Real Life Speeds

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

Post by AforAmpere » September 4th, 2018, 4:43 pm

gameoflifemaniac wrote: How slow are the spaceships now?
For a pattern like this, with n cells in the top middle area:

Code: Select all

x = 13, y = 4, rule = KnuthArrows
D$A.8A.2A2$A.8A.2A!
The speed is approximately C/2^^^^^...^^3 with n-2 arrows.
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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gameoflifemaniac
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Re: Real Life Speeds

Post by gameoflifemaniac » September 5th, 2018, 1:54 am

AforAmpere wrote:
gameoflifemaniac wrote: How slow are the spaceships now?
For a pattern like this, with n cells in the top middle area:

Code: Select all

x = 13, y = 4, rule = KnuthArrows
D$A.8A.2A2$A.8A.2A!
The speed is approximately C/2^^^^^...^^3 with n-2 arrows.
Ahh, so for 1 cell, then n cells, then m cells, it's asymptotic to c/2^^^^^...^^m+1 with n-2 arrows.
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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gameoflifemaniac
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Re: Real Life Speeds

Post by gameoflifemaniac » September 12th, 2018, 11:50 am

What will be the next step in how slow the spaceships will be?
I'm deleting the post and reuploading it the second time, and still nobody answers?
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!

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

Re: Real Life Speeds

Post by AforAmpere » September 12th, 2018, 11:58 am

gameoflifemaniac wrote:What will be the next step in how slow the spaceships will be?
I'm deleting the post and reuploading it the second time, and still nobody answers?
Well, first off, try doing some research yourself if you are really that desperate. Second, I am not sure what the next step is. Some of the other Turing machines on the page I referenced are able to calculate much larger values, so if you want to port them into Golly, you might be able to create slower ships.
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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gameoflifemaniac
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Re: Real Life Speeds

Post by gameoflifemaniac » September 15th, 2018, 3:20 am

fluffykitty wrote:I've made a rule which is doubly tetrationally slow in size.
Where is it? I saw your tetrational rule, but not your double tetrational rule!
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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Saka
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Re: Real Life Speeds

Post by Saka » April 14th, 2019, 2:04 am

Saka, earlier in this thread, 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 slowm
I made a rule based on that idea, with a few small changes.

Code: Select all

@RULE ChaseShip
********************************
**** COMPILED FROM NUTSHELL ****
****         v0.5.7         ****
********************************
1 -> c/2 going left, counter going right
counter hits stop, stop -> stop explode, counts erased
when counter eraser meets counter, counter moves 1 to right
se -> c/1 going left above, move to right 1 cell, change to state 0
when c/1 meets c/2, c/2 -> c/1 going right, c/1 going left disappears
when c/1 going right meets startmarker, startmarker -> start

0: vaccuum
1: start
2: left c2 1
3: left c2 2
4: binary counter
5: binary 1
6: binary thing
7: counter stop
8: stop explode
9: count eraser
10: startmarker
11: c/1 left
12: c/1 right
13: death


@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 14

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var live.0 = {1,2,3,4,5,6,7,8,9,10,11,12,13}
var _a0.0 = {2,3}
var _b0.0 = {0,5,6}
var _c0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13}

0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
0, 11, any.0, any.1, 3, 12
0, 5, any.0, any.1, 2, 13
live.0, any.0, 13, any.1, any.2, 13
live.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_b0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _c0.0, 0
4, any.0, 9, any.1, any.2, 0
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
The c/2 photon turning around is a bit wonky because it uses the vonNeumann neighborhood.
Example ship (c/178o):

Code: Select all

x = 7, y = 1, rule = ChaseShip
A5.G!
It isn't that slow, but the minimum population is the same for every speed (besides c/2 and c/1, technically).
Fastest possible ship with the same format:
c/19o

Code: Select all

x = 3, y = 1, rule = ChaseShip
A.G!
(Speeds c/2o and c/1o are also possible, but they aren't that fun.)

EDIT: Can anyone figure out the formula for the period?
EDIT2:
Dani found it:
6*l+2^(l-3)+2^l-8
where l is the width of the ship
Last edited by Saka on April 14th, 2019, 4:30 am, edited 2 times in total.

dani
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Re: Real Life Speeds

Post by dani » April 14th, 2019, 3:47 am

I like that rule. This ship goes at speed c/301990048, which is the closest to 1 m/s (0.992722972 m/s) I could get:

Code: Select all

x = 28, y = 1, rule = ChaseShip
A26.G!

