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Thread for basic questions

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Re: Thread for basic questions

Postby Moosey » February 7th, 2019, 12:40 pm

danny wrote:Is Sir Robin synthesisable? Is there a way to disprove glider syntheses besides checking GoE?

I was thinking something along the lines of 'there would need to be too many gliders in one place at the final step, and no ash could last that long.

Well, obviously, no particular phase of Sir robin is a GoE, because otherwise it wouldn’t be a spaceship.
We could check whether any phase has predecessors besides a phase of sir robin, but the answer would still be incomplete because there are probably several hundred distinct ways you can get things to interact with sir robin so that they are deleted. I guess that it would need a predecessor that is mainly not sir robin and does not contain sir robin or anything that is a sir robin predecessor that is mainly sir robin. This predecessor would have to be synthesizeable. Thus we can continue through this logic until we basically get to:
“Are there any sir robin predecessors that consist of non-crossing gliders?”, Which reduces to:
“Are there any glider syntheses for sir robin?”
Basically, I guess you can say that it’s really almost impossible to prove that there is no glider synthesis for something, and the easiest way to prove that there is is to show a synthesis for the object. This is true for the majority of enormous things, while proving that there is a block synthesis (or a synthesis for another small thing) is easier:
Blocks are small. Blocks are the most common things in CGoL. There must be a glider synthesis for a block. This is not as sound as providing a synthesis for a block, even if it’s
#C a very lousy 3G block synth
#C I found it in on my first try to make a 3G block synth.
#C I know there are multiple 2G block synths. This is just to demonstrate my point.
x = 13, y = 8, rule = B3/S23
11bo$bo8bo$2bo7b3o$3o2$9bo$7b2o$8b2o!

but it’s still a very good argument.

Dvgrn probably has a better answer that’s also conveniently divided up into sections.
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Re: Thread for basic questions

Postby calcyman » February 7th, 2019, 3:39 pm

Moosey wrote:Basically, I guess you can say that it’s really almost impossible to prove that there is no glider synthesis for something, and the easiest way to prove that there is is to show a synthesis for the object.


Yes, it's a Pi^0_1 statement: does there exist a finite glider synthesis and a finite time t such that, after t ticks, those gliders evolve into a copy of Sir Robin? There isn't a good reason to suppose these sorts of questions are algorithmically answerable (indeed, a general Pi^0_1 statement is undecidable).

I lack any intuition whatsoever about whether Sir Robin can be synthesised.
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Re: Thread for basic questions

Postby dvgrn » February 7th, 2019, 4:03 pm

danny wrote:Is Sir Robin synthesisable? Is there a way to disprove glider syntheses besides checking GoE?

Moosey wrote:Dvgrn probably has a better answer that’s also conveniently divided up into sections.

I don't know about "better", and I'm even going to try to avoid "longer", because I don't really know what I"m talking about. Maybe my usual five paragraphs would be a good limit... except I'll cheat with a multi-section attempt at answering a somewhat related question.

I think Sir Robin probably has a glider synthesis Somewhere Out There, but that's definitely just my opinion. The hardest thing to construct tends to be "space dust" that's inaccessible because it's surrounded by lots of other space dust. Sir Robin has some of that, for sure, but luckily it's fairly long and thin, so it has a reasonable amount of surface area.

(Actually luck has nothing to do with it: a shorter rounder cousin of Sir Robin is also probably Somewhere Out There, but we can't find it yet because we haven't figured out how to manage the ridiculously huge search space that medium-sized blob-shaped spaceships sit in.)

danny wrote:I was thinking something along the lines of 'there would need to be too many gliders in one place at the final step, and no ash could last that long.'

Yeah, there's definitely an information-flow component to this kind of problem, isn't there? There's only room to crash a certain maximum number of gliders together in a given region of spacetime. On the other hand, it often seems to be possible to work around that limitation to a very large extent, by building what are essentially complex fuses that carry information in toward the center of a construction, faster than a glider can travel.

