A forum where anything goes. Introduce yourselves to other members of the forums, discuss how your name evolves when written out in the Game of Life, or just tell us how you found it. This is the forum for "non-academic" content.
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AforAmpere
- Posts: 1334
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by AforAmpere » September 11th, 2018, 10:10 pm
dvgrn wrote:
Huh. It looked pretty good. How about 49?
Code: Select all
x = 13, y = 14, rule = LifeHistory
10.2A$5.2A3.A$5.C2.C.C$6.CA.C$7.C$5.C2.2ACA$5.CA.A3.C$6.C.A2.2A$6.C.
2A$3.AC.C.C$4.A.A2.C$.A2C2.C3.C$A2.C.A5.A$2A2.A5.CA!
The top can be reduced, so 48:
Code: Select all
x = 13, y = 13, rule = LifeHistory
5.2A2.2A$5.C2.C.C$6.CA.C$7.C$5.C2.2ACA$5.CA.A3.C$6.C.A2.2A$6.C.2A$3.A
C.C.C$4.A.A2.C$.A2C2.C3.C$A2.C.A5.A$2A2.A5.CA!
An alternative 48:
Code: Select all
x = 13, y = 13, rule = LifeHistory
5.2A2.2A$5.C2.C.C$6.CA.C$7.C$5.C2.2ACA$5.CA.A3.C$6.C.A2.2A$6.C.2A$2A.
AC.C.C$A3.A.A2.C$.A2C2.C3.C$3.C.A5.A$4.A5.CA!
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.
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Gamedziner
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by Gamedziner » September 12th, 2018, 6:39 am
The previous problem has one 31-cell solution within a 16-by-16 bounding box (probably less). I found this out using WinLifeSearch.
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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dvgrn
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by dvgrn » September 12th, 2018, 7:09 am
Gamedziner wrote:The previous problem has one 31-cell solution within a 16-by-16 bounding box (probably less). I found this out using WinLifeSearch.
31 cells? Yikes. It's good to have a target, but so far I can only get to 34:
Code: Select all
x = 10, y = 12, rule = LifeHistory
2A$C2.CA$2.2C.A$5.C$2.AC.A.C$2.A.C.A.C$6.A2.A$AC3AC2.AC$C2.C$8.2C$7.C
.A$8.A!
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Gamedziner
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by Gamedziner » September 12th, 2018, 7:21 am
dvgrn wrote:Gamedziner wrote:The previous problem has one 31-cell solution within a 16-by-16 bounding box (probably less). I found this out using WinLifeSearch.
31 cells? Yikes.
What makes it worse is that there are no other 31-cell solutions.
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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Gamedziner
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by Gamedziner » September 12th, 2018, 7:27 am
AforAmpere wrote:
The top can be reduced, so 48:
Code: Select all
x = 13, y = 13, rule = LifeHistory
5.2A2.2A$5.C2.C.C$6.CA.C$7.C$5.C2.2ACA$5.CA.A3.C$6.C.A2.2A$6.C.2A$3.A
C.C.C$4.A.A2.C$.A2C2.C3.C$A2.C.A5.A$2A2.A5.CA!
Easy reduction to 47:
Code: Select all
x = 13, y = 13, rule = LifeHistory
5.2A2.A$5.C2.C.C$6.CA.C$7.C$5.C2.2ACA$5.CA.A3.C$6.C.A2.2A$6.C.2A$3.A
C.C.C$4.A.A2.C$.A2C2.C3.C$A2.C.A5.A$2A2.A5.CA!
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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BlinkerSpawn
- Posts: 1992
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by BlinkerSpawn » September 12th, 2018, 8:16 am
Gamedziner wrote:dvgrn wrote:Gamedziner wrote:The previous problem has one 31-cell solution within a 16-by-16 bounding box (probably less). I found this out using WinLifeSearch.
31 cells? Yikes.
What makes it worse is that there are no other 31-cell solutions.
...which I wasn't actually expecting to find, given I couldn't get lower than 36 at first:
Code: Select all
x = 11, y = 11, rule = LifeHistory
2A$C2.C$2.2C$3.A.C$3.C.2AC$4.C3.C$5.A2.A$AC.A.C3.CA$CA.CA5.A$7.A2C$7.
C!
Thanks for the inspiration, dvgrn.
I'll hold off on submitting since people appear to still be working on the bump.
For reference, I also have a 47-cell solution to that one, although Gamedeziner's looks much more conducive to reduction in the top right:
Code: Select all
x = 12, y = 15, rule = LifeHistory
7.2A$6.A2.A$3.AC2.C.C$3.A.CA.C$6.C.A.A$4.CA3.C.A$4.C5.AC$5.C$3.A.C$.
2AC.CAC$A7.C$.2C.AC.A.C$2.C.A3.A.A$2.A.A4.C$3.A!
