Real Life Speeds

For discussion of other cellular automata.
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Hdjensofjfnen
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Re: Real Life Speeds

Post by Hdjensofjfnen » September 3rd, 2017, 10:26 pm

BlinkerSpawn wrote:For the most part it's just a binary counter.
It is. Once the counter overflows, the tick moves up a slot, and the process starts again... all the way until the end of the line is reached. Then the ship moves one cell.

Code: Select all

x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!

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x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!

AbhpzTa
Posts: 593
Joined: April 13th, 2016, 9:40 am
Location: Ishikawa Prefecture, Japan

Re: Real Life Speeds

Post by AbhpzTa » September 4th, 2017, 3:05 pm

Saka wrote:Lemme join in with my own rule, it's 7 states and it's based on a binary counter and it's not very slow, colors added for easy viewing:

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@RULE BinSlow

@TABLE
n_states:7
neighborhood:vonNeumann
symmetries:none
var a={0,1,2,3,4,5,6}
var b=a
var c=a
var d=a
#IMPORTANT
a,b,c,5,d,4
1,b,c,6,d,6

0,a,b,c,1,2
2,a,b,c,1,3
2,a,b,c,3,3
0,a,b,c,3,2
3,a,b,c,d,0
4,2,0,0,4,5
5,a,b,c,d,0
4,1,5,b,c,6
4,a,5,b,c,5
6,1,b,c,d,0
6,a,4,b,c,4
0,a,b,6,c,1

@COLORS
0 48 48 48
1 255 0 0
2 0 255 0
3 0 230 0
4 0 108 255
5 0 178 255
6 0 255 255
Example:

Code: Select all

x = 23, y = 21, rule = BinSlow
5.3D$5.D.D6.A$5.3D6.3D$5.D.D$5.3D4$3.3D.3D$5.D.D$3.3D.3D4.A$5.D3.D4.
6D$3.3D.3D4$3D.3D.3D$2.D.D.D.D.D3.A$3D.D.D.3D3.9D$D3.D.D3.D$3D.3D.3D!
bounding box x*2 : period = 3*2^(x-3)+2x-1 , speed = c/period


ANOTHER RATE ( exponential, base=(1+sqrt(5))/2 )

Code: Select all

@RULE FibonacciSpeed
@TABLE
n_states:4
neighborhood:Moore
symmetries:none
var a={1,2,3}
var b={a}
var c={0,1,2,3}
var d={1,2}
var e={0,3}
2,0,0,1,0,0,0,e,0,3
3,0,0,d,0,0,0,0,0,1
1,0,0,2,0,0,0,e,0,3
1,0,0,3,0,0,0,0,0,2
1,0,0,1,0,0,0,3,0,2
3,0,0,d,0,0,0,1,0,1
1,0,0,0,0,0,0,3,0,2
2,0,0,0,0,0,0,3,0,0
0,0,0,0,0,2,3,0,0,3
0,0,0,1,0,2,0,0,0,3
0,0,0,d,0,3,0,0,0,1
0,0,0,2,0,1,e,0,0,3
0,0,0,3,0,1,0,0,0,2
0,0,0,1,0,1,3,0,0,2
0,0,0,1,0,2,3,0,0,3
0,0,0,d,0,3,1,0,0,1
0,0,0,a,0,1,2,0,0,1
0,0,0,1,0,2,1,0,0,2
0,0,0,a,0,1,1,0,0,1
a,0,b,0,0,0,0,c,0,0
3,0,0,0,0,0,1,0,0,1
1,0,0,1,0,0,3,0,0,2
2,0,0,1,0,0,3,0,0,3
3,0,0,d,0,0,1,0,0,1
1,0,0,2,0,0,3,0,0,3
length N : period = (N+3)rd Fibonacci number , speed = c/period

EXAMPLE
N=20 (c/28657 predecessor)

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x = 20, y = 1, rule = FibonacciSpeed
B19A!
(c/28657 itself)

Code: Select all

x = 20, y = 1, rule = FibonacciSpeed
AB2ACB14A!
100009436650194649 = 94649 * 1056634900001

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Saka
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Re: Real Life Speeds

Post by Saka » September 12th, 2017, 9:02 am

Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.