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Saka
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Re: Real Life Speeds

Post by Saka » April 14th, 2019, 4:57 am

This is interesting, as you can see by the graph, the periods of the ships start to skyrocket at around width 45 (according to the function in the original rule post)
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Moosey
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Re: Real Life Speeds

Post by Moosey » April 14th, 2019, 8:59 am

How large must the fourth ship be?

Code: Select all

x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
I feel we have a fast-growing function, though it won’t grow VERY fast.
not active here but active on discord

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Saka
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Re: Real Life Speeds

Post by Saka » April 14th, 2019, 10:15 am

Moosey wrote:How large must the fourth ship be?

Code: Select all

x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
I feel we have a fast-growing function, though it won’t grow VERY fast.
What do you mean?
Also, I just posted the function for the period in the post for the rule.

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Moosey
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Re: Real Life Speeds

Post by Moosey » April 14th, 2019, 12:02 pm

Saka wrote:
Moosey wrote:How large must the fourth ship be?

Code: Select all

x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
I feel we have a fast-growing function, though it won’t grow VERY fast.
What do you mean?
Also, I just posted the function for the period in the post for the rule.
How large must the fourth ship in that line be so that it won’t be destroyed and stopped by the previous one?
not active here but active on discord

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Saka
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Re: Real Life Speeds

Post by Saka » April 15th, 2019, 7:23 am

I've made an even slower version of the rule:

Code: Select all

@RULE ChaseShipBin
********************************
**** COMPILED FROM NUTSHELL ****
****         v0.5.7         ****
********************************

0: vaccuum
1: start
2: left c2 1
3: left c2 2
4: binary counter
5: binary 1
6: binary thing
7: counter stop
8: stop explode
9: count eraser
10: startmarker
11: c/1 left
12: reactivator
13: death
14: complete count eraser


@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
In this version, instead of creating a photon "reactivator", it uses another binary counter, and once the binary counter reaches the ship, it creates a photon that erases the counter and bounces back and reactivates the ship. This keeps the constant population at 2 and makes it slower as well.
Fastest: c/76o

Code: Select all

x = 3, y = 1, rule = ChaseShipBin
A.G!
The width 4 ship has speed c/1589o and the width 5 ship is a c/393309o. I've calculated that the period for the width 6 ship is around 6 442 451 107, give or take at most 2.
I have yet to find the formula for the speed.

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PkmnQ
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Re: Real Life Speeds

Post by PkmnQ » April 15th, 2019, 8:30 am

I'm in the middle of making a rule for a new ship. I've created half of the process, and I'm taking a break for my mind.

AforAmpere
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Re: Real Life Speeds

Post by AforAmpere » April 15th, 2019, 12:31 pm

For Saka's newest rule, for a gap of n, the period is equal to:

Code: Select all

3 * 2^(3 * 2^(n-1) + 2n - 1) + 15 * 2^(n - 1) + 10n +3
A gap of 100 has a period with more digits than could be stored on Earth.
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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yujh
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Re: Real Life Speeds

Post by yujh » January 17th, 2021, 6:54 am

:|
sorry for necroposting!
might it be possible to find a rotate4reflect neighbourhood rule simulating this:

Code: Select all

x = 13, y = 51, rule = ChaseShip3
A.G5$A2.G5$A3.G5$A4.G5$A5.G5$A6.G5$A7.G5$A8.G5$A9.G5$A10.G5$A11.G!

Code: Select all

@RULE ChaseShip3
#A modification of saka's ChaseShipBin

@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

2,0,13,0,0,4
0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
# 0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
(This rule has slower speeds, fastest c/424)


EDIT:SLOWER:

Code: Select all

@RULE ChaseShip4

@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

2,0,13,0,0,4
14,0,0,0,4,4
0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
# 0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14

Code: Select all

x = 6, y = 16, rule = ChaseShip4
A.G5$A2.G5$A3.G5$A4.G!
1:c/847
2:c/24770
3:c/6291938
Rule modifier

B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7

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Moosey
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Re: Real Life Speeds

Post by Moosey » January 17th, 2021, 12:44 pm

We should probably make spaceships that have a speed slower than even the Knuth rule. I was working on a rule that calculated hardy hierarchy of an expression in an ordinal notation I made (with a limit which is at least greater than phi(w,0) and probably at least FSO), but I never finished the rule. Such a project would trivially, however, allow for spaceships of a speed of, say, c/H_phi(w,0)(100). Would anyone care to perhaps collaborate with me or finish my rule so as to create such a spaceship?
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yujh
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Re: Real Life Speeds