EDIT: Yup, there it is:
Code: Select all
x = 13, y = 13, rule = LifeHistory
5.2A2.A$5.C2.C.C$6.CA.C$7.C.A.A$5.C4.C.A$5.CA4.AC$6.C$6.C.2A$3.AC.C.C
$4.A.A2.C$.A2C2.C3.C$A2.C.A5.A$2A2.A5.CA!
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dvgrn
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by dvgrn » September 12th, 2018, 9:20 am
Gamedziner wrote:dvgrn wrote:Gamedziner wrote:The previous problem has one 31-cell solution within a 16-by-16 bounding box (probably less). I found this out using WinLifeSearch.
31 cells? Yikes.
What makes it worse is that there are no other 31-cell solutions.
A minor hint might be (select next line to see it).
Think Aircraft Carriers.
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Hdjensofjfnen
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by Hdjensofjfnen » September 12th, 2018, 6:26 pm
Here's a much easier one. Don't use scripts, please! I already found the smallest solution (at least, to my knowledge).
Code: Select all
x = 6, y = 3, rule = LifeHistory
5.C$4C.C$5.C!
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!
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AforAmpere
- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
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by AforAmpere » September 12th, 2018, 6:42 pm
I doubt there is any smaller solution than 16:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2A3.2A$2A!
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.
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dvgrn
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by dvgrn » September 12th, 2018, 10:27 pm
AforAmpere wrote:I doubt there is any smaller solution than 16:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2A3.2A$2A!
There actually is, though. I'm hoping someone finds a 15-cell solution, because I couldn't come up with one. Didn't use a search program, though, as requested.
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gmc_nxtman
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by gmc_nxtman » September 12th, 2018, 10:35 pm
14 cells:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2.3A$2.A!
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Gamedziner
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by Gamedziner » September 13th, 2018, 9:15 am
gmc_nxtman wrote:14 cells:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2.3A$2.A!
I won't ever say what exactly I get when using WLS for this, unless it is requested. Since Hdjensofjfnen requested that no one should use scripts, I will not reveal the patterns I found even upon others' request.
With that caveat in mind, I can confirm that this is an optimal solution. There is one more optimal solution (excluding flipping along the x-axis).
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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praosylen
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by praosylen » September 13th, 2018, 6:27 pm
Gamedziner wrote:gmc_nxtman wrote:14 cells:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2.3A$2.A!
I won't ever say what exactly I get when using WLS for this, unless it is requested. Since Hdjensofjfnen requested that no one should use scripts, I will not reveal the patterns I found even upon others' request.
With that caveat in mind, I can confirm that this is an optimal solution. There is one more optimal solution (excluding flipping along the x-axis).
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2.A.A$2.2A!
former username: A for Awesome
praosylen#5847 (Discord)
The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...
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BlinkerSpawn
- Posts: 1992
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- Location: Getting a snacker from R-Bee's
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by BlinkerSpawn » September 13th, 2018, 6:31 pm
Gamedziner wrote:gmc_nxtman wrote:14 cells:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2.3A$2.A!
I won't ever say what exactly I get when using WLS for this, unless it is requested. Since Hdjensofjfnen requested that no one should use scripts, I will not reveal the patterns I found even upon others' request.
With that caveat in mind, I can confirm that this is an optimal solution. There is one more optimal solution (excluding flipping along the x-axis).
[Sniped by A for Awesome, whoops]
Yet Another Randomly-Generated Puzzle:
Code: Select all
x = 12, y = 12, rule = LifeHistory
7.C.3C$10.C$3.C.2C$2.C5.C$.C5.2C2.C$6.C$10.C2$C9.C$10.C$2.C$C.C!
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AforAmpere
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by AforAmpere » September 13th, 2018, 7:01 pm
BlinkerSpawn wrote:
Yet Another Randomly-Generated Puzzle:
Code: Select all
x = 12, y = 12, rule = LifeHistory
7.C.3C$10.C$3.C.2C$2.C5.C$.C5.2C2.C$6.C$10.C2$C9.C$10.C$2.C$C.C!
My best so far is 49:
Code: Select all
x = 16, y = 16, rule = LifeHistory
9.2A$9.2A2$7.ACA3C$3.2A.A4.C.A$2.A.C.2CA5.A$.A.C5.C5.A$2.C5.2C2.C2A$
7.C4.A$8.3AC2$.C8.AC$A.A7.AC$A2.C$.C.C$2.A!
I manage the
5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote
EPE, a tool for searching in the INT rulespace.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
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AforAmpere
- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
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by AforAmpere » September 16th, 2018, 7:42 pm
A new puzzle:
Code: Select all
x = 9, y = 13, rule = LifeHistory
3.C.C2$C3.C3.C$2.C3.C3$.C2.C2.C3$2.C3.C$C3.C3.C2$3.C.C!
