Attract and Repel

For discussion of other cellular automata.
User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Attract and Repel

Post by SeanBP » July 1st, 2015, 8:42 pm

I have come up with a fairly different cellular automaton rule, and does not work off of the basic born/survive/die rules that the Game of Life does. I couldn't figure out how, or if, I could write this in Golly, so I wrote it in Java here https://gist.github.com/SeanBP/1bdf1001802ea77e42ed. The basic idea is that cells are repelled away from their neighbors.

A basic example is if two cells are directly next to each other. After one tick, each cell will be moved over to the spot opposite of its neighbor. After this, the two cells remain stationary forever. However, the situation gets much more complex if you add more neighboring cells. If a cell is surrounded by multiple other cells, the rule will try to "simplify" the direction it should be pushed. If the angle of repulsion does not fall on a single empty cell, it will split into two separate cells, which gives it a means of reproduction. If two cells are pushed onto the same spot, they will merge together, decreasing the population.

Image

I had hoped that the merging/splitting would keep the population stable, but unfortunately this is not the case. It appears to be a class 3 automaton, because small patterns quickly inflate into giant circles of static. However, I did find a puffer shoot out, so it can support machines to some extent. The static in itself is interesting too, since it appears to make grid-like patterns. One more interesting thing I noticed is that all but one of the pentominoes quickly decay. Only the famous R pentomino inflates to infinity.

In short, this rule doesn't have many interesting properties, other than the strange rule itself. I mostly made it as a coding exercise, so it is a success in that respect. Perhaps there is some tweak that could control the population in some way, please let me know if you think of any.

EDIT:

After a bit of tweaking, this rule has become a very successful way to generate complicated systems naturally. The main change is the D0 rule, where a cell dies after one tick if it does not move. This, in addition to some changes determining how a cell should split, results in this rule (written by BlinkerSpawn):

Code: Select all

@RULE RepelTrig_D0

@TABLE
n_states:18
neighborhood:Moore
symmetries:none

# Explanations:
# 0: dead cell
# 1: live cell
# 2~9: cell pushed N, NE, E, SE, S, SW, W, NW, respectively
# 10~17: cell pushed N+NE, NE+E, E+SE, SE+S, S+SW, W+NW, respectively

var aux={2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17}
var a0={0,aux}
var a1={0,1,aux}
var a2={a1}
var a3={a1}
var a4={a1}
var a5={a1}
var a6={a1}
var a7={a1}
var a8={a1}

var n={2,10,17}
var ne={3,10,11}
var e={4,11,12}
var se={5,12,13}
var s={6,13,14}
var sw={7,14,15}
var w={8,15,16}
var nw={9,16,17}


a0,s,a2,a3,a4,a5,a6,a7,a8,1
a0,a1,sw,a3,a4,a5,a6,a7,a8,1
a0,a1,a2,w,a4,a5,a6,a7,a8,1
a0,a1,a2,a3,nw,a5,a6,a7,a8,1
a0,a1,a2,a3,a4,n,a6,a7,a8,1
a0,a1,a2,a3,a4,a5,ne,a7,a8,1
a0,a1,a2,a3,a4,a5,a6,e,a8,1
a0,a1,a2,a3,a4,a5,a6,a7,se,1
aux,a1,a2,a3,a4,a5,a6,a7,a8,0