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blah
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Re: Real Life Speeds

Post by blah » September 12th, 2017, 10:44 am

You could use the idea here to make a 1-cell spaceship with some massive but provably finite speed. Like, counting up to graham's number and then moving one cell. This thread is actually what gave me the idea for that thread.
succ

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gameoflifemaniac
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Joined: January 22nd, 2017, 11:17 am
Location: There too

Re: Real Life Speeds

Post by gameoflifemaniac » September 12th, 2017, 12:48 pm

Saka wrote:Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
What is LCM?
I was so socially awkward in the past and it will haunt me for the rest of my life.

Code: Select all

b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!

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blah
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Re: Real Life Speeds

Post by blah » September 12th, 2017, 2:16 pm

gameoflifemaniac wrote:What is LCM?
Least common multiple. You could've looked this up; going through Wikipedia's disambiguation page, the phrase "Least common multiple" should stand out as being the only one that would pertain to this kind of thing.
succ

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Saka
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Re: Real Life Speeds

Post by Saka » September 12th, 2017, 7:37 pm

gameoflifemaniac wrote:
Saka wrote:Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
What is LCM?
A person who is "like 3rd grade middle school" in maths and someone who "memorized 250 digits of pi and understands infinite sums and integrals" should know what an LCM is.
Last edited by Saka on June 1st, 2021, 4:47 am, edited 1 time in total.

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gameoflifemaniac
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Re: Real Life Speeds

Post by gameoflifemaniac » September 13th, 2017, 11:46 am

Saka wrote:
gameoflifemaniac wrote:
Saka wrote:Idea: Use LCMs! I'm writing a program to calculate the LCM of primes.
What is LCM?
A person who is "like 3rd grade middle school" in maths and someone who "memorized 250 digits of pi and understands infinite sums and integrals" should know what an LCM is.

Sok pinter ini orangnya
Sorry. I just could not recognize this! Maybe, if you would write this with lowercase letters, I would probably know what you're talking about.
I was so socially awkward in the past and it will haunt me for the rest of my life.

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b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!

fluffykitty
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Joined: June 14th, 2014, 5:03 pm
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Re: Real Life Speeds

Post by fluffykitty » September 27th, 2017, 12:19 am

Tetrationally slow ships:
(NOTE: If you installed this rule before this message was here, update! The previous version has a bug where some ships don't work!)

Code: Select all

@RULE Tesserun
Idea: Use vertically stacked binary counters
When a counter finishes, it lengthens and increments the next counter
When the last counter finishes, all lengths reset and the ship advances
0 empty
1 normal backbone
2 counter off
3 counter on
4 counter action
5 counter finish
6 increment backbone
7 unstable backbone
8 collapse backbone
9 waiting backbone
10 eater
11 eater report

@TABLE
n_states:12
neighborhood:Moore
symmetries:none
var a1={0,1,2,3,4,5,6,7,8,9,10,11}
var a2=a1
var a3=a1
var a4=a1
var a5=a1
var a6=a1
var a7=a1
var a8=a1
var any=a1
var any2=a1
var value={0,1,2,3,4,6,7}
var value2={0,1,2,3,4,6,7}
var valuen={1,2,3,4}
var valuex={0,1,2,3,4,5,6,7}
var bit={2,3,4}
var nonzero={1,2,3,4,5,6,7,8,9,10,11}
var backbone={1,6,7}
#counter
##create action
2,a1,a2,value,0,0,a4,backbone,a5,4 #inter row
2,a1,a2,value,a3,a4,6,backbone,a5,4 #inter row
##action moves
4,a1,a2,valuen,a3,a4,a5,value2,a6,2
3,a1,a2,valuen,a3,a4,a5,4,a6,4
##action finishes
2,a1,a2,value,a3,a4,a5,4,a6,3
##action transforms
3,a1,a2,0,a3,a4,a5,4,a6,5
###special case
4,a1,a2,0,a3,a4,a5,value,a6,5
##extend
0,a1,a2,any,a3,a4,a5,5,a6,2
##completion moves
5,a1,a2,value,a3,a4,a5,valuen,a6,2
bit,a1,a2,5,a3,a4,a5,value2,a6,5
##completion finishes
1,a1,a2,5,a3,a4,a5,any,a6,6
##backbone resets
6,backbone,a2,value,a3,a4,a5,any,a6,1
#advancement
##destablilize
6,0,a2,value,a3,a4,a5,any,a6,7
##collapse
7,a1,a2,5,a3,a4,a5,any,a6,8
##propagate collapse
1,8,a2,valuex,a3,a4,a5,any,a6,8
##send eater
8,a1,a2,valuex,a3,a4,a5,any,a6,9
valuex,a1,a2,value,a3,a4,a5,8,a6,10
##eater eats
10,a1,a2,valuex,a3,a4,a5,any,a6,0
valuex,a1,a2,valuen,a3,a4,a5,10,a6,10
##eater reports
valuex,a1,a2,0,a3,a4,a5,10,a6,11
##report moves
11,a1,a2,any,a3,a4,a5,any,a6,0
0,a1,a2,11,a3,a4,a5,0,a6,11
##report bonds
0,a1,a2,11,a3,a4,a5,9,a6,5
9,a1,a2,5,a3,a4,a5,any,a6,0
##prepare counter
5,a1,a2,0,a3,a4,nonzero,9,a6,9
##activate
5,a1,a2,0,a3,a4,0,9,a6,1
##propagate activation
9,a1,a2,any,a3,1,a5,any2,a6,1
@COLORS