Possibly we could someday crunch the numbers enough to say "IF there are more than {pick a very large number} 25x25 SuperBlobShips, then some of them must not have glider syntheses, because there aren't enough distinct useful glider syntheses to go around". That wouldn't help in figuring out which ones are constructible and which aren't, though. And with all the possible pre-built fuse and still-life and oscillator trickery out there, I think the limit number would have to be really uselessly large anyway.
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Re: Thread for basic questions

Postby Moosey » February 7th, 2019, 4:30 pm

dvgrn wrote:
danny wrote:Is Sir Robin synthesisable? Is there a way to disprove glider syntheses besides checking GoE?

Moosey wrote:Dvgrn probably has a better answer that’s also conveniently divided up into sections.

I don't know about "better", and I'm even going to try to avoid "longer", because I don't really know what I"m talking about. Maybe my usual five paragraphs would be a good limit... except I'll cheat with a multi-section attempt at answering a somewhat related question.

I think Sir Robin probably has a glider synthesis Somewhere Out There, but that's definitely just my opinion. The hardest thing to construct tends to be "space dust" that's inaccessible because it's surrounded by lots of other space dust. Sir Robin has some of that, for sure, but luckily it's fairly long and thin, so it has a reasonable amount of surface area.

(Actually luck has nothing to do with it: a shorter rounder cousin of Sir Robin is also probably Somewhere Out There, but we can't find it yet because we haven't figured out how to manage the ridiculously huge search space that medium-sized blob-shaped spaceships sit in.)
...


Kind of unrelated, except for the last paragraph I quoted, but:
Can anyone search for smaller knightships based on similar partials?
On the bright side, because we are looking for smaller spaceships, we can have an upper limit to how big we want the target ship to be before we can terminate the search.
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Re: Thread for basic questions

Postby toroidalet » February 9th, 2019, 3:27 pm

I noticed that engineered spaceships tend to have lots of empty space, so could engineered and elementary spaceships be differentiated based on some density-based metric?

I don't really know what the point of this is, seeming as it's pretty easy to tell what's engineered and what's elementary with your eyes.
x = 4, y = 2, rule = B3/S23
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Re: Thread for basic questions

Postby Moosey » February 10th, 2019, 11:48 am

Why is long boat more common than barge? Especially considering barge is more common than long ship?
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Re: Thread for basic questions

Postby dvgrn » February 10th, 2019, 1:40 pm

Moosey wrote:Why is long boat more common than barge? Especially considering barge is more common than long ship?

Just the luck of the draw as to which of them has more "bottleneck" predecessors -- low population active reactions, reachable via some fairly common collision.

The first two long-boat soups on Catagolue both have the following predecessor, though they get there in different ways. So that might (or might not) be the configuration that happens to be more common than any barge predecessor:

x = 4, y = 4, rule = B3/S23
3o$b2o$2b2o$3bo!
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Re: Thread for basic questions

Postby 77topaz » February 10th, 2019, 4:58 pm

It's also worth remembering that boats are more common than tubs. So, if there's some reaction that could extend boats to longboats and tubs to barges (and I'm pretty sure such reactions exist), we'd expect that to result in more longboats than barges. Of course, longboats and barges also have predecessors not involving their smaller counterparts, whose relative frequencies are harder to predict.
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Re: Thread for basic questions

Postby Moosey » February 12th, 2019, 12:20 pm

How does one notate HROT rules in lifeviewer?
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Re: Thread for basic questions

Postby muzik » February 12th, 2019, 12:35 pm

Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!
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Re: Thread for basic questions

Postby rowett » February 12th, 2019, 12:38 pm

muzik wrote:http://www.conwaylife.com/forums/viewtopic.php?f=3&t=1622&p=67121#p67121 .

