[Forum Game] CA Puzzles

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Rhombic
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Re: [Forum Game] CA Puzzles

Post by Rhombic » March 11th, 2017, 1:41 pm

I'll go ahead with a very easy puzzle:
Add or remove one non-totalistic birth/survival condition and remove one cell to turn this pattern into a xq4.
Please don't use Catagolue to find the actual ship.

Code: Select all

x = 6, y = 4, rule = B2c3-ey4q/S23-a
b2o$obo2bo$3b3o$5bo!
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Rhombic
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Re: [Forum Game] CA Puzzles

Post by Rhombic » April 5th, 2017, 8:56 am

Place THREE state-2 B-heptominoes in the bounded box to destroy the state 1 cells completely (no escaped gliders), reacting with all state 2 blocks and without any state 1 cells touching the blocks at the back at any point.

Code: Select all

x = 164, y = 147, rule = DeadlyEnemies
.2B2.2B$.2B2.2B4$5.2B3.2B3.2B2.2B$2B3.2B3.2B3.2B2.2B$2B$5.2B$5.2B$2B
17.2B3.2B$2B12.2B3.2B3.2B$14.2B$19.2B$19.2B48$84.A$82.2A$81.A.A$81.2A
7$73.A$71.2A$70.A.A18.2A$70.2A19.2A$98.2A$91.2A4.A2.A$91.2A4.A2.A$98.
2A3$94.A$94.2A$86.2A6.2A$86.2A7.A$68.A$66.2A$65.A.A31.2A$65.2A32.2A$
107.A11.A11.A11.A11.A7.A$90.2A3.2A$90.2A3.2A66.A2$87.2A74.A$87.2A$94.
2A67.A$87.2A4.A2.A$87.2A4.A2.A66.A$94.2A$163.A2$90.A16.A55.A$90.2A$
82.2A6.2A71.A$82.2A7.A$163.A2$95.2A66.A$95.2A$163.A$86.2A3.2A$86.2A3.
2A70.A2$107.A55.A2$163.A2$163.A2$163.A2$163.A2$163.A2$107.A55.A2$163.
A2$163.A2$163.A2$163.A2$163.A2$107.A55.A2$163.A2$163.A4$107.A.A.A.A.A
.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A.A3.A!
One solution SPOILERALERT:

Code: Select all

x = 164, y = 147, rule = DeadlyEnemies
.2B2.2B$.2B2.2B4$5.2B3.2B3.2B2.2B$2B3.2B3.2B3.2B2.2B$2B$5.2B$5.2B$2B
17.2B3.2B$2B12.2B3.2B3.2B$14.2B$19.2B$19.2B48$84.A$82.2A$81.A.A$81.2A
7$73.A$71.2A$70.A.A18.2A$70.2A19.2A$98.2A$91.2A4.A2.A$91.2A4.A2.A$98.
2A3$94.A$94.2A$86.2A6.2A$86.2A7.A$68.A$66.2A$65.A.A31.2A$65.2A32.2A$
107.A11.A11.A11.A11.A7.A$90.2A3.2A$90.2A3.2A41.2B23.A$137.2B$87.2A49.
2B23.A$87.2A23.B26.B$94.2A15.3B49.A$87.2A4.A2.A13.2B.B$87.2A4.A2.A66.
A$94.2A$163.A2$90.A16.A55.A$90.2A$82.2A6.2A71.A$82.2A7.A$163.A2$95.2A
66.A$95.2A15.B$111.2B50.A$86.2A3.2A17.2B$86.2A3.2A18.2B50.A2$107.A55.
A2$163.A2$163.A2$163.A2$163.A2$163.A2$107.A55.A2$163.A2$163.A2$163.A
2$163.A2$163.A2$107.A55.A2$163.A2$163.A4$107.A.A.A.A.A.A.A.A.A.A.A.A.
A.A.A.A.A.A.A.A.A.A.A.A.A.A.A3.A!
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dvgrn
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Re: [Forum Game] CA Puzzles

Post by dvgrn » April 5th, 2017, 9:02 pm

Rhombic wrote:Place THREE state-2 B-heptominoes in the bounded box to destroy the state 1 cells completely (no escaped gliders), reacting with all state 2 blocks and without any state 1 cells touching the blocks at the back at any point.

Code: Select all

x = 164, y = 147, rule = DeadlyEnemies...
Seems like a link to where the DeadlyEnemies rule table is posted might be useful here.

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Re: [Forum Game] CA Puzzles

Post by dvgrn » June 17th, 2017, 10:38 pm

Here's a puzzle that's maybe really more of an optimization problem.

With the new 0-degree Snark recipe, simeks' single-channel construction arm is now capable of bending itself around an arbitrary number of corners, then un-bending those corners again if needed. It can also throw off target blocks to either side, and shoot *WSSes in all directions -- and even Corderships and loafers and so on, if those are needed.

There appear to be universal elbow operations even when individual gliders are required to be separated by up to 213 ticks. This allows an interesting trick to be done with Guam's one-bit-spark-to-2G converter, which recovers in 164 ticks.

