Rule request thread

For discussion of other cellular automata.
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pifricted
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Re: Rule request thread

Post by pifricted » August 6th, 2024, 6:36 am

A building idea for Rule:Clisky, thanks.

edit:Ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!

Code: Select all

x = 19, y = 5, rule = Clisky
7C5.7C$2C10.3C$5.AB10.AB$3.A11.A$3.B11.B!
@RULE Clisky
@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect
var a={0,1,2,3,4}
var s=a
var d=a
var f=a
var g=a
var h=a
var j=a
var k=a
var w={0,3}
var q=w
var e=w
var r=w
var t=w
var y=w
var u=w
var i=w
var p={0,1,2,3}
var o=p
#Building
3,1,4,q,w,e,r,t,y,0
0,1,4,q,w,e,r,t,y,2
0,4,1,q,w,e,r,t,0,2
0,1,1,q,w,e,r,t,2,4
4,2,2,q,w,e,r,t,y,2
0,4,2,2,q,w,e,r,t,1
2,2,4,q,w,e,r,t,y,4
3,2,2,2,q,w,e,r,t,0
3,2,q,2,w,e,r,t,y,0
#
0,1,q,p,s,d,f,o,r,1
0,3,1,q,w,a,r,s,y,1
#
0,3,1,q,w,e,r,t,1,1
0,3,q,w,1,e,1,r,t,3
3,2,2,q,w,e,r,t,2,0
#
4,2,1,1,w,e,r,t,y,2
2,2,q,2,s,d,f,g,h,3
#
0,3,1,2,q,w,1,e,r,3
3,4,2,q,w,e,2,1,r,1
#
3,1,a,s,d,f,g,h,j,4
4,a,s,d,f,g,h,j,k,3
#
2,q,w,e,r,t,y,u,i,3
#
1,a,s,d,f,g,h,j,k,2
2,a,s,d,f,g,h,j,k,0

635318657
Posts: 36
Joined: June 19th, 2020, 9:48 pm

Re: Rule request thread

Post by 635318657 » August 7th, 2024, 4:48 pm

This is my request, based on my failed attempt to simulate Life on Google Sheets:

Every cell has a value. If the sum of the values of a live cell's neighbors is 2, the cell continues living with the same value. If the sum of the values of a cell's neighbors is 3, whether the cell is live or dead, the cell's value is increased by 1 (so a dead cell will become a cell with value 1). If a cell's "neighbor sum" isn't 2 or 3, the cell dies and returns to value 0.

For illustration, here is the evolution of a single live cell with value 3:

Code: Select all

x = 64, y = 7, rule = //5
49.A.A6.A3.A$20.A9.A8.ABA7.3B5.A5.A$9.3A7.A.A7.3A6.A3.A4.AB3.BA$C8.A.
A6.A3.A5.2A.2A5.B3.B5.B3.B$9.3A7.A.A7.3A6.A3.A4.AB3.BA$20.A9.A8.ABA7.
3B5.A5.A$49.A.A6.A3.A!
This should be implemented as a 5-state rule because every cell with value 4+ behaves in the same way.

Code: Select all

x = 25, y = 33, rule = B2e3-cjnq4ary5kn6a/S2-in3ir4jw6k
22bo$bo18bo2bo$o10bo7bo$10b2o6b2ob2o$2b3o4bo$4bo5b2o$2bob2o5bo$3b2o$3b
o4$9bo10bo$4bo5bo8b3o2$3bobo9bo$4bo6bo3b2o$3b3o5bo3bo3b2o$23bo$24bo$12b
o$11b3o6$3b3o5bo$4bo6b2o$11bo$16bo$bo13bo$2bo!

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yujh
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Re: Rule request thread

Post by yujh » August 7th, 2024, 5:10 pm

ship. also please give this rule a name i guess

Code: Select all

x = 4, y = 4, rule = R191575
2A$A$2A$3.B!
@RULE R191575
@TABLE
n_states:5
neighborhood:Moore
symmetries:permute
var a = {0,1,2,3,4}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var i = a
0,1,1,1,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,3,0,0,0,0,0,0,0,1
1,1,1,1,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,3,0,0,0,0,0,0,0,2
2,1,1,1,0,0,0,0,0,3
2,1,2,0,0,0,0,0,0,3
2,3,0,0,0,0,0,0,0,3
3,1,1,1,0,0,0,0,0,4
3,1,2,0,0,0,0,0,0,4
3,3,0,0,0,0,0,0,0,4
1,1,1,0,0,0,0,0,0,1
1,2,0,0,0,0,0,0,0,1
2,1,1,0,0,0,0,0,0,2
2,2,0,0,0,0,0,0,0,2
3,1,1,0,0,0,0,0,0,3
3,2,0,0,0,0,0,0,0,3
4,1,1,0,0,0,0,0,0,4
4,2,0,0,0,0,0,0,0,4
a,b,c,d,e,f,g,h,i,0

635318657
Posts: 36
Joined: June 19th, 2020, 9:48 pm

Re: Rule request thread

Post by 635318657 » August 7th, 2024, 6:02 pm

There’s a slight bug in your table. A state 4 cell is supposed to survive if it has a neighbor sum of 3.

Also, RoommateLife seems like a good name.

EDIT: I think I figured out how rule tables work. Here's the fixed version:

Code: Select all

x = 4, y = 4, rule = RoommateLife
2A$A$2A$3.B!
@RULE RoommateLife
@TABLE
n_states:5
neighborhood:Moore
symmetries:permute
var a = {0,1,2,3,4}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var i = a
0,1,1,1,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,1
0,3,0,0,0,0,0,0,0,1
1,1,1,1,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,3,0,0,0,0,0,0,0,2
2,1,1,1,0,0,0,0,0,3
2,1,2,0,0,0,0,0,0,3
2,3,0,0,0,0,0,0,0,3
3,1,1,1,0,0,0,0,0,4
3,1,2,0,0,0,0,0,0,4
3,3,0,0,0,0,0,0,0,4
1,1,1,0,0,0,0,0,0,1
1,2,0,0,0,0,0,0,0,1
2,1,1,0,0,0,0,0,0,2
2,2,0,0,0,0,0,0,0,2
3,1,1,0,0,0,0,0,0,3
3,2,0,0,0,0,0,0,0,3
4,1,1,0,0,0,0,0,0,4
4,2,0,0,0,0,0,0,0,4
4,1,1,1,0,0,0,0,0,4
4,2,1,0,0,0,0,0,0,4
4,3,0,0,0,0,0,0,0,4
a,b,c,d,e,f,g,h,i,0

Code: Select all

x = 25, y = 33, rule = B2e3-cjnq4ary5kn6a/S2-in3ir4jw6k
22bo$bo18bo2bo$o10bo7bo$10b2o6b2ob2o$2b3o4bo$4bo5b2o$2bob2o5bo$3b2o$3b
o4$9bo10bo$4bo5bo8b3o2$3bobo9bo$4bo6bo3b2o$3b3o5bo3bo3b2o$23bo$24bo$12b
o$11b3o6$3b3o5bo$4bo6b2o$11bo$16bo$bo13bo$2bo!

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CARuler
Posts: 167
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Re: Rule request thread

Post by CARuler » August 8th, 2024, 4:51 pm

CARuler wrote:
August 4th, 2024, 7:53 pm
How about a rule like life expect every generation its survival conditions switch between S23 and S0124 (Cells that are born start with survival condition S23)
well, I've done it now

Code: Select all

x = 7, y = 3, rule = alternSLife
o3b3o$3o2bo$bo!
@RULE alternSLife
@COLORS
0 0 0 0
1 0 128 255
2 0 255 255
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {1,2}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var j = {0,1,2}
var k = j
var l = j
var m = j
var n = j
0,a,b,c,0,0,0,0,0,1
1,j,0,0,0,0,0,0,0,0
1,a,b,c,d,j,k,l,m,0
1,1,1,j,0,0,0,0,0,2
2,j,k,0,0,0,0,0,0,1
2,a,b,c,0,0,0,0,0,0
2,a,b,c,d,0,0,0,0,1
2,a,b,c,d,e,j,k,l,0

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wirehead
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Re: Rule request thread

Post by wirehead » August 8th, 2024, 8:03 pm

CARuler wrote:
August 8th, 2024, 4:51 pm
Hey, I found a very clean quadratic replicator in that rule!!

