For discussion of other cellular automata.

Hello! I'm fairly new to the Game of Life, and I've been playing around with various rule sets in my spare time. I stumbled across this article here detailing a two-player version of the game. It's similar to Immigration/Black&White, but with a few twists to make it more "interesting" in the authors' words. I haven't been able to find much discussion of this "p2life", so I was wondering if anyone else has heard of it, or tried their hand at creating the rules for it in Golly.

Here are the rules for those who don't want to read the article (but I recommend it, it's pretty neat).

The rules of p2life, from white’s point of view (the rules from black’s point of view are
symmetric), are as follows:

Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours
is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an
unbiased coin determines whether a white or black token is born in the cell.
Survival. If a cell is occupied by a white token, then we consider two cases:
1) If the difference between the number of white and black neighbours is two or three,
then the white token survives.
2) If the difference between the number of white and black neighbours is one and the
number of white neighbours is at least two, then the white token survives.

player2

Posts: 2
Joined: February 28th, 2019, 9:58 pm

player2 wrote:Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours
is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an
unbiased coin
determines whether a white or black token is born in the cell.

This rule is impossible to simulate with a ruletable, because those need to be deterministic. The rule would need to be simulated via a Lua or Python script, which is relatively more difficult and slower.

77topaz

Posts: 1345
Joined: January 12th, 2018, 9:19 pm

77topaz wrote:
player2 wrote:Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours
is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an
unbiased coin
determines whether a white or black token is born in the cell.

This rule is impossible to simulate with a ruletable, because those need to be deterministic. The rule would need to be simulated via a Lua or Python script, which is relatively more difficult and slower.

It's the unbiased coin part that isn't deterministic, correct? Is that the only rule that Golly wouldn't be able to simulate for the p2life rule set? And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?

player2

Posts: 2
Joined: February 28th, 2019, 9:58 pm

player2 wrote: And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?

Yes.
Life is hard. Deal with it.
My favorite oscillator of all time:
`x = 7, y = 5, rule = B3/S2-i3-y4i4b3o\$6bo\$o3b3o\$2o\$bo!`

Hdjensofjfnen

Posts: 1139
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

player2 wrote:And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?

For the rule with the condition, I've created a ruletable and attached it to this post.

A few stable multicoloured objects I've observed from soups:
`x = 45, y = 16, rule = p2life2.A\$.A.A\$A2.A8.2B\$.2A9.2B19.2A8.2A\$3.2B9.2A6.B.2A7.2A2B6.2A\$3.2B9.2A6.2B2A9.2B7.B6\$2.3B8.2A10.B\$.2A10.2A9.B.B\$.2A9.B8.2A.B2.B\$12.B8.A.A.2B\$12.B9.2A!`
Attachments
p2life.rule

77topaz

Posts: 1345
Joined: January 12th, 2018, 9:19 pm

Any rules where this is a spaceship?
I need one. It’s x0_apgcode.
`x = 6, y = 5, rule = B/S012345678bo2bo\$o4bo\$2bob2o\$6o\$bobo![[ VIEWONLY ]]`

Looks like a really weird mutant XWSS, which is why I suspect there is a rule for it.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1789
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Moosey wrote:Any rules where this is a spaceship?
I need one. It’s x0_apgcode.
`x = 6, y = 5, rule = B/S012345678bo2bo\$o4bo\$2bob2o\$6o\$bobo![[ VIEWONLY ]]`

Looks like a really weird mutant XWSS, which is why I suspect there is a rule for it.