1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,6
1,0,1,0,0,0,0,0,0,7
1,1,1,0,0,0,0,0,0,14
1,0,0,1,0,0,0,0,0,8
1,1,0,1,0,0,0,0,0,7
1,0,1,1,0,0,0,0,0,15
1,1,1,1,0,0,0,0,0,7
1,0,0,0,1,0,0,0,0,9
1,1,0,0,1,0,0,0,0,15
1,0,1,0,1,0,0,0,0,8
1,1,1,0,1,0,0,0,0,15
1,0,0,1,1,0,0,0,0,16
1,1,0,1,1,0,0,0,0,15
1,0,1,1,1,0,0,0,0,8
1,1,1,1,1,0,0,0,0,15
1,0,0,0,0,1,0,0,0,2
1,1,0,0,0,1,0,0,0,0
1,0,1,0,0,1,0,0,0,16
1,1,1,0,0,1,0,0,0,7
1,0,0,1,0,1,0,0,0,9
1,1,0,1,0,1,0,0,0,8
1,0,1,1,0,1,0,0,0,16
1,1,1,1,0,1,0,0,0,15
1,0,0,0,1,1,0,0,0,17
1,1,0,0,1,1,0,0,0,9
1,0,1,0,1,1,0,0,0,16
1,1,1,0,1,1,0,0,0,8
1,0,0,1,1,1,0,0,0,9
1,1,0,1,1,1,0,0,0,16
1,0,1,1,1,1,0,0,0,16
1,1,1,1,1,1,0,0,0,8
1,0,0,0,0,0,1,0,0,3
1,1,0,0,0,0,1,0,0,12
1,0,1,0,0,0,1,0,0,0
1,1,1,0,0,0,1,0,0,6
1,0,0,1,0,0,1,0,0,17
1,1,0,1,0,0,1,0,0,7
1,0,1,1,0,0,1,0,0,8
1,1,1,1,0,0,1,0,0,7
1,0,0,0,1,0,1,0,0,2
1,1,0,0,1,0,1,0,0,2
1,0,1,0,1,0,1,0,0,9
1,1,1,0,1,0,1,0,0,15
1,0,0,1,1,0,1,0,0,17
1,1,0,1,1,0,1,0,0,16
1,0,1,1,1,0,1,0,0,16
1,1,1,1,1,0,1,0,0,15
1,0,0,0,0,1,1,0,0,10
1,1,0,0,0,1,1,0,0,3
1,0,1,0,0,1,1,0,0,2
1,1,1,0,0,1,1,0,0,0
1,0,0,1,0,1,1,0,0,17
1,1,0,1,0,1,1,0,0,17
1,0,1,1,0,1,1,0,0,9
1,1,1,1,0,1,1,0,0,8
1,0,0,0,1,1,1,0,0,2
1,1,0,0,1,1,1,0,0,2
1,0,1,0,1,1,1,0,0,17
1,1,1,0,1,1,1,0,0,9
1,0,0,1,1,1,1,0,0,17
1,1,0,1,1,1,1,0,0,17
1,0,1,1,1,1,1,0,0,9
1,1,1,1,1,1,1,0,0,16
1,0,0,0,0,0,0,1,0,4
1,1,0,0,0,0,0,1,0,5
1,0,1,0,0,0,0,1,0,13
1,1,1,0,0,0,0,1,0,13
1,0,0,1,0,0,0,1,0,0
1,1,0,1,0,0,0,1,0,6
1,0,1,1,0,0,0,1,0,7
1,1,1,1,0,0,0,1,0,14
1,0,0,0,1,0,0,1,0,10
1,1,0,0,1,0,0,1,0,5
1,0,1,0,1,0,0,1,0,8
1,1,1,0,1,0,0,1,0,14
1,0,0,1,1,0,0,1,0,9
1,1,0,1,1,0,0,1,0,15
1,0,1,1,1,0,0,1,0,8
1,1,1,1,1,0,0,1,0,15
1,0,0,0,0,1,0,1,0,3
1,1,0,0,0,1,0,1,0,4
1,0,1,0,0,1,0,1,0,3
1,1,1,0,0,1,0,1,0,13
1,0,0,1,0,1,0,1,0,2
1,1,0,1,0,1,0,1,0,0
1,0,1,1,0,1,0,1,0,16
1,1,1,1,0,1,0,1,0,7
1,0,0,0,1,1,0,1,0,10
1,1,0,0,1,1,0,1,0,10
1,0,1,0,1,1,0,1,0,17
1,1,1,0,1,1,0,1,0,8
1,0,0,1,1,1,0,1,0,17
1,1,0,1,1,1,0,1,0,9
1,0,1,1,1,1,0,1,0,16
1,1,1,1,1,1,0,1,0,8
1,0,0,0,0,0,1,1,0,11
1,1,0,0,0,0,1,1,0,12
1,0,1,0,0,0,1,1,0,4
1,1,1,0,0,0,1,1,0,5
1,0,0,1,0,0,1,1,0,3
1,1,0,1,0,0,1,1,0,12
1,0,1,1,0,0,1,1,0,0
1,1,1,1,0,0,1,1,0,6
1,0,0,0,1,0,1,1,0,10
1,1,0,0,1,0,1,1,0,11
1,0,1,0,1,0,1,1,0,10
1,1,1,0,1,0,1,1,0,5
1,0,0,1,1,0,1,1,0,2
1,1,0,1,1,0,1,1,0,2
1,0,1,1,1,0,1,1,0,9
1,1,1,1,1,0,1,1,0,15
1,0,0,0,0,1,1,1,0,3
1,1,0,0,0,1,1,1,0,11
1,0,1,0,0,1,1,1,0,3
1,1,1,0,0,1,1,1,0,4
1,0,0,1,0,1,1,1,0,10
1,1,0,1,0,1,1,1,0,3
1,0,1,1,0,1,1,1,0,2
1,1,1,1,0,1,1,1,0,0
1,0,0,0,1,1,1,1,0,10
1,1,0,0,1,1,1,1,0,10
1,0,1,0,1,1,1,1,0,10
1,1,1,0,1,1,1,1,0,10
1,0,0,1,1,1,1,1,0,2
1,1,0,1,1,1,1,1,0,2
1,0,1,1,1,1,1,1,0,17
1,1,1,1,1,1,1,1,0,9
1,0,0,0,0,0,0,0,1,5
1,1,0,0,0,0,0,0,1,13
1,0,1,0,0,0,0,0,1,6
1,1,1,0,0,0,0,0,1,6
1,0,0,1,0,0,0,0,1,14
1,1,0,1,0,0,0,0,1,14
1,0,1,1,0,0,0,0,1,14
1,1,1,1,0,0,0,0,1,14
1,0,0,0,1,0,0,0,1,0
1,1,0,0,1,0,0,0,1,6
1,0,1,0,1,0,0,0,1,7
1,1,1,0,1,0,0,0,1,14
1,0,0,1,1,0,0,0,1,8
1,1,0,1,1,0,0,0,1,7
1,0,1,1,1,0,0,0,1,15
1,1,1,1,1,0,0,0,1,7
1,0,0,0,0,1,0,0,1,11
1,1,0,0,0,1,0,0,1,5
1,0,1,0,0,1,0,0,1,6
1,1,1,0,0,1,0,0,1,6
1,0,0,1,0,1,0,0,1,9
1,1,0,1,0,1,0,0,1,14
1,0,1,1,0,1,0,0,1,15
1,1,1,1,0,1,0,0,1,14
1,0,0,0,1,1,0,0,1,2
1,1,0,0,1,1,0,0,1,0
1,0,1,0,1,1,0,0,1,16
1,1,1,0,1,1,0,0,1,7
1,0,0,1,1,1,0,0,1,9
1,1,0,1,1,1,0,0,1,8
1,0,1,1,1,1,0,0,1,16
1,1,1,1,1,1,0,0,1,15
1,0,0,0,0,0,1,0,1,4
1,1,0,0,0,0,1,0,1,12
1,0,1,0,0,0,1,0,1,5
1,1,1,0,0,0,1,0,1,13
1,0,0,1,0,0,1,0,1,4
1,1,0,1,0,0,1,0,1,13
1,0,1,1,0,0,1,0,1,14
1,1,1,1,0,0,1,0,1,14
1,0,0,0,1,0,1,0,1,3
1,1,0,0,1,0,1,0,1,12
1,0,1,0,1,0,1,0,1,0
1,1,1,0,1,0,1,0,1,6
1,0,0,1,1,0,1,0,1,17
1,1,0,1,1,0,1,0,1,7
1,0,1,1,1,0,1,0,1,8
1,1,1,1,1,0,1,0,1,7
1,0,0,0,0,1,1,0,1,11
1,1,0,0,0,1,1,0,1,4
1,0,1,0,0,1,1,0,1,11
1,1,1,0,0,1,1,0,1,5
1,0,0,1,0,1,1,0,1,10
1,1,0,1,0,1,1,0,1,4
1,0,1,1,0,1,1,0,1,9
1,1,1,1,0,1,1,0,1,14
1,0,0,0,1,1,1,0,1,10
1,1,0,0,1,1,1,0,1,3
1,0,1,0,1,1,1,0,1,2
1,1,1,0,1,1,1,0,1,0
1,0,0,1,1,1,1,0,1,17
1,1,0,1,1,1,1,0,1,17
1,0,1,1,1,1,1,0,1,9
1,1,1,1,1,1,1,0,1,8
1,0,0,0,0,0,0,1,1,12
1,1,0,0,0,0,0,1,1,5
1,0,1,0,0,0,0,1,1,13
1,1,1,0,0,0,0,1,1,13
1,0,0,1,0,0,0,1,1,5
1,1,0,1,0,0,0,1,1,13
1,0,1,1,0,0,0,1,1,6
1,1,1,1,0,0,0,1,1,6
1,0,0,0,1,0,0,1,1,4
1,1,0,0,1,0,0,1,1,5
1,0,1,0,1,0,0,1,1,13
1,1,1,0,1,0,0,1,1,13
1,0,0,1,1,0,0,1,1,0
1,1,0,1,1,0,0,1,1,6
1,0,1,1,1,0,0,1,1,7
1,1,1,1,1,0,0,1,1,14
1,0,0,0,0,1,0,1,1,11
1,1,0,0,0,1,0,1,1,12
1,0,1,0,0,1,0,1,1,12
1,1,1,0,0,1,0,1,1,13
1,0,0,1,0,1,0,1,1,11
1,1,0,1,0,1,0,1,1,5
1,0,1,1,0,1,0,1,1,6
1,1,1,1,0,1,0,1,1,6
1,0,0,0,1,1,0,1,1,3
1,1,0,0,1,1,0,1,1,4
1,0,1,0,1,1,0,1,1,3
1,1,1,0,1,1,0,1,1,13
1,0,0,1,1,1,0,1,1,2
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,0,1,1,16
1,1,1,1,1,1,0,1,1,7
1,0,0,0,0,0,1,1,1,4
1,1,0,0,0,0,1,1,1,12
1,0,1,0,0,0,1,1,1,12
1,1,1,0,0,0,1,1,1,5
1,0,0,1,0,0,1,1,1,4
1,1,0,1,0,0,1,1,1,12
1,0,1,1,0,0,1,1,1,5
1,1,1,1,0,0,1,1,1,13
1,0,0,0,1,0,1,1,1,11
1,1,0,0,1,0,1,1,1,12
1,0,1,0,1,0,1,1,1,4
1,1,1,0,1,0,1,1,1,5
1,0,0,1,1,0,1,1,1,3
1,1,0,1,1,0,1,1,1,12
1,0,1,1,1,0,1,1,1,0
1,1,1,1,1,0,1,1,1,6
1,0,0,0,0,1,1,1,1,11
1,1,0,0,0,1,1,1,1,4
1,0,1,0,0,1,1,1,1,11
1,1,1,0,0,1,1,1,1,12
1,0,0,1,0,1,1,1,1,11
1,1,0,1,0,1,1,1,1,4
1,0,1,1,0,1,1,1,1,11
1,1,1,1,0,1,1,1,1,5
1,0,0,0,1,1,1,1,1,3
1,1,0,0,1,1,1,1,1,11
1,0,1,0,1,1,1,1,1,3
1,1,1,0,1,1,1,1,1,4
1,0,0,1,1,1,1,1,1,10
1,1,0,1,1,1,1,1,1,3
1,0,1,1,1,1,1,1,1,2
1,1,1,1,1,1,1,1,1,0
There are several variations of the Repel rule, all using slightly different algorithms to determine how a cell splits. I find the one above the most accurate, because it uses unit vectors to determine the directions the cell splits.
Last edited by SeanBP on September 14th, 2015, 11:22 am, edited 4 times in total.

