It is. Once the counter overflows, the tick moves up a slot, and the process starts again... all the way until the end of the line is reached. Then the ship moves one cell.BlinkerSpawn wrote:For the most part it's just a binary counter.
Real Life Speeds
- Hdjensofjfnen
- Posts: 1743
- Joined: March 15th, 2016, 6:41 pm
- Location: re^jθ
Re: Real Life Speeds
Code: Select all
x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!
Code: Select all
x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!
Re: Real Life Speeds
bounding box x*2 : period = 3*2^(x-3)+2x-1 , speed = c/periodSaka wrote:Lemme join in with my own rule, it's 7 states and it's based on a binary counter and it's not very slow, colors added for easy viewing:Example:Code: Select all
@RULE BinSlow @TABLE n_states:7 neighborhood:vonNeumann symmetries:none var a={0,1,2,3,4,5,6} var b=a var c=a var d=a #IMPORTANT a,b,c,5,d,4 1,b,c,6,d,6 0,a,b,c,1,2 2,a,b,c,1,3 2,a,b,c,3,3 0,a,b,c,3,2 3,a,b,c,d,0 4,2,0,0,4,5 5,a,b,c,d,0 4,1,5,b,c,6 4,a,5,b,c,5 6,1,b,c,d,0 6,a,4,b,c,4 0,a,b,6,c,1 @COLORS 0 48 48 48 1 255 0 0 2 0 255 0 3 0 230 0 4 0 108 255 5 0 178 255 6 0 255 255
Code: Select all
x = 23, y = 21, rule = BinSlow 5.3D$5.D.D6.A$5.3D6.3D$5.D.D$5.3D4$3.3D.3D$5.D.D$3.3D.3D4.A$5.D3.D4. 6D$3.3D.3D4$3D.3D.3D$2.D.D.D.D.D3.A$3D.D.D.3D3.9D$D3.D.D3.D$3D.3D.3D!
ANOTHER RATE ( exponential, base=(1+sqrt(5))/2 )
Code: Select all
@RULE FibonacciSpeed
@TABLE
n_states:4
neighborhood:Moore
symmetries:none
var a={1,2,3}
var b={a}
var c={0,1,2,3}
var d={1,2}
var e={0,3}
2,0,0,1,0,0,0,e,0,3
3,0,0,d,0,0,0,0,0,1
1,0,0,2,0,0,0,e,0,3
1,0,0,3,0,0,0,0,0,2
1,0,0,1,0,0,0,3,0,2
3,0,0,d,0,0,0,1,0,1
1,0,0,0,0,0,0,3,0,2
2,0,0,0,0,0,0,3,0,0
0,0,0,0,0,2,3,0,0,3
0,0,0,1,0,2,0,0,0,3
0,0,0,d,0,3,0,0,0,1
0,0,0,2,0,1,e,0,0,3
0,0,0,3,0,1,0,0,0,2
0,0,0,1,0,1,3,0,0,2
0,0,0,1,0,2,3,0,0,3
0,0,0,d,0,3,1,0,0,1
0,0,0,a,0,1,2,0,0,1
0,0,0,1,0,2,1,0,0,2
0,0,0,a,0,1,1,0,0,1
a,0,b,0,0,0,0,c,0,0
3,0,0,0,0,0,1,0,0,1
1,0,0,1,0,0,3,0,0,2
2,0,0,1,0,0,3,0,0,3
3,0,0,d,0,0,1,0,0,1
1,0,0,2,0,0,3,0,0,3
EXAMPLE
N=20 (c/28657 predecessor)
Code: Select all
x = 20, y = 1, rule = FibonacciSpeed
B19A!
Code: Select all
x = 20, y = 1, rule = FibonacciSpeed
AB2ACB14A!
100009436650194649 = 94649 * 1056634900001
Re: Real Life Speeds
Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
Re: Real Life Speeds
You could use the idea here to make a 1-cell spaceship with some massive but provably finite speed. Like, counting up to graham's number and then moving one cell. This thread is actually what gave me the idea for that thread.
succ
- gameoflifemaniac
- Posts: 1242
- Joined: January 22nd, 2017, 11:17 am
- Location: There too
Re: Real Life Speeds
What is LCM?Saka wrote:Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
I was so socially awkward in the past and it will haunt me for the rest of my life.
