Page 1 of 2

Turing Machines. (B2ac3i/S)

Posted: September 27th, 2018, 6:22 am
by PkmnQ
So…this is a rule that has turing machines.
Here are some things in this rule:

Electron

Code: Select all

x = 3, y = 2, rule = B2ac3i/S
o$obo!
Electron creator

Code: Select all

x = 3, y = 3, rule = B2ac3i/S
2bo$obo$obo!
Electron eater

Code: Select all

x = 9, y = 3, rule = B2ac3i/S
obo$6bo$6bobo!
And here are two multiples machines I made:

2n

Code: Select all

x = 6, y = 7, rule = B2ac3i/S
o$obo$obo2$4b2o2$3b3o!
4n

Code: Select all

x = 20, y = 10, rule = B2ac3i/S
obo16bo$o18bo$o16bobo5$11b2o2$10b3o!

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 27th, 2018, 7:46 am
by bprentice
PkmnQ,

An interesting rule!

Brian Prentice

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 27th, 2018, 9:07 am
by Redstoneboi
Those aren’t electrons, they’re technically photons.
Also is there any chance to find a “laser” (photon gun)?

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 27th, 2018, 12:02 pm
by bprentice
Redstoneboi,

The rule supports a variety of replicators and guns. A simple example:

Code: Select all

x = 17, y = 23, rule = B2ac3i/S
A2$A9.A5.A$10.A5.A3$15.2A6$15.2A10$13.A.A!
Brian Prentice

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 12:20 am
by PkmnQ
bprentice wrote:Redstoneboi,

The rule supports a variety of replicators and guns. A simple example:

Code: Select all

x = 17, y = 23, rule = B2ac3i/S
A2$A9.A5.A$10.A5.A3$15.2A6$15.2A10$13.A.A!
Brian Prentice
Ooh, didn't see that!
Only found a rake.
Anyways, I'm saving all patterns that are discovered here.
I'm gonna give credit, too.

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 12:47 am
by PkmnQ
Photon 2

Code: Select all

x = 7, y = 18, rule = B2ac3i/S
o2$b2o13$4bo2$4b3o!

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 7:13 am
by PkmnQ

Code: Select all

x = 4, y = 5, rule = B2ac3i/S
bobo$bo2$o$o!
Photon Rake 2

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 7:57 am
by Hunting
Interesting although its exploding!
The first photon can act as a signal. Any idea for logic gates? First, Can we build a Not gate?

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 9:00 am
by Redstoneboi
Hunting wrote:Interesting although its exploding!
The first photon can act as a signal. Any idea for logic gates? First, Can we build a Not gate?
Yes.
let’s look at the list of stuff we need:
guns, check, and adjustable.

Code: Select all

x = 40, y = 59, rule = B2ac3i/S
38bo2$38bo17$36b2o12$36b2o2$obo$17bo5bo5bo5bo$17bo5bo5bo5bo5$29bo5bo$
29bo5bo$18bobo2$36b2o6$35bo2bo6$38bo2$38bo!
independent eaters, check.

Code: Select all

x = 3, y = 9, rule = B2ac3i/S
bo2$b2o4$o2$o!
independent 90 degree reflectors that aren’t NOT gates, NOT check. (no pun inteded)
EDIT: NEVERMIND FOUND ONE

Code: Select all

x = 68, y = 43, rule = B2ac3i/S
2bo11bo31bo$2bo11bo29bo11bo5bo$o11bo31bo11bo5bo$65bobo2$50bo2$39b2o2$
38bo2$48b2o6$47bo2$39b2o6bo2$38bo$55bobo$49bo$49bo$43bo6$39b2o6$39b2o
3$41bo2$41bo!
NOT gate, CHECK!
also, this kind of not gate is really just an ANDNOT gate (which is a UNIVERSAL GATE WOOO) where the first input is always on.

Code: Select all

x = 99, y = 46, rule = B2ac3i/S
96bo2$96bo7$38bo2$38bo58b2o6$97b2o$94bo$94bo$80bobo9$35b2o12$o34b2o2$o
$16bo5bo5bo5bo$16bo5bo5bo5bo!
signal duplicator: CHECK!
uses a heisenburp

Code: Select all

x = 41, y = 53, rule = B2ac3i/S
37bo2$37bo7$38b2o2$37bo2bo2$38b2o2$38b2o2$35bo4bo$33bo$33bo4b2o$21bobo
11bo4$2bo$2bo$o3$40bo2$38b2o2$16bo5bo11bo$14bo3bobo3bo11bo$14bo3bobo3b
o11bo$5bobo8bo2$22bo2bo2$23b2o10$25bo2$25bo!
For good measure, have something that could possibly be used for a memory cell, most notably a t-flip flop.