strake
Posts: 26
Joined: October 8th, 2014, 7:47 am
Location: Mountain View, California
Contact:

Re: Repel

Post by strake » July 2nd, 2015, 3:16 am

SeanBP wrote:I have come up with a fairly different cellular automaton rule, and does not work off of the basic born/survive/die rules that the Game of Life does. I couldn't figure out how, or if, I could write this in Golly, so I wrote it in Java here https://gist.github.com/SeanBP/1bdf1001802ea77e42ed. The basic idea is that cells are repelled away from their neighbors.
This automaton simply has an extended neighborhood, which to my knowledge is now impossible in Golly.
SeanBP wrote:Perhaps there is some tweak that could control the population in some way, please let me know if you think of any.
In my experience, short of actual simulation, it's very difficult to predict the effects of modifying the rules, such as whether it becomes expanding, dull, or chaotic.

User avatar
gmc_nxtman
Posts: 1148
Joined: May 26th, 2015, 7:20 pm

Re: Repel

Post by gmc_nxtman » July 2nd, 2015, 10:03 am

SeanBP wrote:I couldn't figure out how, or if, I could write this in Golly
strake wrote:This automaton simply has an extended neighborhood, which to my knowledge is now impossible in Golly.
The automaton is not impossible to write in golly. One simply has to slow the automaton down a bit. In order to implement into a standard Moore neighborhood or VonNeumman neighborhood, one has to have cells next to each other turn to a different state, and then repel each other. Basically, if two state one cells were next to each other, the one on the left would be a "left-repel" cell, and the one on the right would be a "right-repel" cell, and after another tick would repel from each other. Similar rules apply to north, south, and diagonals (if using Moore neighborhood) Honestly this would be incredibly difficult to implement (more than 20 states) so this is not an optimized method.
strake wrote:
SeanBP wrote: Perhaps there is some tweak that could control the population in some way, please let me know if you think of any.