Code: Select all
b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!
Re: Real Life Speeds
Least common multiple. You could've looked this up; going through Wikipedia's disambiguation page, the phrase "Least common multiple" should stand out as being the only one that would pertain to this kind of thing.gameoflifemaniac wrote:What is LCM?
succ
Re: Real Life Speeds
A person who is "like 3rd grade middle school" in maths and someone who "memorized 250 digits of pi and understands infinite sums and integrals" should know what an LCM is.gameoflifemaniac wrote:What is LCM?Saka wrote:Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
Last edited by Saka on June 1st, 2021, 4:47 am, edited 1 time in total.
- gameoflifemaniac
- Posts: 1242
- Joined: January 22nd, 2017, 11:17 am
- Location: There too
Re: Real Life Speeds
Sorry. I just could not recognize this! Maybe, if you would write this with lowercase letters, I would probably know what you're talking about.Saka wrote:A person who is "like 3rd grade middle school" in maths and someone who "memorized 250 digits of pi and understands infinite sums and integrals" should know what an LCM is.gameoflifemaniac wrote:What is LCM?Saka wrote:Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
Sok pinter ini orangnya
I was so socially awkward in the past and it will haunt me for the rest of my life.
Code: Select all
b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!
-
- Posts: 1175
- Joined: June 14th, 2014, 5:03 pm
- Contact:
Re: Real Life Speeds
Tetrationally slow ships:
(NOTE: If you installed this rule before this message was here, update! The previous version has a bug where some ships don't work!)
Speed ~ c/2^127
(NOTE: If you installed this rule before this message was here, update! The previous version has a bug where some ships don't work!)
Code: Select all
@RULE Tesserun
Idea: Use vertically stacked binary counters
When a counter finishes, it lengthens and increments the next counter
When the last counter finishes, all lengths reset and the ship advances
0 empty
1 normal backbone
2 counter off
3 counter on
4 counter action
5 counter finish
6 increment backbone
7 unstable backbone
8 collapse backbone
9 waiting backbone
10 eater
11 eater report
@TABLE
n_states:12
neighborhood:Moore
symmetries:none
var a1={0,1,2,3,4,5,6,7,8,9,10,11}
var a2=a1
var a3=a1
var a4=a1
var a5=a1
var a6=a1
var a7=a1
var a8=a1
var any=a1
var any2=a1
var value={0,1,2,3,4,6,7}
var value2={0,1,2,3,4,6,7}
var valuen={1,2,3,4}
var valuex={0,1,2,3,4,5,6,7}
var bit={2,3,4}
var nonzero={1,2,3,4,5,6,7,8,9,10,11}
var backbone={1,6,7}
#counter
##create action
2,a1,a2,value,0,0,a4,backbone,a5,4 #inter row
2,a1,a2,value,a3,a4,6,backbone,a5,4 #inter row
##action moves
4,a1,a2,valuen,a3,a4,a5,value2,a6,2
3,a1,a2,valuen,a3,a4,a5,4,a6,4
##action finishes
2,a1,a2,value,a3,a4,a5,4,a6,3
##action transforms
3,a1,a2,0,a3,a4,a5,4,a6,5
###special case
4,a1,a2,0,a3,a4,a5,value,a6,5
##extend
0,a1,a2,any,a3,a4,a5,5,a6,2
##completion moves
5,a1,a2,value,a3,a4,a5,valuen,a6,2
bit,a1,a2,5,a3,a4,a5,value2,a6,5
##completion finishes
1,a1,a2,5,a3,a4,a5,any,a6,6
