.2B8.A4.B5.B.B2.A.A8.B.2B$BA41.2A11.A4.B5.2B4.2A
10.2B$2A.3A3B33.A.A12.A2.B$2A.4A2B33.A12.A.A2.B.B$41.2A12.2A4.2B!

Re: BiLife Filter

Posted: December 8th, 2011, 11:41 am
by Wojowu

Code: Select all

x = 134, y = 23, rule = BiLifeFilt
10.B.A$10.B3.A$2B12.A7.A$2B8.A4.A4.2B2A$14.A4.B.B.2B14.2B$10.B3.A3.B
2.B.3B11.A2.B$10.B.A.C4.B.B.2B11.A15.A.B$14.C5.2B2A12.A15.A3.B$22.A5.
D7.A19.B7.B$28.D8.A2.B11.B4.B4.2A2B$39.2B.C13.B4.A.A.2A14.2A$42.C9.A
3.B3.A2.A.3A11.B2.A$52.A.B.D4.A.A.2A11.B15.B.A$56.D5.2A2B12.B15.B3.A$
64.B5.C7.B19.A7.A$70.C8.B2.A11.A4.A4.2B2A$81.2A.D13.A4.B.B.2B14.2B$
84.D9.B3.A3.B2.B.3B11.A2.B$94.B.A.C4.B.B.2B11.A11.2B$98.C5.2B2A12.A
11.2B$106.A5.D7.A$112.D8.A2.B$123.2B!
Bi-colored gun which shots bi-colored gliders!

Re: BiLife Filter

Posted: December 9th, 2011, 5:04 am
by edwardfanboy
Wojowu wrote:(RLE code)
Bi-colored gun which shots bi-colored gliders!

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x = 38, y = 15, rule = BiLifeFilt
2$36.2B$36.B$2A24.B7.B.B$.A24.B.B5.2B$.A.A5.2A18.2B$2.2A3.A3.A17.2B$
6.A5.A16.2B$5.2A.A3.A13.B.B$6.A5.A9.D3.B$7.A3.A10.D$9.2A!
Another one where the colors are more separate.