In my experience, short of actual simulation, it's very difficult to predict the effects of modifying the rules, such as whether it becomes expanding, dull, or chaotic.
I think having a death rule on too many neighbors would do it, or possibly applying the BSFK or Generations treatments to it. For BSFK see this thread, and generations is an algorithm in golly which allows cells, upon death, to have one or more "refractory" states that decay into death irrespective of their surroundings, and prevent cells from being born. The maximum amount of states in a Golly-format cellular automaton is 256, therefore maximum refractory cells is 254. I wouldn't recommend using that many as it will be very laggy and doesn't have much stabilization advantage over say, 20 or 15 refractory states.

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Repel

Post by SeanBP » July 2nd, 2015, 11:26 pm

A death rule on too many neighbors might do it, and if not, a death rule on too little neighbors might control it as well. It will be very simple to add that to the code, so I will do that shortly.

Also, I just realized that stationary objects are impossible to create using this. Because this code is basically a simplification of Newton's Third Law, every moving cell will make another cell move in the opposite direction. This means that any shape with touching cells must either expand forever, or break up into individual cells. This might mean that no matter what the death rule is, it will still expand forever or die out quickly. We might still clean up the static enough to see some more machines, though.

I have very little experience with Golly, so you won't see me trying to make it in there any time soon. And as gmc had said, it would not be optimized at all even if someone did try.

EDIT: I think I've come up with a good idea how to solve the "expanding forever" problem I mentioned above, and it opens up the possibility of more machines; attraction cells. If we added cells that were attracted to their neighbors, it might counter the uncontrollable growth of the population. They would follow the same rules the other cells did, except they would get "pushed" in the opposite direction. This makes the idea of merging cells a bit more difficult, because there is now a third state the cells could be in, but it might be worth trying to tackle.

strake
Posts: 26
Joined: October 8th, 2014, 7:47 am
Location: Mountain View, California
Contact:

Re: Repel

Post by strake » July 3rd, 2015, 3:47 am

SeanBP wrote:Because this code is basically a simplification of Newton's Third Law
No, that law per se allows things to remain in touch indefinitely.

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Repel

Post by SeanBP » July 3rd, 2015, 10:35 am

strake wrote:
SeanBP wrote:Because this code is basically a simplification of Newton's Third Law
No, that law per se allows things to remain in touch indefinitely.
True, that's why I said it's a simplification of it. It still follows the idea that every action has a reaction. Every cell that moves in one direction will have a corresponding cell moving in the opposite direction. Granted, it's not necessarily "equal," since you can have three cells move right, with only one cell moving left, but it's based loosely off of that idea.

Either way, the introduction of "attraction" cells will get rid of that similarity, but I'm interested to see what will happen. You can already make a spaceship by putting an attraction cell and repulsion cell right next to each other.

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Repel

Post by SeanBP » July 3rd, 2015, 6:10 pm

I changed the code, and the introduction of attraction cells didn't do much. So, I made it so that a cell would die if it doesn't move, and I hit the jackpot. Now, complex machines are popping up faster than I can find them, and it is showing some real promise. It is looking very Life-like, and might even be Turing complete. I categorized as many shapes as I could find.

Image

The R's represent repelling cells, and the A's represent attracting cells.

Here is the final code: https://gist.github.com/SeanBP/ddcb0438a763d8a4acab

User avatar
gmc_nxtman
Posts: 1148
Joined: May 26th, 2015, 7:20 pm

Re: Attract and Repel

Post by gmc_nxtman » July 3rd, 2015, 11:07 pm

What command do you use to run it?

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 3rd, 2015, 11:24 pm

gmc_nxtman wrote:What command do you use to run it?
I'm running it in Eclipse right now. My code is not that user-friendly, I'm not that skilled in Java quite yet. I have it set up so it will prompt you for the size of the grid, and how long you want it to run for. It will automatically fill it with R and A cells randomly.

User avatar
gmc_nxtman
Posts: 1148
Joined: May 26th, 2015, 7:20 pm

Re: Attract and Repel

Post by gmc_nxtman » July 4th, 2015, 12:04 am

Unfortunately at the moment I can't run it with that method. So what I think would be interesting is a python or perl script to generate a golly rule table. I think it would be possible to convert the transition files into format using a standard rule generator. Link to all the necessary transitions (for just the repel transitions, as an example) will be uploaded as an attachment.

My guess is that it would need 200+ cell states. One of the golly creators may have a much better way to do this than the highly unoptimized, ugly, challenging and certainly time-taking implementation method provided below.
Attachments
Repel.txt
(2.95 KiB) Downloaded 127 times

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 4th, 2015, 9:51 am

That method looks daunting, to say the least. The trickiest part to put in Golly would be the "simplification" rules. For instance:

. . O -----> . . .
. R . -----> . R O Pushing the middle cell to the left.
. . O -----> . . .

Unless you assign a state to all 256 (I think) different combinations of neighbors, this will be next to impossible.

Also, here is a video of it running: https://drive.google.com/file/d/0B3lRrm ... sp=sharing

User avatar
gmc_nxtman
Posts: 1148
Joined: May 26th, 2015, 7:20 pm

Re: Attract and Repel

Post by gmc_nxtman » July 4th, 2015, 10:14 pm

SeanBP wrote:Also, here is a video of it running: https://drive.google.com/file/d/0B3lRrm ... sp=sharing
That is fascinating!

Also, if rotating 2x2 square neighborhoods are ever implemented into golly, it may be possible to compact the rule table (albeit less efficient/accurately) by assigning "add-variables" to each cell every 4 ticks after information has been gathered about the cells around it.

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 5th, 2015, 12:53 pm

I found out a little more about the behavior of this automaton. A lot of the time, especially in smaller grids, it will decay fairly quickly. However, if the program creates a rake, it will last significantly longer. Because these rakes can rebuild themselves if they run into anything, they can run into many still lifes and revive them to some extent. These can then go on to become small gliders or oscillators.

Also, if I make it randomly fill with only repel cells, it quickly makes very complex gliders. In fact, I just found one that took up a 16x17 area.