There are plenty of examples:
`x = 6, y = 5, rule = B2a3cekr5i6k/S2cek3cir4j5qbo2bo\$o4bo\$2bob2o\$6o\$bobo!`

`x = 6, y = 5, rule = B2cn3ainr4t5cj6c/S012a3ai4ajn5y6abo2bo\$o4bo\$2bob2o\$6o\$bobo!`
(apgsearchable)

`x = 6, y = 5, rule = B2-ai3cj4knqrtwz5acjry6ain7c/S1e2ci3-cjkn4ajnrw5einrbo2bo\$o4bo\$2bob2o\$6o\$bobo!`
(a knight)

2718281828

Posts: 705
Joined: August 8th, 2017, 5:38 pm

2718281828 wrote:
Moosey wrote:Any rules where this is a spaceship?
I need one. It’s x0_apgcode.
`x = 6, y = 5, rule = B/S012345678bo2bo\$o4bo\$2bob2o\$6o\$bobo![[ VIEWONLY ]]`

Looks like a really weird mutant XWSS, which is why I suspect there is a rule for it.

There are plenty of examples:
...

Have you found any rules in which it appears naturally? Or, rather, interesting rules? Those rules seem rather monotonous.
The most interesting pattern I found by apgsearching the apgsearchable one was this p48:
`x = 8, y = 13, rule = B2cn3ainr4t5cj6c/S012a3ai4ajn5y6a3bo\$2bo2bo3\$5bo\$o6bo\$bobo2\$bobo\$o2\$bo\$o!`

Just had a haul with 200000 objects!

Are there any rules in which the pattern exhibits XWSS-like behavior?

EDIT:
in the apgsearchable rule soups behave like so (but without the high period oscillators usually)
`x = 16, y = 16, rule = B2cn3ainr4t5cj6c/S012a3ai4ajn5y6abbboooboboobobbo\$bbooobooboooobob\$bobobobbbbbobbob\$booboobbboboooob\$booboobobooboboo\$bbooobooobobbooo\$obobobbboboboobo\$obbobobbobbbbobo\$obboboobooooobob\$obobbbbbboboobbb\$ooooobobobbooobo\$bobooobbbbobbooo\$obboobbboboobobo\$obbbobooobbobobb\$bbbbbbbbbooobbob\$obooboooobbobooo!`
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1789
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

77topaz wrote:
player2 wrote:And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?

For the rule with the condition, I've created a ruletable and attached it to this post.

A few stable multicoloured objects I've observed from soups:
`x = 45, y = 16, rule = p2life2.A\$.A.A\$A2.A8.2B\$.2A9.2B19.2A8.2A\$3.2B9.2A6.B.2A7.2A2B6.2A\$3.2B9.2A6.2B2A9.2B7.B6\$2.3B8.2A10.B\$.2A10.2A9.B.B\$.2A9.B8.2A.B2.B\$12.B8.A.A.2B\$12.B9.2A!`

I managed to add a table for this rule to lifelib and apgsearch it: http://catagolue.appspot.com/census/xp2life/C1

Note that Catagolue's RLEs call the rule "P2life" due to lifelib limitations, rather than the "p2life" used by my ruletable. Also, I just realised that apgsearch in its current version only seeds the universe with state 0 and state 1 and not state 2, so you can't get observe any of the colour-interactions this way, so I won't apgsearch it further unless a way to start with a seed of both live states is added to apgsearch (I'll ask calcyman about that).