##backbone resets
6,backbone,a2,value,a3,a4,a5,any,a6,1
#advancement
##destablilize
6,0,a2,value,a3,a4,a5,any,a6,7
##collapse
7,a1,a2,5,a3,a4,a5,any,a6,8
##propagate collapse
1,8,a2,valuex,a3,a4,a5,any,a6,8
##send eater
8,a1,a2,valuex,a3,a4,a5,any,a6,9
valuex,a1,a2,value,a3,a4,a5,8,a6,10
##eater eats
10,a1,a2,valuex,a3,a4,a5,any,a6,0
valuex,a1,a2,valuen,a3,a4,a5,10,a6,10
##eater reports
valuex,a1,a2,0,a3,a4,a5,10,a6,11
##report moves
11,a1,a2,any,a3,a4,a5,any,a6,0
0,a1,a2,11,a3,a4,a5,0,a6,11
##report bonds
0,a1,a2,11,a3,a4,a5,9,a6,5
9,a1,a2,5,a3,a4,a5,any,a6,0
##prepare counter
5,a1,a2,0,a3,a4,nonzero,9,a6,9
##activate
5,a1,a2,0,a3,a4,0,9,a6,1
##propagate activation
9,a1,a2,any,a3,1,a5,any2,a6,1
@COLORS
0 0 0 0
1 255 0 0
2 0 255 0
3 0 0 255
4 255 255 0
5 255 0 255
6 0 255 255
7 255 255 255
8 127 0 0
9 0 127 0
10 0 0 127
11 127 127 0
12 127 0 127
13 0 127 127
14 127 127 127
15 127 255 0
16 255 127 0
17 127 0 255
18 255 0 127
19 0 127 255
20 0 255 127
21 127 255 255
22 255 127 255
23 255 255 127
24 255 127 127
25 127 255 127
26 127 127 255
Code: Select all
x = 2, y = 4, rule = Tesserun
AB$AB$AB$AB!
Last edited by fluffykitty on September 27th, 2017, 12:10 pm, edited 1 time in total.
- gameoflifemaniac
- Posts: 1242
- Joined: January 22nd, 2017, 11:17 am
- Location: There too
Re: Real Life Speeds
This is something we're all waiting for.fluffykitty wrote:Tetrationally slow ships:Code: Select all
@RULE Tesserun Idea: Use vertically stacked binary counters When a counter finishes, it lengthens and increments the next counter When the last counter finishes, all lengths reset and the ship advances 0 empty 1 normal backbone 2 counter off 3 counter on 4 counter action 5 counter finish 6 increment backbone 7 unstable backbone 8 collapse backbone 9 waiting backbone 10 eater 11 eater report @TABLE n_states:12 neighborhood:Moore symmetries:none var a1={0,1,2,3,4,5,6,7,8,9,10,11} var a2=a1 var a3=a1 var a4=a1 var a5=a1 var a6=a1 var a7=a1 var a8=a1 var any=a1 var any2=a1 var value={0,1,2,3,4,6,7} var value2={0,1,2,3,4,6,7} var valuen={1,2,3,4} var valuex={0,1,2,3,4,5,6,7} var bit={2,3,4} var nonzero={1,2,3,4,5,6,7,8,9,10,11} var backbone={1,6,7} #counter ##create action 2,a1,a2,value,0,0,a4,backbone,a5,4 #inter row 2,a1,a2,value,a3,a4,6,backbone,a5,4 #inter row ##action moves 4,a1,a2,valuen,a3,a4,a5,value2,a6,2 3,a1,a2,valuen,a3,a4,a5,4,a6,4 ##action finishes 2,a1,a2,value,a3,a4,a5,4,a6,3 ##action transforms 3,a1,a2,0,a3,a4,a5,4,a6,5 ###special case 4,a1,a2,0,a3,a4,a5,value,a6,5 ##extend 0,a1,a2,any,a3,a4,a5,5,a6,2 ##completion moves 5,a1,a2,value,a3,a4,a5,valuen,a6,2 bit,a1,a2,5,a3,a4,a5,value2,a6,5 ##completion finishes 1,a1,a2,5,a3,a4,a5,any,a6,6 ##backbone resets 6,backbone,a2,value,a3,a4,a5,any,a6,1 #advancement ##destablilize 6,0,a2,value,a3,a4,a5,any,a6,7 ##collapse 7,a1,a2,5,a3,a4,a5,any,a6,8 ##propagate collapse 1,8,a2,valuex,a3,a4,a5,any,a6,8 ##send eater 8,a1,a2,valuex,a3,a4,a5,any,a6,9 valuex,a1,a2,value,a3,a4,a5,8,a6,10 ##eater eats 10,a1,a2,valuex,a3,a4,a5,any,a6,0 valuex,a1,a2,valuen,a3,a4,a5,10,a6,10 ##eater reports valuex,a1,a2,0,a3,a4,a5,10,a6,11 ##report moves 11,a1,a2,any,a3,a4,a5,any,a6,0 0,a1,a2,11,a3,a4,a5,0,a6,11 ##report bonds 0,a1,a2,11,a3,a4,a5,9,a6,5 9,a1,a2,5,a3,a4,a5,any,a6,0 ##prepare counter 5,a1,a2,0,a3,a4,nonzero,9,a6,9 ##activate 5,a1,a2,0,a3,a4,0,9,a6,1 ##propagate activation 9,a1,a2,any,a3,1,a5,any2,a6,1 @COLORS 0 0 0 0 1 255 0 0 2 0 255 0 3 0 0 255 4 255 255 0 5 255 0 255 6 0 255 255 7 255 255 255 8 127 0 0 9 0 127 0 10 0 0 127 11 127 127 0 12 127 0 127 13 0 127 127 14 127 127 127 15 127 255 0 16 255 127 0 17 127 0 255 18 255 0 127 19 0 127 255 20 0 255 127 21 127 255 255 22 255 127 255 23 255 255 127 24 255 127 127 25 127 255 127 26 127 127 255
Speed ~ c/2^127Code: Select all
x = 2, y = 4, rule = Tesserun AB$AB$AB$AB!
By the way, what's the formula for the spaceships speed?
I was so socially awkward in the past and it will haunt me for the rest of my life.
Code: Select all
b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!
-
- Posts: 1175
- Joined: June 14th, 2014, 5:03 pm
- Contact:
Re: Real Life Speeds
Haven't bothered to figure it out. It would probably be much more complicated than any previous rule due to various offsets.
-
- Posts: 1175
- Joined: June 14th, 2014, 5:03 pm
- Contact:
Re: Super Slow Ships
Since my last post i've been working on this problem, and I think I've figured it out.
The height 4 spaceship has speed c/340282366920938463463374607431768227739 (c/3e38)
My notes: (a=∑,b=¬,c=∏,d=∆,n-1=∫,2b+2=Ω)
Code: Select all
a(1)=3
a(n)=a(n-1)+2^n+2n-2
b(1)=2
b(n)=2^b(n-1)-1
c(1,m)=a(m)
c(n,2)=a(b(n))
c(n,m)=c(n-1,2^m-1)
d(1)=0
d(n)=2b(n-1)+d(n-1)
f(n)=c(n,2)+d(n)+n-1+2b(n)+2
My notes: (a=∑,b=¬,c=∏,d=∆,n-1=∫,2b+2=Ω)
Code: Select all
Height 1 c/15
Height 2 c/34
Height 3 c/325
Height 4 c/340282366920938463463374607431768227739
Height 5 ~c/2^2^127
Extension times (Blank-Blank):
Length 1 3 (exceptional)
Length 2 6 (2^n+2n-2)
Length 3 12
Length 4 22
Length 5 40
Length 6 74
Length 7 140
Length 8 270
Increments required (Blank-Blank):
Length 1: 1 (2^n)
Length 2: 2
Length 3: 4
Time after last increment (State 6 below-Backbone activation):
Length 2: 4 (2n-2)
Length 3: 6
Total time after last increment (State 6 bottom-State 8 top):
Height 1: 0 (∆n)
Height 2: 4
Height 3: 10
Collapse propagation: (State 8 top-State 8 bottom):
Height 1: 0 (n-1)
Height 2: 1
Clearing time (State 8-State 1+2):
Length 4: 8 (2n)
Length 5: 10
∑n=n extensions of bottom
∑0=0
∑1=3
∑n=∑(n-1)+2^n+2n-2
∏n,m=m extensions of nth layer from length 1
∏1,m=∑m
∏n,m=∏n-1,(2^m-1)
¬n=Length of layer n (1=top layer):
¬1=2
¬n=2^(¬n-1)-1
∆n=Increment propagation time bottom to top with n layers (final increment)
∆1=0
∆n=2¬(n-1)+∆(n-1)
∫n=Collapse propagation time with n layers
∫n=n-1
Ωn=Clearing time for bottom layer with n layers
Ωn=2¬n+2
Height 1: ∏1,2+∆1+∫1+Ω1=15
∏1,2=∑2=3+6=9
∆1=0
∫1=0
Ω1=2¬1+2=2*2+2=6
Height 2: ∏2,2+∆2+∫2+Ω2=34
∏2,2=∏1,3=∑3=3+6+12=21
∆2=2¬1+∆1=2¬1=4
∫2=1
Ω2=2¬2=2*3+2=8
Height 3: ∏3,2+∆3+∫3+Ω3=325
∏3,2=∏2,3=∏1,7=∑7=3+6+12+22+40+74+140=297
∆3=2(¬2+¬1)=2(3+2)=2*5=10
∫3=2
Ω3=2¬3=2*7+2=16
Height 4: ∏4,2+∆4+∫4+Ω4=340282366920938463463374607431768227739
