## Search found 719 matches

February 20th, 2014, 10:53 am
Forum: Other Cellular Automata
Topic: Reversible Wireless World
Replies: 145
Views: 67737

### Re: Reversible Wireless World

Is there some special term for (two-state) CA with transition rule defined only by three values: state of cell, sum of states of four side cells and sum of states of four corner cells? Alexander, George Maydwell, who is an inactive member of this forum, uses these ideas in his CA software here: htt...
February 8th, 2014, 10:48 am
Forum: Other Cellular Automata
Topic: Reversible Wireless World
Replies: 145
Views: 67737

### Re: Reversible Wireless World

Shura, Thank you for the new version of step. I've implemented it in the 7 state program. I've also added a new control in both the 4 state and 7 state programs. This control reverses patterns with the V key. The new versions can be downloaded here: http://bprentice.webenet.net/Java%20Square%20Cell/...
February 6th, 2014, 6:48 pm
Forum: Other Cellular Automata
Topic: Reversible Wireless World
Replies: 145
Views: 67737

### Re: Reversible Wireless World

alexv wrote: Did you check possibility to inverse evolution for patterns with interaction between
usual and diagonal ants?
I had not checked that situation. I now agree that my extension to your program is not reversible. Thank you for pointing that out Shura.

Brian
February 6th, 2014, 4:30 pm
Forum: Other Cellular Automata
Topic: Reversible Wireless World
Replies: 145
Views: 67737

### Re: Reversible Wireless World

Is your extension reversible? I think so. Here are some more simple guns: x = 10, y = 10, rule =WlAnt 3.2C\$3.2C2\$.ACBCA2.2C\$8.2C\$2C\$2C2\$5.2C\$5.2C! x = 18, y = 25, rule = WlAnt .C\$2C5\$7.C\$6.3C\$7.C15\$15.3C\$16.C! x = 2, y = 31, rule = WlAnt 2C\$2C\$.C2\$.B\$.C\$.A2\$.B\$.C\$.A2\$.B\$.C\$.A2\$.A\$.C\$.B2\$.A\$.C\$.B2\$....
February 5th, 2014, 8:09 pm
Forum: Other Cellular Automata
Topic: Reversible Wireless World
Replies: 145
Views: 67737

### Re: Reversible Wireless World

An extension of the Wireless Ant Program is included in the following archive: http://bprentice.webenet.net/Java%20Square%20Cell/Wireless%20Ant%20World.zip This extension adds diagonal moving ants to the orthogonal moving ants by increasing the number of states to 7. The program extends my basic Squ...
February 4th, 2014, 9:10 pm
Forum: Other Cellular Automata
Topic: Reversible Wireless World
Replies: 145
Views: 67737

### Re: Reversible Wireless World

Here are three more: x = 18, y = 50, rule = WlAnt 11.4C\$11.4C2\$8.2C6.2C\$8.2C6.2C\$8.2C\$8.2C.ACB.BCA2\$11.3C\$11.3C7\$11.4C \$11.4C2\$8.2C2.BCA.2C\$8.2C6.2C\$8.2C\$8.2C.ACB.BCA2\$11.3C\$11.3C7\$3.2C8. 2C\$3.2C8.2C2\$2C2.BCA3.BCA3.2C\$2C12.B.2C\$3.A10.C\$3.C10.A\$3.B3\$14.B\$3. A10.C\$3.C10.A\$2C.B\$2C3.ACB3.ACB.BCA2\$3.2C7....
January 2nd, 2014, 1:31 pm
Forum: Other Cellular Automata
Topic: Interacting States
Replies: 0
Views: 2155

### Interacting States

Interacting States is a rule family that was first implemented as a DLL extension to Mirek Wójtowicz's MCell simulator. A definition and description of this rule family is here http://linuxenvy.com/bprentice/MCell/Interacting%20States.html . MCell is still available for Windows XP users here http://...
December 6th, 2013, 9:33 am
Forum: Other Cellular Automata
Topic: New Life
Replies: 80
Views: 50905

### Re: New Life

Dave,

In your archive MilhinSA.v3c.Golly2.5.zip there is a file MilhinSA2.rule. What is that? It does not seem to be an alternative to MilhinSA.rule.