77topaz

Posts: 1345
Joined: January 12th, 2018, 9:19 pm

Can somebody fix the variables in this? It's not working!
`@RULE MooseKnightships2@TABLEn_states:8        neighborhood:Mooresymmetries:rotate4reflectvar a={1,2,3,4,5,6,7}var b={1,2,3,4,5,6,7}var c={1,2,3,4,5,6,7}var d={1,2,3,4,5,6,7}var e={1,2,3,4,5,6,7}var f={1,2,3,4,5,6,7}var g={1,2,3,4,5,6,7}var h={1,2,3,4,5,6,7}var i={1,2,3,4,5,6,7}1,2,0,1,0,0,0,0,0,01,0,0,0,0,0,0,1,2,01,3,0,1,0,0,0,0,0,11,0,0,0,0,0,0,1,3,11,4,0,1,0,0,0,0,0,01,0,0,0,0,0,0,1,4,01,5,0,1,0,0,0,0,0,11,0,0,0,0,0,0,1,5,11,6,0,1,0,0,0,0,0,01,0,0,0,0,0,0,1,6,01,7,0,1,0,0,0,0,0,01,0,0,0,0,0,0,1,7,02,1,1,0,0,0,0,0,0,13,1,1,0,0,0,0,0,0,44,1,1,0,0,0,0,0,0,15,1,1,0,0,0,0,0,0,66,1,1,0,0,0,0,0,0,17,1,1,0,0,0,0,0,0,20,1,1,2,0,0,0,0,0,10,2,0,0,0,0,0,0,0,30,4,0,0,0,0,0,0,0,10,4,1,0,0,0,0,0,0,50,6,0,0,0,0,0,0,0,70,6,1,1,0,0,0,0,0,10,7,1,0,0,0,0,0,0,10,1,7,0,0,0,0,0,0,11,b,c,d,e,f,g,h,i,01,b,c,d,e,f,g,h,0,01,b,c,d,e,f,g,0,0,01,b,c,d,e,f,0,0,0,01,b,c,d,e,0,0,0,0,01,b,c,d,0,0,0,0,0,01,b,c,0,0,0,0,0,0,02,b,c,d,e,f,g,h,i,02,b,c,d,e,f,g,h,0,02,b,c,d,e,f,g,0,0,02,b,c,d,e,f,0,0,0,02,b,c,d,e,0,0,0,0,02,b,c,d,0,0,0,0,0,02,b,c,0,0,0,0,0,0,03,b,c,d,e,f,g,h,i,03,b,c,d,e,f,g,h,0,03,b,c,d,e,f,g,0,0,03,b,c,d,e,f,0,0,0,03,b,c,d,e,0,0,0,0,03,b,c,d,0,0,0,0,0,03,b,c,0,0,0,0,0,0,04,b,c,d,e,f,g,h,i,04,b,c,d,e,f,g,h,0,04,b,c,d,e,f,g,0,0,04,b,c,d,e,f,0,0,0,04,b,c,d,e,0,0,0,0,04,b,c,d,0,0,0,0,0,04,b,c,0,0,0,0,0,0,05,b,c,d,e,f,g,h,i,05,b,c,d,e,f,g,h,0,05,b,c,d,e,f,g,0,0,05,b,c,d,e,f,0,0,0,05,b,c,d,e,0,0,0,0,05,b,c,d,0,0,0,0,0,05,b,c,0,0,0,0,0,0,06,b,c,d,e,f,g,h,i,06,b,c,d,e,f,g,h,0,06,b,c,d,e,f,g,0,0,06,b,c,d,e,f,0,0,0,06,b,c,d,e,0,0,0,0,06,b,c,d,0,0,0,0,0,06,b,c,0,0,0,0,0,0,07,b,c,d,e,f,g,h,i,07,b,c,d,e,f,g,h,0,07,b,c,d,e,f,g,0,0,07,b,c,d,e,f,0,0,0,07,b,c,d,e,0,0,0,0,07,b,c,d,0,0,0,0,0,07,b,c,0,0,0,0,0,0,01,0,0,0,0,0,0,0,0,02,0,0,0,0,0,0,0,0,03,0,0,0,0,0,0,0,0,04,0,0,0,0,0,0,0,0,05,0,0,0,0,0,0,0,0,06,0,0,0,0,0,0,0,0,07,0,0,0,0,0,0,0,0,03,3,3,0,0,0,0,0,0,2@COLORS0 48 48 481 100 100 1002 255 0 03 0 255 04 0 0 2555 255 255 06 255 0 2557 0 255 255`
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1789
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Well, what is the problem you are having?
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Βεν Γ. Κυθισ

Posts: 207
Joined: December 27th, 2018, 5:42 am

Βεν Γ. Κυθισ wrote:Well, what is the problem you are having?

The cells are supposed to die if they have too many neighbors.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1789
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Moosey wrote:
Βεν Γ. Κυθισ wrote:Well, what is the problem you are having?

The cells are supposed to die if they have too many neighbors.