∏4,2=∏3,3=∏2,7=∏1,127=∑127=3+6+12+22+40+...+170141183460469231731687303715884105980=340282366920938463463374607431768227456
∆4=2(¬3+¬2+¬1)=2(7+3+2)=2*12=24
∫4=3
Ω4=2¬4=2*127+2=256
Re: Real Life Speeds
Idea:
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.
This would be REALLY slowm
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.
This would be REALLY slowm
- 83bismuth38
- Posts: 556
- Joined: March 2nd, 2017, 4:23 pm
- Location: perpendicular to your eyes
- Contact:
Re: Real Life Speeds
i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
looking to support hive five (n+18) and charity's oboo reaction (2n+18)
Code: Select all
x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!
Re: Real Life Speeds
Few problems with this:83bismuth38 wrote:i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
1. What onion? There are tons of onions out there, mind you. Sometimes Alliums are counted as onions and schizobasis intricata is called a vining onion so what onion?
2. Defini grow. The roots getting longer? The bulb grtting taller? The leaves getting taller? The olant getting taller in general?
- 83bismuth38
- Posts: 556
- Joined: March 2nd, 2017, 4:23 pm
- Location: perpendicular to your eyes
- Contact:
Re: Real Life Speeds
the growth at which bread grows on an onion ring.Saka wrote:Few problems with this:83bismuth38 wrote:i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
1. What onion? There are tons of onions out there, mind you. Sometimes Alliums are counted as onions and schizobasis intricata is called a vining onion so what onion?
2. Defini grow. The roots getting longer? The bulb grtting taller? The leaves getting taller? The olant getting taller in general?
looking to support hive five (n+18) and charity's oboo reaction (2n+18)
Code: Select all
x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!
Re: Real Life Speeds
Aren't onions part of the Allium genus?Saka wrote:Sometimes Alliums are counted as onions
Last edited by muzik on October 12th, 2017, 3:15 am, edited 1 time in total.
Help wanted: How can we accurately notate any 1D replicator?
Re: Real Life Speeds
Allium is a genus.muzik wrote:Aren't onions part of the Allium subspecies?Saka wrote:Sometimes Alliums are counted as onions
It has more than 500 species.
-
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- Contact:
Re: Real Life Speeds
83bismuth38 wrote:the growth at which bread grows on an onion ring.Saka wrote:Few problems with this:83bismuth38 wrote:i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
1. What onion? There are tons of onions out there, mind you. Sometimes Alliums are counted as onions and schizobasis intricata is called a vining onion so what onion?
2. Defini grow. The roots getting longer? The bulb grtting taller? The leaves getting taller? The olant getting taller in general?
Code: Select all
x=1,y=1,rule=S0
o
-
- Posts: 1175
- Joined: June 14th, 2014, 5:03 pm
- Contact:
Re: Real Life Speeds
Probably no slower than exponential in size. I've made a rule which is doubly tetrationally slow in size.Saka wrote:Idea:
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.