0 0 0 0
1 255 0 0
2 0 255 0
3 0 0 255
4 255 255 0
5 255 0 255
6 0 255 255
7 255 255 255
8 127 0 0
9 0 127 0
10 0 0 127
11 127 127 0
12 127 0 127
13 0 127 127
14 127 127 127
15 127 255 0
16 255 127 0
17 127 0 255
18 255 0 127
19 0 127 255
20 0 255 127
21 127 255 255
22 255 127 255
23 255 255 127
24 255 127 127
25 127 255 127
26 127 127 255

Code: Select all

x = 2, y = 4, rule = Tesserun
AB$AB$AB$AB!
Speed ~ c/2^127
Last edited by fluffykitty on September 27th, 2017, 12:10 pm, edited 1 time in total.

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gameoflifemaniac
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Joined: January 22nd, 2017, 11:17 am
Location: There too

Re: Real Life Speeds

Post by gameoflifemaniac » September 27th, 2017, 10:29 am

fluffykitty wrote:Tetrationally slow ships:

Code: Select all

@RULE Tesserun
Idea: Use vertically stacked binary counters
When a counter finishes, it lengthens and increments the next counter
When the last counter finishes, all lengths reset and the ship advances
0 empty
1 normal backbone
2 counter off
3 counter on
4 counter action
5 counter finish
6 increment backbone
7 unstable backbone
8 collapse backbone
9 waiting backbone
10 eater
11 eater report

@TABLE
n_states:12
neighborhood:Moore
symmetries:none
var a1={0,1,2,3,4,5,6,7,8,9,10,11}
var a2=a1
var a3=a1
var a4=a1
var a5=a1
var a6=a1
var a7=a1
var a8=a1
var any=a1
var any2=a1
var value={0,1,2,3,4,6,7}
var value2={0,1,2,3,4,6,7}
var valuen={1,2,3,4}
var valuex={0,1,2,3,4,5,6,7}
var bit={2,3,4}
var nonzero={1,2,3,4,5,6,7,8,9,10,11}
var backbone={1,6,7}
#counter
##create action
2,a1,a2,value,0,0,a4,backbone,a5,4 #inter row
2,a1,a2,value,a3,a4,6,backbone,a5,4 #inter row
##action moves
4,a1,a2,valuen,a3,a4,a5,value2,a6,2
3,a1,a2,valuen,a3,a4,a5,4,a6,4
##action finishes
2,a1,a2,value,a3,a4,a5,4,a6,3
##action transforms
3,a1,a2,0,a3,a4,a5,4,a6,5
###special case
4,a1,a2,0,a3,a4,a5,value,a6,5
##extend
0,a1,a2,any,a3,a4,a5,5,a6,2
##completion moves
5,a1,a2,value,a3,a4,a5,valuen,a6,2
bit,a1,a2,5,a3,a4,a5,value2,a6,5
##completion finishes
1,a1,a2,5,a3,a4,a5,any,a6,6
##backbone resets
6,backbone,a2,value,a3,a4,a5,any,a6,1
#advancement
##destablilize
6,0,a2,value,a3,a4,a5,any,a6,7
##collapse
7,a1,a2,5,a3,a4,a5,any,a6,8
##propagate collapse
1,8,a2,valuex,a3,a4,a5,any,a6,8
##send eater
8,a1,a2,valuex,a3,a4,a5,any,a6,9
valuex,a1,a2,value,a3,a4,a5,8,a6,10
##eater eats
10,a1,a2,valuex,a3,a4,a5,any,a6,0
valuex,a1,a2,valuen,a3,a4,a5,10,a6,10
##eater reports
valuex,a1,a2,0,a3,a4,a5,10,a6,11
##report moves
11,a1,a2,any,a3,a4,a5,any,a6,0
0,a1,a2,11,a3,a4,a5,0,a6,11
##report bonds
0,a1,a2,11,a3,a4,a5,9,a6,5
9,a1,a2,5,a3,a4,a5,any,a6,0
##prepare counter
5,a1,a2,0,a3,a4,nonzero,9,a6,9
##activate
5,a1,a2,0,a3,a4,0,9,a6,1
##propagate activation
9,a1,a2,any,a3,1,a5,any2,a6,1
@COLORS