Part of the problem might be the rotate4reflect symmetry. The variables are fine: your "kill overpopulated cells" section would work fine if you were using permute symmetry, I think.

Let's see, for rotate4reflect you'd have to put 0's in all possible combinations of corner and edge neighbor locations. This gets pretty annoying for six ON neighbors, let alone four or five.

You might be better off adding some "don't care" variables, which will really cut down on the number of cases. If you use {0,1,2,3,4,5,6,7} variables mixed with your {1,2,3,4,5,6,7} ones, then you only have to list all the ways that two ON cells can be placed in relation to each other in rotate4reflect symmetry. With "don't care" variables instead of zeroes in the other locations, you'll kill off all the higher populations with just one rule.

You can also put one of your {1,2,3,4,5,6,7} variables in the first position, it looks like. That would get rid of some more unnecessary duplication of rules.

dvgrn
Moderator

Posts: 5700
Joined: May 17th, 2009, 11:00 pm

Can I have a rule which is like life but born cells do nothing for the first generation (do not alter births, etc.)
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1789
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

Moosey wrote:Can I have a rule which is like life but born cells do nothing for the first generation (do not alter births, etc.)

I think that can already be accomplished with the Extended Generations algorithm, which can be found here.

77topaz

Posts: 1345
Joined: January 12th, 2018, 9:19 pm

Moosey wrote:Can I have a rule which is like life but born cells do nothing for the first generation (do not alter births, etc.)

I have what I think you want here (I assume that dormant cells can't die):
`@RULE DormantLife@TABLEn_states:3neighborhood:Mooresymmetries:permutevar a={0,1,2}var b={0,1,2}var c={0,1,2}var d={0,1,2}var e={0,1,2}var f={0,1,2}var g={0,1,2}var h={0,1,2}0,1,1,1,0,0,0,0,0,21,a,0,0,0,0,0,0,0,01,1,1,1,1,e,f,g,h,02,a,b,c,d,e,f,g,h,1`

EDIT: I found an interesting oscillator while experimenting:
`x = 7, y = 5, rule = DormantLife2.2A\$A4.A\$6.A\$A5.A\$.6A!`
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Βεν Γ. Κυθισ

Posts: 207
Joined: December 27th, 2018, 5:42 am

X-post from random posts:
I wrote:I would like a rule that behaves like particle physics (e.g. quarks, etc.) where the most likely outcome happens (since CA don’t have randomness). So charms become stranges, etc. Obviously not a very interesting rule but whatever. I guess I could do it if I were less lazy.

Also preferably give it a nice color scheme to distinguish the perticles from each other.

Then modify it to make it interesting, without necessarily preserving its scientific accuracy. (e.g. this particle moves when decaying, these two particles make this particle when they are next to each other.) so that small(ish), but not one-cell, oscillators and spaceships are possible.

Keep it in the Moore neighborhood or something, but toy with symmetry if you need to.

Post both rules.
My rules:
They can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Moosey

Posts: 1789
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board.

I'm going to try to make the basic decay transition tables for that rule idea after dinner
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Βεν Γ. Κυθισ

Posts: 207
Joined: December 27th, 2018, 5:42 am

nevermind, there are over 160 states needed just to be able to keep track of the motions. I need to make 160 states even just for decay because of decay during motion. This particle physics rule is too big for me.

EDIT: This is my 200th post
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Βεν Γ. Κυθισ

Posts: 207
Joined: December 27th, 2018, 5:42 am

A non-isotropic lifelike rule with a 2g-3g
woomy on a vroomy
googoIpIex

Posts: 253
Joined: February 28th, 2019, 4:49 pm
Location: Sqrt(-1)

Can someone make a rainbow rule where white is Life, yellow is B3/S23-a, orange is B3-e/S23, red is B34t/S235i, and gray is B35n/S23?
I just want to run several Life variations at once
KNIGHTSHIP Y U ALMOST
`x = 414, y = 95, rule = B3/S23412bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo65\$o\$2o\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo!`