Starting with an empty universe, we can change the state of 35 cells at T=0, as follows:

Code: Select all

x = 66, y = 65, rule = LifeHistory
.A$2A25$22.3B$22.4B$23.4B$24.4B$25.4B$26.4B14.A$27.4B11.3A$28.4B9.A$
29.4B8.2A$30.4B2.2B.4B$31.4B.5B$31.11B$28.14B.2B$27.19B$26.20B$27.20B
$27.21B$27.21B$27.22B$26.24B$26.24B14.2A$26.23B3.B11.A$25.32B4.BA.A$
24.19BD16B.B2A$25.37B$25.19B2A16B$25.18BA2BA15B$25.19B2A14B$24.28B5.B
.B$25.2B.A7B2.14B4.3B$26.B2A8B5.8B6.B.AB$26.12B4.6B9.2A$27.6B2.4B4.4B
$29.4B3.3B2$37.2A$38.A$37.A$37.2A!
#C [[ THUMBNAIL THUMBSIZE 2 ]]
Then, as long as we have complete control of a single cell (the red cell above) we can send out single-channel recipes that can build any pattern that can be constructed with a finite number of gliders.

We can even promise to turn on the cell no more than once every 164 ticks, since we can't really do that anyway, or even only at most once every 213 ticks if we didn't mind taking twenty times as long to get constructions done. Otherwise we can leave the cell alone, never turning it OFF.

-- Okay, so that's 36 cells we have to touch, 35 at T=0 and one more that we have to be able to modify indefinitely to allow for universal construction. The questions are

1) Can we get to universal construction with fewer T=0 cells and only one permanent-control cell?

and

2) If we have permanent control over any cells we touch, how many do we need to achieve universal construction?

The upper bound for the answer to #2 seems to be 4 cells, because you can produce gliders on demand, if you have control over three cells in a banana-spark shape (among others). And then you can lie in wait for a glider out along the output channel, and convert a glider into an elbow -- and then you never need to use that fourth cell again.

The lower bound is pretty definitely 3 cells, for obvious reasons. I strongly suspect that universality can be achieved with only three controllable cells, but I'm not sure I want to try to prove it.

2b) Are there arrangements of three cells where you only need to be able to turn the cells ON or leave them alone to make a stream of single-channel gliders? The banana-spark glider generation method I found needed four ticks, and I had to turn two different cells OFF in different generations.

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Re: [Forum Game] CA Puzzles

Post by praosylen » June 17th, 2017, 11:13 pm

dvgrn wrote:1) Can we get to universal construction with fewer T=0 cells and only one permanent-control cell?
Well, here's a trivial optimization (33 T=0 cells):

Code: Select all

x = 66, y = 65, rule = LifeHistory
.A$2A25$22.3B$22.4B$23.4B$24.4B$25.4B$26.4B14.A$27.4B11.3A$28.4B9.A$
29.4B8.2A$30.4B2.2B.4B$31.4B.5B$31.11B$28.14B.2B$27.19B$26.20B$27.20B
$27.21B$27.21B$27.22B$26.24B$26.24B14.2A$26.23B3.B11.A$25.32B4.BA.A$
24.19BD16B.B2A$25.37B$25.19BA17B$25.19B2A16B$25.20BA14B$24.28B5.B.B$
25.2B.A7B2.14B4.3B$26.B2A8B5.8B6.B.AB$26.12B4.6B9.2A$27.6B2.4B4.4B$
29.4B3.3B2$37.2A$38.A$37.A$37.2A!
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biggiemac
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Re: [Forum Game] CA Puzzles

Post by biggiemac » June 20th, 2017, 9:57 pm

Is there a way using the banana spark configuration to also make some methuselah? Have it explode a bit, but when stable remain clear of the three control cells? Then use that debris as an elbow of sorts, with at least sufficient clearance to build a snark?

I expect with active control over three cells one can achieve a lot of different explosions so long as one can get started.
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Re: [Forum Game] CA Puzzles

Post by wildmyron » June 21st, 2017, 12:02 am

dvgrn wrote:2) If we have permanent control over any cells we touch, how many do we need to achieve universal construction?

The upper bound for the answer to #2 seems to be 4 cells, because you can produce gliders on demand, if you have control over three cells in a banana-spark shape (among others). And then you can lie in wait for a glider out along the output channel, and convert a glider into an elbow -- and then you never need to use that fourth cell again.

The lower bound is pretty definitely 3 cells, for obvious reasons. I strongly suspect that universality can be achieved with only three controllable cells, but I'm not sure I want to try to prove it.
Here is a sequencce to get to an R after 3 ticks with only modifications of the three cells in a banana spark (Gen 0: 3 On; Gen 1: 1 On; Gen 2: 1 On; Gen 3: 1 On, 1Off)

Code: Select all

x = 23, y = 62, rule = B3/S23
b2o18bo$o20bo19$bo18b2o$2o18b2o18$21bo$3o17bobo$2o18bobo18$bo$3o$2bo!
It doesn't exactly throw debris away from the control site as biggiemac suggests, but it certainly shows there is a potential path to universal construction with full control of only three cells.
dvgrn wrote:2b) Are there arrangements of three cells where you only need to be able to turn the cells ON or leave them alone to make a stream of single-channel gliders? The banana-spark glider generation method I found needed four ticks, and I had to turn two different cells OFF in different generations.
Here's a sequence which takes longer, but only requires turning three cells On at any time:

Code: Select all

x = 27, y = 182, rule = B3/S23
3b2o18bo$2bo20bo19$3bo18b2o$2b2o18b2o18$23bo$2b3o17bobo$2b2o18bobo18$
3bo18b3o$2b3o17bobo$2bobo17bobo17$23bo$2b3o17bobo$2bobo16b2ob2o$2bobo
17$3bo19bo$2bobo16bo3bo$b5o15b2ob2o$22b3o17$3bo$bo3bo15bo3bo$b5o15bo3b
o$2b3o16bo3bo$23bo17$bo3bo18b2o$bo2b2o14b3ob3o$bo3bo16bo2bo$3bo17$4b2o
15b2o3bo$7o14b2o3bo$2bo2bo16bo2b2o18$b2o3bo$b2obobo$2bo2b2o!
And here's an example explosion with only control to turn On three cells at any time:

Code: Select all

x = 27, y = 163, rule = B3/S23
3b2o18bo$2bo20bo19$3b2o17b3o$2b2o18b3o18$23bo$2b3o17bobo$2b3o17bobo$
23bo17$3bo18b3o$2b3o17bobo$2bobo17bobo$3bo19bo16$23bo$2b3o17bobo$2bobo
16b2ob2o$2bobo17bobo$3bo19bo16$3bo19bo$2bobo16b2ob2o$b2ob2o15b2ob2o$2b
obo16b2ob2o$3bo19bo16$3bo18b3o$b2ob2o15bo3bo$b2ob2o14bo5bo$b2ob2o15bo
3bo$3bo18b3o36$2b3o$bo3bo$o3bobo$b2o2bo$2b3o!
It doesn't really throw out its debris in the right place but there's no shortage of ways to interact with it to achieve that outcome.
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Re: [Forum Game] CA Puzzles

Post by dvgrn » June 21st, 2017, 12:58 am

biggiemac wrote:Is there a way using the banana spark configuration to also make some methuselah? Have it explode a bit, but when stable remain clear of the three control cells? Then use that debris as an elbow of sorts, with at least sufficient clearance to build a snark?

I expect with active control over three cells one can achieve a lot of different explosions so long as one can get started.
Yes, it doesn't seem like there will be any problem -- just have to find a methuselah that leaves relatively sparse ash including something on a diagonal (fairly common) and also doesn't happen to throw off any gliders (a little less common). Once we have a working elbow, it can be moved to a safe distance and single-channel programmed to send back 180-degree gliders, to do any cleanup we might want to do.

Here's a little script that accepts BananaCode recipes, to make it maybe (I'm not sure yet) a little easier to record interesting recipes. It would probably be good to add support for RLE encoding of these strings... I found three out of four glider output directions fairly quickly, and wildmyron found the fourth orientation below, so that's the sample pattern:

Code: Select all

import golly as g
from time import sleep
g.setrule("LifeHistory")
g.addlayer()
delay=0.1
s=g.getstring("Enter base 27 string (@ABC...Z) encoding a banana-spark activation pattern, and comma-separated optional speed",
              "MJBU@@@@@@@@@@@@@MJBU@@@@@@@@@@@@@MJRE@@@@@@@@@@@@@MJRE@@@@@@@@@@@@MJHA@@@@@@@@@@@MJHA@@@@@@@@@@@MIAC@CCACA@@@@@MIAC@CCACA@@@@@@@@@@@@@@@@@@@@@@@@@,.05")

pieces=s.upper().split(",")
if len(pieces)==2:
  delay=float(pieces[1])
s=pieces[0]
t=0
for i in s:
  base3val = ord(i)-64
#  g.note(str(base3val))
  if base3val<0 or base3val>26: base3val = 0
  spark0 = base3val%3
  spark1 = ((base3val-spark0)//3)%3
  spark2 = base3val//9
  if spark0!=0: g.setcell(0,0,spark0+2)
  if spark1!=0: g.setcell(0,1,spark1+2)
  if spark2!=0: g.setcell(1,2,spark2+2)
  g.run(1)
  t+=1
  g.show(i + " at T= " + str(t))
  g.update()
  sleep(delay)
BananaCode.png
BananaCode.png (14.17 KiB) Viewed 4514 times
Red = no change, green = turn ON, blue = turn OFF. Any character not in @ABCD...Z will be assumed to be @ (zero, no effect).

What's the shortest recipe for the fourth glider output direction?

There's quite a difference between these two recipes:

Code: Select all

MJ..CC.....M....MD.......................................................................................A.......
MJ..CC.....M....MD........................................................................................A.......
There will be much quicker and better mess-maker recipes, of course, this is just a random sample.

I'm not sure how far it will be possible to get with an exhaustive enumeration, though. Random text tends to do nothing at all, because only the M's followed by a few other possibilities will ever amount to anything. Even the entire Gettysburg Address with spaces removed manages only a few sparks that last slightly longer than the banana spark. I wonder which of the works of Shakespeare are the sparkiest?

Code: Select all

FourscoreandsevenyearsagoourfathersbroughtforthonthiscontinentanewnationconceivedinlibertyanddedicatedtothepropositionthatallmenarecreatedequalNowweareengagedinagreatcivilwartestingwhetherthatnationoranynationsoconceivedandsodedicatedcanlongendureWearemetonagreatbattlefieldofthatwarWehavecometodedicateaportionofthatfieldasafinalrestingplaceforthosewhoheregavetheirlivesthatthatnationmightliveItisaltogetherfittingandproperthatweshoulddothisButinalargersensewecannotdedicatewecannotconsecratewecannothallowthisgroundThebravemenlivinganddeadwhostruggledherehaveconsecrateditfaraboveourpoorpowertoaddordetractTheworldwilllittlenotenorlongrememberwhatwesayherebutitcanneverforgetwhattheydidhereItisforusthelivingrathertobededicatedheretotheunfinishedworkwhichtheywhofoughtherehavethusfarsonoblyadvancedItisratherforustobeherededicatedtothegreattaskremainingbeforeusthatfromthesehonoreddeadwetakeincreaseddevotiontothatcauseforwhichtheygavethelastfullmeasureofdevotionthatweherehighlyresolvethatthesedeadshallnothavediedinvainthatthisnationunderGodshallhaveanewbirthoffreedomandthatgovernmentofthepeoplebythepeopleforthepeopleshallnotperishfromtheearth,0

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Re: [Forum Game] CA Puzzles

Post by wildmyron » June 21st, 2017, 2:02 am

BananaCodes - I love it.