0 0 0 0
1 255 0 0
2 0 255 0
3 0 0 255
4 255 255 0
5 255 0 255
6 0 255 255
7 255 255 255
8 127 0 0
9 0 127 0
10 0 0 127
11 127 127 0
12 127 0 127
13 0 127 127
14 127 127 127
15 127 255 0
16 255 127 0
17 127 0 255
18 255 0 127
19 0 127 255
20 0 255 127
21 127 255 255
22 255 127 255
23 255 255 127
24 255 127 127
25 127 255 127
26 127 127 255

Code: Select all

x = 2, y = 4, rule = Tesserun
AB$AB$AB$AB!
Speed ~ c/2^127
This is something we're all waiting for.
By the way, what's the formula for the spaceships speed?
I was so socially awkward in the past and it will haunt me for the rest of my life.

Code: Select all

b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!

fluffykitty
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Re: Real Life Speeds

Post by fluffykitty » September 27th, 2017, 12:13 pm

Haven't bothered to figure it out. It would probably be much more complicated than any previous rule due to various offsets.

fluffykitty
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Re: Super Slow Ships

Post by fluffykitty » September 27th, 2017, 2:42 pm

Since my last post i've been working on this problem, and I think I've figured it out.

Code: Select all

a(1)=3
a(n)=a(n-1)+2^n+2n-2 
b(1)=2
b(n)=2^b(n-1)-1
c(1,m)=a(m)
c(n,2)=a(b(n))
c(n,m)=c(n-1,2^m-1)
d(1)=0
d(n)=2b(n-1)+d(n-1)
f(n)=c(n,2)+d(n)+n-1+2b(n)+2
The height 4 spaceship has speed c/340282366920938463463374607431768227739 (c/3e38)

My notes: (a=∑,b=¬,c=∏,d=∆,n-1=∫,2b+2=Ω)

Code: Select all

Height 1 c/15
Height 2 c/34
Height 3 c/325
Height 4 c/340282366920938463463374607431768227739
Height 5 ~c/2^2^127

Extension times (Blank-Blank):
Length 1 3 (exceptional)
Length 2 6 (2^n+2n-2)
Length 3 12
Length 4 22
Length 5 40
Length 6 74
Length 7 140
Length 8 270
Increments required (Blank-Blank):
Length 1: 1 (2^n)
Length 2: 2
Length 3: 4
Time after last increment (State 6 below-Backbone activation):
Length 2: 4 (2n-2)
Length 3: 6
Total time after last increment (State 6 bottom-State 8 top):
Height 1: 0 (∆n)
Height 2: 4
Height 3: 10
Collapse propagation: (State 8 top-State 8 bottom):
Height 1: 0 (n-1)
Height 2: 1
Clearing time (State 8-State 1+2):
Length 4: 8 (2n)
Length 5: 10
∑n=n extensions of bottom
∑0=0
∑1=3
∑n=∑(n-1)+2^n+2n-2
∏n,m=m extensions of nth layer from length 1
∏1,m=∑m
∏n,m=∏n-1,(2^m-1)
¬n=Length of layer n (1=top layer):
¬1=2
¬n=2^(¬n-1)-1
∆n=Increment propagation time bottom to top with n layers (final increment)
∆1=0
∆n=2¬(n-1)+∆(n-1)
∫n=Collapse propagation time with n layers
∫n=n-1
Ωn=Clearing time for bottom layer with n layers
Ωn=2¬n+2