And also this post where the neighbourhood support was added.
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Re: Thread for basic questions

Postby Moosey » February 14th, 2019, 10:25 am

What is this strict still life called?
#C the first RLE I typed by hand
2o$obo$2b3o$bo3bo$b2ob2o
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Re: Thread for basic questions

Postby Ian07 » February 14th, 2019, 10:32 am

Moosey wrote:What is this strict still life called?
#C the first RLE I typed by hand
2o$obo$2b3o$bo3bo$b2ob2o

That would be a house siamese shillelagh.
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Re: Thread for basic questions

Postby Moosey » February 16th, 2019, 9:21 am

While looking through the caterloopillar thread, I found myself wondering, “Shouldn’t it be possible to build a spaceship that shoots XWSS groups up, then uses them to shoot gliders, then reflects the gliders down and produces more of the same XWSSes, while moving the whole thing?
Here’s a sketch I made in golly:
x = 15, y = 37, rule = LifeHistory
10.2C$9.4C$8.6C$7.8C$10.2C$10.2C$10.2C$10.2C$10.2C$10.2C$10.2C$10.2C$
10.2C$10.2C$.E8.2C$.D8.2C$.DA7.2C$.D.D$.D2.D$.D3.D$.D4.D$.D5.D$.DA5.D
$.D.D5.D$.DA.D5.DB$.D.D.D4.DB$.DA.D.D3.DB$.D.D.D.D2.DB$.D2.D.D.D.DB$.
D3.D.D.2DB$.D4.D.D.DB$.D5.D.2DB$.D6.D.DB$.D7.2DB$.D8.DB$2A8D2A$2A8.2A
!
#C [[ VIEWONLY ]]

Red lines represent spaceships, green dots represent data that can be moved and used to nondestructively produce gliders. The yellow thing on top is a sort of “cap”. The blue line is a thing that “pulls” gliders down to the reflecting things below. (My drawing is of course not a working concept, you’d need a lot more code.)

Perhaps it would be easier to do away with the “cap” and just make a forerake.
I suppose that this is basically a 1-“engine” caterloopillar.
Anyways, I’ll leave the macrospaceship engineering to the experts.
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Re: Thread for basic questions

Postby dvgrn » February 16th, 2019, 12:08 pm

Moosey wrote:While looking through the caterloopillar thread, I found myself wondering, “Shouldn’t it be possible to build a spaceship that shoots XWSS groups up, then uses them to shoot gliders, then reflects the gliders down and produces more of the same XWSSes, while moving the whole thing?
...
I suppose that this is basically a 1-“engine” caterloopillar.
Anyways, I’ll leave the macrospaceship engineering to the experts.

"The experts" (which is really just simsim314 at the moment, for caterloopillars) seem to think that the best generalizable caterloopillar design they can think of looks pretty much like a caterloopillar.

Your diagram has four "magical" points -- the yellow dot, the two larger green squares, and the blue line -- where the green squares and blue line are doing some kind of mysterious reflection operation, and the yellow end cap is more of an eater. If they were just reflecting and eating then it would be relatively easy to make some circuitry with the functionality that's wanted in those places, but they actually also have to move by the right distance while they're doing it.

That seriously limits what you can put in those four places, especially if you want the whole mechanism to be adjustable in any way. The caterloopillar design has four magical points -- front cap, back cap, and the lines of loaves on each side for information storage -- so this new design doesn't really seem to be an improvement.

If you rearrange those four magical pieces and their inputs and outputs, so that they can all be replaced with mechanisms that we actually know how to build, you might end up with an interesting variant of chris_c's recent camelship -- or possibly something more like the Golly-friendly quadratic replicator that I hope to get around to putting together later this year.
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Re: Thread for basic questions

Postby Moosey » February 16th, 2019, 12:25 pm

dvgrn wrote:
Moosey wrote:While looking through the caterloopillar thread, I found myself wondering, “Shouldn’t it be possible to build a spaceship that shoots XWSS groups up, then uses them to shoot gliders, then reflects the gliders down and produces more of the same XWSSes, while moving the whole thing?
...
I suppose that this is basically a 1-“engine” caterloopillar.
Anyways, I’ll leave the macrospaceship engineering to the experts.