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 6th, 2015, 1:34 am

Thanks to bprentice, this rule has become a lot more accessible and user-friendly. Already, he has created several different guns and replicators. Here are the files to run the program:

http://bprentice.webenet.net/Java%20Square%20Cell/

Just download the AttractRepel.zip file, extract it, and run the .jar file. It runs very smoothly, and it's easy to create new patterns. Again, thanks so much to bprentice for implementing my rule into his simulator. Here is more information about Java Square Cell, such as controls: http://linuxenvy.com/bprentice/Java%20S ... 0Cell.html

Image

wildmyron
Posts: 1313
Joined: August 9th, 2013, 12:45 am

Re: Attract and Repel

Post by wildmyron » July 8th, 2015, 5:41 am

Here is a rule table for the original Repel rule. As far as I can tell this correctly simulates the behaviour of the original CA, but I'm not sure because I haven't run the program with the original Java code. As gmc_nxtman described, the approach used is to simulate each generation of the automata over two generations in Golly. At gen 0 all non-vacuum cells should be state 1. After one tick all cells will determine where they move or split to and assume a value of 1-37, where 1 is stationary and 2-37 are 36 auxillary states which represent a cell moving or splitting. After the second tick all cells will have moved and any non-vacuum cell will be state 1 again. You can run a pattern with step = 2^1 (or step two gen using tab) to only see even generations. Using this method it's not possible to take advantage of symmetry, so the number of transitions required is large, but the technique is workable for 2-state radius-2 Moore neighbouurhod CA. I haven't yet considered the Attract and Repel CA in detail, but it might be possible depending on how many unique outcomes there are for any given cell. Phase 1 will require 3^8 = 6561 transitions though, so that's not very promising.

The idea of death on greater than N neighbours doesn't seem to have been implemented in the Repel Java code, so it's not implemented here either. As I said, I think the emulation is correct, but if not please point out any discrepancies and I'll endeavour to fix them.

Code: Select all

@RULE Repel
Rule table emulating 'Repel' by SeanBP on the conwaylife.com forums
http://conwaylife.com/forums/viewtopic.php?f=11&t=1751&start=0
Each generation of the CA requires two generations in Golly.
All non-zero state cells in even generations should be state 1
All states other than 0 and 1 are auxillary states which indicate in which 
direction(s) a particle will move(split)

@TABLE
n_states:38
neighborhood:Moore
symmetries:none

var aux={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}
var a1={0,1,aux}
var a2={a1}
var a3={a1}
var a4={a1}
var a5={a1}
var a6={a1}
var a7={a1}
var a8={a1}

