drc wrote:muzik wrote:Any rules in which this is a spaceship?Code: Select allx = 7, y = 5, rule = B3/S23
3bo$3b2o$o2bobo$2o2b3o$b3ob2o!
cognaso
HE KNOWS
drc wrote:muzik wrote:Any rules in which this is a spaceship?Code: Select allx = 7, y = 5, rule = B3/S23
3bo$3b2o$o2bobo$2o2b3o$b3ob2o!
cognaso
BlinkerSpawn wrote:gameoflifemaniac wrote:dvgrn wrote:...the number of rule lines would be
(n + r -1) choose r
with n=256 and r=9 -- a combination with replacement.
What about 4 universes?
By the same equation, (n=16 and r=5, correct?) we get 20C5 or 15504 transitions, well within the range of a decent script.
x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
Saka wrote:Can anybody make a rule with this glider:Code: Select allx = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
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!
Gamedziner wrote:Saka wrote:Can anybody make a rule with this glider:Code: Select allx = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
If any such rule exists, it must contain B0.
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
Saka wrote:Gamedziner wrote:Saka wrote:Can anybody make a rule with this glider:Code: Select allx = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
If any such rule exists, it must contain B0.
Rule table, crepe
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!
Saka wrote:Can anybody make a rule with this glider:Code: Select allx = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
x = 9, y = 5, rule = B3/S23
bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
@RULE DeadlyEnemies
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
# Proximity death
# -- don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0
# 2,1,a,b,c,d,e,f,g,0
# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
#Death
i,a,b,c,d,e,f,g,h,0
x = 7, y = 3, rule = DeadlyEnemies
.2B2.2A$B.B2.2A$2.B!
x = 16, y = 16, rule = DeadlyEnemies
4.A7.A$2.A.A5.A.A$6.B.B5.A$2B6.B$14.2A$.B$13.B$2.2B$12.2B$2.B$14.A$2A
$7.A6.2A$.A5.A.A$3.A.A5.B.B$3.A7.B!
dvgrn wrote:Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)Code: Select all@RULE DeadlyEnemies
Oddly enough, an other-color block is a glider eater in this rule:Code: Select allx = 7, y = 3, rule = DeadlyEnemies
.2B2.2A$B.B2.2A$2.B!
when there's a fight for territory, one color usually seems to win completely, pretty much at random.
dvgrn wrote:There are easy two-color oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new high-volatilty oscillators, but they may be too delicately balanced to show up very often in soup experiments -- when there's a fight for territory, one color usually seems to win completely, pretty much at random.
x = 18, y = 16, rule = DeadlyEnemies
3A$2.A$3A10$17.B$16.2B$15.2B$16.2B!
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!
Mr. Missed Her wrote:Can anybody think of a wolfram rule that generates this binary sequence fractal?
Sequence:
0110
0110 1001 1001 0110
0110 1001 1001 0110 | 1001 0110 0110 1001 | 1001 0110 0110 1001 | 0110 1001 1001 0110
Rhombic wrote:dvgrn wrote:There are easy two-color oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new high-volatilty oscillators, but they may be too delicately balanced to show up very often in soup experiments -- when there's a fight for territory, one color usually seems to win completely, pretty much at random.
Perfect destruction of pi with an opposite state B-heptomino...
x = 35, y = 14, rule = DeadlyEnemies
12.A$24.3A3.3A$.A12.A$3A19.A4.A.A4.A$16.A5.A4.A.A4.A$22.A4.A.A4.A$6.A
.A.A.A.A.A.A5.3A3.3A2$16.A7.3B3.3B$3B19.B4.B.B4.B$.B12.A7.B4.B.B4.B$
22.B4.B.B4.B$12.A$24.3B3.3B!
x = 28, y = 13, rule = DeadlyEnemies
3.2A18.2B$3.A.A17.B.B$4.A19.B3$4.3A17.3A$7.A19.A$3.A3.A15.A3.A$2.A.A
2.A14.A.A2.A$A2.A.A14.A2.A.A$A3.A15.A3.A$A19.A$.3A17.3A!
x = 11, y = 28, rule = DeadlyEnemies
2B.B$.3B$2.B18$6.2A$6.2A3$4.2A.2A$5.A.A$2.3A3.3A$2.A7.A!
dvgrn wrote:...But what is the smallest two-color oscillator that is not also an oscillator if it's single-color -- i.e., that doesn't work in standard Life? I'm not quite sure how to phrase the question, to avoid answers along the lines of a gun pointed at a block, or a known oscillator sparking another known object...
x = 4, y = 4, rule = DeadlyEnemies
.3A$B$B$B!
skomick wrote:Smallest I could find by hand:Code: Select allx = 4, y = 4, rule = DeadlyEnemies
.3A$B$B$B!
x = 7, y = 7, rule = DeadlyEnemies
.2B$B2.B$B.2B$.B2.2A$4.A.A$3.A2.A$4.2A!
Saka wrote:Saka wrote:Can anybody make a rule with this glider:Code: Select allx = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
Pretty please with a loafer on top?
What about this:Code: Select allx = 9, y = 5, rule = B3/S23
bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
Saka wrote:Ok here's a totally different request:
Name it "Value"
A 9 state Moore rule:
A cell has a value, which is equal to it's state number (0 has value 0, 1 has value 1, etc.)
A cell adds the values of it's neighbors to itself (e.g. State 3 which has neighbors 3, 1, and 2 would turn into 3+1+2=6)
Cells with neighbors that add up to more than 8 die.
Cells with 0 neighbors die.
I think it's explosive
83bismuth38 wrote:Hey! could you make one with more than 2 colors?
# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
#Death
i,a,b,c,d,e,f,g,h,0
@RULE ThreeDeadlyEnemies
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a={0,1,2,3}
var b={0,1,2,3}
var c={0,1,2,3}
var d={0,1,2,3}
var e={0,1,2,3}
var f={0,1,2,3}
var g={0,1,2,3}
var h={0,1,2,3}
var i={1,2,3}
var j={1,2,3}
var k={1,2,3}
# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
0,3,3,i,0,0,0,0,0,3
# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
3,3,3,3,0,0,0,0,0,3
# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
3,3,3,0,0,0,0,0,0,3
#Death
i,a,b,c,d,e,f,g,h,0
x = 6, y = 10, rule = DeadlyEnemies
2A$.A$.A.2A$2.A2.B2$4.2B$2.3A$.A.A$.A$2A!
x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!
83bismuth38 wrote:What about a rock-paper-scissors kind of rule? i.e. A>B>C>A, meaning a kills b, b kills c, and c kills a.
83bismuth38 wrote:I tried messing around with the code but it won't work.
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