"The experts" (which is really just simsim314 at the moment, for caterloopillars) seem to think that the best generalizable caterloopillar design they can think of looks pretty much like a caterloopillar.

...


Would it perhaps be possible to make a gun based on this design, sort of like Abhpzta's rake gun in pedestrian life?

This would of course be a zillion times easier.

(Of course, our data couldn't move)

Or we could just build an "engineless" rake gun, which is precisely what that post contained anyways.

EDIT:
related:
http://www.conwaylife.com/forums/viewtopic.php?f=12&t=3813#p70858
Last edited by Moosey on February 16th, 2019, 1:34 pm, edited 1 time in total.
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Re: Thread for basic questions

Postby dvgrn » February 16th, 2019, 1:22 pm

Moosey wrote:Would it perhaps be possible to make a gun based on this design, sort of like Abhpzta's rake gun in pedestrian life?

This would of course be a zillion times easier.

(Of course, our data couldn't move)

Sure... though again it might be more "vaguely like this design" than "based on this design", since the design is kind of unclear.

It's not impossible in principle to put together some kind of caterloopillar-like oscillator, but there are some pretty big changes that would have to be made. Caterloopillars rely on slow salvos, and slow salvos only work because each data point in the line of loaf data is gradually moving past a long line of construction sites. If the whole thing is standing still, it's not clear how a bunch of parallel gliders are really going to build anything useful.

So you could actually build a moving caterloopillar-puffer quite a bit more easily, by extending the trailing side of a working caterloopillar and adding more loaves. There's a little problem involving the question of where the initial target comes from, so actually I think both sides have to be extended, and then instead of the target getting cleaned up by the reverse-side slow salvo, it would leave behind whatever you wanted to build -- which might be a seed for a spaceship, with some mechanism to trigger it at the last minute to get a rake.

Another part of your idea -- a string of reusable stationary data markers encoding a slow salvo -- was implemented many years ago in calcyman's Osqrtlogt pattern -- see Golly's Help > Online Archives > Very Large Patterns. There are a couple of columns of honeybits and intermittent eaters, which encode the slow salvos that maintain the triangular 2D grid of boats that do the binary-counting trick.
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Re: Thread for basic questions

Postby Moosey » February 16th, 2019, 4:48 pm

Are there any variants of Riley's Breeder that create glider producing switch engines?
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Re: Thread for basic questions

Postby dvgrn » February 16th, 2019, 5:42 pm

Moosey wrote:Are there any variants of Riley's Breeder that create glider producing switch engines?

Define "variant". It's easy to make a GPSE breeder out of high-period rakes, or (I think -- haven't looked up the necessary rake period to know for sure) modify Mitchell Riley's breeder with high-period rakes to convert some of the block-laying switch engines to the glider-producing variety:

x = 49, y = 52, rule = B3/S23
2$20b2o$20b2o$33b2o$33b2o3$37b2o$37b2o$12b2o5b3ob2o$12b2o8b3o$20b2o2$
25b2o13b2o$25b2o13b2o7$32b2o$13bo18b2o$22b3o$8bob2o10bobo$8bobo6bo2b2o
2bo$7bo4b2o3bo2b3o$8bo8bo2b3o$8bo7bo2$12bo10$38bo$37b2o$37bobo!

But it would be a major modification, especially since there isn't room for GPSEs to fit next to each other as closely as the BLSEs do. It's probably fairly tricky, but may be possible, to come up with a GPSE breeder with the same population as Riley's BLSE breeder -- just the luck of the draw whether a peturbation is available somewhere in that search space.
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Re: Thread for basic questions

Postby 77topaz » February 16th, 2019, 6:08 pm

Moosey wrote:Are there any variants of Riley's Breeder that create glider producing switch engines?