`[wiki][viewer][/wiki][/viewer]`

Gustone

Posts: 259
Joined: March 6th, 2019, 2:26 am

Gustone wrote:Can someone make a rainbow rule where white is Life, yellow is B3/S23-a, orange is B3-e/S23, red is B34t/S235i, and gray is B35n/S23?
I just want to run several Life variations at once

I'm a bit confused on how this is supposed to work. The survival conditions for each one make sense, but what happens if a dead cell meets birth conditions for several different colors at once, e.g. the center cell in this:
`x = 3, y = 3, rule = none3A2\$3B!#C [[ COLOR 1 White COLOR 2 Yellow COLOR 3 Orange COLOR 4 Red COLOR 5 Gray ]]`

Are certain states supposed to have higher priority like in Brew?
Ian07

Posts: 234
Joined: September 22nd, 2018, 8:48 am

Ian07 wrote:Are certain states supposed to have higher priority like in Brew?

If the only goal is to have non-interacting copies of a pattern running in different rules in the same universe, then I think the easiest way to solve collisions like that is just to decide that cells with more than one color of neighbor will stay OFF, or won't change, or whatever the default behavior turns out to be (can depend on how the rule is written).

This would actually make a very nice little tutorial for the LifeWiki. Rainbow-type rules that assume non-interaction are really easy to make -- anyone should be able to do it with just a text editor, or directly in a conwaylife.com message code box, given rule tables for the separate rules that you want to combine.

EDIT: Okay, where did the script go for making rule tables for isotropic rules? I can find references to "isotrop.py", there's the MAP-rule version of the same script, but I'm not coming up with any sign of isotrop.py. (?!?)

EDIT2: Found it, I think: it's EricG's "HenselNotation->Ruletable(1.3).py". I think I like "isotrop.py" better.

dvgrn
Moderator

Posts: 5700
Joined: May 17th, 2009, 11:00 pm

Ian07 wrote:I'm a bit confused on how this is supposed to work. The survival conditions for each one make sense, but what happens if a dead cell meets birth conditions for several different colors at once

priorities are

B3/S23-a < B35n/S23 < B3-e/S23 < Life < B34t/S235i
KNIGHTSHIP Y U ALMOST
`x = 414, y = 95, rule = B3/S23412bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo\$413bo65\$o\$2o\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo\$bo!`

`[wiki][viewer][/wiki][/viewer]`

Gustone

Posts: 259
Joined: March 6th, 2019, 2:26 am

Gustone wrote:priorities are

B3/S23-a < B35n/S23 < B3-e/S23 < Life < B34t/S235i

Here are the rotate4reflect rule tables you'll need:

`@RULE B3_S23-aIsotropic rule B3/S23-a@TABLEneighborhood:Mooresymmetries:rotate4reflectn_states:2var a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}0,1,1,0,0,1,0,0,0,10,1,0,0,1,0,1,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,1,0,0,0,0,10,1,0,1,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,0,1,0,1,0,1,0,0,10,1,1,1,0,0,0,0,0,10,1,0,1,0,1,0,0,0,11,0,1,0,0,0,1,0,0,11,1,0,1,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,0,1,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,1,0,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,0,0,1,0,1,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,1,0,0,0,0,11,1,0,1,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,0,1,0,1,0,1,0,0,11,1,0,1,0,1,0,0,0,1# Death otherwise1,a,b,c,d,e,f,g,h,0`

`@RULE B35n_S23Isotropic rule B35n/S23@TABLEneighborhood:Mooresymmetries:rotate4reflectn_states:2var a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}0,1,1,0,0,1,0,0,0,10,1,0,0,1,0,1,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,1,0,0,0,0,10,1,0,1,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,0,1,0,1,0,1,0,0,10,1,1,1,0,0,0,0,0,10,1,0,1,0,1,0,0,0,10,0,0,1,1,0,1,1,1,10,0,0,1,0,1,1,1,1,10,0,0,1,1,1,0,1,1,10,0,1,1,0,1,0,1,1,10,0,0,1,1,1,1,1,0,10,0,1,0,1,1,0,1,1,10,0,0,1,1,1,1,0,1,10,0,1,0,1,0,1,1,1,10,0,0,0,1,1,1,1,1,10,1,0,1,0,1,0,1,1,11,0,1,0,0,0,1,0,0,11,1,0,1,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,0,1,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,1,0,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,0,0,1,0,1,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,1,0,0,0,0,11,1,0,1,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,0,1,0,1,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,0,1,0,1,0,0,0,1# Death otherwise1,a,b,c,d,e,f,g,h,0`