For Turn On operations only (which seems an arbitrary limitation, but then that's what this exercise is all about) the allowed characters are:
@ACDIJLM

The glider producing sequence I posted happens to be in the fourth orientation, so here is its banana code - even though it's far from optimal due to avoidance of Turn Off operations (2 gliders shown at minimum repeat time).

Code: Select all

MIAC.CCACA.....MIAC.CCACA.....
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Re: [Forum Game] CA Puzzles

Post by dvgrn » June 21st, 2017, 12:30 pm

wildmyron wrote:BananaCodes - I love it.

For Turn On operations only (which seems an arbitrary limitation, but then that's what this exercise is all about) the allowed characters are:
@ACDIJLM

The glider producing sequence I posted happens to be in the fourth orientation, so here is its banana code - even though it's far from optimal due to avoidance of Turn Off operations (2 gliders shown at minimum repeat time).

Code: Select all

MIAC.CCACA.....MIAC.CCACA.....
Wow, 15-tick separation -- that's pretty good given the ON-only limitation.

I haven't run into any recipes yet that allow for the minimum 14-tick separation, but then there aren't any single-channel libraries that need anything less than 90 ticks anyway. 14- or 15-tick single-channel constructions would be quite a lot more efficient than 90-tick or 153-tick or 213-tick or whatever, but we don't have any good "real-Life" ways to create and maintain such streams.

<tangent type="wild">Technically we can store and reflect streams of gliders that include p14 separations now, as long as there's some additional guarantee, along the lines of "any string of seven or more p14-spaced gliders must be immediately preceded by a gap of at least 87 ticks". Even then we'd have to use a gang of seven highway robbers carefully connected to an equal number of inserters, every time we had to turn the glider stream... would need a lot more than seven highway robbers, actually, since we don't have highway robbers that can manage anything near a 112-tick repeat time.

(Also if I remember right we don't actually have complete highway robber mechanisms that can handle 14-tick separation, just 15-tick. There are "bait" structures that could be made to work, but they'd be a lot slower to rebuild.)</tangent>

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Re: [Forum Game] CA Puzzles

Post by dvgrn » February 3rd, 2024, 4:53 pm

The idea of a "line of emergence" came up today on Discord -- basically, given the ability to control a certain number of cells in a contiguous line, you can easily get universal construction, similar to what we got with the BananaCode script a few posts up.

But you can get more than universal construction, of course: you can also construct spaceships that aren't known to be constructible.

Here's a quick script for experimenting. Try running this in Golly

Code: Select all

import golly as g

lineofemergence = []
controlcells = []
cells = g.getcells(g.getrect())
for i in range(0,len(cells)-1,3):
  if cells[i+2]==4:
    lineofemergence += [cells[i],cells[i+1],4]

scanlength = 300
count = 0
while count<scanlength:
  count += 1
  g.run(1)
  for i in range(0,len(lineofemergence),3):
    controlcells += [lineofemergence[i],lineofemergence[i+1],g.getcell(lineofemergence[i],lineofemergence[i+1])]

g.addlayer()
ptr = 0
for i in range(scanlength):
  for j in range(len(lineofemergence)//3):
    if ptr<len(controlcells):
      x = controlcells[ptr]
      y = controlcells[ptr+1]
      color = controlcells[ptr+2]
      g.setcell(x, y, color)
      g.update()
      ptr += 3
  g.run(1)
after opening this pattern in a new Golly window:

Code: Select all

x = 42, y = 82, rule = LifeHistory
20.3D$18.3D$16.3D$14.3D$12.3D3A$10.3D.A2.2A$8.3D3.A4.A$6.3D$4.3D7.3A
3.2A.3A$2.3D7.2A.A.A4.A.2A$3D11.A2.A4.A2.2A$D10.A2.A8.A$11.A4.A2.2A2.
A2.A$12.A.3A2.2A3.2A$14.2A.A.2A.A3.A$20.2A.3A$20.A5.A$23.3A2.3A$26.A.
2A$21.2A.A3.3A$21.2A2.A2.2A$23.4A3.A$24.2A.A2.A$22.2A.A.A.A$25.A$22.A
7.2A$23.2A5.A$24.A.2A2.A.2A$30.A3.A$23.3A5.A2$27.3A3.A$23.A2.A$22.2A.
A$23.A.2A3.2A$25.2A.4A$33.3A$23.2A.2A3.A2.A$32.A.2A$32.2A2$32.5A$31.
5A.2A$31.A6.2A$32.2A$34.2A$29.3A$34.2A.4A$29.A2.3A2.A.A$34.2A2.2A$31.
A2.A$34.A$31.A2.A$31.5A2$30.2A.A$30.2A.2A$29.A.2A.A.A$29.A3.A.A$29.8A
$29.A7.A$29.A2.A3.3A$30.A7.2A$35.5A$32.A7.A$34.A$34.A2.A3.A2$32.2A.A
2.A.A$32.2A.A4.2A$36.A.A$35.2A.A.2A$35.2A.A.A$35.2A.2A$35.2A3.A$35.4A
.A$35.4A.A$39.3A$40.2A$37.4A$36.4A$36.A!
That's a bit messy, though. We get a clean Sir Robin emergence with this -- I had to cheat a little bit at the left end --