Mosquito 3 produces glider-producing switch engines.
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Re: Thread for basic questions

Postby Hunting » February 17th, 2019, 4:53 am

With a 4-barreled gun, how can I make a gun that is 1-barreled? Still no eaters.
Plz correct my grammar mistakes. I'm still studying English.

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* Rule Y Orthogonoid

Favorite gun ever:
#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!
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Re: Thread for basic questions

Postby dvgrn » February 17th, 2019, 7:26 am

Hunting wrote:With a 4-barreled gun, how can I make a gun that is 1-barreled? Still no eaters.

Use reflectors to crash three of the gliders together? Otherwise it seems like you're out of luck; multiple copies of the gun will mostly just make the problem worse, right?
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Re: Thread for basic questions

Postby Moosey » February 20th, 2019, 4:02 pm

How are soups scored in apgsearch?
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Re: Thread for basic questions

Postby Ian07 » February 20th, 2019, 6:00 pm

Moosey wrote:How are soups scored in apgsearch?


The scoring system isn't actually used anymore, but the Python script used it to determine which soups were the most "interesting." Every sufficiently rare object is given a point value which is added on to the soup's overall score if it appears. For example, a soup producing both a pulsar and an MWSS would have a score of 17, as determined by this list:
# A dict of objects in the form {"identifier": ("common name", points)}
#
# As a rough heuristic, an object is worth 15 + log2(n) points if it
# is n times rarer than the pentadecathlon.
#
# Still-lifes are limited to 10 points.
# p2 oscillators are limited to 20 points.
# p3 and p4 oscillators are limited to 30 points.
self.commonnames = {"xp3_co9nas0san9oczgoldlo0oldlogz1047210127401": ("pulsar", 8),
                "xp15_4r4z4r4": ("pentadecathlon", 15),
                "xp2_2a54": ("clock", 16),
                "xp2_31ago": ("bipole", 17),
                "xp2_0g0k053z32": ("quadpole", 18),
                "xp2_g8gid1e8z1226": ("great on-off", 19),
                "xp2_rhewehr": ("spark coil", 19),
                "xp8_gk2gb3z11": ("figure-8", 20),
                "xp4_37bkic": ("mold", 21),
                "xp2_31a08zy0123cko": ("quadpole on ship", 20),
                "xp2_g0k053z11": ("tripole", 20),
                "xp4_ssj3744zw3": ("mazing", 23),
                "xp8_g3jgz1ut": ("blocker", 24),
                "xp3_695qc8zx33": ("jam", 24),
                "xp30_w33z8kqrqk8zzzw33": ("cis-queen-bee-shuttle", 24),
                "xp30_w33z8kqrqk8zzzx33": ("trans-queen-bee-shuttle", 24),
                "xp4_8eh5e0e5he8z178a707a871": ("cloverleaf", 25),
                "xp5_idiidiz01w1": ("octagon II", 26),
                "xp6_ccb7w66z066": ("unix", 26),
                "xp14_j9d0d9j": ("tumbler", 27),
                "xp3_025qzrq221": ("trans-tub-eater", 28),
                "xp3_4hh186z07": ("caterer", 29),
                "xp3_025qz32qq1": ("cis-tub-eater", 30),
                "xp8_wgovnz234z33": ("Tim Coe's p8", 31),
                "xp5_3pmwmp3zx11": ("fumarole", 33),
                "xp46_330279cx1aad3y833zx4e93x855bc": ("cis-twin-bees-shuttle", 35),
                "xp46_330279cx1aad3zx4e93x855bcy8cc": ("trans-twin-bees-shuttle", 35),
                "yl144_1_16_afb5f3db909e60548f086e22ee3353ac": ("block-laying switch engine", 16),