Height 1: ∏1,2+∆1+∫1+Ω1=15
∏1,2=∑2=3+6=9
∆1=0
∫1=0
Ω1=2¬1+2=2*2+2=6
Height 2: ∏2,2+∆2+∫2+Ω2=34
∏2,2=∏1,3=∑3=3+6+12=21
∆2=2¬1+∆1=2¬1=4
∫2=1
Ω2=2¬2=2*3+2=8
Height 3: ∏3,2+∆3+∫3+Ω3=325
∏3,2=∏2,3=∏1,7=∑7=3+6+12+22+40+74+140=297
∆3=2(¬2+¬1)=2(3+2)=2*5=10
∫3=2
Ω3=2¬3=2*7+2=16
Height 4: ∏4,2+∆4+∫4+Ω4=340282366920938463463374607431768227739
∏4,2=∏3,3=∏2,7=∏1,127=∑127=3+6+12+22+40+...+170141183460469231731687303715884105980=340282366920938463463374607431768227456
∆4=2(¬3+¬2+¬1)=2(7+3+2)=2*12=24
∫4=3
Ω4=2¬4=2*127+2=256

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Saka
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Re: Real Life Speeds

Post by Saka » October 11th, 2017, 10:22 am

Idea:
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.

This would be REALLY slowm

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83bismuth38
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Re: Real Life Speeds

Post by 83bismuth38 » October 11th, 2017, 3:32 pm

i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
looking to support hive five (n+18) and charity's oboo reaction (2n+18)

Code: Select all

x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!

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Saka
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Joined: June 19th, 2015, 8:50 pm
Location: Indonesia
Contact:

Re: Real Life Speeds

Post by Saka » October 11th, 2017, 7:00 pm

83bismuth38 wrote:i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
Few problems with this:
1. What onion? There are tons of onions out there, mind you. Sometimes Alliums are counted as onions and schizobasis intricata is called a vining onion so what onion?
2. Defini grow. The roots getting longer? The bulb grtting taller? The leaves getting taller? The olant getting taller in general?

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83bismuth38
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Re: Real Life Speeds

Post by 83bismuth38 » October 11th, 2017, 8:39 pm

Saka wrote:
83bismuth38 wrote:i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
Few problems with this:
1. What onion? There are tons of onions out there, mind you. Sometimes Alliums are counted as onions and schizobasis intricata is called a vining onion so what onion?
2. Defini grow. The roots getting longer? The bulb grtting taller? The leaves getting taller? The olant getting taller in general?
the growth at which bread grows on an onion ring.
looking to support hive five (n+18) and charity's oboo reaction (2n+18)

Code: Select all

x = 28, y = 13, rule = B3/S23
19bo$3bo15bo4b2o$2bobo14bo4bobo$2bobo20b2o$3bo11b3o2$25b3o$b2o22b3o$o
2bo$b2o12b2o$10b2o2bobo$bo8b2o2b2o$obo7b2o!

User avatar
muzik
Posts: 5648
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Re: Real Life Speeds

Post by muzik » October 12th, 2017, 2:35 am

Saka wrote:Sometimes Alliums are counted as onions
Aren't onions part of the Allium genus?
Last edited by muzik on October 12th, 2017, 3:15 am, edited 1 time in total.

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Saka
Posts: 3627
Joined: June 19th, 2015, 8:50 pm
Location: Indonesia
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Re: Real Life Speeds

Post by Saka » October 12th, 2017, 2:40 am

muzik wrote:
Saka wrote:Sometimes Alliums are counted as onions
Aren't onions part of the Allium subspecies?
Allium is a genus.
It has more than 500 species.

fluffykitty
Posts: 1175
Joined: June 14th, 2014, 5:03 pm
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Re: Real Life Speeds

Post by fluffykitty » October 26th, 2017, 1:21 pm

83bismuth38 wrote:
Saka wrote:
83bismuth38 wrote:i want a speed at which an onion grows
EDIT: sorry for the short post, btw. It's just that I really want the speed of an onion in ca... don't judge me.
Few problems with this:
1. What onion? There are tons of onions out there, mind you. Sometimes Alliums are counted as onions and schizobasis intricata is called a vining onion so what onion?
2. Defini grow. The roots getting longer? The bulb grtting taller? The leaves getting taller? The olant getting taller in general?
the growth at which bread grows on an onion ring.

Code: Select all

x=1,y=1,rule=S0
o

fluffykitty
Posts: 1175
Joined: June 14th, 2014, 5:03 pm
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Re: Real Life Speeds

Post by fluffykitty » October 26th, 2017, 1:39 pm

Saka wrote:Idea:
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.