Code: Select all

x = 43, y = 82, rule = LifeHistory
20.3D$18.3D$16.3D$14.3D$12.3D.3A$10.3D2.A2.2A$8.3D4.A4.A$6.3D$4.3D8.
3A3.2A.3A$2.3D8.2A.A.A4.A.2A$3D12.A2.A4.A2.2A$3D9.A2.A8.A$12.A4.A2.2A
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A$36.4A.A$36.4A.A$40.3A$41.2A$38.4A$37.4A$37.A!
-- and a very non-clean construction ... or, well, equally clean but with an extra output ... with this line of control cells:

Code: Select all

x = 46, y = 79, rule = LifeHistory
28D$19.3A$18.A2.2A$18.A4.A2$18.3A3.2A.3A$16.2A.A.A4.A.2A$18.A2.A4.A2.
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.3A$24.A5.A$27.3A2.3A$30.A.2A$25.2A.A3.3A$25.2A2.A2.2A$27.4A3.A$28.2A
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2.A$36.A.2A$36.2A2$36.5A$35.5A.2A$35.A6.2A$36.2A$38.2A$33.3A$38.2A.4A
$33.A2.3A2.A.A$38.2A2.2A$35.A2.A$38.A$35.A2.A$35.5A2$34.2A.A$34.2A.2A
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7.A$38.A$38.A2.A3.A2$36.2A.A2.A.A$36.2A.A4.2A$40.A.A$39.2A.A.2A$39.2A
.A.A$39.2A.2A$39.2A3.A$39.4A.A$39.4A.A$43.3A$44.2A$41.4A$40.4A$40.A!

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confocaloid
Posts: 2729
Joined: February 8th, 2022, 3:15 pm

Re: [Forum Game] CA Puzzles

Post by confocaloid » February 4th, 2024, 1:14 am

I used this idea in an old thread, to make an example of a "programmable" Sir Robin gun in a multistate rule where cellstates 0/1 follow Life.
("What is the simplest 282P6H2V1 gun?")
If I remember correctly, the same ruletable allows guns for all spaceships that exist in Conway's Life, with every possible period, via the same trick. (Choose an orthogonal line of cells, record how those cells change on/off when the spaceship passes through the line, and attach memory loops.)

I guess that could be extended further by adding ability to convert Life gliders into wire pulses, so that information can flow into the extended circuit in the universe.
Maybe those circuits also could be made constructible and/or destructible (either "from outside" by gliders so that the cellstates 0/1 no longer follow CGoL exactly, or "from inside" by the pulses), at the expense of adding more complexity.
confocaloid wrote:
June 24th, 2022, 11:47 am
[...]
Example 2
The following is a pattern I made in a 10-state rule (N = 10). Its output consists of cellstate 1 (A = 1). If all state-1 cells are removed, the rest of the pattern has bounding box 108x130 (B = 14040). The score is log_2(10^14040) is about 46639.87, so this one is significantly worse than the above gun.

Code: Select all

#C The ruletable is at the end
x = 117, y = 130, rule = test26441d1d8994dd8acf9202981892c500
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@RULE test26441d1d8994dd8acf9202981892c500

@TABLE
n_states:10
neighborhood:Moore
symmetries:rotate4reflect

var zo={0,1}
var c={2,3}
var r={4,5}
var g={6,7}
var b={8,9}
var nr1={0,1,2,3,6,7,8,9}
var nr2=nr1
var nr3=nr1
var nr4=nr1
var ng1={0,1,2,3,4,5,8,9}
var ng2=ng1
var ng3=ng1
var ng4=ng1
var nb1={0,1,2,3,4,5,6,7}
var nb2=nb1
var nb3=nb1
var nb4=nb1
var l1={1,3}
var l2=l1
var l3=l1
var z1={0,2}
var z2=z1
var z3=z1
var z4=z1
var z5=z1
var z6=z1
var x1={0,1,2,3,4,5,6,7,8,9}
var x2=x1
var x3=x1
var x4=x1
var x5=x1
var x6=x1
var x7=x1
var x8=x1
var v0={4,6,8}
var v1={5,7,9}
var ns1={0,1,2,3}
var ns2=ns1
var ns3=ns1
var ns4=ns1