                "yl384_1_59_7aeb1999980c43b4945fb7fcdb023326": ("glider-producing switch engine", 17),
                "xp10_9hr": ("[HighLife] p10", 6),
                "xp7_13090c8": ("[HighLife] p7", 9),
                "xq48_07z8ca7zy1e531": ("[HighLife] bomber", 9),
                "xq4_153": ("glider", 0),
                "xq4_6frc": ("lightweight spaceship", 7),
                "xq4_27dee6": ("middleweight spaceship", 9),
                "xq4_27deee6": ("heavyweight spaceship", 12),
                "xq7_3nw17862z6952": ("loafer", 70),
                "xp2_7": ("blinker", 0),
                "xs4_33": ("block", 0),
                "xs4_252": ("tub", 0),
                "xs5_253": ("boat", 0),
                "xs6_bd": ("snake", 0),
                "xs6_356": ("ship", 0),
                "xs6_696": ("beehive", 0),
                "xs6_25a4": ("barge", 0),
                "xs6_39c": ("carrier", 0),
                "xp2_7e": ("toad", 0),
                "xp2_318c": ("beacon", 0),
                "xs7_3lo": ("long snake", 0),
                "xs7_25ac": ("long boat", 0),
                "xs7_178c": ("eater", 0),
                "xs7_2596": ("loaf", 0),
                "xs8_178k8": ("twit", 0),
                "xs8_32qk": ("hook with tail", 0),
                "xs8_69ic": ("mango", 0),
                "xs8_6996": ("pond", 0),
                "xs8_25ak8": ("long barge", 0),
                "xs8_3pm": ("shillelagh", 0),
                "xs8_312ko": ("canoe", 0),
                "xs8_31248c": ("very long snake", 0),
                "xs8_35ac": ("long ship", 0),
                "xs12_g8o653z11": ("ship-tie", 0),
                "xs14_g88m952z121": ("half-bakery", 0),
                "xs14_69bqic": ("paperclip", 0),
                "xs9_31ego": ("integral sign", 0),
                "xs10_g8o652z01": ("boat-tie", 0),
                "xs14_g88b96z123": ("big ess", 0),
                "xs16_g88m996z1221": ("bipond", 0),
                "xs12_raar": ("table on table", 0),
                "xs9_4aar": ("hat", 0),
                "xs10_35ako": ("very long ship", 0),
                "xs9_178ko": ("trans boat with tail", 0),
                "xs15_354cgc453": ("moose antlers", 0),
                "xs14_6970796": ("cis-mirrored r-bee", 0),
                "xs10_32qr": ("block on table", 0),
                "xs16_j1u0696z11": ("beehive on dock", 0),
                "xs14_j1u066z11": ("block on dock", 0),
                "xs11_g8o652z11": ("boat tie ship", 0),
                "xs9_25ako": ("very long boat", 0),
                "xs16_69egmiczx1": ("scorpion", 0),
                "xs18_rhe0ehr": ("dead spark coil", 0),
                "xs17_2ege1ege2": ("twinhat", 0),
                "xs10_178kk8": ("beehive with tail", 0),
                "xs10_69ar": ("loop", 0),
                "xs14_69bo8a6": ("fourteener", 0),
                "xs14_39e0e93": ("bookends", 0),
                "xs9_178kc": ("cis boat with tail", 0),
                "xs12_330f96": ("block and cap", 0),
                "xs10_358gkc": ("10.003",0),
                "xs12_330fho": ("trans block and longhook", 0),
                "xs10_g0s252z11": ("prodigal sign", 0),
                "xs11_g0s453z11": ("elevener", 0),
                "xs14_6is079c": ("cis-rotated hook", 0),
                "xs14_69e0eic": ("trans-mirrored R-bee", 0),
                "xs11_ggm952z1": ("trans loaf with tail", 0),
                "xs15_j1u06a4z11": ("cis boat and dock", 0),
                "xs20_3lkkl3z32w23": ("mirrored dock", 0),
                "xs12_178br": ("12.003",0),
                "xs12_3hu066": ("cis block and longhook", 0),