# Phase 1: Determine what will happen to cells
1,0,0,0,0,0,0,0,0,1
1,0,0,0,0,0,0,0,1,6
1,0,0,0,0,0,0,1,0,7
1,0,0,0,0,0,0,1,1,24
1,0,0,0,0,0,1,0,0,8
1,0,0,0,0,0,1,0,1,7
1,0,0,0,0,0,1,1,0,30
1,0,0,0,0,0,1,1,1,7
1,0,0,0,0,1,0,0,0,9
1,0,0,0,0,1,0,0,1,35
1,0,0,0,0,1,0,1,0,8
1,0,0,0,0,1,0,1,1,7
1,0,0,0,0,1,1,0,0,37
1,0,0,0,0,1,1,0,1,8
1,0,0,0,0,1,1,1,0,8
1,0,0,0,0,1,1,1,1,8
1,0,0,0,1,0,0,0,0,2
1,0,0,0,1,0,0,0,1,1
1,0,0,0,1,0,0,1,0,20
1,0,0,0,1,0,0,1,1,7
1,0,0,0,1,0,1,0,0,9
1,0,0,0,1,0,1,0,1,8
1,0,0,0,1,0,1,1,0,8
1,0,0,0,1,0,1,1,1,30
1,0,0,0,1,1,0,0,0,31
1,0,0,0,1,1,0,0,1,9
1,0,0,0,1,1,0,1,0,9
1,0,0,0,1,1,0,1,1,8
1,0,0,0,1,1,1,0,0,9
1,0,0,0,1,1,1,0,1,37
1,0,0,0,1,1,1,1,0,8
1,0,0,0,1,1,1,1,1,8
1,0,0,1,0,0,0,0,0,3
1,0,0,1,0,0,0,0,1,17
1,0,0,1,0,0,0,1,0,1
1,0,0,1,0,0,0,1,1,6
1,0,0,1,0,0,1,0,0,26
1,0,0,1,0,0,1,0,1,1
1,0,0,1,0,0,1,1,0,8
1,0,0,1,0,0,1,1,1,7
1,0,0,1,0,1,0,0,0,2
1,0,0,1,0,1,0,0,1,1
1,0,0,1,0,1,0,1,0,9
1,0,0,1,0,1,0,1,1,35
1,0,0,1,0,1,1,0,0,9
1,0,0,1,0,1,1,0,1,20
1,0,0,1,0,1,1,1,0,37
1,0,0,1,0,1,1,1,1,8
1,0,0,1,1,0,0,0,0,10
1,0,0,1,1,0,0,0,1,3
1,0,0,1,1,0,0,1,0,2
1,0,0,1,1,0,0,1,1,1
1,0,0,1,1,0,1,0,0,2
1,0,0,1,1,0,1,0,1,26
1,0,0,1,1,0,1,1,0,9
1,0,0,1,1,0,1,1,1,8
1,0,0,1,1,1,0,0,0,2
1,0,0,1,1,1,0,0,1,2
1,0,0,1,1,1,0,1,0,31
1,0,0,1,1,1,0,1,1,9
1,0,0,1,1,1,1,0,0,2
1,0,0,1,1,1,1,0,1,9
1,0,0,1,1,1,1,1,0,9
1,0,0,1,1,1,1,1,1,37
1,0,1,0,0,0,0,0,0,4
1,0,1,0,0,0,0,0,1,5
1,0,1,0,0,0,0,1,0,22
1,0,1,0,0,0,0,1,1,6
1,0,1,0,0,0,1,0,0,1
1,0,1,0,0,0,1,0,1,6
1,0,1,0,0,0,1,1,0,7
1,0,1,0,0,0,1,1,1,24
1,0,1,0,0,1,0,0,0,33
1,0,1,0,0,1,0,0,1,1
1,0,1,0,0,1,0,1,0,1
1,0,1,0,0,1,0,1,1,28
1,0,1,0,0,1,1,0,0,9
1,0,1,0,0,1,1,0,1,35
1,0,1,0,0,1,1,1,0,8
1,0,1,0,0,1,1,1,1,7
1,0,1,0,1,0,0,0,0,3
1,0,1,0,1,0,0,0,1,4
1,0,1,0,1,0,0,1,0,1
1,0,1,0,1,0,0,1,1,22
1,0,1,0,1,0,1,0,0,2
1,0,1,0,1,0,1,0,1,1
1,0,1,0,1,0,1,1,0,20
1,0,1,0,1,0,1,1,1,7
1,0,1,0,1,1,0,0,0,2
1,0,1,0,1,1,0,0,1,33
1,0,1,0,1,1,0,1,0,26
1,0,1,0,1,1,0,1,1,1
1,0,1,0,1,1,1,0,0,31
1,0,1,0,1,1,1,0,1,9
1,0,1,0,1,1,1,1,0,9
1,0,1,0,1,1,1,1,1,8
1,0,1,1,0,0,0,0,0,12
1,0,1,1,0,0,0,0,1,4
1,0,1,1,0,0,0,1,0,4
1,0,1,1,0,0,0,1,1,5
1,0,1,1,0,0,1,0,0,3
1,0,1,1,0,0,1,0,1,17
1,0,1,1,0,0,1,1,0,1
1,0,1,1,0,0,1,1,1,6
1,0,1,1,0,1,0,0,0,3
1,0,1,1,0,1,0,0,1,13
1,0,1,1,0,1,0,1,0,33
1,0,1,1,0,1,0,1,1,1
1,0,1,1,0,1,1,0,0,2
1,0,1,1,0,1,1,0,1,1
1,0,1,1,0,1,1,1,0,9
1,0,1,1,0,1,1,1,1,35
1,0,1,1,1,0,0,0,0,3
1,0,1,1,1,0,0,0,1,12
1,0,1,1,1,0,0,1,0,3
1,0,1,1,1,0,0,1,1,4
1,0,1,1,1,0,1,0,0,10
1,0,1,1,1,0,1,0,1,3
1,0,1,1,1,0,1,1,0,2
1,0,1,1,1,0,1,1,1,1
1,0,1,1,1,1,0,0,0,2
1,0,1,1,1,1,0,0,1,3
1,0,1,1,1,1,0,1,0,2
1,0,1,1,1,1,0,1,1,33
1,0,1,1,1,1,1,0,0,2
1,0,1,1,1,1,1,0,1,2
1,0,1,1,1,1,1,1,0,31
1,0,1,1,1,1,1,1,1,9
1,1,0,0,0,0,0,0,0,5
1,1,0,0,0,0,0,0,1,19
1,1,0,0,0,0,0,1,0,6
1,1,0,0,0,0,0,1,1,6
1,1,0,0,0,0,1,0,0,28
1,1,0,0,0,0,1,0,1,6
1,1,0,0,0,0,1,1,0,7
1,1,0,0,0,0,1,1,1,6
1,1,0,0,0,1,0,0,0,1
1,1,0,0,0,1,0,0,1,6
1,1,0,0,0,1,0,1,0,7
1,1,0,0,0,1,0,1,1,24
1,1,0,0,0,1,1,0,0,8
1,1,0,0,0,1,1,0,1,7
1,1,0,0,0,1,1,1,0,30
1,1,0,0,0,1,1,1,1,7
1,1,0,0,1,0,0,0,0,13
1,1,0,0,1,0,0,0,1,5
1,1,0,0,1,0,0,1,0,1
1,1,0,0,1,0,0,1,1,6
1,1,0,0,1,0,1,0,0,1
1,1,0,0,1,0,1,0,1,28
1,1,0,0,1,0,1,1,0,35
1,1,0,0,1,0,1,1,1,7
1,1,0,0,1,1,0,0,0,2
1,1,0,0,1,1,0,0,1,1
1,1,0,0,1,1,0,1,0,20
1,1,0,0,1,1,0,1,1,7
1,1,0,0,1,1,1,0,0,9
1,1,0,0,1,1,1,0,1,8
1,1,0,0,1,1,1,1,0,8
1,1,0,0,1,1,1,1,1,30
1,1,0,1,0,0,0,0,0,4
1,1,0,1,0,0,0,0,1,5
1,1,0,1,0,0,0,1,0,5
1,1,0,1,0,0,0,1,1,19
1,1,0,1,0,0,1,0,0,1
1,1,0,1,0,0,1,0,1,22
1,1,0,1,0,0,1,1,0,28
1,1,0,1,0,0,1,1,1,6
1,1,0,1,0,1,0,0,0,3
1,1,0,1,0,1,0,0,1,17
1,1,0,1,0,1,0,1,0,1
1,1,0,1,0,1,0,1,1,6
1,1,0,1,0,1,1,0,0,26
1,1,0,1,0,1,1,0,1,1
1,1,0,1,0,1,1,1,0,8
1,1,0,1,0,1,1,1,1,7
1,1,0,1,1,0,0,0,0,3
1,1,0,1,1,0,0,0,1,4
1,1,0,1,1,0,0,1,0,13
1,1,0,1,1,0,0,1,1,5
1,1,0,1,1,0,1,0,0,33
1,1,0,1,1,0,1,0,1,1
1,1,0,1,1,0,1,1,0,1
1,1,0,1,1,0,1,1,1,28
1,1,0,1,1,1,0,0,0,10
1,1,0,1,1,1,0,0,1,3
1,1,0,1,1,1,0,1,0,2
1,1,0,1,1,1,0,1,1,1
1,1,0,1,1,1,1,0,0,2
1,1,0,1,1,1,1,0,1,26
1,1,0,1,1,1,1,1,0,9
1,1,0,1,1,1,1,1,1,8
1,1,1,0,0,0,0,0,0,15
1,1,1,0,0,0,0,0,1,5
1,1,1,0,0,0,0,1,0,5
1,1,1,0,0,0,0,1,1,6
1,1,1,0,0,0,1,0,0,5
1,1,1,0,0,0,1,0,1,19
1,1,1,0,0,0,1,1,0,6
1,1,1,0,0,0,1,1,1,6
1,1,1,0,0,1,0,0,0,4
1,1,1,0,0,1,0,0,1,5
1,1,1,0,0,1,0,1,0,22
1,1,1,0,0,1,0,1,1,6
1,1,1,0,0,1,1,0,0,1
1,1,1,0,0,1,1,0,1,6
1,1,1,0,0,1,1,1,0,7
1,1,1,0,0,1,1,1,1,24
1,1,1,0,1,0,0,0,0,4
1,1,1,0,1,0,0,0,1,15
1,1,1,0,1,0,0,1,0,17
1,1,1,0,1,0,0,1,1,5
1,1,1,0,1,0,1,0,0,13
1,1,1,0,1,0,1,0,1,5
1,1,1,0,1,0,1,1,0,1
1,1,1,0,1,0,1,1,1,6
1,1,1,0,1,1,0,0,0,3
1,1,1,0,1,1,0,0,1,4
1,1,1,0,1,1,0,1,0,1
1,1,1,0,1,1,0,1,1,22
1,1,1,0,1,1,1,0,0,2
1,1,1,0,1,1,1,0,1,1
1,1,1,0,1,1,1,1,0,20
1,1,1,0,1,1,1,1,1,7
1,1,1,1,0,0,0,0,0,4
1,1,1,1,0,0,0,0,1,4
1,1,1,1,0,0,0,1,0,15
1,1,1,1,0,0,0,1,1,5
1,1,1,1,0,0,1,0,0,4
1,1,1,1,0,0,1,0,1,5
1,1,1,1,0,0,1,1,0,5
1,1,1,1,0,0,1,1,1,19
1,1,1,1,0,1,0,0,0,12
1,1,1,1,0,1,0,0,1,4
1,1,1,1,0,1,0,1,0,4
1,1,1,1,0,1,0,1,1,5
1,1,1,1,0,1,1,0,0,3
1,1,1,1,0,1,1,0,1,17
1,1,1,1,0,1,1,1,0,1
1,1,1,1,0,1,1,1,1,6
1,1,1,1,1,0,0,0,0,4
1,1,1,1,1,0,0,0,1,4
1,1,1,1,1,0,0,1,0,4
1,1,1,1,1,0,0,1,1,15
1,1,1,1,1,0,1,0,0,3
1,1,1,1,1,0,1,0,1,4
1,1,1,1,1,0,1,1,0,13
1,1,1,1,1,0,1,1,1,5
1,1,1,1,1,1,0,0,0,3
1,1,1,1,1,1,0,0,1,12
1,1,1,1,1,1,0,1,0,3
1,1,1,1,1,1,0,1,1,4
1,1,1,1,1,1,1,0,0,10
1,1,1,1,1,1,1,0,1,3
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,1