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.
-
gmc_nxtman
- Posts: 1150
- Joined: May 26th, 2015, 7:20 pm
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by gmc_nxtman » September 16th, 2018, 9:05 pm
53 cells:
Code: Select all
x = 11, y = 15, rule = LifeHistory
5.A$2A2.C.C$A2.A2.A$.C.A.C3.CA$2.AC.A.C2.A$5.A.2A$2.2A.A$2.CA.C.AC$5.
A.2A$2.2A.A$A2.C.A.CA$AC3.C.A.C$4.A2.A2.A$4.C.C2.2A$5.A!
EDIT: 51:
Code: Select all
x = 11, y = 15, rule = LifeHistory
5.A$3.ACACA$2.A5.A$.C.A.CA2.C$.A.CA.ACA$2A$2.A.2A.2A$2.CA.C.AC3$3.CA.
AC.2A$.C2.AC.A.CA$.2A$3.ACAC$3.A2.A!
EDIT: 50:
Code: Select all
x = 10, y = 15, rule = LifeHistory
2.A2.A$2.ACAC$2A$C2.AC.A.C$2.CA.ACA.A$9.A$.A.2A.A.A$.CA.C.AC3$2.CA.AC
.2A$C2.AC.A.CA$2A$2.ACAC$2.A2.A!
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BlinkerSpawn
- Posts: 1992
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- Location: Getting a snacker from R-Bee's
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by BlinkerSpawn » September 17th, 2018, 5:14 pm
46?
Code: Select all
x = 9, y = 15, rule = LifeHistory
4.A$2.ACACA$.A5.A$C2.AC.A.C$.AC.A.CA2$.2A.A.2A$.C.AC.AC3$.AC.A.CA$C2.
AC.A.C$.A5.A$2.ACACA$4.A!
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Gamedziner
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by Gamedziner » September 18th, 2018, 6:16 am
BlinkerSpawn wrote:46?
Code: Select all
x = 9, y = 15, rule = LifeHistory
4.A$2.ACACA$.A5.A$C2.AC.A.C$.AC.A.CA2$.2A.A.2A$.C.AC.AC3$.AC.A.CA$C2.
AC.A.C$.A5.A$2.ACACA$4.A!
Not an optimal solution.
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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Gamedziner
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by Gamedziner » September 25th, 2018, 6:45 am
Since it has been a full week, I'll give a hint: an optimal solution exists with 43 cells.
Code: Select all
x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!
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Hdjensofjfnen
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by Hdjensofjfnen » September 27th, 2018, 8:52 pm
gmc_nxtman wrote:14 cells:
Code: Select all
x = 7, y = 5, rule = LifeHistory
A2.A.CA$4C.C$5.C$2.3A$2.A!
Correct, that was my solution.
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!
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77topaz
- Posts: 1496
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by 77topaz » September 29th, 2018, 12:31 am
Here's a new puzzle, if anyone wants one:
Code: Select all
x = 12, y = 10, rule = LifeHistory
2C3.C$4.C.C$3.C.C$3.C.C.C$2.C3.C$2.C5.C$3.C6.C$.C3.C5.C$6.C4.C$5.C!
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gmc_nxtman
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by gmc_nxtman » September 29th, 2018, 1:50 am
43 cells:
Code: Select all
x = 13, y = 10, rule = LifeHistory
.2C3.C$2.A2.C.C$2.A.C.C$.2A.C.C.C$3.C.A.C.A$3.C.A.A.C$.2A.C.A.A.AC$2.
C3.C3.A.C$A.A2.A.C2.A.C$2A4.C4.A!
EDIT: 40:
Code: Select all
x = 12, y = 13, rule = LifeHistory
2A$2C3.C$4.C.C$3.C.C$3.C.C.C$.AC.A.C.A$A.C.A3.C$A2.C.A2.2AC$.C.A.C5.C
$2.A2.AC3.AC$5.C$7.A$6.2A!
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Sarp
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by Sarp » September 29th, 2018, 8:01 am
Alternative 40
Code: Select all
x = 12, y = 12, rule = LifeHistory
2C3.C$.A2.C.C$.A.C.C$2A.C.C.C$2.C.A.C.A$2.C.A3.C$3.C.A2.2AC$.C.A.C5.C
$.2A2.AC3.AC$5.C$7.A$6.2A!
WADUFI
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BlinkerSpawn
- Posts: 1992
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by BlinkerSpawn » September 29th, 2018, 8:11 am
38:
Code: Select all
x = 12, y = 11, rule = LifeHistory
2A$2C3.C$4.C.C$3.C.C$3.C.C.C$.AC3.C.A$A.C.2A2.C$A2.C2.3A.C$.CA2.C3.A.
C$6.C2.A.C$5.CA3.A!