This would be REALLY slow
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Real Life Speeds
DISCLAIMER: This is not my work, all I did was translate it to Golly format.
The original work done is here.
I have translated the Turing machine for Knuth's up-arrow notation on that page into @RULE format, so it runs in Golly:
The format of input is described on the linked page, but essentially, putting a state 4 cell above a row of input, like the pattern below, with a single dot, then n dots, then another m dots will calculate 2^^...^^(m+1) (with n - 2 arrows) :
I am posting here because this might allow much, much slower ships then tetrationally slow ones. There are other machines on that page that may also be for use to make even more ridiculous speeds. All we need to figure out from here is how to restore the initial pattern, but shifted. Again this is not my work or idea (apart from using it to make spaceships), I just translated the language of the Turing machine into @RULE format.
The original work done is here.
I have translated the Turing machine for Knuth's up-arrow notation on that page into @RULE format, so it runs in Golly:
Code: Select all
@RULE KnuthArrows
@TABLE
n_states:41
neighborhood:Moore
symmetries:none
var all0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40}
var all1 = {all0}
var all2 = {all0}
var all3 = {all0}
var all4 = {all0}
var all5 = {all0}
var all6 = {all0}
var all7 = {all0}
var all8 = {4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40}
var onoff0 = {0,1,2,3}
var onoff1 = {0,1,2,3}
var onoff2 = {0,1,2,3}
var onoff3 = {0,1,2,3}
0,0,0,0,onoff0,onoff1,1,4,0,4
0,0,0,0,onoff0,onoff1,0,4,0,5
0,0,0,0,onoff0,onoff1,1,5,0,4
0,0,0,5,0,onoff0,onoff1,0,0,6
0,0,0,6,0,onoff0,onoff1,0,0,6
0,0,0,6,1,onoff0,onoff1,0,0,7
0,7,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,7,0,8
0,0,0,7,1,onoff0,onoff1,0,0,10
1,8,0,onoff0,0,0,0,onoff1,0,0
0,0,0,8,1,onoff0,onoff1,0,0,8
0,8,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,8,0,9
0,9,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,9,0,5
0,0,0,10,1,onoff0,onoff1,0,0,10
0,10,0,onoff0,0,0,0,onoff1,0,1
0,0,0,10,0,onoff0,onoff1,0,0,11
#halt
1,11,0,onoff0,0,0,0,onoff1,0,0
0,0,0,11,1,onoff0,onoff1,0,0,12
0,0,0,0,onoff0,onoff1,1,12,0,13
0,12,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,12,0,37
0,0,0,0,onoff0,onoff1,0,13,0,14
1,14,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,14,0,15
1,15,0,onoff0,0,0,0,onoff1,0,0
0,0,0,15,1,onoff0,onoff1,0,0,16
0,0,0,16,0,onoff0,onoff1,0,0,17
0,0,0,17,0,onoff0,onoff1,0,0,17
1,17,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,17,0,18
0,18,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,18,0,19
0,0,0,0,onoff0,onoff1,1,19,0,19
0,0,0,0,onoff0,onoff1,0,19,0,20
0,0,0,0,onoff0,onoff1,1,20,0,20
0,20,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,20,0,21
1,21,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,21,0,22
0,0,0,0,onoff0,onoff1,0,21,0,21
0,0,0,0,onoff0,onoff1,1,22,0,22
0,22,0,onoff0,0,0,0,onoff1,0,1
0,0,0,22,0,onoff0,onoff1,0,0,23
0,0,0,23,1,onoff0,onoff1,0,0,23
0,0,0,23,0,onoff0,onoff1,0,0,24
0,0,0,24,1,onoff0,onoff1,0,0,24
0,0,0,24,0,onoff0,onoff1,0,0,25
0,0,0,25,1,onoff0,onoff1,0,0,25
0,0,0,25,0,onoff0,onoff1,0,0,26
0,0,0,0,onoff0,onoff1,0,26,0,27
0,0,0,0,onoff0,onoff1,1,26,0,17
0,27,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,27,0,28
0,0,0,0,onoff0,onoff1,1,28,0,28
0,28,0,onoff0,0,0,0,onoff1,0,1
