Page 1 of 2

Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 10th, 2018, 10:42 pm
by Redstoneboi
This is Sticky, a rule named so for the blocks sticking to the photons.
It's a rule designed to be Turing-Complete (TC) and Construction Universal (CU).

This is the rule table.
As you've seen in the subject and the table, it has 4 states, uses a Moore neighborhood, and works the same way rotated and mirrored.
@RULE Sticky

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a{0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

var s{1,2}

#SPACE
#retract
0,s,0,3,2,0,2,3,0,2

#construct
0,3,1,0,d,0,f,0,0,2
0,2,2,1,d,e,f,g,h,1

#moving
0,3,2,c,d,e,f,g,0,0
0,3,b,c,d,e,f,g,h,3

#BLOCK
#retract
1,s,0,3,2,2,2,3,0,2

#construction
1,2,2,c,d,2,f,g,h,1
1,2,2,c,d,e,f,g,h,0

#TAIL
#retract
2,3,b,c,d,e,f,g,h,0
2,0,2,c,2,0,f,g,h,1
2,1,3,2,0,e,0,2,3,2

#basic
2,a,b,c,d,e,f,g,h,0

#SIGNAL
#reflect
#3,2,b,1,d,0,f,0,h,0

#basic
3,a,b,c,d,e,f,g,h,2

There are ways to move blocks around, and reflect bullets.
Here are some examples:

INTERACTIONS
This section shows how photons interact with blocks.
Time stamps (because LifeViewer can’t use custom rules):
At generations:
    15-18: Photon splits in 2.
    28-32: A photon gets eaten.
    34-37: Photon gets reflected 90 degrees clockwise, left to up.
    49-52: Block “sticks” to photon, gets moved 1 cell, and destroys the photon.
x = 83, y = 74, rule = Sticky
.B4.2B2.B.B.B3.B3.3B.3B3.B.2B2.B.B2.B2.3B2.B2.2B$2B2.B.B.B.B.B.B3.B3.
B4.B3.B2.B.B.B.B.B.B2.B2.B.B.B.B$.B4.2B2.B.B.B3.B3.2B3.B3.B2.2B2.3B.B
.B2.B2.B.B.B.B$.B2.B.B.B.B.B.B3.B3.B4.B3.B2.B3.B.B.B.B2.B2.B.B.B.B$3B
3.2B3.2B.3B.3B.3B2.B2.B3.B3.B.B2.B3.B3.B2.B.B2$3B4.2B.2B2.B3.3B.3B.3B
.3B.2B$2.B.B.B3.B.B.B4.B3.B3.B2.B3.B.B$3B4.B2.2B2.B4.B3.B3.B2.2B2.2B$
B3.B3.B.B3.B4.B3.B3.B2.B3.B.B$3B3.2B2.B3.3B.3B2.B3.B2.3B.B.B2$3B3.2B
2.3B.3B.B3.3B2.2B.3B2.B2.2B$2.B.B.B.B.B3.B3.B3.B3.B4.B2.B.B.B.B$3B3.
2B2.2B2.2B2.B3.2B2.B4.B2.B.B.2B$2.B.B.B.B.B3.B3.B3.B3.B4.B2.B.B.B.B$
3B3.B.B.3B.B3.3B.3B2.2B2.B3.B2.B.B2$B.B3.3B2.B2.3B.3B.2B$B.B.B.B3.B.B
2.B2.B3.B.B$3B3.2B2.3B2.B2.2B2.2B$2.B.B.B3.B.B2.B2.B3.B.B$2.B3.3B.B.B
2.B2.3B.B.B2$3B3.2B2.B4.B3.2B.B.B$B3.B.B.B.B3.B.B.B3.B.B$3B3.2B2.B3.B
.B.B3.2B$2.B.B.B.B.B3.B.B.B3.B.B12.3B$3B3.2B2.3B2.B3.2B.B.B12.B$37.3B
$39.B$37.3B2$38.B$38.B$36.B.B.B$37.3B$38.B3$38.A$55.3B$57.B$55.3B$55.
B$55.3B2$56.B$56.B$54.B.B.B$55.3B$56.B2$25.3B3.A44.B3.B.B$27.B4.A23.A
13.A4.B4.B.B$25.3B.5A2.A34.A2.5B.3B$27.B4.A4.A32.A4.B6.B$25.3B3.A44.B
5.B12$46.B4.B$45.2B5.B$46.B2.5B2.C$46.B5.B3.B$45.3B3.B!

Funny how LifeViewer thinks Sticky means B/S4, I don't know the exact reason why.
Can someone explain that?