Code: Select all

x = 31, y = 44, rule = B2ac3i/S
28bo2$29b2o22$28bo2$29b2o10$28bo2$29b2o3$2bo23bo$2bo23bo$o23bo!

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 10:44 am
by PkmnQ
Redstoneboi wrote:
also, this kind of not gate is really just an ANDNOT gate (which is a UNIVERSAL GATE WOOO) where the first input is always on.

Code: Select all

x = 99, y = 46, rule = B2ac3i/S
96bo2$96bo7$38bo2$38bo58b2o6$97b2o$94bo$94bo$80bobo9$35b2o12$o34b2o2$o
$16bo5bo5bo5bo$16bo5bo5bo5bo!
Nice!
That was quick.

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 3:10 pm
by Naszvadi
My usual 2cents. (Do construct a rule-110 unit cell!)

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 28th, 2018, 8:16 pm
by Redstoneboi
But first, let’s figure out how we’re gonna solve timing issues.
the reflector is very flexible, and can be used to become a regulator, so long as the input phase stays correct.
there are many cancelling reactions and ANDNOT gates with different timings for anyone to figure out.
reflectors can be used as trombone slides.

to remove ambiguity, an ANDNOT gate will return a photon when the first input has a photon AND NOT the second input.
a cancel ANDNOT (CAndNot) is where the second input is destroyed on collision.
a passing ANDNOT (PAndNot) is where the second input is NOT destroyed on collision.
a NOT (and its c and p variants) is where the first input always has a photon.

In this racetrack i’m going to be using
  • 2 period doubled guns
    1 splitter (which is just a gun powering the first input of a PAndNot connected to a CNot gate)
    3 eaters (one of which is for a CAndNot)
    and 2 reflectors.
the top end is synchronized differently so I had to find some ways to time them correctly.

Code: Select all

x = 249, y = 163, rule = B2ac/S
49bobo$54bo2$52b2o2$52b2o2$51bo2bo2$52b2o4$43bo$41bo3bo$41bo3bo$43bo$
38b2o2$37bo2bo10bo2$38b2o12b2o3$170bobo$24bo2$24bo6bo11bo$27bobo3bo11b
o$27bobo3bo11bo57bo71bo23bo23bo11bo5bo$25bo5bo71bo65b2o4bo23bo23bo11bo
5bo$105bo71bo23bo23bo22bo$171bo$233b2o13bo6$232bo2bo3$214b2o2$216bo18b
obo7$224bo$218bo$218bo$169b2o43b2o8bo4bo2$171bo57bo4$214b2o7$216bobo
11$169b2o2$171bo3$97bobo5$99bo2bo6$86bo13b2o2$86bo34bo23bo23bo$93bo5bo
23bo23bo23bo$93bo5bo23bo23bo23bobo11bo5bo$173bo11bo5bo$175bo22bo2$30bo
bo136b2o12b2o13bo2$171bo4$182bo2bo$33b2o$183bo$179bo$173bo7bo$19bo82b
2o69bo$169b2o8bo$19bo4bo8b2o66bo$30bo$30bo$24bo2$169b2o5$11bobo18bo2$
33b2o136bobo3$13bo2bo6$o13b2o$102b2o$o22bo23bo23bo23bo24bo23bo$7bo5bo
11bo23bo23bo23bo3bo20bo23bo$7bo5bo11bo23bo23bo23bo24bo23bo4bo2$151bo4$
93bo$99bo$99bo$88bo4bo8b2o2$88bo4$102b2o2$51bo2$51bo3$99bobo!

Re: Maybe Turing Machines? (Not B2ac/S)

Posted: September 28th, 2018, 10:02 pm
by PkmnQ
Umm...RedstoneBoi, you forgot the 3i

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 29th, 2018, 11:21 am
by dani
It works just fine in B3i