`@RULE B3-e_S23Isotropic rule B3-e/S23@TABLEneighborhood:Mooresymmetries:rotate4reflectn_states:2var a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}0,1,1,0,0,1,0,0,0,10,1,0,0,1,0,1,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,1,0,0,0,0,10,1,0,1,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,0,1,0,1,0,1,0,0,10,1,1,1,0,0,0,0,0,11,0,1,0,0,0,1,0,0,11,1,0,1,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,0,1,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,1,0,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,0,0,1,0,1,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,1,0,0,0,0,11,1,0,1,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,0,1,0,1,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,0,1,0,1,0,0,0,1# Death otherwise1,a,b,c,d,e,f,g,h,0`

`@RULE B3_S23isotropicIsotropic version of rule B3/S23@TABLEneighborhood:Mooresymmetries:rotate4reflectn_states:2var a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}0,1,1,0,0,1,0,0,0,10,1,0,0,1,0,1,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,1,0,0,0,0,10,1,0,1,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,0,1,0,1,0,1,0,0,10,1,1,1,0,0,0,0,0,10,1,0,1,0,1,0,0,0,11,0,1,0,0,0,1,0,0,11,1,0,1,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,0,1,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,1,0,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,0,0,1,0,1,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,1,0,0,0,0,11,1,0,1,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,0,1,0,1,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,0,1,0,1,0,0,0,1# Death otherwise1,a,b,c,d,e,f,g,h,0`

`@RULE B34t_S235iIsotropic rule B34t/S235i@TABLEneighborhood:Mooresymmetries:rotate4reflectn_states:2var a={0,1}var b={0,1}var c={0,1}var d={0,1}var e={0,1}var f={0,1}var g={0,1}var h={0,1}0,1,1,0,0,1,0,0,0,10,1,0,0,1,0,1,0,0,10,1,1,0,0,0,1,0,0,10,1,1,0,1,0,0,0,0,10,1,0,1,0,0,1,0,0,10,1,1,0,0,0,0,1,0,10,1,1,0,0,0,0,0,1,10,0,1,0,1,0,1,0,0,10,1,1,1,0,0,0,0,0,10,1,0,1,0,1,0,0,0,10,1,1,0,0,1,0,0,1,11,0,1,0,0,0,1,0,0,11,1,0,1,0,0,0,0,0,11,1,1,0,0,0,0,0,0,11,0,1,0,1,0,0,0,0,11,1,0,0,0,1,0,0,0,11,1,0,0,1,0,0,0,0,11,1,1,0,0,1,0,0,0,11,1,0,0,1,0,1,0,0,11,1,1,0,0,0,1,0,0,11,1,1,0,1,0,0,0,0,11,1,0,1,0,0,1,0,0,11,1,1,0,0,0,0,1,0,11,1,1,0,0,0,0,0,1,11,0,1,0,1,0,1,0,0,11,1,1,1,0,0,0,0,0,11,1,0,1,0,1,0,0,0,11,0,0,1,1,1,1,1,0,1# Death otherwise1,a,b,c,d,e,f,g,h,0`

Just append all the rule lines together after increasing the number of states to 5, and replacing all the "1"s with "2", "3", "4" and "5" in the last four rule tables, respectively. And change all the variable definitions to

var {varname}={0,1,2,3,4,5}.

I've put a copy of isotrop.py out on GitHub, so that there's some hope I might be able to find it again.

dvgrn
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Posts: 5700
Joined: May 17th, 2009, 11:00 pm