Brian Prentice
December 2nd, 2013, 2:05 pm
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

knightlife wrote:Some or all of this may have been discovered using Square Cell, which I have not used.
That is a pity since several of the better rules featured here still cannot be run on Golly and we may have been deprived of enjoying your excellent patterns.

Brian Prentice
December 1st, 2013, 5:26 pm
Forum: Other Cellular Automata
Replies: 852
Views: 396173

Here is a more elegant version of the oscillator posted above: x = 87, y = 26, rule = 3456/2/6 5.A\$4.3A\$5.A\$5.A\$4.3A\$5.A\$5.A\$3.E3A\$3.D.A8.A2.A10.EDCBA\$3.C.A7.6A9.ED CBA\$3.B3A5.2A3.A\$3.A.A5.2A4.A46.A2.A2.A2.A2.A2.A2.A2.A\$5.A4.2A5.2A44. 24A\$4.3A4.A5.A46.A20.A\$5.A5.A5.A46.A20.A\$5.A4.9A44.2A20.2A\$4.3A4....
December 1st, 2013, 5:09 am
Forum: Other Cellular Automata
Replies: 852
Views: 396173

towerator, Your rule is rich in small guns and shares much of its behavior with the Star Wars rule here: http://www.conwaylife.com/forums/viewtopic.php?f=11&t=507&hilit=StarWars#p3412 For example it supports guns with any period greater than 6 using Stephen Silver's design. Here are the first three ...
November 23rd, 2013, 9:33 pm
Forum: Other Cellular Automata
Topic: Replicators
Replies: 17
Views: 14449

### Replicators

Basically, it is the last step before an actual replicator pattern is built! Highlife-like replicators, here we come! I read this on the Geminoid Challenge discussion, which lead me to wonder what is considered a replicator by members of this forum. Here are two Square Cell patterns: #Rule = Bit Co...
November 19th, 2013, 2:54 pm
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

Finally, here is rule IS7: @RULE IS7 @TABLE n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,5,6,7,8} var d={0,1,2,3,4,5,6,7,8} var e={0,1,2,3,4,5,6,7,8} var f={0,1,2,3,4,5,6,7,8} var g={0,1,2,3,4,5,6,7,8} var h={0,1,2,3,4,5,6,7,8}...
November 19th, 2013, 9:28 am
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

Here is rule IS6: @RULE IS6 @TABLE n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,5,6,7,8} var d={0,1,2,3,4,5,6,7,8} var e={0,1,2,3,4,5,6,7,8} var f={0,1,2,3,4,5,6,7,8} var g={0,1,2,3,4,5,6,7,8} var h={0,1,2,3,4,5,6,7,8} var a1={...
November 19th, 2013, 9:09 am
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

I understand from what you've written that the rules have been engineered to have knightships Only one of the 18 rules published above was engineered to support Knight Ships, this one: http://www.conwaylife.com/forums/viewtopic.php?f=7&t=1241#p9813 All the others were found by Square Cell's simplis...
November 18th, 2013, 7:46 pm
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

One more rule, which like the previous four rules, supports the construction of Knight Ships Guns. Rule IS5: @RULE IS5 @TABLE n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,5,6,7,8} var d={0,1,2,3,4,5,6,7,8} var e={0,1,2,3,4,5,6,...
November 17th, 2013, 8:30 am
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

Here is rule IS4: @RULE IS4 @TABLE n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,5,6,7,8} var d={0,1,2,3,4,5,6,7,8} var e={0,1,2,3,4,5,6,7,8} var f={0,1,2,3,4,5,6,7,8} var g={0,1,2,3,4,5,6,7,8} var h={0,1,2,3,4,5,6,7,8} var a1={...
November 16th, 2013, 7:34 pm
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

Thank you for reminding me about the Rule format Andrew, I will use it in the future. In fact I will use it right now. Here is rule IS3 together with some examples: @RULE IS3 @TABLE n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,...
November 16th, 2013, 3:57 pm
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