Code: Select all

x = 7, y = 3, rule = alternSLife
.A.A$AB.BA$.A.A!
@RULE alternSLife
@COLORS
0 0 0 0
1 0 128 255
2 0 255 255
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {1,2}
var b = a
var c = a
var d = a
var e = a
var f = a
var g = a
var h = a
var j = {0,1,2}
var k = j
var l = j
var m = j
var n = j
0,a,b,c,0,0,0,0,0,1
1,j,0,0,0,0,0,0,0,0
1,a,b,c,d,j,k,l,m,0
1,1,1,j,0,0,0,0,0,2
2,j,k,0,0,0,0,0,0,1
2,a,b,c,0,0,0,0,0,0
2,a,b,c,d,0,0,0,0,1
2,a,b,c,d,e,j,k,l,0
Langton's ant: Can't play the drums, can be taught.

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CARuler
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Re: Rule request thread

Post by CARuler » August 14th, 2024, 11:36 am

I would like a rule like Star Wars expect instead of state 3 just dying it survival condition S2 and birth condition B3

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confocaloid
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Re: Rule request thread

Post by confocaloid » August 14th, 2024, 7:30 pm

CARuler wrote:
August 14th, 2024, 11:36 am
I would like a rule like Star Wars expect instead of state 3 just dying it survival condition S2 and birth condition B3

Code: Select all

x = 15, y = 33, rule = test_StarWars_modification
ABC$ABC8$3.ABC$3.ABC$ABC$ABC$2.ABC$4.ABC9$4.ABC$2.ABC2A$.A.B.2B4.CBC$
3A2C.C2.CB2CBC$3AC2B7.CB$2.B.B8.C$3.A2$7.CBC$7.ABA!

@RULE test_StarWars_modification

https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

@TABLE

n_states:4
neighborhood:Moore
symmetries:permute

var p1={0,2,3}
var p2=p1
var p3=p1
var p4=p1
var p5=p1
var p6=p1
var p7=p1
var p8=p1
var x1={0,1,2,3}
var x2=x1
var x3=x1
var x4=x1
var x5=x1
var x6=x1
var x7=x1
var x8=x1

# https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

3, p1,p2,p3,p4,p5,p6, 1, 1,  3
3, p1,p2,p3,p4,p5, 1, 1, 1,  1

# otherwise, Star Wars

# if a cell is currently in state 0 and has precisely two state-1 neighbours,
# then it will itself change to state 1
0, p1,p2,p3,p4,p5,p6, 1, 1,  1
# a state-1 cell decays into state 2, unless it has between three and five state-1 neighbours
1, p1,p2,p3,p4,p5,p6,p7,p8,  2
1, p1,p2,p3,p4,p5,p6,p7, 1,  2
1, p1,p2,p3,p4,p5,p6, 1, 1,  2
1, p1,p2, 1, 1, 1, 1, 1, 1,  2
1, p1, 1, 1, 1, 1, 1, 1, 1,  2
1,  1, 1, 1, 1, 1, 1, 1, 1,  2
# a state-2 cell decays into state 3, irrespective of its surroundings
2, x1,x2,x3,x4,x5,x6,x7,x8,  3
# a state-3 cell decays into state 0, irrespective of its surroundings
3, x1,x2,x3,x4,x5,x6,x7,x8,  0
Notes:
  • "expect" should be "except" instead
  • The @RULE file is appended after the pattern's RLE above
  • I interpreted the request as the following two rules:

    Code: Select all

    3, p1,p2,p3,p4,p5,p6, 1, 1,  3
    3, p1,p2,p3,p4,p5, 1, 1, 1,  1
    The first rule tells that a state-3 cell remains state-3 if it currently has precisely two state-1 neighbours.
    Second rule tells that a state-3 cell becomes state-1 if it currently has precisely three state-1 neighbours.

    If that's not what was desired, feel free to tweak the ruletable part of the @RULE file as needed. The name is temporary.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

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CARuler
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Re: Rule request thread

Post by CARuler » August 16th, 2024, 11:58 am

I like the domino

Code: Select all

x = 1, y = 2, rule = test_StarWars_modification
A$A!
@RULE test_StarWars_modification

https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

@TABLE

n_states:4
neighborhood:Moore
symmetries:permute

var p1={0,2,3}
var p2=p1
var p3=p1
var p4=p1
var p5=p1
var p6=p1
var p7=p1
var p8=p1
var x1={0,1,2,3}
var x2=x1
var x3=x1
var x4=x1
var x5=x1
var x6=x1
var x7=x1
var x8=x1

# https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

3, p1,p2,p3,p4,p5,p6, 1, 1,  3
3, p1,p2,p3,p4,p5, 1, 1, 1,  1

# otherwise, Star Wars

# if a cell is currently in state 0 and has precisely two state-1 neighbours,
# then it will itself change to state 1
0, p1,p2,p3,p4,p5,p6, 1, 1,  1
# a state-1 cell decays into state 2, unless it has between three and five state-1 neighbours
1, p1,p2,p3,p4,p5,p6,p7,p8,  2
1, p1,p2,p3,p4,p5,p6,p7, 1,  2
1, p1,p2,p3,p4,p5,p6, 1, 1,  2
1, p1,p2, 1, 1, 1, 1, 1, 1,  2
1, p1, 1, 1, 1, 1, 1, 1, 1,  2
1,  1, 1, 1, 1, 1, 1, 1, 1,  2
# a state-2 cell decays into state 3, irrespective of its surroundings
2, x1,x2,x3,x4,x5,x6,x7,x8,  3
# a state-3 cell decays into state 0, irrespective of its surroundings
3, x1,x2,x3,x4,x5,x6,x7,x8,  0

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breaker's glider gun
Posts: 685
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Re: Rule request thread

Post by breaker's glider gun » August 16th, 2024, 12:26 pm

Code: Select all

x = 16, y = 41, rule = test_StarWars_modification
4.ABC$4.ABC7$11.C2.2C$7.AB2C.3C$7.ABC.C$4.ABC.C$4.ABC$6.ABC$8.ABC9$8.
ABC$6.ABC.3C$6.A.3C$4.2ABA3CBCBC$4.4A2CB.B$5.A.CACA2C.C$8.BAB2.C$9.A3.
C$13.C3$7.C2.2C$3.AB2C.3C$3.ABC.C$ABC.C$ABC$2.ABC$4.ABC!


@RULE test_StarWars_modification

https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

@TABLE

n_states:4
neighborhood:Moore
symmetries:permute

var p1={0,2,3}
var p2=p1
var p3=p1
var p4=p1
var p5=p1
var p6=p1
var p7=p1
var p8=p1
var x1={0,1,2,3}
var x2=x1
var x3=x1
var x4=x1
var x5=x1
var x6=x1
var x7=x1
var x8=x1
var c1={0,1,2}
var c2=c1
var c3=c1
var c4=c1
var c5=c1
var c6=c1

# https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

3, c1,c2,c3,c4,c5,c6, 3, 3,  3
0, c1,c2,c3,c4,c5, 3, 3, 3,  3

# otherwise, Star Wars

# if a cell is currently in state 0 and has precisely two state-1 neighbours,
# then it will itself change to state 1
0, p1,p2,p3,p4,p5,p6, 1, 1,  1
# a state-1 cell decays into state 2, unless it has between three and five state-1 neighbours
1, p1,p2,p3,p4,p5,p6,p7,p8,  2
1, p1,p2,p3,p4,p5,p6,p7, 1,  2
1, p1,p2,p3,p4,p5,p6, 1, 1,  2
1, p1,p2, 1, 1, 1, 1, 1, 1,  2
1, p1, 1, 1, 1, 1, 1, 1, 1,  2
1,  1, 1, 1, 1, 1, 1, 1, 1,  2
# a state-2 cell decays into state 3, irrespective of its surroundings
2, x1,x2,x3,x4,x5,x6,x7,x8,  3
# a state-3 cell decays into state 0, irrespective of its surroundings
3, x1,x2,x3,x4,x5,x6,x7,x8,  0
is what it seems to me CA_ruler wanted, but your rule is also interesting.
:?: :?: . . . :!:
Give me a suggestion of something to draw here!