Post by yujh » January 18th, 2021, 12:47 am

BUMP
Here's a slower version of Chaseship

Code: Select all

@RULE ChaseShip5

@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15

var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}

2,0,13,0,0,4
14,0,0,0,4,4
0, any.0, 1, any.1, any.2, 3
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
# 0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
Fastest:c/1633:

Code: Select all

x = 3, y = 1, rule = ChaseShip5
A.G!
2:c/49374

Code: Select all

x = 4, y = 1, rule = ChaseShip5
A2.G!
3:c/12583438
4:IDK!
Rule modifier

B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7

Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!

HotWheels9232
Posts: 559
Joined: May 25th, 2022, 9:10 pm
Location: Help! I got dragged away into the middle of nowhere by a LWSS which suddenly launched from a soup

Re: Real Life Speeds

Post by HotWheels9232 » July 22nd, 2022, 3:18 pm

Sorry for replying here, but Blinkerspawn, it seems like the formula is wrong. Check 2x9. The formula says that the 2x9 is p273, but actually it is p275. I'm not sure if I made a mistake because sometimes, it is hard to see the mistake.

Edit 1:
I'm pretty sure that something is going crazy. Your 2x28 was 268435515 but the formula should make it much larger than 2^28, but 2^28 is 268435456.

Edit 2:
I think you need a clear definition of 2xn. 2x28's bounding box is 2x29, so I would think that it is 2x29. So now it is clear. But, you said that 2x1 is p4 but it should be p7. 2x0 should be p4.

Edit 3:
2^36 is 68719476736, so you must have confused yourself.
My rules:
B34q/S23-k(ObliquePufferLife) and
B2n3-n4c5c/S234cz5cPM me to get some help on making rules!

Code: Select all

x = 8, y = 5, rule = B3-k/S23
2o3b2o$obo2bobo$2bo2bo$bo$b2o!

User avatar
toroidalet
Posts: 1514
Joined: August 7th, 2016, 1:48 pm
Location: My computer
Contact:

Re: Real Life Speeds

Post by toroidalet » July 22nd, 2022, 4:00 pm

HotWheels is referring to the OP. Maybe this should be clearer.
HotWheels9232 wrote:
July 22nd, 2022, 3:18 pm
I think you need a clear definition of 2xn. 2x28's bounding box is 2x29, so I would think that it is 2x29. So now it is clear. But, you said that 2x1 is p4 but it should be p7. 2x0 should be p4.
The 2*28 ship has a bounding box of 2*28, a population of 29=28+1, and 27 state 2 cells. The confusion arises from the fact that X seems to actually refer to the number of state 2 cells in order for the formula to work.
I'm pretty sure that something is going crazy. Your 2x28 was 268435515 but the formula should make it much larger than 2^28, but 2^28 is 268435456.
No, it's 2N - (2X+1), not 2N + (2X+1), so the values stay close to 2^X. The non-recursive formula is 2^X + 2X + 3 (X=state 1 cells) or 2^(W-1) + 2W + 1 (W=width). Also, those are the values for the 2*29 ship (see above).
Any sufficiently advanced software is indistinguishable from malice.

HotWheels9232
Posts: 559
Joined: May 25th, 2022, 9:10 pm
Location: Help! I got dragged away into the middle of nowhere by a LWSS which suddenly launched from a soup

Re: Real Life Speeds

Post by HotWheels9232 » July 22nd, 2022, 4:19 pm

toroidalet wrote:
July 22nd, 2022, 4:00 pm
I'm pretty sure that something is going crazy. Your 2x28 was 268435515 but the formula should make it much larger than 2^28, but 2^28 is 268435456.
No, it's 2N - (2X+1), not 2N + (2X+1), so the values stay close to 2^X. The non-recursive formula is 2^X + 2X + 3 (X=state 1 cells) or 2^(W-1) + 2W + 1 (W=width). Also, those are the values for the 2*29 ship (see above).
It is because it is before I found the right definition of X.