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 10th, 2018, 11:06 pm
by Hunting
Nice.
I think in LifeViewer "Sticky" means B/S because
B / S ticky(ignored letters)

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 11th, 2018, 12:23 am
by Redstoneboi
Hunting wrote:Nice.
I think in LifeViewer "Sticky" means B/S because
B / S ticky(ignored letters)

it’s actually B/S4, though it doesn’t behave as such.

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 11th, 2018, 10:50 am
by KittyTac
Gun:
x = 5, y = 5, rule = Sticky
.A$2.BCA2$A$3.A!


Large enough random fields produce natural guns among the debris that make more guns from the debris. Results in a complex system of feedback loops.

Wick:
x = 4, y = 67, rule = Sticky
2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$
2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.B$2.C3$2.BA$2.B!


Another wick:
x = 15, y = 72, rule = Sticky
6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.
C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B$6.C3$6.B
$6.C2$5.A$7.A!


Ditto. Looks to be extensible:
x = 17, y = 4, rule = Sticky
11.A$BC2.BC2.BC2.BC$12.3A$10.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 11th, 2018, 11:57 am
by Redstoneboi
I’ve already made a universal construction arm:
x = 75, y = 26, rule = Sticky
52.A14.A$51.A16.A2$61.A$60.A.A$54.2A.2A4.A$39.BC12.A10.A$52.A.A3.A$
26.BC30.A$52.A.A.2A$13.BC41.A5.A.A$52.A$BC51.A$66.A.A$65.A3.A$54.A3.A
8.A$55.A.A.A2.A$57.A$57.A16.A$57.A15.A$57.A$57.A.A$58.A2$51.A11.A$52.
A9.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 11th, 2018, 12:41 pm
by AforAmpere
log(t) growth:
x = 7, y = 5, rule = Sticky
4.A$.4A$A3.A$.ACBC.A$2.2A.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 12th, 2018, 6:41 am
by Redstoneboi
AforAmpere wrote:log(t) growth:
x = 7, y = 5, rule = Sticky
4.A$.4A$A3.A$.ACBC.A$2.2A.A!

sqrt(t)*

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 12th, 2018, 2:16 pm
by Sarp
Can anybody make a diode?
Edit: I made one
x = 7, y = 7, rule = Sticky
2.A.A$.A3.A$.A3.A$A5.A$.A.A.A$.A3.A$2.A.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 12th, 2018, 3:50 pm
by AforAmpere
Toggle with signal returned in one case, but not the other:
x = 14, y = 22, rule = Sticky
$3.A$2.A$4.A$2.A8.CB$.A$2.A$3.A7$3.A$2.A$5.A$2.A8.CB$.A$2.A$3.A!


AND using Sarp's diode:
x = 18, y = 15, rule = Sticky
$10.A$8.2A.2A$7.A5.A.A$.BC6.A6.A$7.A5.A$8.2A.2A$10.A$8.2A.2A$7.A5.A$.
BC6.A6.A$7.A5.A.A$8.2A.2A$10.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 12th, 2018, 4:29 pm
by rowett
Redstoneboi wrote:Funny how LifeViewer thinks Sticky means B/S4, I don't know the exact reason why.
Can someone explain that?

Yes, I can: It's a bug. I'll fix it for the next release.

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 12th, 2018, 5:38 pm
by Hdjensofjfnen
This machine can count, but only up to a point:
x = 23, y = 28, rule = Sticky
19.A$4.16A$22.A22$4A.A$A.BC.A$A4.A$6A!