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CARuler
Posts: 167
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Location: A rule-verse in floor rule-verse of the CGOL skyscraper

Re: Rule request thread

Post by CARuler » August 16th, 2024, 2:28 pm

breaker's glider gun wrote:
August 16th, 2024, 12:26 pm

Code: Select all

x = 16, y = 41, rule = test_StarWars_modification
4.ABC$4.ABC7$11.C2.2C$7.AB2C.3C$7.ABC.C$4.ABC.C$4.ABC$6.ABC$8.ABC9$8.
ABC$6.ABC.3C$6.A.3C$4.2ABA3CBCBC$4.4A2CB.B$5.A.CACA2C.C$8.BAB2.C$9.A3.
C$13.C3$7.C2.2C$3.AB2C.3C$3.ABC.C$ABC.C$ABC$2.ABC$4.ABC!


@RULE test_StarWars_modification

https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

@TABLE

n_states:4
neighborhood:Moore
symmetries:permute

var p1={0,2,3}
var p2=p1
var p3=p1
var p4=p1
var p5=p1
var p6=p1
var p7=p1
var p8=p1
var x1={0,1,2,3}
var x2=x1
var x3=x1
var x4=x1
var x5=x1
var x6=x1
var x7=x1
var x8=x1
var c1={0,1,2}
var c2=c1
var c3=c1
var c4=c1
var c5=c1
var c6=c1

# https://conwaylife.com/forums/viewtopic.php?p=192071#p192071

3, c1,c2,c3,c4,c5,c6, 3, 3,  3
0, c1,c2,c3,c4,c5, 3, 3, 3,  3

# otherwise, Star Wars

# if a cell is currently in state 0 and has precisely two state-1 neighbours,
# then it will itself change to state 1
0, p1,p2,p3,p4,p5,p6, 1, 1,  1
# a state-1 cell decays into state 2, unless it has between three and five state-1 neighbours
1, p1,p2,p3,p4,p5,p6,p7,p8,  2
1, p1,p2,p3,p4,p5,p6,p7, 1,  2
1, p1,p2,p3,p4,p5,p6, 1, 1,  2
1, p1,p2, 1, 1, 1, 1, 1, 1,  2
1, p1, 1, 1, 1, 1, 1, 1, 1,  2
1,  1, 1, 1, 1, 1, 1, 1, 1,  2
# a state-2 cell decays into state 3, irrespective of its surroundings
2, x1,x2,x3,x4,x5,x6,x7,x8,  3
# a state-3 cell decays into state 0, irrespective of its surroundings
3, x1,x2,x3,x4,x5,x6,x7,x8,  0
is what it seems to me CA_ruler wanted, but your rule is also interesting.
correct

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confocaloid
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Re: Rule request thread

Post by confocaloid » August 16th, 2024, 3:54 pm

A gun pulls the X-pentomino and self-destructs:

Code: Select all

x = 117, y = 46, rule = test_StarWars_modification
11.A5.A$10.3A3.3A$11.A5.A6$.BA$C.A$.3A111.A$3A111.3A$C.BA111.A9$10.2A
$10.2B$10.2C3$10.2A$10.2B$10.2C4.2A$16.2B$16.2C$9.B2A$8.C.A.B$9.3AC3.
2A$8.3A5.2B$9.CA5.2C3$16.2A$16.2B$16.2C2$17.A.A$15.4AB$15.B.2A$16.C.A
C!

@RULE test_StarWars_modification

https://conwaylife.com/forums/viewtopic.php?p=192232#p192232

@TABLE

n_states:4
neighborhood:Moore
symmetries:permute

var p1={0,2,3}
var p2=p1
var p3=p1
var p4=p1
var p5=p1
var p6=p1
var p7=p1
var p8=p1
var x1={0,1,2,3}
var x2=x1
var x3=x1
var x4=x1
var x5=x1
var x6=x1
var x7=x1
var x8=x1
var c1={0,1,2}
var c2=c1
var c3=c1
var c4=c1
var c5=c1
var c6=c1

# https://conwaylife.com/forums/viewtopic.php?p=192232#p192232

3, c1,c2,c3,c4,c5,c6, 3, 3,  3
0, c1,c2,c3,c4,c5, 3, 3, 3,  3

# otherwise, Star Wars

# if a cell is currently in state 0 and has precisely two state-1 neighbours,
# then it will itself change to state 1
0, p1,p2,p3,p4,p5,p6, 1, 1,  1
# a state-1 cell decays into state 2, unless it has between three and five state-1 neighbours
1, p1,p2,p3,p4,p5,p6,p7,p8,  2
1, p1,p2,p3,p4,p5,p6,p7, 1,  2
1, p1,p2,p3,p4,p5,p6, 1, 1,  2
1, p1,p2, 1, 1, 1, 1, 1, 1,  2
1, p1, 1, 1, 1, 1, 1, 1, 1,  2
1,  1, 1, 1, 1, 1, 1, 1, 1,  2
# a state-2 cell decays into state 3, irrespective of its surroundings
2, x1,x2,x3,x4,x5,x6,x7,x8,  3
# a state-3 cell decays into state 0, irrespective of its surroundings
3, x1,x2,x3,x4,x5,x6,x7,x8,  0
Strictly speaking, the original request was not clear enough to understand what is the intended behaviour. I just guessed one possible interpretation, and later someone else guessed another possible interpretation.

Neither 3 => 3 nor 0 => 3 counts as "birth" or "survival", as long as the semantics of Generations CA is preserved. The only "alive" cellstate is 1 (0 is "dead", and cellstates > 1 are "no longer alive").

Code: Select all

var c1={0,1,2}
var c2=c1
var c3=c1
var c4=c1
var c5=c1
var c6=c1
3, c1,c2,c3,c4,c5,c6, 3, 3,  3
0, c1,c2,c3,c4,c5, 3, 3, 3,  3
In this version, the two added rules are
  • A state-3 cell remains state-3 when it has precisely two state-3 neighbours. This overrides the rule "a state-3 cell decays into state 0" from Star Wars, in case both rules are applicable.
  • A state-0 cell becomes state-3 when it has precisely three state-3 neigbours. This overrides the rule "if a cell is currently in state 0 and has precisely two state-1 neighbours, then it will itself change to state 1" from Star Wars, in case both rules are applicable.
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

User avatar
Banananananan
Posts: 156
Joined: May 5th, 2024, 8:52 pm

Re: Rule request thread

Post by Banananananan » August 16th, 2024, 7:36 pm

I would like a 3-state rule called PNP (Predator and Prey). This is inspired by a similar rule earlier in this topic. If any dead cell has 2 or 7 cells next to it, it becomes a prey or predator cell. (Note: do not allow a cell to become alive if they have different cell types. It is default to turn into prey, but if there’s more predators surrounding it, it becomes a predator.) If a prey cell is surrounded by 2 or more predators, it dies. If a predator cell has less than 2 prey next to it, it dies. A cell survives if none of the death rules apply (except when surrounded by 6 or more cells). I hope this would be interesting!