This would be REALLY slow
Probably no slower than exponential in size. I've made a rule which is doubly tetrationally slow in size.

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Real Life Speeds

Post by AforAmpere » August 15th, 2018, 7:31 pm

DISCLAIMER: This is not my work, all I did was translate it to Golly format.

The original work done is here.

I have translated the Turing machine for Knuth's up-arrow notation on that page into @RULE format, so it runs in Golly:

Code: Select all

@RULE KnuthArrows

@TABLE

n_states:41
neighborhood:Moore
symmetries:none

var all0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40}
var all1 = {all0}
var all2 = {all0}
var all3 = {all0}
var all4 = {all0}
var all5 = {all0}
var all6 = {all0}
var all7 = {all0}
var all8 = {4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40}

var onoff0 = {0,1,2,3}
var onoff1 = {0,1,2,3}
var onoff2 = {0,1,2,3}
var onoff3 = {0,1,2,3}

0,0,0,0,onoff0,onoff1,1,4,0,4

0,0,0,0,onoff0,onoff1,0,4,0,5

0,0,0,0,onoff0,onoff1,1,5,0,4

0,0,0,5,0,onoff0,onoff1,0,0,6

0,0,0,6,0,onoff0,onoff1,0,0,6

0,0,0,6,1,onoff0,onoff1,0,0,7

0,7,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,7,0,8

0,0,0,7,1,onoff0,onoff1,0,0,10

1,8,0,onoff0,0,0,0,onoff1,0,0
0,0,0,8,1,onoff0,onoff1,0,0,8

0,8,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,8,0,9

0,9,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,9,0,5

0,0,0,10,1,onoff0,onoff1,0,0,10

0,10,0,onoff0,0,0,0,onoff1,0,1
0,0,0,10,0,onoff0,onoff1,0,0,11

#halt

1,11,0,onoff0,0,0,0,onoff1,0,0
0,0,0,11,1,onoff0,onoff1,0,0,12

0,0,0,0,onoff0,onoff1,1,12,0,13

0,12,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,12,0,37

0,0,0,0,onoff0,onoff1,0,13,0,14

1,14,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,14,0,15

1,15,0,onoff0,0,0,0,onoff1,0,0
0,0,0,15,1,onoff0,onoff1,0,0,16

0,0,0,16,0,onoff0,onoff1,0,0,17

0,0,0,17,0,onoff0,onoff1,0,0,17

1,17,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,17,0,18

0,18,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,18,0,19

0,0,0,0,onoff0,onoff1,1,19,0,19

0,0,0,0,onoff0,onoff1,0,19,0,20

0,0,0,0,onoff0,onoff1,1,20,0,20

0,20,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,20,0,21

1,21,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,21,0,22

0,0,0,0,onoff0,onoff1,0,21,0,21

0,0,0,0,onoff0,onoff1,1,22,0,22

0,22,0,onoff0,0,0,0,onoff1,0,1
0,0,0,22,0,onoff0,onoff1,0,0,23

0,0,0,23,1,onoff0,onoff1,0,0,23

0,0,0,23,0,onoff0,onoff1,0,0,24

0,0,0,24,1,onoff0,onoff1,0,0,24

0,0,0,24,0,onoff0,onoff1,0,0,25

0,0,0,25,1,onoff0,onoff1,0,0,25

0,0,0,25,0,onoff0,onoff1,0,0,26

0,0,0,0,onoff0,onoff1,0,26,0,27

0,0,0,0,onoff0,onoff1,1,26,0,17

0,27,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,27,0,28

0,0,0,0,onoff0,onoff1,1,28,0,28

0,28,0,onoff0,0,0,0,onoff1,0,1
0,0,0,28,0,onoff0,onoff1,0,0,29

1,29,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,29,0,30

0,0,0,0,onoff0,onoff1,1,30,0,31

1,31,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,31,0,32

0,0,0,0,onoff0,onoff1,1,32,0,32

0,32,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,32,0,33

0,0,0,0,onoff0,onoff1,1,33,0,34

1,34,0,onoff0,0,0,0,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,34,0,35

0,0,0,0,onoff0,onoff1,0,34,0,36

0,35,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,35,0,36

0,0,0,0,onoff0,onoff1,1,35,0,35

0,36,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,36,0,6

0,37,0,onoff0,0,0,0,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,37,0,38