Code: Select all

x = 249, y = 163, rule = B2ac3i/S
49bobo$54bo2$52b2o2$52b2o2$51bo2bo2$52b2o4$43bo$41bo3bo$41bo3bo$43bo$
38b2o2$37bo2bo10bo2$38b2o12b2o3$170bobo$24bo2$24bo6bo11bo$27bobo3bo11b
o$27bobo3bo11bo57bo71bo23bo23bo11bo5bo$25bo5bo71bo65b2o4bo23bo23bo11bo
5bo$105bo71bo23bo23bo22bo$171bo$233b2o13bo6$232bo2bo3$214b2o2$216bo18b
obo7$224bo$218bo$218bo$169b2o43b2o8bo4bo2$171bo57bo4$214b2o7$216bobo
11$169b2o2$171bo3$97bobo5$99bo2bo6$86bo13b2o2$86bo34bo23bo23bo$93bo5bo
23bo23bo23bo$93bo5bo23bo23bo23bobo11bo5bo$173bo11bo5bo$175bo22bo2$30bo
bo136b2o12b2o13bo2$171bo4$182bo2bo$33b2o$183bo$179bo$173bo7bo$19bo82b
2o69bo$169b2o8bo$19bo4bo8b2o66bo$30bo$30bo$24bo2$169b2o5$11bobo18bo2$
33b2o136bobo3$13bo2bo6$o13b2o$102b2o$o22bo23bo23bo23bo24bo23bo$7bo5bo
11bo23bo23bo23bo3bo20bo23bo$7bo5bo11bo23bo23bo23bo24bo23bo4bo2$151bo4$
93bo$99bo$99bo$88bo4bo8b2o2$88bo4$102b2o2$51bo2$51bo3$99bobo!

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 30th, 2018, 2:31 am
by PkmnQ
I know, I already saved it.
Also, I'm currently not using the device a saved all my patterns on, so no patterns will be saved for now.

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 30th, 2018, 9:24 am
by PkmnQ

Code: Select all

x = 7, y = 14, rule = B2ac3i/S
2$2b4o2$3b3o7$bobo!
Almost spaceship, but we have to add a hollow blinker to eat every photon rake that comes out when there are no photons left.

Could maybe be used as a counter?

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: September 30th, 2018, 11:09 am
by KittyTac
PkmnQ wrote:

Code: Select all

x = 7, y = 14, rule = B2ac3i/S
2$2b4o2$3b3o7$bobo!
Almost spaceship, but we have to add a hollow blinker to eat every photon rake that comes out when there are no photons left.

Could maybe be used as a counter?
It's a moving, endlessly expanding binary counter! Also a high-period sawtooth.

Re: Maybe Turing Machines? (B2ac3i/S)

Posted: October 1st, 2018, 5:38 am
by PkmnQ
Second sawtooth counter

Code: Select all

x = 4, y = 8, rule = B2ac3i/S
bobo$bo2$o$o$o2bo2$3bo!

Re: Turing Machines. (B2ac3i/S)

Posted: October 8th, 2018, 10:41 am
by PkmnQ

Code: Select all

x = 20, y = 5, rule = B2ac3i/S
bobo13bobo$bobo13bo2$obo$obo!
Digging in my files, I saw a puffer in B2ac/S.
I wondered if it still worked.
It kinda did, but I had to modify it a bit.
Luckily, I didn't need a search program because it readjusted itself.

Re: Turing Machines. (B2ac3i/S)

Posted: November 10th, 2018, 11:07 am
by Hunting
PkmnQ wrote:

Code: Select all

x = 20, y = 5, rule = B2ac3i/S
bobo13bobo$bobo13bo2$obo$obo!
Digging in my files, I saw a puffer in B2ac/S.
I wondered if it still worked.
It kinda did, but I had to modify it a bit.
Luckily, I didn't need a search program because it readjusted itself.
Oh Good

Re: Turing Machines. (B2ac3i/S)

Posted: November 10th, 2018, 3:23 pm
by Layz Boi
Here's some probably useless garbóge.

stuff.rke

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A$A4.A$A$A.2A3.2A$A$A8.A$A$A3.A12$
2.A$A3.A$A4.A$A$A.2A3.2A$A$A8.A$A$A$A5.A$2.A12$
A.A5.A.A$A.A5.A$A.A$A.A$A.A$A.A12$!
stuff.pfr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A$A.A.A.A$A.A.A3.A$A$A7.A$A12$!
stuff.osr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A2.A.A4$2.4A2$A6.A2$2.4A4$A.A2.A.A12$
A.A15.A.A$12.A$10.A$10.A$12.A$A.A15.A.A12$
2.A.A2$6.A..A$2.3A.A$6.A2.A$A2.A$3.A.3A$A2.A2$5.A.A12$!
stuff.shp

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A3.A$A$A5.A$A$A.2A..A$A$A5.A$A$A3.A12$
A5.A.A$A.A.A.A.A.A$A.A.A.A$A.A.A.A$A5.A12$
A$A.A$A.A$A$5.A$5.A$7.A12$
2.A7.A$A3.A$A3.A5.A3.A2$2.A7.A3.A$2.A7.A$2.A3.A3.A12$
A$A.A$A2.2A$A$A2.2A$A.A$A12$
A7.A$A$2.A5.A2$2.A5.A$A$A7.A12$!
stuff.rke.pfr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A$A.A$A.A$A$A6.3A$A$A.AA6.A$A$A6.3A$A$A.A$A.A$A.A12$!