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confocaloid
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Re: Rule request thread

Post by confocaloid » August 16th, 2024, 7:56 pm

Banananananan wrote:
August 16th, 2024, 7:36 pm
I would like a 3-state rule called PNP (Predator and Prey). This is inspired by a similar rule earlier in this topic. If any dead cell has 2 or 7 cells next to it, it becomes a prey or predator cell. (Note: do not allow a cell to become alive if they have different cell types. It is default to turn into prey, but if there’s more predators surrounding it, it becomes a predator.) If a prey cell is surrounded by 2 or more predators, it dies. If a predator cell has less than 2 prey next to it, it dies. A cell survives if none of the death rules apply (except when surrounded by 6 or more cells). I hope this would be interesting!
I think you may need to provide some more details before the idea becomes clear enough.

In particular, the part "It is default to turn into prey, but if there’s more predators surrounding it, it becomes a predator." apparently implies that "prey" and "predator" are two different cellstates.
However, the part "If any dead cell has 2 or 7 cells next to it, it becomes a prey or predator cell." apparently implies that "prey or predator" is a single cellstate, and "dead" is a different cellstate (so that some dead cell can indeed become a "prey or predator cell" under certain conditions).
Apparent contradiction.

The part "when surrounded by 6 or more cells" does not clarify whether those >=6 cells need to be non-dead, or those cells need to be in a specific state.
The same for the part "If any dead cell has 2 or 7 cells next to it" -- what should be states of those cells?
127:1 B3/S234c User:Confocal/R (isotropic CA, incomplete)
Unlikely events happen.
My silence does not imply agreement, nor indifference. If I disagreed with something in the past, then please do not construe my silence as something that could change that.

R2INT
Posts: 93
Joined: July 2nd, 2024, 7:42 pm

Re: Rule request thread

Post by R2INT » August 16th, 2024, 7:59 pm

Banananananan wrote:
August 16th, 2024, 7:36 pm
I would like a 3-state rule called PNP (Predator and Prey). This is inspired by a similar rule earlier in this topic. If any dead cell has 2 or 7 cells next to it, it becomes a prey or predator cell. (Note: do not allow a cell to become alive if they have different cell types. It is default to turn into prey, but if there’s more predators surrounding it, it becomes a predator.) If a prey cell is surrounded by 2 or more predators, it dies. If a predator cell has less than 2 prey next to it, it dies. A cell survives if none of the death rules apply (except when surrounded by 6 or more cells). I hope this would be interesting!
Here's the first test rule:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
B9.A.BAB.2AB.A2.2A.2A.B.A.2BABA3.B5.B$B.B.B5.A2B.BA2.B.A.A2.2B.BA2.AB
A2.2A3.2A2.B.BAB2AB3.4A.A$3.A.B3.2AB2AB3.A.B5.AB3.A.BAB.BA4.2B.AB4.B.
A.A.4B$AB2A2B.B4.A.4B3.B.2A2.AB.AB.A3.BA5.2A2.AB.AB.A2.B2A3.B$A2.AB.A
.AB.BA.B2.B5.3B2.B3.BABA.A7.A2.2BA2.B4.A.3B$6.2A3.A.A.B2.B2A.2A.AB.BA
BA.B.B2.2A3B5.B3.2A3.A.B2.A$A.BA.A2.A.2A2.A2.3AB.B.B2A.BAB.B2A.BA.A4.
ABA2BA.B2.A2.A.A.A$5.A5.B2.3B4.2A.A4.2A2.2A2.BA3.BA2B2.2ABA5.A3.BA$B.
B4.2AB.A.BAB2A2.2A.BA.A.A2.A2B.2A.2B3.ABA3.B.ABA.3A4B$AB.A.A.AB2.2A.2B
.AB2.A4.BA2B.3BAB.BA4.BA.B2.A3.AB.2A3.B.B$2.2B3.A.AB3.2A5.2A3.B.A5.B5.
AB2.2B.BA2.2BA5.A.A.B$.B2AB2.2A.A2.A.A.B.B2.BA4.BA.2B.A4.2BAB2.A5.AB.
B2.A3.ABA$3.A2.A2B2.ABA2B3.B.AB.AB.3B.BAB5.3AB2.B.BA2.3B.B.B2A2.A$BA.
B4.A2.A2.A.B.A2BAB.A2B3.A.ABA2BA4.2B3.B.BAB3.A.2AB3.A$A.B8.A.BA2B2.B2.
A4.B.2B.BA2B2.A2.A.A.B4.B.B.AB.A3.AB$3.B5.B2A3B2.A.2A2.B.A.BA2B.A2.2B
A.2BA5.B.BA3.B2.B.A2B$B.B.2BA2.A.B.2A.4A4.AB.3A.BA2.A.AB2.A4.2BA.3A2.
2B2.5A$.A.BAB2ABA.A2.A2.AB2.2A5.BA.A4.3BA2.5A.2B4.A.A.BA.A.A$.2AB4.2A
B2.B2.2A4.ABA.A2.B5.3B6.A.BA.BABA3.2A.4B$A.A4.2A2.3AB2.3B.BAB2A2.A2.B
.B.ABA.B.A2B.B2.AB.A.B.BAB2.3B$2B.3B2.B2.A.BAB.BAB2AB3.AB2.A.A.B5.B2A
.B2.B2A2.B.A.2B2AB.2A$B.ABA2.2B2AB.B2.AB.AB.BAB4.A2.A.B3.B3.AB2A2.A.B
3.B3.A3.AB$.A3.2B.2BA.2A2.B.2B4.A.A2.2B3.B2.AB.B2.A.2BAB2.A.A.3A2.A.A
$A.B2A4.2A2.B3.2AB.2B3AB.2B2.BAB2.A2.2AB.3BA5.2B5.A2B$2.B.BA2.BA.2AB2.
A2B.A3.A2.ABA.A.BAB.AB2.B3.A5.2B3.AB2.2A.A$2B.AB4.3A3.BAB.2B.AB.B.A2.
AB.4B.B.2AB2.A.AB3.B6.A.2BA$.AB2AB2.2BABA5.BA.2A4BABA4.B3.B.2B.BAB2.B
AB4.B2.BA.AB$B3.4B.B2.2B4.A.B2.BABA2.2A.B.B3.B.AB4.A.AB.A2.A3.B.BA.B$
4.2A4.B3.B3.B6.2A4.A7.B.B.AB2A.BABA.A.2A.B2.BA$2.AB.B.B.A.A.A2.AB2A2.
ABAB2ABA2.BABAB.2B2A.A2.B.2A3.2A.B.B2.A$.B3.AB.A.A.BABA3B5.B2A2B2A.B2A
.A.2BA4.AB2.3B.B3.A2B.AB$B.3B2.2B2.3A2B.3B.B.B.2B2.A.2A.A.B.4A2B.2BA.
AB2A3B2.B.B$A.BA3.B.BA.B5.B.3A.A.A.A3.3AB3.A.2A.AB.B.B.3A2B.AB.2B$4.3A
3.B.ABABA.A2.A.A.2B.BA2.B2AB6AB.BA.2BABAB.BA2.A.B.BA$.ABA.B.BA.BA2.2A
3.B5.2B.2A.2BAB2.BA4.2BA.A.2B2AB.B2.B.3BA$B.A3.AB3.6B2.B.A.B.B2.BA2.A
3.BA2.A.B2A.8B.B2.2BA$B.B.B3.BA3B.2A.3A3.2A2.B.B.B5.2B.2A2.A8.B2A3.2A
B$.A2.A2B5.A2.2B.B.2B.2B3.A.A.B2A4.A.5A.B2.AB2.BA3.A.2A$2AB4.B2A6.BAB
.2BA2.2B4.BA.B2.A.B3A.2B2.B.B.A4.A.A2.A$B2A.B2AB2A.B2.AB2A.BA2.B2.ABA
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A.BA.2B2A.2A.2BA2.2A$B2.AB3.B.7A3.B.B2.A6.A.A3BA2B.AB.B2.A.A.B2.B3.BA
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A9.AB2.B$B.2A2.A.2B2.B.2B.B.A2.2A4.B.B2.A2BA2B.BA.AB.B3.A3.B2.A.2A.B$
6.B3.B2.AB.ABA3.2A3BA.3ABA2.2B2.A.BAB2.A2.4A4B2A.BAB$3.B.A.A.B.B3.A.B
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3.BA.A.B3.B.B$BA2.BA.B.A2B.2A.3B.3A.A.3BA.A4B2.A.2A.A4.B4.2B3.B$B2.B2.
AB.B.A2B.BAB2.A4.B.2B2.3B2A5.B.B3.AB5.ABA.A2.A$A2.B.BA2.A2B.ABA.A3.B.
AB2.2B3.3B8.BA.B.A.BA2B.2A.B.A$.2ABAB.BABA2.A.B.BA4.3B2.2B.A.AB3.ABA.
2A.BA.2A3.A.A.A2B.B.B$.2A2.A2B.B4.2A.2A2.B.2A3.BAB2.AB.2B.2B.B.A.A.AB
A2B2.2A.A2.A.A$2A.A3.A4.B2.2A.2B.B3.A.2B2.B2A.A2B.B3.A.ABA.A3B2.2A2BA
2B.A$2B2A4.A3.B2.B.A2.B2.2B2.ABA6.B2.A.A2.A.B4.A.A.B2.4B$4BA2.A3.2A2.
B2.A2.B.B.A2.2A.A2.BA.B.AB3.2B3.A.AB2A2.2B4A$A6.2B.B.B4A2.B.2B2.A6.B.
2A4.2A2.B.2BA2.B.B2.4B2.A$.AB.ABAB.A.A2B2A2BABA.4A2B.2A2.A4.A.2B.B.A4.
ABAB4.A2BA.A$.A.B.AB.AB.A.2B.B3.A2.B2.B.B2A9.A.A.A5.A.A2.B2.3A$3.3A6.
B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,2,a1,a2,a3,a4,a5,a6 0
# Predator dies if there's not enough prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
2 1,1,p1,p2,p3,p4,p5,p6 0
# Cells die if there are 6 or more neighbors
l1 l2,l3,l4,l5,l6,l7,0,0 0
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
My interpretation (EDIT: fixed terminology):
A cell with 2 or 7 non-zero neighbors is born. If there are more predators than preys in the neighborhood, then a predator will be done, otherwise a prey will be born.
A prey will die if there are more than 2 predators next to it.
Predators will die if there are less than 3 preys next to it.
All cells will die if there are 6 or more non-zero states.
Radius 2 Isotropic Non-Totalistic
R2INT's Rule Collection