zo,z1,l1,z2,l2,z3,l3,z4,z5,1
zo,l1,z1,l2,z2,l3,z3,z4,z5,1
zo,l1,z1,z2,l2,z3,z4,l3,z5,1
zo,l1,l2,l3,z1,z2,z3,z4,z5,1
zo,z1,l1,l2,l3,z2,z3,z4,z5,1
zo,l1,l2,z1,l3,z2,z3,z4,z5,1
zo,z1,l1,z2,z3,l2,z4,z5,l3,1
zo,z1,l1,l2,z2,z3,l3,z4,z5,1
zo,l1,z1,l2,l3,z2,z3,z4,z5,1
zo,l1,z1,z2,z3,l2,l3,z4,z5,1
1,z1,l1,z2,l2,z3,z4,z5,z6,1
1,l1,z1,l2,z2,z3,z4,z5,z6,1
1,l1,z1,z2,l2,z3,z4,z5,z6,1
1,l1,l2,z1,z2,z3,z4,z5,z6,1
1,l1,z1,z2,z3,l2,z4,z5,z6,1
1,z1,l1,z2,z3,z4,l2,z5,z6,1
1,x1,x2,x3,x4,x5,x6,x7,x8,0
c,ns1,x1,ns2,x2,ns3,x3,ns4,x4,c
c,ns1,x1,ns2,x2,ns3,x3,v0,x4,2
c,ns1,x1,ns2,x2,ns3,x3,v1,x4,3
r,nb1,x1,nb2,x2,nb3,x3,nb4,x4,r
g,nr1,x1,nr2,x2,nr3,x3,nr4,x4,g
b,ng1,x1,ng2,x2,ng3,x3,ng4,x4,b
r,nb1,x1,nb2,x2,nb3,x3,8,x4,4
r,nb1,x1,nb2,x2,nb3,x3,9,x4,5
g,nr1,x1,nr2,x2,nr3,x3,4,x4,6
g,nr1,x1,nr2,x2,nr3,x3,5,x4,7
b,ng1,x1,ng2,x2,ng3,x3,6,x4,8
b,ng1,x1,ng2,x2,ng3,x3,7,x4,9

@COLORS
0 48 48 48
1 255 255 255
2 128 128 0
3 255 255 0
4 96 0 0
5 255 0 0
6 0 96 0
7 0 255 0
8 0 0 96
9 0 0 255
[...]
dvgrn wrote:
February 3rd, 2024, 4:53 pm
The idea of a "line of emergence" came up today on Discord -- basically, given the ability to control a certain number of cells in a contiguous line, you can easily get universal construction, similar to what we got with the BananaCode script a few posts up.

But you can get more than universal construction, of course: you can also construct spaceships that aren't known to be constructible.
[...]
That's a bit messy, though. We get a clean Sir Robin emergence with this -- I had to cheat a little bit at the left end --
[...]
-- and a very non-clean construction ... or, well, equally clean but with an extra output ... with this line of control cells:
[...]
127:1 B3/S234c User:Confocal/R (isotropic rules, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

User avatar
hotcrystal0
Posts: 2119
Joined: July 3rd, 2020, 5:32 pm
Location: United States

Re: [Forum Game] CA Puzzles

Post by hotcrystal0 » February 11th, 2024, 6:57 pm

New puzzle:
Add a cell to the 10x10 soup (inside its bounding box) such that after the mess stabilizes, no cell of it touches the cells that made up the eaters:

Code: Select all

x = 25, y = 12, rule = LifeHistory
6.C$6.3C$9.C6.3A3.A.A$2.2C4.2C8.2A.A2.A$.C.C11.2A3.5A$.C14.A.A.2A$2C5.
2C7.A.A.2A.2A$6.C.C7.2A3.A.2A$6.C8.A.4A3.A$5.2C8.3A.A3.A$15.A.3A.4A$15.
A.2A.A2.2A!

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

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C_R_116
Posts: 470
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Re: [Forum Game] CA Puzzles

Post by C_R_116 » February 11th, 2024, 7:17 pm

hotcrystal0 wrote:
February 11th, 2024, 6:57 pm
New puzzle:
Add a cell to the 10x10 soup (inside its bounding box) such that after the mess stabilizes, no cell of it touches the cells that made up the eaters:

Code: Select all

x = 25, y = 12, rule = LifeHistory
6.C$6.3C$9.C6.3A3.A.A$2.2C4.2C8.2A.A2.A$.C.C11.2A3.5A$.C14.A.A.2A$2C5.
2C7.A.A.2A.2A$6.C.C7.2A3.A.2A$6.C8.A.4A3.A$5.2C8.3A.A3.A$15.A.3A.4A$15.
A.2A.A2.2A!
Solution:

Code: Select all

x = 25, y = 12, rule = LifeHistory
6.C$6.3C$9.C6.3A3.A.A$2.2C4.2C8.2A.2A.A$.C.C11.2A3.5A$.C14.A.A.2A$2C5.
2C7.A.A.2A.2A$6.C.C7.2A3.A.2A$6.C8.A.4A3.A$5.2C8.3A.A3.A$15.A.3A.4A$15.
A.2A.A2.2A!
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Re: [Forum Game] CA Puzzles

Post by hotcrystal0 » February 11th, 2024, 9:17 pm

C_R_116 wrote:
February 11th, 2024, 7:17 pm
hotcrystal0 wrote:
February 11th, 2024, 6:57 pm
New puzzle:
Add a cell to the 10x10 soup (inside its bounding box) such that after the mess stabilizes, no cell of it touches the cells that made up the eaters:

Code: Select all

x = 25, y = 12, rule = LifeHistory
6.C$6.3C$9.C6.3A3.A.A$2.2C4.2C8.2A.A2.A$.C.C11.2A3.5A$.C14.A.A.2A$2C5.
2C7.A.A.2A.2A$6.C.C7.2A3.A.2A$6.C8.A.4A3.A$5.2C8.3A.A3.A$15.A.3A.4A$15.
A.2A.A2.2A!
Solution:

Code: Select all

not a solution
No, I mean that the eaters need to be destroyed, and no cell after it stabilizes can touch the remaining state 3 cells.
Last edited by hotcrystal0 on February 11th, 2024, 10:36 pm, edited 1 time in total.

