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Writing a Natural Selection-Based Rule Golfing Script

For scripts to aid with computation or simulation in cellular automata.

Writing a Natural Selection-Based Rule Golfing Script

Postby danny » July 11th, 2018, 8:15 pm

Hi, I have a couple ideas for a highly customizable searching script I would call 'drcsrc'. Essentially, it would census a bunch of soups for unique objects, and 'score' rules based on qualities (by default, exploding rules would be thrown out. linear growth could be quite nice but scoring would be complicated, but tweakable by the user), then the highest couple (maybe 5, again, tweakable by users) of rules differing by one transition would be listed. Repeat this process, and filter the new list down to 5, and repeat for n iterations.

How would I go about doing this? I already have an idea on how to generate a list of all one-transition different rules, but I have no idea how to census...
I prefer Dani now, but Danny is fine seeing as it's my username and I've already made 4 too many accounts.
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