User avatar
Banananananan
Posts: 156
Joined: May 5th, 2024, 8:52 pm

Re: Rule request thread

Post by Banananananan » August 16th, 2024, 8:38 pm

R2INT wrote:
August 16th, 2024, 7:59 pm
Banananananan wrote:
August 16th, 2024, 7:36 pm
I would like a 3-state rule called PNP (Predator and Prey). This is inspired by a similar rule earlier in this topic. If any dead cell has 2 or 7 cells next to it, it becomes a prey or predator cell. (Note: do not allow a cell to become alive if they have different cell types. It is default to turn into prey, but if there’s more predators surrounding it, it becomes a predator.) If a prey cell is surrounded by 2 or more predators, it dies. If a predator cell has less than 2 prey next to it, it dies. A cell survives if none of the death rules apply (except when surrounded by 6 or more cells). I hope this would be interesting!
Here's the first test rule:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
B9.A.BAB.2AB.A2.2A.2A.B.A.2BABA3.B5.B$B.B.B5.A2B.BA2.B.A.A2.2B.BA2.AB
A2.2A3.2A2.B.BAB2AB3.4A.A$3.A.B3.2AB2AB3.A.B5.AB3.A.BAB.BA4.2B.AB4.B.
A.A.4B$AB2A2B.B4.A.4B3.B.2A2.AB.AB.A3.BA5.2A2.AB.AB.A2.B2A3.B$A2.AB.A
.AB.BA.B2.B5.3B2.B3.BABA.A7.A2.2BA2.B4.A.3B$6.2A3.A.A.B2.B2A.2A.AB.BA
BA.B.B2.2A3B5.B3.2A3.A.B2.A$A.BA.A2.A.2A2.A2.3AB.B.B2A.BAB.B2A.BA.A4.
ABA2BA.B2.A2.A.A.A$5.A5.B2.3B4.2A.A4.2A2.2A2.BA3.BA2B2.2ABA5.A3.BA$B.
B4.2AB.A.BAB2A2.2A.BA.A.A2.A2B.2A.2B3.ABA3.B.ABA.3A4B$AB.A.A.AB2.2A.2B
.AB2.A4.BA2B.3BAB.BA4.BA.B2.A3.AB.2A3.B.B$2.2B3.A.AB3.2A5.2A3.B.A5.B5.
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B2.A3.ABA$3.A2.A2B2.ABA2B3.B.AB.AB.3B.BAB5.3AB2.B.BA2.3B.B.B2A2.A$BA.
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2B2.5A$.A.BAB2ABA.A2.A2.AB2.2A5.BA.A4.3BA2.5A.2B4.A.A.BA.A.A$.2AB4.2A
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B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,2,a1,a2,a3,a4,a5,a6 0
# Predator dies if there's not enough prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
2 1,1,p1,p2,p3,p4,p5,p6 0
# Cells die if there are 6 or more neighbors
l1 l2,l3,l4,l5,l6,l7,0,0 0
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
My interpretation (EDIT: fixed terminology):
A cell with 2 or 7 non-zero neighbors is born. If there are more predators than preys in the neighborhood, then a predator will be done, otherwise a prey will be born.
A prey will die if there are more than 2 predators next to it.
Predators will die if there are less than 3 preys next to it.
All cells will die if there are 6 or more non-zero states.
The prey spreads like wildfire, so I want prey to die if it has one or more predators next to it. Also, how about less than 2 prey, it dies.

R2INT
Posts: 93
Joined: July 2nd, 2024, 7:42 pm

Re: Rule request thread

Post by R2INT » August 16th, 2024, 9:36 pm

Here you go:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
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B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,a7,a1,a2,a3,a4,a5,a6 0
# Predator dies if there's less than 2 prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
# Cells die if there are 6 or more neighbors
l1 l2,l3,l4,l5,l6,l7,0,0 0
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
The prey still spreads like wildfire. On its own, Prey emulates B27/S0123456, while Predator emulates B27/S. Maybe it's the significant difference between these two rules that is causing the problem.
Radius 2 Isotropic Non-Totalistic
R2INT's Rule Collection