Here is rule IS2.table together with some example patterns: n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,5,6,7,8} var d={0,1,2,3,4,5,6,7,8} var e={0,1,2,3,4,5,6,7,8} var f={0,1,2,3,4,5,6,7,8} var g={0,1,2,3,4,5,6,7,8} var h={0,...
November 14th, 2013, 8:51 pm
Forum: Other Cellular Automata
Topic: Knight Ship Guns
Replies: 23
Views: 17617

### Re: Knight Ship Guns

I have converted one of the rules published above to run on Golly. Here is the rule table: n_states:9 neighborhood:Moore symmetries:permute var a={0,1,2,3,4,5,6,7,8} var b={0,1,2,3,4,5,6,7,8} var c={0,1,2,3,4,5,6,7,8} var d={0,1,2,3,4,5,6,7,8} var e={0,1,2,3,4,5,6,7,8} var f={0,1,2,3,4,5,6,7,8} var ...
November 10th, 2013, 7:49 am
Forum: General Discussion
Topic: Knight Ships
Replies: 0
Views: 2990

### Knight Ships

Here are three patterns that can be run on Square Cell which is here: http://bprentice.webenet.net/Square%20Cell/Square%20Cell.zip #Rule = Knight Ships #Rows = 28 #Columns = 1 #L U\$A12\$U\$V12\$B\$V #Rule = Knight Ships #Rows = 84 #Columns = 1 #L U\$A37\$U7\$V37\$B\$V #Rule = Knight Ships #Rows = 20 #Columns...
November 9th, 2013, 7:18 pm
Forum: Other Cellular Automata
Topic: Oscillators and spaceships with extreme population changes
Replies: 17
Views: 6885

### Re: Oscillators and spaceships with extreme population changes

what format were the patterns in your previous two posts As I mentioned above they are Square Cell patterns. They can be run on Square Cell which is here: http://bprentice.webenet.net/Square%20Cell/Square%20Cell.zip A brief description telling how to run Square Cell is here: http://bprentice.webene...
November 9th, 2013, 6:13 pm
Forum: Other Cellular Automata
Topic: Oscillators and spaceships with extreme population changes
Replies: 17
Views: 6885

### Re: Oscillators and spaceships with extreme population changes

Can't this same idea be applied to extensions of this simple Live Free or Die oscillator?

Code: Select all

``````x = 22, y = 5, rule = B2/S0
o3bo3bo3bo3bo3bo\$21bo2\$21bo\$o3bo3bo3bo3bo3bo!
``````
Brian Prentice
November 9th, 2013, 5:24 pm
Forum: Other Cellular Automata
Topic: Oscillators and spaceships with extreme population changes
Replies: 17
Views: 6885

### Re: Oscillators and spaceships with extreme population changes

The same idea can also be applied to oscillators constructed from replicators. Here is an example from the same rule: #Rule = Bit Counts #States = 16 #NS 0,1,0,1,1,1,0,1,0 #NS 1,0,1,0,1,0,1,0,1 #NS 0,1,0,1,0,1,0,1,0 #NS 1,0,1,0,0,0,1,0,1 #RT 0,15,0,0,0,0,6,0,12,0,0,14,0,0,0,1,0,0,13,0,0,0,0,0,0,0,0,...
November 9th, 2013, 4:34 pm
Forum: Other Cellular Automata
Topic: Oscillators and spaceships with extreme population changes
Replies: 17
Views: 6885

### Re: Oscillators and spaceships with extreme population changes

Many rules support ships constructed from replicators. Here is a simple example: #Rule = Bit Counts #States = 16 #NS 0,1,0,1,1,1,0,1,0 #NS 1,0,1,0,1,0,1,0,1 #NS 0,1,0,1,0,1,0,1,0 #NS 1,0,1,0,0,0,1,0,1 #RT 0,15,0,0,0,0,6,0,12,0,0,14,0,0,0,1,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 #Rows = 30 #Colum...