EDIT: Cage-opening sequences. Can anyone make a safe that requires a specific sequence to let the photon out?
x = 41, y = 5, rule = Sticky
BC.BC21.BC.BC.BC$8.4A26.2A$8.AB.A25.AB.A$8.AC.A25.AC.A$8.4A26.2A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 2:54 am
by Redstoneboi
binary counter:
x = 26, y = 7, rule = Sticky
.A.A$A3.A$3.B5.A4.A4.A4.A$A2.C6.A9.A$.A.A3.A4.A4.A4.A$15.A9.A$9.A4.A
4.A4.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 5:03 am
by Sarp
OR gate
x = 32, y = 20, rule = Sticky
3$11.A.A3.A.A$10.A3.A.A3.A$4.A3.A5.A.A5.A3.A$3.A10.A.A10.A$8.A6.A6.A$
3.A8.A.A.A.A8.A$4.A21.A$8.C$8.B3$10.A3.A.A3.A$11.A.A3.A.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 5:37 am
by Redstoneboi
In order left to right:
    NOT
    T-Flip Flop
    Diode
    OR
    AND
    AND-NOT
    XOR
x = 74, y = 25, rule = Sticky
.2A67.2A.A$AC.A64.2A3.A$.B10.A7.2A8.2A.2A8.3A.3A6.A3.A6.A5.A$A6.A3.A
3.A3.A5.A3.A8.A3.A7.A4.A5.A7.A.A.A$.2A3.A6.A6.A3.A5.A3.A2.A5.A2.A2.A
10.A11.A3$.B.C6.B.C6.B.C7.B.C10.B.C3.C.B3.B.C9.B.C$.B.B6.B.B6.B.B7.B.
B10.B.B3.B5.B.B9.B.B$.B8.B8.B9.B3.C.B6.B11.B3.C.B5.B3.C.B$.B8.B18.B3.
B8.B11.B3.B7.B3.B$.B8.B20.C10.B13.C11.C$.B8.B20.B10.B13.B11.B$10.B31.
B$10.B31.B$44.C$44.B$33.C24.C11.C$33.B24.B11.B5$48.C$48.B!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 7:02 am
by Sarp
XOR
x = 11, y = 28, rule = Sticky
4.2A$3.A2.A$8.2A$10.A$8.A.A$7.A2.A$.3A.3A.A$A8.A$.A2.A2.2A2$2.C3.C$2.
B3.B7$2.C$2.B7$6.C$6.B!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 9:42 am
by AforAmpere
Periodically fires a beam:
x = 37, y = 49, rule = Sticky
5$12.A15.A$11.A17.A13$12.A.3A$11.A17.A$28.A21$8.4A.A$8.A.BC.A$8.A4.A$
8.6A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 10:18 am
by Sarp
Universal slow salvo maker
x = 45, y = 128, rule = Sticky
4$19.A6$16.A5.A9.A$14.2A7.2A.A6.A$13.A5.A5.A.A$15.A.2A.2A.A.2A6.A$13.
A5.A12.2A$15.A7.A.2A7.A$13.A.2A5.A4.A4.A$18.A15.A$13.A.A3.A2.A9.2A$
12.2A11.A$11.A3.A6.A.A$13.A.A$14.A7$19.C$19.B14$27.C$27.B23$12.C$12.B
24$27.C$27.B23$12.C$12.B!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 6:58 pm
by Redstoneboi
Sarp wrote:Universal slow salvo maker
x = 45, y = 128, rule = Sticky
4$19.A6$16.A5.A9.A$14.2A7.2A.A6.A$13.A5.A5.A.A$15.A.2A.2A.A.2A6.A$13.
A5.A12.2A$15.A7.A.2A7.A$13.A.2A5.A4.A4.A$18.A15.A$13.A.A3.A2.A9.2A$
12.2A11.A$11.A3.A6.A.A$13.A.A$14.A7$19.C$19.B14$27.C$27.B23$12.C$12.B
24$27.C$27.B23$12.C$12.B!

Nice!
I’m aiming for minimum population here, though.
also, we don’t need a slow salvo, we just need to place blocks, which speeds up construction!
here’s the new model attached to an infinite block generator:
x = 56, y = 21, rule = Sticky
44.A$BC43.A2$29.2A.2A4.A$28.A10.A3.A.A$29.A3.A2.2A.A2.A3.A$6.BC23.A3.
A4.A3.A$30.A6.A$34.A2.A$17.BC14.A3.2A16.A$37.A$37.A$20.BC13.A4.A$36.
2A.A$31.A7.A$32.A5.A4$33.A7.A$34.A5.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 13th, 2018, 8:35 pm
by AforAmpere
Creating salvos to make any object is fairly easy, but long and tedious. Using a general method, a script could probably be written to make one. This prints "HI":
x = 718, y = 21, rule = Sticky
705.A$64.BC70.BC74.BC70.BC62.BC67.BC66.BC58.BC54.BC58.BC43.A2$690.2A.
2A4.A$689.A10.A3.A.A$690.A3.A2.2A.A2.A3.A$8.BC2.BC2.BC2.BC2.BC2.BC2.B
C2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.B
C2.BC2.BC2.BC2.BC22.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.B
C2.BC6.BC2.BC14.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.
BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC23.BC2.BC2.BC2.BC2.BC2.BC2.
BC2.BC2.BC2.BC2.BC2.BC6.BC18.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.
BC6.BC14.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC18.BC2.BC2.BC2.BC2.BC
2.BC2.BC2.BC2.BC2.BC22.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC2.BC33.A3.A
4.A3.A$691.A6.A$695.A2.A$694.A3.2A17.A$698.A$698.A$BC2.BC62.BC2.BC2.B
C62.BC2.BC2.BC2.BC74.BC2.BC54.BC2.BC2.BC55.BC2.BC2.BC2.BC62.BC2.BC2.B
C58.BC2.BC46.BC2.BC2.BC46.BC2.BC2.BC2.BC77.A4.A$697.2A.A$692.A7.A$
693.A5.A4$694.A7.A$695.A5.A!