User avatar
Banananananan
Posts: 156
Joined: May 5th, 2024, 8:52 pm

Re: Rule request thread

Post by Banananananan » August 16th, 2024, 10:21 pm

R2INT wrote:
August 16th, 2024, 9:36 pm
Here you go:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
B9.A.BAB.2AB.A2.2A.2A.B.A.2BABA3.B5.B$B.B.B5.A2B.BA2.B.A.A2.2B.BA2.AB
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A.A.4B$AB2A2B.B4.A.4B3.B.2A2.AB.AB.A3.BA5.2A2.AB.AB.A2.B2A3.B$A2.AB.A
.AB.BA.B2.B5.3B2.B3.BABA.A7.A2.2BA2.B4.A.3B$6.2A3.A.A.B2.B2A.2A.AB.BA
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AB2.2B.BA2.2BA5.A.A.B$.B2AB2.2A.A2.A.A.B.B2.BA4.BA.2B.A4.2BAB2.A5.AB.
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AB2A3B2.B.B$A.BA3.B.BA.B5.B.3A.A.A.A3.3AB3.A.2A.AB.B.B.3A2B.AB.2B$4.3A
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B$.A2.A2B5.A2.2B.B.2B.2B3.A.A.B2A4.A.5A.B2.AB2.BA3.A.2A$2AB4.B2A6.BAB
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2A.BA.2A3.A.A.A2B.B.B$.2A2.A2B.B4.2A.2A2.B.2A3.BAB2.AB.2B.2B.B.A.A.AB
A2B2.2A.A2.A.A$2A.A3.A4.B2.2A.2B.B3.A.2B2.B2A.A2B.B3.A.ABA.A3B2.2A2BA
2B.A$2B2A4.A3.B2.B.A2.B2.2B2.ABA6.B2.A.A2.A.B4.A.A.B2.4B$4BA2.A3.2A2.
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2A4.2A2.B.2BA2.B.B2.4B2.A$.AB.ABAB.A.A2B2A2BABA.4A2B.2A2.A4.A.2B.B.A4.
ABAB4.A2BA.A$.A.B.AB.AB.A.2B.B3.A2.B2.B.B2A9.A.A.A5.A.A2.B2.3A$3.3A6.
B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,a7,a1,a2,a3,a4,a5,a6 0
# Predator dies if there's less than 2 prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
# Cells die if there are 6 or more neighbors
l1 l2,l3,l4,l5,l6,l7,0,0 0
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
The prey still spreads like wildfire. On its own, Prey emulates B27/S0123456, while Predator emulates B27/S. Maybe it's the significant difference between these two rules that is causing the problem.
How bout change the prey survival to B27/S126? I think that will change it to be balanced.

R2INT
Posts: 93
Joined: July 2nd, 2024, 7:42 pm

Re: Rule request thread

Post by R2INT » August 16th, 2024, 10:31 pm

Predators now die out completely:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
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B4.A2.A2.A.B.A2BAB.A2B3.A.ABA2BA4.2B3.B.BAB3.A.2AB3.A$A.B8.A.BA2B2.B2.
A4.B.2B.BA2B2.A2.A.A.B4.B.B.AB.A3.AB$3.B5.B2A3B2.A.2A2.B.A.BA2B.A2.2B
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2A.BA.2A3.A.A.A2B.B.B$.2A2.A2B.B4.2A.2A2.B.2A3.BAB2.AB.2B.2B.B.A.A.AB
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2B.A$2B2A4.A3.B2.B.A2.B2.2B2.ABA6.B2.A.A2.A.B4.A.A.B2.4B$4BA2.A3.2A2.
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2A4.2A2.B.2BA2.B.B2.4B2.A$.AB.ABAB.A.A2B2A2BABA.4A2B.2A2.A4.A.2B.B.A4.
ABAB4.A2BA.A$.A.B.AB.AB.A.2B.B3.A2.B2.B.B2A9.A.A.A5.A.A2.B2.3A$3.3A6.
B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,a7,a1,a2,a3,a4,a5,a6 0
# Prey dies under certain conditions
1 0,0,0,0,0,0,0,0 0
1 1,0,0,0,0,0,0,0 0
1 1,1,1,0,0,0,0,0 0
1 1,1,1,1,0,0,0,0 0
1 1,1,1,1,1,0,0,0 0
# Predator dies if there's less than 2 prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
# Cells die if there are 7 or more neighbors
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
Radius 2 Isotropic Non-Totalistic
R2INT's Rule Collection

User avatar
Banananananan
Posts: 156
Joined: May 5th, 2024, 8:52 pm

Re: Rule request thread

Post by Banananananan » August 16th, 2024, 11:04 pm

R2INT wrote:
August 16th, 2024, 10:31 pm
Predators now die out completely:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
B9.A.BAB.2AB.A2.2A.2A.B.A.2BABA3.B5.B$B.B.B5.A2B.BA2.B.A.A2.2B.BA2.AB
A2.2A3.2A2.B.BAB2AB3.4A.A$3.A.B3.2AB2AB3.A.B5.AB3.A.BAB.BA4.2B.AB4.B.
A.A.4B$AB2A2B.B4.A.4B3.B.2A2.AB.AB.A3.BA5.2A2.AB.AB.A2.B2A3.B$A2.AB.A
.AB.BA.B2.B5.3B2.B3.BABA.A7.A2.2BA2.B4.A.3B$6.2A3.A.A.B2.B2A.2A.AB.BA
BA.B.B2.2A3B5.B3.2A3.A.B2.A$A.BA.A2.A.2A2.A2.3AB.B.B2A.BAB.B2A.BA.A4.
ABA2BA.B2.A2.A.A.A$5.A5.B2.3B4.2A.A4.2A2.2A2.BA3.BA2B2.2ABA5.A3.BA$B.
B4.2AB.A.BAB2A2.2A.BA.A.A2.A2B.2A.2B3.ABA3.B.ABA.3A4B$AB.A.A.AB2.2A.2B
.AB2.A4.BA2B.3BAB.BA4.BA.B2.A3.AB.2A3.B.B$2.2B3.A.AB3.2A5.2A3.B.A5.B5.
AB2.2B.BA2.2BA5.A.A.B$.B2AB2.2A.A2.A.A.B.B2.BA4.BA.2B.A4.2BAB2.A5.AB.
B2.A3.ABA$3.A2.A2B2.ABA2B3.B.AB.AB.3B.BAB5.3AB2.B.BA2.3B.B.B2A2.A$BA.
B4.A2.A2.A.B.A2BAB.A2B3.A.ABA2BA4.2B3.B.BAB3.A.2AB3.A$A.B8.A.BA2B2.B2.
A4.B.2B.BA2B2.A2.A.A.B4.B.B.AB.A3.AB$3.B5.B2A3B2.A.2A2.B.A.BA2B.A2.2B
A.2BA5.B.BA3.B2.B.A2B$B.B.2BA2.A.B.2A.4A4.AB.3A.BA2.A.AB2.A4.2BA.3A2.
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AB2.2B3.3B8.BA.B.A.BA2B.2A.B.A$.2ABAB.BABA2.A.B.BA4.3B2.2B.A.AB3.ABA.
2A.BA.2A3.A.A.A2B.B.B$.2A2.A2B.B4.2A.2A2.B.2A3.BAB2.AB.2B.2B.B.A.A.AB
A2B2.2A.A2.A.A$2A.A3.A4.B2.2A.2B.B3.A.2B2.B2A.A2B.B3.A.ABA.A3B2.2A2BA
2B.A$2B2A4.A3.B2.B.A2.B2.2B2.ABA6.B2.A.A2.A.B4.A.A.B2.4B$4BA2.A3.2A2.
B2.A2.B.B.A2.2A.A2.BA.B.AB3.2B3.A.AB2A2.2B4A$A6.2B.B.B4A2.B.2B2.A6.B.
2A4.2A2.B.2BA2.B.B2.4B2.A$.AB.ABAB.A.A2B2A2BABA.4A2B.2A2.A4.A.2B.B.A4.
ABAB4.A2BA.A$.A.B.AB.AB.A.2B.B3.A2.B2.B.B2A9.A.A.A5.A.A2.B2.3A$3.3A6.
B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,a7,a1,a2,a3,a4,a5,a6 0
# Prey dies under certain conditions
1 0,0,0,0,0,0,0,0 0
1 1,0,0,0,0,0,0,0 0
1 1,1,1,0,0,0,0,0 0
1 1,1,1,1,0,0,0,0 0
1 1,1,1,1,1,0,0,0 0
# Predator dies if there's less than 2 prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
# Cells die if there are 7 or more neighbors
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
I think the final thing needed is that predators should emulate coral

unname4798
Posts: 1073
Joined: July 15th, 2023, 10:27 am
Location: On the highest skyscraper