0,0,0,28,0,onoff0,onoff1,0,0,29
1,29,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,29,0,30
0,0,0,0,onoff0,onoff1,1,30,0,31
1,31,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,31,0,32
0,0,0,0,onoff0,onoff1,1,32,0,32
0,32,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,32,0,33
0,0,0,0,onoff0,onoff1,1,33,0,34
1,34,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,34,0,35
0,0,0,0,onoff0,onoff1,0,34,0,36
0,35,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,35,0,36
0,0,0,0,onoff0,onoff1,1,35,0,35
0,36,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,36,0,6
0,37,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,37,0,38
0,0,0,0,onoff0,onoff1,1,38,0,38
0,0,0,38,0,onoff0,onoff1,0,0,39
1,39,0,onoff0,0,0,0,onoff1,0,0
0,0,0,39,1,onoff0,onoff1,0,0,40
1,40,0,onoff0,0,0,0,onoff1,0,0
0,0,0,40,1,onoff0,onoff1,0,0,6
all8, all1, all2, all3, all4, all5, all6, all7, all0, 0
Code: Select all
x = 13, y = 2, rule = KnuthArrows
D$A.3A.7A!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Re: Real Life Speeds
Nice! Interestingly, that page you linked actually references work by one of this forum's users, Adam Goucher.
-
- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Real Life Speeds
Yeah, and the author of the page is LittlePeng9, or otherwise known as Wojowu, who used to be on these forums. At least, I am fairly certain they are one and the same.77topaz wrote:Interestingly, that page you linked actually references work by one of this forum's users, Adam Goucher.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
-
- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Real Life Speeds
Finally, here is the ruletable:
This allows ships in the form of thew following, where it functions like the example in my previous ruletable post, except there is a copy two rows down.:
This method allows for some extraordinarily slow ships. A small one like this has a speed slower than C/5,500,000,000:
Code: Select all
@RULE KnuthArrows
@TABLE
n_states:47
neighborhood:Moore
symmetries:none
var all0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46}
var all1 = {all0}
var all2 = {all0}
var all3 = {all0}
var all4 = {all0}
var all5 = {all0}
var all6 = {all0}
var all7 = {all0}
var all8 = {4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46}
var onoff0 = {0,1,2,3}
var onoff1 = {0,1,2,3}
var onoff2 = {0,1,2,3}
var onoff3 = {0,1,2,3}
0,0,0,0,onoff0,onoff1,1,4,0,4
0,0,0,0,onoff0,onoff1,0,4,0,5
0,0,0,0,onoff0,onoff1,1,5,0,4
0,0,0,5,0,onoff0,onoff1,0,0,6
0,0,0,6,0,onoff0,onoff1,0,0,6
0,0,0,6,1,onoff0,onoff1,0,0,7
0,7,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,7,0,8
0,0,0,7,1,onoff0,onoff1,0,0,10
1,8,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,8,1,onoff0,onoff1,0,0,8
0,8,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,8,0,9
0,9,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,9,0,5
0,0,0,10,1,onoff0,onoff1,0,0,10
0,10,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,10,0,onoff0,onoff1,0,0,11
11,all0,all1,all2,all3,0,all4,all5,all6,41
0,41,0,1,0,0,0,0,0,41
0,41,1,0,0,0,0,0,0,42
0,1,all0,0,all1,1,all3,42,all4,43
0,1,all0,0,all1,1,all3,43,all4,43
0,1,all0,0,all1,all2,all3,42,all4,42
0,1,all0,0,all1,all2,all3,43,all4,42
1,all0,all1,all2,all3,42,all4,all5,all6,0
1,42,all0,all1,all2,all3,all4,all5,all6,0
0,0,0,0,0,0,0,42,1,44
0,0,0,44,0,0,0,0,0,44
0,0,0,44,0,0,1,0,1,45
0,1,onoff0,45,onoff0,1,1,0,1,45
