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Labyrinth. Rules!

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Labyrinth. Rules!

Postby Naszvadi » January 31st, 2018, 5:47 am

@RULE ariadne

Fun with cellular automata, mino-tours
Naszvadi, Peter, 2018

@TABLE

# Format: C,N,E,S,W,C'

n_states:8
neighborhood:vonNeumann
symmetries:rotate4
var a={0,1,2,3,4,5,6,7}
var b={0,1,2,3,4,5,6,7}
var c={0,1,2,3,4,5,6,7}
var d={0,1,2,3,4,5,6,7}
var f={1,5}
var g={1,5}
var h={1,5}

# 1 = wall
# 2 = wanderer
# 3 = wanderer's last place
# 4 = path
# 5 = touched wall
# 6 = wanderer in dead end
# 7 = wanderer in crossroads

# dead end
4,2,f,g,h,6
3,6,a,b,c,2

# path change
4,2,4,4,4,7
4,6,4,4,4,7
4,2,f,a,g,2
4,2,a,f,g,2
4,5,a,b,7,2
3,6,4,4,4,7

# wall
5,a,b,c,d,1
1,2,a,b,c,5
1,6,a,b,c,5

# trail
3,a,b,c,d,4

# wanderer leaves
2,a,b,c,d,3
6,a,b,c,d,3
7,a,b,c,d,3

# other transitions
0,a,b,c,d,0
1,a,b,c,d,1
2,a,b,c,d,2
3,a,b,c,d,3
4,a,b,c,d,4
5,a,b,c,d,5
6,a,b,c,d,6
7,a,b,c,d,7

@COLORS

1 255 255 255
2 192 192 192
3 64 255 64
4 255 64 64
5 128 0 255
6 188 188 188
7 255 255 64


Example walkthrough (not all crossroads/short dead ends are handled correctly)
x = 38, y = 38, rule = ariadne
3.3A3.3A3.3A3.3A3.3A3.3A$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$3.ADA3.ADA3.A
DA3.ADA3.ADA3.ADA$4AD5AD5AD5AD5AD5AD3A$AB11DA11DA11DA$4AD5AD5AD5AD5AD
5AD3A$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$3.3A3.ADA3.ADA3.ADA3.3A3.ADA$3.A
DA3.ADA3.ADA3.ADA3.ADA3.ADA$4AD5AD5AD5AD5AD5AD3A$A12DA5DA11DA5DA$4AD
5AD5AD5AD5AD5AD3A$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$3.ADA3.3A3.3A3.ADA3.
ADA3.ADA$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$4AD5AD5AD5AD5AD5AD3A$A18DA5DA
5DA5DA$4AD5AD5AD5AD5AD5AD3A$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$3.3A3.ADA
3.ADA3.ADA3.ADA3.ADA$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$4AD5AD5AD5AD5AD5A
D3A$A6DA5DA5DA5DA11DA$4AD5AD5AD5AD5AD5AD3A$3.ADA3.ADA3.ADA3.ADA3.ADA
3.ADA$3.ADA3.ADA3.3A3.ADA3.ADA3.3A$3.ADA3.ADA3.ADA3.ADA3.ADA3.ADA$4AD
5AD5AD5AD5AD5AD3A$A6DA11DA5DA11DA$4AD5AD5AD5AD5AD5AD3A$3.ADA3.ADA3.AD
A3.ADA3.ADA3.ADA$3.ADA3.3A3.ADA3.ADA3.3A3.ADA$3.ADA3.ADA3.ADA3.ADA3.A
DA3.ADA$4AD5AD5AD5AD5AD5AD3A$A24DA11D$4AD5AD5AD5AD5AD5AD3A$3.ADA3.ADA
3.ADA3.ADA3.ADA3.ADA$3.3A3.3A3.3A3.3A3.3A3.3A!


Mine o'tours :) Unoptimized, made in a hurry, just for fun, incomplete.
Naszvadi
 
Posts: 366
Joined: May 7th, 2016, 8:53 am

Re: Labyrinth. Rules!

Postby jimmyChen2013 » January 31st, 2018, 9:37 pm

Try your's on my maze-gem rule
@RULE Maze-gen

@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect

var a = {0,1}
var b = {a}
var c = {a}
var d = {a}
var e = {a}
var f = {a}
var g = {a}
var h = {a}

0,0,0,0,0,0,0,0,0,0
1,1,1,1,1,1,1,1,1,1

0,a,1,1,1,c,0,0,0,1
1,a,0,0,0,c,1,1,1,0

0,1,1,1,b,0,0,0,c,1
1,0,0,0,b,1,1,1,c,0

0,0,1,0,1,0,0,0,0,1
1,1,0,1,0,1,1,1,1,0

0,1,a,1,b,1,c,1,0,1
1,0,a,0,b,0,c,0,1,0

0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0

0,1,0,1,1,1,0,1,1,1
1,0,1,0,0,0,1,0,0,0

0,1,0,1,1,1,1,1,1,1
1,0,1,0,0,0,0,0,0,0

0,1,0,0,0,1,0,0,0,1
1,0,1,1,1,0,1,1,1,0

0,0,1,1,0,1,0,1,1,1
1,1,0,0,1,0,1,0,0,0

1,0,a,1,1,1,b,0,1,0
0,1,a,0,0,0,b,1,0,1

0,0,0,1,0,1,1,1,a,1
1,1,1,0,1,0,0,0,a,0

1,0,1,1,1,a,1,1,1,0

@COLORS
0 255 255 255
1 0 0 0

(it doesn't really work that way, but just for fun lol :lol: )
Failed Replicator!
x = 4, y = 4, rule = B34ce5cen67c8/S2-i3-jqry4cent5j67c8
bo$obo$bobo$2bo!

(That I wish was not failed D:)
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Posts: 132
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Re: Labyrinth. Rules!

Postby dvgrn » February 1st, 2018, 5:37 pm

Vaguely related -- here's a simplified copy of an early Golly rule for solving mazes, and a couple of Python scripts for generating test mazes, and some sample maze patterns -- from the Rule Table Repository.

MazeSolver2.zip
MazeSolver archive from 2009 (with updated rule file from 2013)
(35.35 KiB) Downloaded 114 times
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dvgrn
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