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

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Re: [Forum Game] CA Puzzles

Post by C_R_116 » February 11th, 2024, 9:23 pm

hotcrystal0 wrote:
February 11th, 2024, 9:17 pm
C_R_116 wrote:
February 11th, 2024, 7:17 pm
hotcrystal0 wrote:
February 11th, 2024, 6:57 pm
New puzzle:
Add a cell to the 10x10 soup (inside its bounding box) such that after the mess stabilizes, no cell of it touches the cells that made up the eaters:

Code: Select all

x = 25, y = 12, rule = LifeHistory
6.C$6.3C$9.C6.3A3.A.A$2.2C4.2C8.2A.A2.A$.C.C11.2A3.5A$.C14.A.A.2A$2C5.
2C7.A.A.2A.2A$6.C.C7.2A3.A.2A$6.C8.A.4A3.A$5.2C8.3A.A3.A$15.A.3A.4A$15.
A.2A.A2.2A!
Solution:

Code: Select all

not a solution
No, I mean that the waters need to be destroyed, and no cell after it stabilizes can touch the remaining state 3 cells.
Oh OK so this:

Code: Select all

x = 25, y = 12, rule = LifeHistory
6.C$6.3C$9.C6.3A3.A.A$2.2C4.2C8.2A.A2.A$.C.C11.2A3.5A$.C14.A.A.2A$2C5.
2C7.A.A.2A.2A$6.C.C7.2A3.A.2A$6.C8.A.4A3.A$5.2C8.3A.A3.A$15.A.3A.4A$15.
A.2A.A.3A!
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Re: [Forum Game] CA Puzzles

Post by hotcrystal0 » February 11th, 2024, 10:36 pm

Can you post the next puzzle?

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

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Re: [Forum Game] CA Puzzles

Post by C_R_116 » February 11th, 2024, 11:37 pm

OK.

Place any pattern in the red area so that there are exactly 3 gliders after it stabilizes:

Code: Select all

x = 11, y = 4, rule = LifeHistory
4D3.2A$4D3.A.A$4D5.A$4D5.2A!
I found five solutions:

Code: Select all

x = 12, y = 628, rule = LifeHistory
D3C3.2A$3DC3.A.A$2CDC5.A$DC2D5.2A153$3CD3.2A$C3D3.A.A$CD2C5.A$2DCD5.
2A153$.3CD3.2A$.C2DC3.A.A$.DCDC5.A$.2D2C5.2A153$.2C2D3.2A$.CDCD3.A.A$
.DCDC5.A$.D3C5.2A153$.D3C3.2A$.2CDC3.A.A$.C2DC5.A$.3CD5.2A!
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TYCF
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Re: [Forum Game] CA Puzzles

Post by TYCF » February 12th, 2024, 3:33 am

C_R_116 wrote:
February 11th, 2024, 11:37 pm
OK.

Place any pattern in the red area so that there are exactly 3 gliders after it stabilizes:

Code: Select all

x = 11, y = 4, rule = LifeHistory
4D3.2A$4D3.A.A$4D5.A$4D5.2A!
I found five solutions:

Code: Select all

x = 12, y = 628, rule = LifeHistory
D3C3.2A$3DC3.A.A$2CDC5.A$DC2D5.2A153$3CD3.2A$C3D3.A.A$CD2C5.A$2DCD5.
2A153$.3CD3.2A$.C2DC3.A.A$.DCDC5.A$.2D2C5.2A153$.2C2D3.2A$.CDCD3.A.A$
.DCDC5.A$.D3C5.2A153$.D3C3.2A$.2CDC3.A.A$.C2DC5.A$.3CD5.2A!
Not a solution, but an interesting pattern.

Code: Select all

x = 10, y = 4, rule = LifeHistory
6.2C$3A3.C.C$2.A5.C$.A6.2C!

Code: Select all

x = 5, y = 3, rule = B3/S23
obobo$2ob2o$obobo!

Code: Select all

x = 5, y = 4, rule = B35/S234i8
2bo$bobo$2ob2o$5o!



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Re: [Forum Game] CA Puzzles

Post by hotcrystal0 » February 12th, 2024, 5:24 pm

C_R_116 wrote:
February 11th, 2024, 11:37 pm
OK.

Place any pattern in the red area so that there are exactly 3 gliders after it stabilizes:

Code: Select all

x = 11, y = 4, rule = LifeHistory
4D3.2A$4D3.A.A$4D5.A$4D5.2A!
My solution:

Code: Select all

x = 11, y = 4, rule = LifeHistory
D2CD3.2A$C2DC3.A.A$C2DC5.A$D3C5.2A!
Edit: Next puzzle:
Add a single cell to this pattern (that must cause a birth in the next generation) in such a way that the initial population (minus the extra cell) is the same as the final population:

Code: Select all

x = 22, y = 8, rule = B3/S23
2b2o3b2o$2b2o3bobo$8bo10b2o$19b2o$6bo$2o3bobo$2o2bo2bo12b2o$5b2o13b2o
!

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

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Re: [Forum Game] CA Puzzles

Post by C_R_116 » February 12th, 2024, 5:56 pm

1 cell off...