Re: Turing Machines. (B2ac3i/S)

Posted: November 11th, 2018, 5:51 am
by Hunting
Layz Boi wrote:Here's some probably useless garbóge.

stuff.rke

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A$A4.A$A$A.2A3.2A$A$A8.A$A$A3.A12$
2.A$A3.A$A4.A$A$A.2A3.2A$A$A8.A$A$A$A5.A$2.A12$
A.A5.A.A$A.A5.A$A.A$A.A$A.A$A.A12$!
stuff.pfr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A$A.A.A.A$A.A.A3.A$A$A7.A$A12$!
stuff.osr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A2.A.A4$2.4A2$A6.A2$2.4A4$A.A2.A.A12$
A.A15.A.A$12.A$10.A$10.A$12.A$A.A15.A.A12$
2.A.A2$6.A..A$2.3A.A$6.A2.A$A2.A$3.A.3A$A2.A2$5.A.A12$!
stuff.shp

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A3.A$A$A5.A$A$A.2A..A$A$A5.A$A$A3.A12$
A5.A.A$A.A.A.A.A.A$A.A.A.A$A.A.A.A$A5.A12$
A$A.A$A.A$A$5.A$5.A$7.A12$
2.A7.A$A3.A$A3.A5.A3.A2$2.A7.A3.A$2.A7.A$2.A3.A3.A12$
A$A.A$A2.2A$A$A2.2A$A.A$A12$
A7.A$A$2.A5.A2$2.A5.A$A$A7.A12$!
stuff.rke.pfr

Code: Select all

x = 0, y = 0, rule = B2ac3i/S
A.A$A.A$A.A$A$A6.3A$A$A.AA6.A$A$A6.3A$A$A.A$A.A$A.A12$!
The rakepuffer is techly a breeder, congrats!
------------------------------------------------------------
I wanna build a Rule 18 Machine here! Start from now...
The rule 18 logic expression is:
(Not q) and (p xor r)
So we need a NOT gate and an XOR gate (and probably, a lots of 90d reflector)
However
a xor b = (a or b) and not (a and b)
We've completed the NOT gate, right?

Re: Turing Machines. (B2ac3i/S)

Posted: November 11th, 2018, 11:52 am
by Redstoneboi
Hunting wrote: I wanna build a Rule 18 Machine here! Start from now...
The rule 18 logic expression is:
(Not q) and (p xor r)
So we need a NOT gate and an XOR gate (and probably, a lots of 90d reflector)
However
a xor b = (a or b) and not (a and b)
We've completed the NOT gate, right?
What about rule 90? Rule 90 is (left xor right) which is much simpler than ((not left) and (center xor right)).
Alternatively we could do something more important such as rule 110 ((c or r) andnot (l and c and r)).
T = true = gun
not a = T andnot a
a or b = not ((not a) andnot b)
a and b = a andnot (not b)
a xor b = (a andnot b) or (b andnot a)

So that gives us:
rule 110 = T andnot ((T andnot c) andnot r) andnot (l andnot (T andnot (c andnot (T andnot r))))
rule 90 = T andnot ((T andnot (l andnot r)) andnot (r andnot l))
Now that’s a lot of splitters and reflectors.

Re: Turing Machines. (B2ac3i/S)

Posted: November 12th, 2018, 9:30 am
by Hunting
Redstoneboi wrote:
Hunting wrote: I wanna build a Rule 18 Machine here! Start from now...
The rule 18 logic expression is:
(Not q) and (p xor r)
So we need a NOT gate and an XOR gate (and probably, a lots of 90d reflector)
However
a xor b = (a or b) and not (a and b)
We've completed the NOT gate, right?
What about rule 90? Rule 90 is (left xor right) which is much simpler than ((not left) and (center xor right)).
Alternatively we could do something more important such as rule 110 ((c or r) andnot (l and c and r)).
T = true = gun
not a = T andnot a
a or b = not ((not a) andnot b)
a and b = a andnot (not b)
a xor b = (a andnot b) or (b andnot a)

So that gives us:
rule 110 = T andnot ((T andnot c) andnot r) andnot (l andnot (T andnot (c andnot (T andnot r))))
rule 90 = T andnot ((T andnot (l andnot r)) andnot (r andnot l))
Now that’s a lot of splitters and reflectors.
WOW Nice
Now rule 18 is:
(T andnot b) andnot (T andnot ((a andnot c) or (c andnot a)))

Re: Turing Machines. (B2ac3i/S)

Posted: November 12th, 2018, 9:48 am
by PkmnQ
Rule 30 is (l xor (c or r))

Which is turned into:
T andnot (((l andnot (T andnot ((T andnot c) andnot r))) andnot ((T andnot ((T andnot c) andnot r)) andnot l)