# Phase 2: Move cells to new locations
0,a1,a2,a3,2,a5,a6,a7,a8,1
0,a1,a2,3,a4,a5,a6,a7,a8,1
0,a1,4,a3,a4,a5,a6,a7,a8,1
0,5,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,6,1
0,a1,a2,a3,a4,a5,a6,7,a8,1
0,a1,a2,a3,a4,a5,8,a7,a8,1
0,a1,a2,a3,a4,9,a6,a7,a8,1
0,a1,a2,10,a4,a5,a6,a7,a8,1
0,a1,a2,a3,10,a5,a6,a7,a8,1
0,a1,11,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,11,a5,a6,a7,a8,1
0,a1,12,a3,a4,a5,a6,a7,a8,1
0,a1,a2,12,a4,a5,a6,a7,a8,1
0,13,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,13,a5,a6,a7,a8,1
0,14,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,14,a4,a5,a6,a7,a8,1
0,15,a2,a3,a4,a5,a6,a7,a8,1
0,a1,15,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,16,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,16,1
0,a1,a2,17,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,17,1
0,a1,18,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,18,1
0,19,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,19,1
0,a1,a2,a3,20,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,20,a8,1
0,a1,a2,21,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,21,a8,1
0,a1,22,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,22,a8,1
0,23,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,23,a8,1
0,a1,a2,a3,a4,a5,a6,24,a8,1
0,a1,a2,a3,a4,a5,a6,a7,24,1
0,a1,a2,a3,25,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,25,a7,a8,1
0,a1,a2,26,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,26,a7,a8,1
0,a1,27,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,27,a7,a8,1
0,28,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,28,a7,a8,1
0,a1,a2,a3,a4,a5,29,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,29,1
0,a1,a2,a3,a4,a5,30,a7,a8,1
0,a1,a2,a3,a4,a5,a6,30,a8,1
0,a1,a2,a3,31,a5,a6,a7,a8,1
0,a1,a2,a3,a4,31,a6,a7,a8,1
0,a1,a2,32,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,32,a6,a7,a8,1
0,a1,33,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,33,a6,a7,a8,1
0,34,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,34,a6,a7,a8,1
0,a1,a2,a3,a4,35,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,35,1
0,a1,a2,a3,a4,36,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,36,a8,1
0,a1,a2,a3,a4,37,a6,a7,a8,1
0,a1,a2,a3,a4,a5,37,a7,a8,1

# Moving cells leave a vacuum
aux,a1,a2,a3,a4,a5,a6,a7,a8,0

@COLORS
1   255   0 128
And here is a small selection of puffers:

Code: Select all

x = 8, y = 87, rule = Repel
6.A$7.A$7.A$6.A16$4.A$4.A.A$7.A$7.A$4.A.A$4.A14$4.A$4.A$6.A$7.A$7.A$
6.A$4.A$4.A14$3.2A$.A4.A$7.A$7.A$.A4.A$3.2A13$A.A$4.A$4.A$A5.A$.A5.A$
.A5.A$A5.A$4.A$4.A$A.A!
The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki.

User avatar
Kiran
Posts: 284
Joined: March 4th, 2015, 6:48 pm

Re: Attract and Repel

Post by Kiran » July 8th, 2015, 12:28 pm

Smallest explosive seed?