                "xs12_178c453": ("eater with nine", 0),
                "xs10_0drz32": ("broken snake", 0),
                "xs9_312453": ("long shillelagh", 0),
                "xs10_3215ac": ("boat with long tail", 0),
                "xs14_39e0e96": ("cis-hook and R-bee", 0),
                "xs13_g88m96z121": ("beehive at loaf", 0),
                "xs14_39e0eic": ("trans hook and R-bee", 0),
                "xs10_3542ac": ("S-ten", 0),
                "xs15_259e0eic": ("trans R-bee and R-loaf", 0),
                "xs11_178jd": ("11-loop", 0),
                "xs9_25a84c": ("tub with long tail", 0),
                "xs15_3lkm96z01": ("bee-hat", 0),
                "xs14_g8o0e96z121": ("cis-rotated R-bee", 0),
                "xs13_69e0mq": ("R-bee and snake", 0),
                "xs11_69lic": ("11.003", 0),
                "xs12_6960ui": ("beehive and table", 0),
                "xs16_259e0e952": ("cis-mirrored R-loaf", 0),
                "xs10_1784ko": ("8-snake-eater", 0),
                "xs13_4a960ui": ("ortho loaf and table", 0),
                "xs9_g0g853z11": ("long canoe", 0),
                "xs18_69is0si96": ("[cis-mirrored R-mango]", 0),
                "xs11_178kic": ("cis loaf with tail", 0),
                "xs16_69bob96": ("symmetric scorpion", 0),
                "xs13_0g8o653z121": ("longboat on ship", 0),
                "xs12_o4q552z01": ("beehive at beehive", 0),
                "xs10_ggka52z1": ("trans barge with tail", 0),
                "xs12_256o8a6": ("eater on boat", 0),
                "xs14_6960uic": ("beehive with cap", 0),
                "xs12_2egm93": ("snorkel loop", 0),
                "xs12_2egm96": ("beehive bend tail", 0),
                "xs11_g0s253z11": ("trans boat with nine", 0),
                "xs15_3lk453z121": ("trans boat and dock", 0),
                "xs19_69icw8ozxdd11": ("[mango with block on dock]", 0),
                "xs13_2530f96": ("[cis boat and cap]", 0),
                "xs11_2530f9": ("cis boat and table", 0),
                "xs14_4a9m88gzx121": ("[bi-loaf2]", 0),
                "xs11_ggka53z1": ("trans longboat with tail", 0),
                "xs18_2egm9a4zx346": ("[loaf eater tail]", 0),
                "xs15_4a9raic": ("[15-bent-paperclip]", 0),
                "xs11_3586246": ("[11-snake]",0),
                "xs11_178b52": ("[11-boat wrap tail]", 0),
                "xs14_08u1e8z321": ("[hat join hook]", 0),
                "xs14_g4s079cz11": ("[cis-mirrored offset hooks]", 0),
                "xs13_31egma4": ("[13-boat wrap eater]", 0),
                "xs14_69960ui": ("pond and table", 0),
                "xs13_255q8a6": ("[eater tie beehive]", 0),
                "xs15_09v0ccz321": ("[hook join table and block]",0)}


Objects not in the list are scored as follows:
  • Still-lifes are worth 1 point for every living cell, up to a maximum of 20 points.
  • p2 oscillators are worth 20 points.
  • p3 and p4 oscillators are worth 30 points.
  • p5+ oscillators are worth 40 points.
  • Spaceships are worth 50 points.
  • Linear growth patterns are worth 60 points.
Ian07
 
Posts: 163
Joined: September 22nd, 2018, 8:48 am

Re: Thread for basic questions

Postby danny » February 20th, 2019, 10:08 pm

Does this pattern ever reach a population of 16 again after generation 55?

x = 6, y = 1, rule = B2ac/S
2o2b2o!
Please stop using my full name. Refer to me as dani.

she/they

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.
User avatar
danny
 
Posts: 902
Joined: October 27th, 2017, 3:43 pm
Location: i love to eat bees

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