0,0,0,0,onoff0,onoff1,1,38,0,38

0,0,0,38,0,onoff0,onoff1,0,0,39

1,39,0,onoff0,0,0,0,onoff1,0,0
0,0,0,39,1,onoff0,onoff1,0,0,40

1,40,0,onoff0,0,0,0,onoff1,0,0
0,0,0,40,1,onoff0,onoff1,0,0,6


all8, all1, all2, all3, all4, all5, all6, all7, all0, 0

The format of input is described on the linked page, but essentially, putting a state 4 cell above a row of input, like the pattern below, with a single dot, then n dots, then another m dots will calculate 2^^...^^(m+1) (with n - 2 arrows) :

Code: Select all

x = 13, y = 2, rule = KnuthArrows
D$A.3A.7A!
I am posting here because this might allow much, much slower ships then tetrationally slow ones. There are other machines on that page that may also be for use to make even more ridiculous speeds. All we need to figure out from here is how to restore the initial pattern, but shifted. Again this is not my work or idea (apart from using it to make spaceships), I just translated the language of the Turing machine into @RULE format.
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.

User avatar
77topaz
Posts: 1496
Joined: January 12th, 2018, 9:19 pm

Re: Real Life Speeds

Post by 77topaz » August 15th, 2018, 9:55 pm

Nice! Interestingly, that page you linked actually references work by one of this forum's users, Adam Goucher.

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Real Life Speeds

Post by AforAmpere » August 15th, 2018, 10:08 pm

77topaz wrote:Interestingly, that page you linked actually references work by one of this forum's users, Adam Goucher.
Yeah, and the author of the page is LittlePeng9, or otherwise known as Wojowu, who used to be on these forums. At least, I am fairly certain they are one and the same.
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.

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Real Life Speeds

Post by AforAmpere » September 2nd, 2018, 12:16 pm

Finally, here is the ruletable:

Code: Select all

@RULE KnuthArrows

@TABLE

n_states:47
neighborhood:Moore
symmetries:none

var all0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46}
var all1 = {all0}
var all2 = {all0}
var all3 = {all0}
var all4 = {all0}
var all5 = {all0}
var all6 = {all0}
var all7 = {all0}
var all8 = {4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46}

var onoff0 = {0,1,2,3}
var onoff1 = {0,1,2,3}
var onoff2 = {0,1,2,3}
var onoff3 = {0,1,2,3}

0,0,0,0,onoff0,onoff1,1,4,0,4

0,0,0,0,onoff0,onoff1,0,4,0,5

0,0,0,0,onoff0,onoff1,1,5,0,4

0,0,0,5,0,onoff0,onoff1,0,0,6

0,0,0,6,0,onoff0,onoff1,0,0,6

0,0,0,6,1,onoff0,onoff1,0,0,7

0,7,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,7,0,8

0,0,0,7,1,onoff0,onoff1,0,0,10

1,8,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,8,1,onoff0,onoff1,0,0,8

0,8,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,8,0,9

0,9,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,9,0,5

0,0,0,10,1,onoff0,onoff1,0,0,10

0,10,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,10,0,onoff0,onoff1,0,0,11

11,all0,all1,all2,all3,0,all4,all5,all6,41
0,41,0,1,0,0,0,0,0,41
0,41,1,0,0,0,0,0,0,42
0,1,all0,0,all1,1,all3,42,all4,43
0,1,all0,0,all1,1,all3,43,all4,43
0,1,all0,0,all1,all2,all3,42,all4,42
0,1,all0,0,all1,all2,all3,43,all4,42
1,all0,all1,all2,all3,42,all4,all5,all6,0
1,42,all0,all1,all2,all3,all4,all5,all6,0

0,0,0,0,0,0,0,42,1,44
0,0,0,44,0,0,0,0,0,44
0,0,0,44,0,0,1,0,1,45
0,1,onoff0,45,onoff0,1,1,0,1,45
0,0,onoff0,45,onoff0,0,1,0,1,45
0,1,onoff0,45,onoff0,1,0,0,0,45

0,0,1,45,1,0,0,0,0,46
0,0,0,1,0,0,46,0,0,46
0,0,0,0,0,1,46,0,0,4

0,0,0,all0,all1,45,0,onoff0,0,onoff0
1,0,0,all0,all1,45,0,onoff0,0,onoff0

0,45,0,all0,0,0,0,onoff0,0,onoff0
1,45,0,all0,0,0,0,onoff0,0,onoff0

#0,0,0,0,onoff0,1,onoff1,41,0,41


#1,0,0,1,0,onoff0,onoff1,onoff2,41,0

#1,0,0,0,0,0,0,0,41,42
#0,42,0,0,0,0,0,0,0,43
#0,43,0,0,0,0,0,0,0,44
#0,onoff0,onoff1,44,0,0,0,0,onoff2,44