0,0,onoff0,45,onoff0,0,1,0,1,45
0,1,onoff0,45,onoff0,1,0,0,0,45
0,0,1,45,1,0,0,0,0,46
0,0,0,1,0,0,46,0,0,46
0,0,0,0,0,1,46,0,0,4
0,0,0,all0,all1,45,0,onoff0,0,onoff0
1,0,0,all0,all1,45,0,onoff0,0,onoff0
0,45,0,all0,0,0,0,onoff0,0,onoff0
1,45,0,all0,0,0,0,onoff0,0,onoff0
#0,0,0,0,onoff0,1,onoff1,41,0,41
#1,0,0,1,0,onoff0,onoff1,onoff2,41,0
#1,0,0,0,0,0,0,0,41,42
#0,42,0,0,0,0,0,0,0,43
#0,43,0,0,0,0,0,0,0,44
#0,onoff0,onoff1,44,0,0,0,0,onoff2,44
1,11,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,11,1,onoff0,onoff1,0,0,12
0,0,0,0,onoff0,onoff1,1,12,0,13
0,12,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,12,0,37
0,0,0,0,onoff0,onoff1,0,13,0,14
1,14,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,14,0,15
1,15,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,15,1,onoff0,onoff1,0,0,16
0,0,0,16,0,onoff0,onoff1,0,0,17
0,0,0,17,0,onoff0,onoff1,0,0,17
1,17,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,17,0,18
0,18,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,18,0,19
0,0,0,0,onoff0,onoff1,1,19,0,19
0,0,0,0,onoff0,onoff1,0,19,0,20
0,0,0,0,onoff0,onoff1,1,20,0,20
0,20,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,20,0,21
1,21,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,21,0,22
0,0,0,0,onoff0,onoff1,0,21,0,21
0,0,0,0,onoff0,onoff1,1,22,0,22
0,22,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,22,0,onoff0,onoff1,0,0,23
0,0,0,23,1,onoff0,onoff1,0,0,23
0,0,0,23,0,onoff0,onoff1,0,0,24
0,0,0,24,1,onoff0,onoff1,0,0,24
0,0,0,24,0,onoff0,onoff1,0,0,25
0,0,0,25,1,onoff0,onoff1,0,0,25
0,0,0,25,0,onoff0,onoff1,0,0,26
0,0,0,0,onoff0,onoff1,0,26,0,27
0,0,0,0,onoff0,onoff1,1,26,0,17
0,27,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,27,0,28
0,0,0,0,onoff0,onoff1,1,28,0,28
0,28,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,28,0,onoff0,onoff1,0,0,29
1,29,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,29,0,30
0,0,0,0,onoff0,onoff1,1,30,0,31
1,31,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,31,0,32
0,0,0,0,onoff0,onoff1,1,32,0,32
0,32,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,32,0,33
0,0,0,0,onoff0,onoff1,1,33,0,34
1,34,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,34,0,35
0,0,0,0,onoff0,onoff1,0,34,0,36
0,35,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,35,0,36
0,0,0,0,onoff0,onoff1,1,35,0,35
0,36,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,36,0,6
0,37,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,37,0,38
0,0,0,0,onoff0,onoff1,1,38,0,38
0,0,0,38,0,onoff0,onoff1,0,0,39
1,39,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,39,1,onoff0,onoff1,0,0,40
1,40,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,40,1,onoff0,onoff1,0,0,6
all8, all1, all2, all3, all4, all5, all6, all7, all0, 0
Code: Select all
x = 14, y = 4, rule = KnuthArrows
D$A.3A.8A2$A.3A.8A!
Code: Select all
x = 10, y = 4, rule = KnuthArrows
D$A.4A.3A2$A.4A.3A!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
- gameoflifemaniac
- Posts: 1242
- Joined: January 22nd, 2017, 11:17 am
- Location: There too
Re: Real Life Speeds
How slow are the spaceships now?AforAmpere wrote:Finally, here is the ruletable:Code: Select all
ruletable
And this spaceship:
Code: Select all
x = 14, y = 4, rule = KnuthArrows
D$A.3A.8A2$A.3A.8A!
I was so socially awkward in the past and it will haunt me for the rest of my life.
Code: Select all
b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!