Code: Select all

x = 22, y = 10, rule = B3/S23
9bo2$2b2o3b2o$2b2o3bobo$8bo10b2o$19b2o$6bo$2o3bobo$2o2bo2bo12b2o$5b2o
13b2o!
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Re: [Forum Game] CA Puzzles

Post by hotdogPi » February 12th, 2024, 6:05 pm

"Try placing cells randomly until you find something that matches", which all of the last three have been, is not a good puzzle. Puzzles should require thought, not just brute force.
User:HotdogPi/My discoveries

Periods discovered: 5-16,⑱,⑳G,㉑G,㉒㉔㉕,㉗-㉛,㉜SG,㉞㉟㊱㊳㊵㊷㊹㊺㊽㊿,54G,55G,56,57G,60,62-66,68,70,73,74S,75,76S,80,84,88,90,96
100,02S,06,08,10,12,14G,16,17G,20,26G,28,38,47,48,54,56,72,74,80,92,96S
217,486,576

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Re: [Forum Game] CA Puzzles

Post by C_R_116 » February 12th, 2024, 7:08 pm

hotdogPi wrote:
February 12th, 2024, 6:05 pm
"Try placing cells randomly until you find something that matches", which all of the last three have been, is not a good puzzle. Puzzles should require thought, not just brute force.
Here's one that requires knowledge of neighborhoods:
  • The pattern must die.
  • A green or white cell must survive.
  • Each cell must not have more than 4 cells of the same color except red.
  • If a green cell is about to die and a white cell is in its neighborhood, it must die of overpopulation.
Here's the starting grid. Place the pattern in the 15×15 area:

Code: Select all

x = 15, y = 15, rule = LifeHistory
3D3.3D3.3D$3D3.3D3.3D$3D3.3D3.3D$3.3D3.3D$3.3D3.3D$3.3D3.3D$3D3.3D3.3D
$3D3.3D3.3D$3D3.3D3.3D$3.3D3.3D$3.3D3.3D$3.3D3.3D$3D3.3D3.3D$3D3.3D3.
3D$3D3.3D3.3D!
Try to find one with the most cells (I found a 36 cell solution.)
By: C.R. Hilton, currently working on another cool spaceship.

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Re: [Forum Game] CA Puzzles

Post by iddi01 » March 6th, 2024, 5:34 am

Assuming that red cells counts toward the total number of cells, here's a good solution:

Code: Select all

x = 15, y = 15, rule = LifeHistory
15D$15D$15D$15D$15D$4D2C9D$5DA9D$5D2C8D$15D$15D$15D$15D$15D$15D$15D!
I have 2 puzzles:

The first one is relatively easy: find a glider-eater collision that produces this methuselah:

Code: Select all

x = 6, y = 5, rule = B3/S23
2bo$2o$2bobo$4b2o$5bo!
Hint: since the methuselah itself only appears in one tick, you may want to slow down Golly or LifeViewer.

The next one is either very easy or very hard depending on who you are:
There's something wrong with this glider eating reaction, can you fix it? (don't say "there's nothing wrong with it", that's not the correct answer.)

Code: Select all

#C Do not scroll down!













x = 18, y = 18, rule = R2,C0,S2-3,B3,NF
4b2o$4b2o$2o2b2o$2o2b2o$2b4o$2b4o5$10b4o$10b4o$10b2o$10b2o$12b6o$12b6o
$16b2o$16b2o!
Hint: notice something unusual about the zoom status?
Wiki: User:iddi01
I'm making a poll. please contribute.
First gun i constructed:

Code: Select all

x = 69, y = 69, rule = B3-n/S1e2-a3-e4e
2$32b3o$32bobo$32bobo$32b3o27$63b4o$b4o58bo2bo$bo2bo23bo4b2o28b4o$b4o
21bobo$28bo21$35bo$34b3o6$33b3o$33bobo$33bobo$33b3o!

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Re: [Forum Game] CA Puzzles

Post by H. H. P. M. P. Cole » March 6th, 2024, 5:45 am

iddi01 wrote:
March 6th, 2024, 5:34 am
Assuming that red cells counts toward the total number of cells, here's a good solution:

Code: Select all

x = 15, y = 15, rule = LifeHistory
15D$15D$15D$15D$15D$4D2C9D$5DA9D$5D2C8D$15D$15D$15D$15D$15D$15D$15D!
I have 2 puzzles:

The first one is relatively easy: find a glider-eater collision that produces this methuselah:

Code: Select all

x = 6, y = 5, rule = B3/S23
2bo$2o$2bobo$4b2o$5bo!
Hint: since the methuselah itself only appears in one tick, you may want to slow down Golly or LifeViewer.

The next one is either very easy or very hard depending on who you are:
There's something wrong with this glider eating reaction, can you fix it? (don't say "there's nothing wrong with it", that's not the correct answer.)

Code: Select all

#C Do not scroll down!
<snip>
Hint: notice something unusual about the zoom status?
1. Solved:

Code: Select all

x = 20, y = 21, rule = B3/S23
2bo$obo$b2o15$16b2o$16bo$17b3o$19bo!
2. The zoom value is 1/2 of what it should be, and the rule is R2,C2,S2-3,B3,NF (I do a lot with LtL weighted, so that was easy for me)

Here are two from me:

- Prove that the set of SLs in B3/S12 and B3/S124a are the same. (Easy)
- How would you organize the 40 4-cell objects in Factorio, provided you were only given the list of objects in some arbitrary order and asked to organize it? (This one's not a puzzle, more like an opinion collection. Get >= 5 people to answer this if you can.)

As an alternative to question 2 get a large collection of small objects in any rule that is not Life, and organize it as if you are making a Periodic Table.
Harfordson Parker-Cole

Factorio

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