Re: Rule request thread

Post by unname4798 » August 17th, 2024, 4:54 am

Banananananan wrote:
August 16th, 2024, 11:04 pm
R2INT wrote:
August 16th, 2024, 10:31 pm
Predators now die out completely:

Code: Select all

x = 64, y = 64, rule = Banananananan_PreadatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
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.AB.BA.B2.B5.3B2.B3.BABA.A7.A2.2BA2.B4.A.3B$6.2A3.A.A.B2.B2A.2A.AB.BA
BA.B.B2.2A3B5.B3.2A3.A.B2.A$A.BA.A2.A.2A2.A2.3AB.B.B2A.BAB.B2A.BA.A4.
ABA2BA.B2.A2.A.A.A$5.A5.B2.3B4.2A.A4.2A2.2A2.BA3.BA2B2.2ABA5.A3.BA$B.
B4.2AB.A.BAB2A2.2A.BA.A.A2.A2B.2A.2B3.ABA3.B.ABA.3A4B$AB.A.A.AB2.2A.2B
.AB2.A4.BA2B.3BAB.BA4.BA.B2.A3.AB.2A3.B.B$2.2B3.A.AB3.2A5.2A3.B.A5.B5.
AB2.2B.BA2.2BA5.A.A.B$.B2AB2.2A.A2.A.A.B.B2.BA4.BA.2B.A4.2BAB2.A5.AB.
B2.A3.ABA$3.A2.A2B2.ABA2B3.B.AB.AB.3B.BAB5.3AB2.B.BA2.3B.B.B2A2.A$BA.
B4.A2.A2.A.B.A2BAB.A2B3.A.ABA2BA4.2B3.B.BAB3.A.2AB3.A$A.B8.A.BA2B2.B2.
A4.B.2B.BA2B2.A2.A.A.B4.B.B.AB.A3.AB$3.B5.B2A3B2.A.2A2.B.A.BA2B.A2.2B
A.2BA5.B.BA3.B2.B.A2B$B.B.2BA2.A.B.2A.4A4.AB.3A.BA2.A.AB2.A4.2BA.3A2.
2B2.5A$.A.BAB2ABA.A2.A2.AB2.2A5.BA.A4.3BA2.5A.2B4.A.A.BA.A.A$.2AB4.2A
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4.2A4.B3.B3.B6.2A4.A7.B.B.AB2A.BABA.A.2A.B2.BA$2.AB.B.B.A.A.A2.AB2A2.
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.A.2BA4.AB2.3B.B3.A2B.AB$B.3B2.2B2.3A2B.3B.B.B.2B2.A.2A.A.B.4A2B.2BA.
AB2A3B2.B.B$A.BA3.B.BA.B5.B.3A.A.A.A3.3AB3.A.2A.AB.B.B.3A2B.AB.2B$4.3A
3.B.ABABA.A2.A.A.2B.BA2.B2AB6AB.BA.2BABAB.BA2.A.B.BA$.ABA.B.BA.BA2.2A
3.B5.2B.2A.2BAB2.BA4.2BA.A.2B2AB.B2.B.3BA$B.A3.AB3.6B2.B.A.B.B2.BA2.A
3.BA2.A.B2A.8B.B2.2BA$B.B.B3.BA3B.2A.3A3.2A2.B.B.B5.2B.2A2.A8.B2A3.2A
B$.A2.A2B5.A2.2B.B.2B.2B3.A.A.B2A4.A.5A.B2.AB2.BA3.A.2A$2AB4.B2A6.BAB
.2BA2.2B4.BA.B2.A.B3A.2B2.B.B.A4.A.A2.A$B2A.B2AB2A.B2.AB2A.BA2.B2.ABA
2.4A2.A2.2BA.A.B2A2.B2.A4.ABA$B2A4.BA.2BAB.AB2.AB.B3.BAB2.2AB2.A.ABA2.
A.BA.2B2A.2A.2BA2.2A$B2.AB3.B.7A3.B.B2.A6.A.A3BA2B.AB.B2.A.A.B2.B3.BA
$BA3BA6.3B2A2B5.B.B4.B.A3.A.2BA.B3.A3.A.A5.2A2.A$.AB4A2B2.B.3A2.A.A.B
A2B2.AB.A2B3A.B2.B.AB2A.A.A.A.B.B.2B.AB$2BA.B.2BABA2.A.B3AB2.BA.B.B.A
2.4B2.B.A.2AB.A2B.3A.2A.AB2.2BA$.2B2.BAB3.B.A.AB2.A4.2B2.2A7.A.ABA4B2.
A9.AB2.B$B.2A2.A.2B2.B.2B.B.A2.2A4.B.B2.A2BA2B.BA.AB.B3.A3.B2.A.2A.B$
6.B3.B2.AB.ABA3.2A3BA.3ABA2.2B2.A.BAB2.A2.4A4B2A.BAB$3.B.A.A.B.B3.A.B
AB.A.A.2AB.AB.A.A3.2A3.A2.A4.A3.A2B.4BA$B.BA4.2A2.A2.2B2.AB3.B3.AB.A2.
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AB2.2B3.3B8.BA.B.A.BA2B.2A.B.A$.2ABAB.BABA2.A.B.BA4.3B2.2B.A.AB3.ABA.
2A.BA.2A3.A.A.A2B.B.B$.2A2.A2B.B4.2A.2A2.B.2A3.BAB2.AB.2B.2B.B.A.A.AB
A2B2.2A.A2.A.A$2A.A3.A4.B2.2A.2B.B3.A.2B2.B2A.A2B.B3.A.ABA.A3B2.2A2BA
2B.A$2B2A4.A3.B2.B.A2.B2.2B2.ABA6.B2.A.A2.A.B4.A.A.B2.4B$4BA2.A3.2A2.
B2.A2.B.B.A2.2A.A2.BA.B.AB3.2B3.A.AB2A2.2B4A$A6.2B.B.B4A2.B.2B2.A6.B.
2A4.2A2.B.2BA2.B.B2.4B2.A$.AB.ABAB.A.A2B2A2BABA.4A2B.2A2.A4.A.2B.B.A4.
ABAB4.A2BA.A$.A.B.AB.AB.A.2B.B3.A2.B2.B.B2A9.A.A.A5.A.A2.B2.3A$3.3A6.
B2.A2B.2B2.B3.B2.B2.B2A6B.A.4B3.A.B.B3.BAB!
@RULE Banananananan_PreadatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Preadator
@COLORS
0 0,0,0
1 255,127,64
2 127,127,127
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Prey eating predator
1 2,a7,a1,a2,a3,a4,a5,a6 0
# Prey dies under certain conditions
1 0,0,0,0,0,0,0,0 0
1 1,0,0,0,0,0,0,0 0
1 1,1,1,0,0,0,0,0 0
1 1,1,1,1,0,0,0,0 0
1 1,1,1,1,1,0,0,0 0
# Predator dies if there's less than 2 prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
# Cells die if there are 7 or more neighbors
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
I think the final thing needed is that predators should emulate coral