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 14th, 2018, 5:13 am
by Sarp
Half adder
x = 20, y = 17, rule = Sticky
4.2A.A$3.A3.A$.3A.A.A$A6.A$.A.A.2A5.3A.3A$.A.A3.A3.A7.A$4.2A.A2.3A.3A
.A$5.A12.A$6.3A.A.A.A2.A$.A12.A$2.A3.A.A.A.2A5$7.C3.C$7.B3.B!

Re: Sticky: a 4 state isotropic photon-based Moore ru

PostPosted: September 14th, 2018, 8:33 am
by Redstoneboi
Loop based constructor. We’re getting closer to a full replicator, which was my goal from the beginning! :)
PARTS
bottom: loop
top leftmost: rising/falling edge detector
middle top left: multiplexer
middle top right: output aligner
top right most: universal constructor
x = 64, y = 32, rule = Sticky
25.A23.A$24.A25.A2$5.A7.A21.2A.2A4.A$4.A9.A19.A10.A2.A.A$27.A7.A3.A2.
2A.A.A3.A$12.A13.A10.A3.A4.A2.A$12.A12.A10.A6.A$12.A15.2A10.A2.A$12.A
13.2A11.A3.2A18.A$12.A16.A13.A$12.A14.2A14.A$12.A28.A4.A$.A26.A13.2A.
A$A13.A22.A7.A$13.A24.A5.A$3.A$A5.A$.A3.A$39.A7.A$40.A5.A7$27.A$2.ACB
2.CB2.CB2.CB5.CB2.CBA2$2.A4.BC5.BC2.BC5.BC.A$3.A23.A!

HOW IT WORKS
Let’s start with
the Loop,
    which contains all the information the machine will use to construct objects.
    The spacing of the bullets dictates which instruction it represents.
    It then splits the data and sends it to
the Rising/Falling Edge Detector (RFED),
    which is really just a double AND NOT gate with a delay on one end.
    It detects whether a stream of closely spaced bullets (1 bullet/4 cells) starts (rising edge, outputs top) and falls (>1 bullet/7 cells) (falling edge, outputs right), and outputs it to
the Multiplexer (mux),
    which is an elongated AND gate with multiple outputs.
    It detects the timing of the bullets coming in from both inputs (like Banks IV) and sends it to the proper output, which will then be aligned by
the Output Aligner (aligner),
    which just uses reflectors to align the outputs for
the universal constructor (UC),
which has 4 inputs:
    The top input generates a block to be pushed into the correct location.
    The mid-top one pushes the elbow block forward 1 cell.
    The mid-bottom one pulls it back 1 cell.
    The bottom one fires a bullet upwards from the elbow block.
These commands are enough to construct any pattern of blocks, and shoot at it from any location at the bottom.

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 14th, 2018, 10:34 am
by Sarp
That is beautiful

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 14th, 2018, 11:33 am
by Redstoneboi
Can someone write a Lua script to convert a pattern into a loop based c arm above?

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: September 14th, 2018, 12:52 pm
by KittyTac
Nice speedrun.

Re: Sticky: a 4 state isotropic photon-based Moore rule

PostPosted: October 6th, 2018, 10:57 am
by Redstoneboi
HUGE update to the rule, there are some new collisions and features that are simply gonna change the rule completely.
@RULE Sticky

@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a{0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

#SPACE
#synthesis
0,3,3,0,d,e,f,g,2,1

#offset
0,1,3,1,d,1,f,g,h,3

#retract
0,a,2,3,0,1,0,3,2,1

#construct
0,3,1,0,d,0,f,0,0,2
0,2,2,1,d,e,f,g,h,1

#moving
0,3,3,c,d,e,f,g,h,0
0,3,2,c,d,e,f,g,0,0
0,3,b,c,d,e,f,g,h,3

#BLOCK
#retract
1,3,2,1,2,3,0,0,0,0

#synthesis
1,3,3,c,d,e,f,g,h,0

#construction
1,2,2,c,d,e,3,g,h,3
1,2,2,c,d,e,f,g,h,0

#TAIL
#basic
2,a,b,c,d,e,f,g,h,0

#SIGNAL
#synthesis
3,3,1,c,d,e,f,2,h,1
3,3,2,c,d,e,f,1,h,1

#basic
3,a,b,c,d,e,f,g,h,2

@COLORS
0 0 0 0
1 255 0 0
2 0 128 128
3 0 255 255

New features demo:
A: Now you can make blocks out of elbows so you don’t have to push one all the way to the other end!
B: 90 degree off color block synthesis, as if there weren’t enough construction methods!
C: Color changing prisms!
x = 20, y = 10, rule = Sticky
9.BC$14.A$11.BC3$BC$15.A$11.BC3.A$5.C9.A$5.B10.A!