Also, my current collection:

Code: Select all

x = 31, y = 71, rule = ReallySlow
12.B.B$12.B.B4.D$12.3B4.C$14.B$14.B2$12.3B$14.B4.D$14.B4.CB$14.B$14.B
2$12.B.B$12.B.B4.D$12.B.B4.C2B$12.B.B$12.B.B2$10.B.3B$10.B3.B4.D$10.B
3.B4.C3B$10.B3.B$10.B3.B2$8.3B.3B$10.B3.B4.D$8.3B3.B4.C4B$8.B5.B$8.3B
3.B2$8.B.B.3B$8.B.B.B6.D$8.3B.3B4.C5B$10.B3.B$10.B.3B2$8.3B.3B$10.B.B
.B4.D$10.B.3B4.C6B$10.B3.B$10.B.3B2$6.B.B.B.3B$6.B.B.B.B6.D$6.B.3B.3B
4.C7B$6.B3.B3.B$6.B3.B.3B2$4.3B.3B.3B$6.B3.B.B$4.3B3.B.3B4.D$4.B5.B3.
B4.C8B$4.3B3.B.3B2$4.3B.3B.3B$4.B5.B3.B4.D$4.3B.3B.3B4.C9B$6.B3.B3.B$
4.3B.3B.3B2$2.B.3B.B.B.3B$2.B.B.B.B.B3.B4.D$2.B.B.B.3B3.B4.C10B$2.B.B
.B3.B3.B$2.B.3B3.B3.B2$3B.3B.3B.3B$2.B.B.B3.B3.B4.D$3B.B.B3.B.3B4.C
11B$B3.B.B3.B3.B$3B.3B3.B.3B!
Edit 1:
Replace the state 2 cells if the numbers with state 1, to avoid the blinking.

Edit 2:
The 2x15 bounding box one is just 14 off of the lifespan of this methuselah:

Code: Select all

x = 11, y = 5, rule = B3/S23
8bo$8b2o$8bobo$b3o$o2bo!
And the 2x12 one is just 4 off of the final pospulation.

Edit 3:
All the ships with periods less than a million:

Code: Select all

x = 38, y = 101, rule = ReallySlow
14.A.A$14.A.A4.D$14.3A4.C$16.A$16.A2$14.3A$16.A4.D$16.A4.CB$16.A$16.A
2$14.A.A$14.A.A4.D$14.A.A4.C2B$14.A.A$14.A.A2$12.A.3A$12.A3.A4.D$12.A
3.A4.C3B$12.A3.A$12.A3.A2$10.3A.3A$12.A3.A4.D$10.3A3.A4.C4B$10.A5.A$
10.3A3.A2$10.A.A.3A$10.A.A.A6.D$10.3A.3A4.C5B$12.A3.A$12.A.3A2$10.3A.
3A$12.A.A.A4.D$12.A.3A4.C6B$12.A3.A$12.A.3A2$8.A.A.A.3A$8.A.A.A.A6.D$
8.A.3A.3A4.C7B$8.A3.A3.A$8.A3.A.3A2$6.3A.3A.3A$8.A3.A.A$6.3A3.A.3A4.D
$6.A5.A3.A4.C8B$6.3A3.A.3A2$6.3A.3A.3A$6.A5.A3.A4.D$6.3A.3A.3A4.C9B$
8.A3.A3.A$6.3A.3A.3A2$4.A.3A.A.A.3A$4.A.A.A.A.A3.A4.D$4.A.A.A.3A3.A4.
C10B$4.A.A.A3.A3.A$4.A.3A3.A3.A2$2.3A.3A.3A.3A$4.A.A.A3.A3.A4.D$2.3A.
A.A3.A.3A4.C11B$2.A3.A.A3.A3.A$2.3A.3A3.A.3A2$4.A.A.A.3A.3A$4.A.A.A3.
A3.A4.D$4.3A.A.3A.3A4.C12B$6.A.A.A5.A$6.A.A.3A.3A2$4.3A.3A.3A.A$4.A.A
3.A3.A.A$4.3A.3A.3A.A4.D$4.A.A.A3.A3.A4.C13B$4.3A.3A.3A.A2$2.A.3A.A.A
.A.3A$2.A.A3.A.A.A.A6.D$2.A.3A.3A.A.3A4.C14B$2.A.A.A3.A.A3.A$2.A.3A3.
A.A.3A2$3A.3A.3A.3A.A$2.A3.A.A.A.A.A.A4.D$3A.3A.3A.A.A.A4.C15B$2.A.A
3.A.A.A.A.A$3A.3A.3A.3A.A2$3A.3A.3A.3A.A$A3.A3.A5.A.A$3A.3A.3A3.A.A4.
D$A.A3.A3.A3.A.A4.C16B$3A.3A.3A3.A.A!
Edit 4: Actually 100 thousand, not million

Edit 4:
We agree with the passenger airline!