Code: Select all

x = 64, y = 64, rule = Banananananan_PredatorAndPreyTesting
2B.B.A.2A4.A.A2.B2ABA2.A4.A.A2BA.2A2.B3A3B.B.A2.2BA6.B$2A2.2B.BAB.2B3.
B9.A.BAB.2AB.A2.2A.2A.B.A.2BABA3.B5.B$B.B.B5.A2B.BA2.B.A.A2.2B.BA2.AB
A2.2A3.2A2.B.BAB2AB3.4A.A$3.A.B3.2AB2AB3.A.B5.AB3.A.BAB.BA4.2B.AB4.B.
A.A.4B$AB2A2B.B4.A.4B3.B.2A2.AB.AB.A3.BA5.2A2.AB.AB.A2.B2A3.B$A2.AB.A
.AB.BA.B2.B5.3B2.B3.BABA.A7.A2.2BA2.B4.A.3B$6.2A3.A.A.B2.B2A.2A.AB.BA
BA.B.B2.2A3B5.B3.2A3.A.B2.A$A.BA.A2.A.2A2.A2.3AB.B.B2A.BAB.B2A.BA.A4.
ABA2BA.B2.A2.A.A.A$5.A5.B2.3B4.2A.A4.2A2.2A2.BA3.BA2B2.2ABA5.A3.BA$B.
B4.2AB.A.BAB2A2.2A.BA.A.A2.A2B.2A.2B3.ABA3.B.ABA.3A4B$AB.A.A.AB2.2A.2B
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AB2.2B.BA2.2BA5.A.A.B$.B2AB2.2A.A2.A.A.B.B2.BA4.BA.2B.A4.2BAB2.A5.AB.
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@RULE Banananananan_PredatorAndPreyTesting
@NAMES
0 Dead
1 Prey
2 Predator
@COLORS
0 0 0 0
1 255 127 0
2 128 128 128
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a1 = {0,1,2}
var a2 = a1
var a3 = a2
var a4 = a3
var a5 = a4
var a6 = a5
var a7 = a6
var p1 = {0,2}
var p2 = p1
var p3 = p2
var p4 = p3
var p5 = p4
var p6 = p5
var p7 = p6
var p8 = p7
var l1 = {1,2}
var l2 = l1
var l3 = l2
var l4 = l3
var l5 = l4
var l6 = l5
var l7 = l6
var l8 = l7
var l9 = l8
0,2,2,0,0,0,0,0,0,0
0,2,2,2,2,2,2,2,0,0
0,2,2,2,0,0,0,0,0,2
2,2,2,2,2,p1,p2,p3,p4,2
# Birth
0 1,1,0,0,0,0,0,0 1
0 1,2,0,0,0,0,0,0 1
0 2,2,0,0,0,0,0,0 2
0 1,1,1,1,1,1,1,0 1
0 2,1,1,1,1,1,1,0 1
0 2,2,1,1,1,1,1,0 1
0 2,2,2,1,1,1,1,0 1
0 2,2,2,2,1,1,1,0 2
0 2,2,2,2,2,1,1,0 2
0 2,2,2,2,2,2,1,0 2
0 2,2,2,2,2,2,2,0 2
# Predator eating prey
1 2,a7,a1,a2,a3,a4,a5,a6 0
# Prey dies under certain conditions
1 0,0,0,0,0,0,0,0 0
1 1,0,0,0,0,0,0,0 0
1 1,1,1,0,0,0,0,0 0
1 1,1,1,1,0,0,0,0 0
1 1,1,1,1,1,0,0,0 0
# Predator dies if there's less than 2 prey
2 p1,p2,p3,p4,p5,p6,p7,p8 0
2 1,p1,p2,p3,p4,p5,p6,p7 0
# Cells die if there are 7 or more neighbors
l1 l2,l3,l4,l5,l6,l7,l8,0 0
l1 l2,l3,l4,l5,l6,l7,l8,l9 0
Here is my predator-prey test:

Code: Select all

#R UnnamePredatorPreyTest
!
@RULE UnnamePredatorPreyTest
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
0,1,1,0,0,0,0,0,0,1
0,1,1,1,1,0,0,0,0,1
1,a,b,c,d,e,f,g,2,2
1,a,b,c,d,e,f,g,h,0
0,2,2,2,2,2,0,0,0,0
0,2,2,2,a,b,c,d,e,2
2,a,b,c,d,e,f,1,1,2
2,a,b,c,d,e,f,g,h,0
@NAMES
0 air
1 prey
2 predator
@COLORS
0 0 0 0
1 0 255 0
2 255 0 0
Thunderstorm 11:00 18.07.24
Inactive, want to break the notification record. (Failed)

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muzik
Posts: 5896
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Location: Scotland

Re: Rule request thread

Post by muzik » August 18th, 2024, 10:38 am

wildmyron wrote:
September 6th, 2016, 1:10 pm
Here's a rule I came up with long time ago when I was exploring the Mites rules. It's primary purpose was to support light speed orthogonal and diagonal ships which used the same state for head and tail cells. The ships are necessarily larger than those in Mites, and for lack of a better name I called it Gnats. The comments in the rule table are not entirely accurate because the transitions are broader than what is described, but they do show the required function of each transition to give the overall rule behaviour. I retained a fourth state which is immortal to allow creation of circuitry, but stopped short of making it constructible.
Quoting and copying this post to account for the fact that there already exists a 2-state rule called "Gnats"; I've renamed the ruletable on the wiki accordingly to resolve this conflict.

[Edit by Nathan: the ruletable is now called "WildmyronGnats" on the wiki. The patterns below were found by wildmyron and are just included so that the patterns are visible in this thread under the new rule name.]

----

These are the gnats as well as a few variations thereof:

Code: Select all

x = 53, y = 15, rule = WildmyronGnats
8.2BA9.BA6.2BA8.2BA8.2BA$9.BA9.B2A6.2B9.2BA8.2B$9.B3A7.3B7.2BA8.2B9.B
$9.4B18.2B9.B$12.B19.B6$2.B9.B7.B.B7.B.B7.B.B7.B.B$.BA8.BA8.BA8.BA8.B
A8.BA$B2A8.BA7.B.B8.BA8.BA7.B.B$21.BA8.BA7.B.B$20.B.B7.B.B!
And here's a sample of the circuitry. I had a larger pattern collection of constructions somewhere, but I seem to have lost it.

Code: Select all

x = 66, y = 146, rule = WildmyronGnats
27.C5$23.C$21.C2$20.C4$15.C7$40.C2$36.BC$36.CA3$34.C11$51.C$12.C$12.
2C$10.2C$12.C21.C7.C$12.C3$37.CA20.C$37.2B19.C$37.CA19.C.C$C.C$2.C$.C
$2.C39.C$C.2C29.C$50.2C$51.C$52.C$51.C$51.C.C6$35.A2B$35.2B$35.B2$39.
AC$39.2B$39.AC4$35.C7.C19$35.C$38.2B$38.CA$37.C$39.AC$39.AB$39.AB$39.
AC$37.C$38.CA$38.2B9$48.C2$47.3C2$34.3C$20.C$20.C.C12.C$20.C25.C4$27.
C$51.AB2.B$26.3C22.B2.2B$29.C21.BA2BA$50.2BA6$20.C$21.C3$6.C3.2C2$7.C
.C2.C.C$14.C$12.C$13.C.2C2$12.C$17.C46.C$63.C$65.C!
Parity Replicator Collection v1.6 is now live - please send all relevant discoveries here.

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confocaloid
Posts: 4100
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Re: Rule request thread

Post by confocaloid » August 18th, 2024, 12:33 pm

muzik wrote:
August 18th, 2024, 10:38 am
[...] Quoting and copying this post [...]
This feels a bit questionable, because you're copying descriptions/comments from posts by other people and reposting them as if those were your comments. (For example, "I had a larger pattern collection...")

User avatar
CARuler
Posts: 167
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Re: Rule request thread

Post by CARuler » August 31st, 2024, 5:12 pm

Life but if a dead cell is surrounded by 7 live cells it becomes a fire cell, a fire live cell connected to any number of fire cells then it becomes a fire cell, all fire cells die

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yujh
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Contact:

Re: Rule request thread

Post by yujh » August 31st, 2024, 6:09 pm

CARuler wrote:
August 31st, 2024, 5:12 pm
Life but if a dead cell is surrounded by 7 live cells it becomes a fire cell, a fire live cell connected to any number of fire cells then it becomes a fire cell, all fire cells die
what is the interaction between a fire cell and a live cell, and a fire live cell and a live cell? Also did you mean if a dead cell is surrounded by 7 live cells it becomes a fire live cell?

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