1,11,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,11,1,onoff0,onoff1,0,0,12

0,0,0,0,onoff0,onoff1,1,12,0,13

0,12,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,12,0,37

0,0,0,0,onoff0,onoff1,0,13,0,14

1,14,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,14,0,15

1,15,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,15,1,onoff0,onoff1,0,0,16

0,0,0,16,0,onoff0,onoff1,0,0,17

0,0,0,17,0,onoff0,onoff1,0,0,17

1,17,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,17,0,18

0,18,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,18,0,19

0,0,0,0,onoff0,onoff1,1,19,0,19

0,0,0,0,onoff0,onoff1,0,19,0,20

0,0,0,0,onoff0,onoff1,1,20,0,20

0,20,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,20,0,21

1,21,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,21,0,22

0,0,0,0,onoff0,onoff1,0,21,0,21

0,0,0,0,onoff0,onoff1,1,22,0,22

0,22,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,22,0,onoff0,onoff1,0,0,23

0,0,0,23,1,onoff0,onoff1,0,0,23

0,0,0,23,0,onoff0,onoff1,0,0,24

0,0,0,24,1,onoff0,onoff1,0,0,24

0,0,0,24,0,onoff0,onoff1,0,0,25

0,0,0,25,1,onoff0,onoff1,0,0,25

0,0,0,25,0,onoff0,onoff1,0,0,26

0,0,0,0,onoff0,onoff1,0,26,0,27

0,0,0,0,onoff0,onoff1,1,26,0,17

0,27,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,27,0,28

0,0,0,0,onoff0,onoff1,1,28,0,28

0,28,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,28,0,onoff0,onoff1,0,0,29

1,29,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,29,0,30

0,0,0,0,onoff0,onoff1,1,30,0,31

1,31,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,31,0,32

0,0,0,0,onoff0,onoff1,1,32,0,32

0,32,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,32,0,33

0,0,0,0,onoff0,onoff1,1,33,0,34

1,34,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,0,onoff0,onoff1,1,34,0,35

0,0,0,0,onoff0,onoff1,0,34,0,36

0,35,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,35,0,36

0,0,0,0,onoff0,onoff1,1,35,0,35

0,36,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,36,0,6

0,37,0,onoff0,all0,all1,all2,onoff1,0,1
0,0,0,0,onoff0,onoff1,0,37,0,38

0,0,0,0,onoff0,onoff1,1,38,0,38

0,0,0,38,0,onoff0,onoff1,0,0,39

1,39,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,39,1,onoff0,onoff1,0,0,40

1,40,0,onoff0,all0,all1,all2,onoff1,0,0
0,0,0,40,1,onoff0,onoff1,0,0,6


all8, all1, all2, all3, all4, all5, all6, all7, all0, 0

This allows ships in the form of thew following, where it functions like the example in my previous ruletable post, except there is a copy two rows down.:

Code: Select all

x = 14, y = 4, rule = KnuthArrows
D$A.3A.8A2$A.3A.8A!
This method allows for some extraordinarily slow ships. A small one like this has a speed slower than C/5,500,000,000:

Code: Select all

x = 10, y = 4, rule = KnuthArrows
D$A.4A.3A2$A.4A.3A!
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.

User avatar
gameoflifemaniac
Posts: 1242
Joined: January 22nd, 2017, 11:17 am
Location: There too

Re: Real Life Speeds

Post by gameoflifemaniac » September 4th, 2018, 10:16 am

AforAmpere wrote:Finally, here is the ruletable:

Code: Select all

ruletable
How slow are the spaceships now?
And this spaceship:

Code: Select all

x = 14, y = 4, rule = KnuthArrows
D$A.3A.8A2$A.3A.8A!
has the speed c/364852.
I was so socially awkward in the past and it will haunt me for the rest of my life.

Code: Select all

b4o25bo$o29bo$b3o3b3o2bob2o2bob2o2bo3bobo$4bobo3bob2o2bob2o2bobo3bobo$
4bobo3bobo5bo5bo3bobo$o3bobo3bobo5bo6b4o$b3o3b3o2bo5bo9bobo$24b4o!

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