Code: Select all

x = 48, y = 5, rule = ReallySlow
A.3A.A.A.3A.3A.A.3A$A.A.A.A.A.A.A.A3.A.A.A4.D$A.A.A.3A.3A.3A.A.3A4.C
20B$A.A.A3.A.A.A.A.A.A3.A$A.3A3.A.3A.3A.A.3A!
And the whole thing:

Code: Select all

x = 48, y = 125, rule = ReallySlow
20.A.A$20.A.A4.D$20.3A4.C$22.A$22.A2$20.3A$22.A4.D$22.A4.CB$22.A$22.A
2$20.A.A$20.A.A4.D$20.A.A4.C2B$20.A.A$20.A.A2$18.A.3A$18.A3.A4.D$18.A
3.A4.C3B$18.A3.A$18.A3.A2$16.3A.3A$18.A3.A4.D$16.3A3.A4.C4B$16.A5.A$
16.3A3.A2$16.A.A.3A$16.A.A.A6.D$16.3A.3A4.C5B$18.A3.A$18.A.3A2$16.3A.
3A$18.A.A.A4.D$18.A.3A4.C6B$18.A3.A$18.A.3A2$14.A.A.A.3A$14.A.A.A.A6.
D$14.A.3A.3A4.C7B$14.A3.A3.A$14.A3.A.3A2$12.3A.3A.3A$14.A3.A.A$12.3A
3.A.3A4.D$12.A5.A3.A4.C8B$12.3A3.A.3A2$12.3A.3A.3A$12.A5.A3.A4.D$12.
3A.3A.3A4.C9B$14.A3.A3.A$12.3A.3A.3A2$10.A.3A.A.A.3A$10.A.A.A.A.A3.A
4.D$10.A.A.A.3A3.A4.C10B$10.A.A.A3.A3.A$10.A.3A3.A3.A2$8.3A.3A.3A.3A$
10.A.A.A3.A3.A4.D$8.3A.A.A3.A.3A4.C11B$8.A3.A.A3.A3.A$8.3A.3A3.A.3A2$
10.A.A.A.3A.3A$10.A.A.A3.A3.A4.D$10.3A.A.3A.3A4.C12B$12.A.A.A5.A$12.A
.A.3A.3A2$10.3A.3A.3A.A$10.A.A3.A3.A.A$10.3A.3A.3A.A4.D$10.A.A.A3.A3.
A4.C13B$10.3A.3A.3A.A2$8.A.3A.A.A.A.3A$8.A.A3.A.A.A.A6.D$8.A.3A.3A.A.
3A4.C14B$8.A.A.A3.A.A3.A$8.A.3A3.A.A.3A2$6.3A.3A.3A.3A.A$8.A3.A.A.A.A
.A.A4.D$6.3A.3A.3A.A.A.A4.C15B$8.A.A3.A.A.A.A.A$6.3A.3A.3A.3A.A2$6.3A
.3A.3A.3A.A$6.A3.A3.A5.A.A$6.3A.3A.3A3.A.A4.D$6.A.A3.A3.A3.A.A4.C16B$
6.3A.3A.3A3.A.A2$6.A.3A.A.A.3A.3A$6.A3.A.A.A.A.A.A.A$6.A.3A.A.A.A.A.
3A4.D$6.A3.A.A.A.A.A3.A4.C17B$6.A.3A.A.A.3A3.A2$2.3A.3A.3A.A.3A.3A$4.
A.A5.A.A.A.A3.A$2.3A.3A.3A.A.3A.3A$2.A3.A.A.A3.A.A.A3.A4.D$2.3A.3A.3A
.A.3A.3A4.C18B2$3A.3A.A.A.3A.3A.3A$A5.A.A.A3.A3.A.A.A4.D$3A.3A.3A.3A.
3A.3A4.C19B$2.A.A5.A3.A.A5.A$3A.3A3.A.3A.3A.3A2$A.3A.A.A.3A.3A.A.3A$A
.A.A.A.A.A.A.A3.A.A.A4.D$A.A.A.3A.3A.3A.A.3A4.C20B$A.A.A3.A.A.A.A.A.A
3.A$A.3A3.A.3A.3A.A.3A!
285.89264356263 m/s
My rules:
B34q/S23-k(ObliquePufferLife) and
B2n3-n4c5c/S234cz5cPM me to get some help on making rules!

Code: Select all

x = 8, y = 5, rule = B3-k/S23
2o3b2o$obo2bobo$2bo2bo$bo$b2o!

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