Code: Select all

x = 4, y = 3, rule = Repel
3.A$2A$A!
EDIT:
Is there any way to combine Repel with HPP?
What I mean is to make a rule in which particles move through empty space with speed c (actually c/2) or stay in place but interact like repel particles, the velocity vector of the particle acting equivalent to a force vector and a pushed particle remaining in motion.
The Van Neumann neighbourhood can be used for simplicity.
Kiran Linsuain

wildmyron
Posts: 1313
Joined: August 9th, 2013, 12:45 am

Re: Attract and Repel

Post by wildmyron » July 9th, 2015, 1:18 pm

Kiran wrote:Smallest explosive seed?

Code: Select all

x = 4, y = 3, rule = Repel
3.A$2A$A!
I believe you are correct.

After a brief discussion with SeanBP, I was inspired to experiment with variations of the Repel rule. This variant changes only the behaviour of particles which do not move - they die. It is one of a family of variations where particles which do not move for more than x generations will die - denoted by Dx - in this case x=0.

Code: Select all

@RULE Repel_D0
Rule table emulating a variation of 'Repel' by SeanBP on the conwaylife.com forums
http://conwaylife.com/forums/viewtopic.php?f=11&t=1751&start=0
Each generation of the CA requires two generations in Golly.
All non-zero state cells in even generations should be state 1
All states other than 0 and 1 are auxillary states which indicate in which
direction(s) a particle will move(split)
In this variation of Repel a particle which does not move or split dies
Dx indicates how long a particle which does not move can survive before it dies
Golly emulation of rules with x>0 will require additional states and significantly
more transition rules.

States:
0       Vacuum
1       Repel Particle
2-10    Repel Particle which is moving
11-37   Repel Particle which is splitting
38      Repel Particle which is dying

@TABLE
n_states:39
neighborhood:Moore
symmetries:none

var aux={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}
var a1={0,1,aux}
var a2={a1}
var a3={a1}
var a4={a1}
var a5={a1}
var a6={a1}
var a7={a1}
var a8={a1}

# Moving cells leave a vacuum
aux,a1,a2,a3,a4,a5,a6,a7,a8,0

# Phase 1: Determine what will happen to cells
1,0,0,0,0,0,0,0,0,38
1,0,0,0,0,0,0,0,1,6
1,0,0,0,0,0,0,1,0,7
1,0,0,0,0,0,0,1,1,24
1,0,0,0,0,0,1,0,0,8
1,0,0,0,0,0,1,0,1,7
1,0,0,0,0,0,1,1,0,30
1,0,0,0,0,0,1,1,1,7
1,0,0,0,0,1,0,0,0,9
1,0,0,0,0,1,0,0,1,35
1,0,0,0,0,1,0,1,0,8
1,0,0,0,0,1,0,1,1,7
1,0,0,0,0,1,1,0,0,37
1,0,0,0,0,1,1,0,1,8
1,0,0,0,0,1,1,1,0,8
1,0,0,0,0,1,1,1,1,8
1,0,0,0,1,0,0,0,0,2
1,0,0,0,1,0,0,0,1,38
1,0,0,0,1,0,0,1,0,20
1,0,0,0,1,0,0,1,1,7
1,0,0,0,1,0,1,0,0,9
1,0,0,0,1,0,1,0,1,8
1,0,0,0,1,0,1,1,0,8
1,0,0,0,1,0,1,1,1,30
1,0,0,0,1,1,0,0,0,31
1,0,0,0,1,1,0,0,1,9
1,0,0,0,1,1,0,1,0,9
1,0,0,0,1,1,0,1,1,8
1,0,0,0,1,1,1,0,0,9
1,0,0,0,1,1,1,0,1,37
1,0,0,0,1,1,1,1,0,8
1,0,0,0,1,1,1,1,1,8
1,0,0,1,0,0,0,0,0,3
1,0,0,1,0,0,0,0,1,17
1,0,0,1,0,0,0,1,0,38
1,0,0,1,0,0,0,1,1,6
1,0,0,1,0,0,1,0,0,26
1,0,0,1,0,0,1,0,1,38
1,0,0,1,0,0,1,1,0,8
1,0,0,1,0,0,1,1,1,7
1,0,0,1,0,1,0,0,0,2
1,0,0,1,0,1,0,0,1,38
1,0,0,1,0,1,0,1,0,9
1,0,0,1,0,1,0,1,1,35
1,0,0,1,0,1,1,0,0,9
1,0,0,1,0,1,1,0,1,20
1,0,0,1,0,1,1,1,0,37
1,0,0,1,0,1,1,1,1,8
1,0,0,1,1,0,0,0,0,10
1,0,0,1,1,0,0,0,1,3
1,0,0,1,1,0,0,1,0,2
1,0,0,1,1,0,0,1,1,38
1,0,0,1,1,0,1,0,0,2
1,0,0,1,1,0,1,0,1,26
1,0,0,1,1,0,1,1,0,9
1,0,0,1,1,0,1,1,1,8
1,0,0,1,1,1,0,0,0,2
1,0,0,1,1,1,0,0,1,2
1,0,0,1,1,1,0,1,0,31
1,0,0,1,1,1,0,1,1,9
1,0,0,1,1,1,1,0,0,2
1,0,0,1,1,1,1,0,1,9
1,0,0,1,1,1,1,1,0,9
1,0,0,1,1,1,1,1,1,37
1,0,1,0,0,0,0,0,0,4
1,0,1,0,0,0,0,0,1,5
1,0,1,0,0,0,0,1,0,22
1,0,1,0,0,0,0,1,1,6
1,0,1,0,0,0,1,0,0,38
1,0,1,0,0,0,1,0,1,6
1,0,1,0,0,0,1,1,0,7
1,0,1,0,0,0,1,1,1,24
1,0,1,0,0,1,0,0,0,33
1,0,1,0,0,1,0,0,1,38
1,0,1,0,0,1,0,1,0,38
1,0,1,0,0,1,0,1,1,28
1,0,1,0,0,1,1,0,0,9
1,0,1,0,0,1,1,0,1,35
1,0,1,0,0,1,1,1,0,8
1,0,1,0,0,1,1,1,1,7
1,0,1,0,1,0,0,0,0,3
1,0,1,0,1,0,0,0,1,4
1,0,1,0,1,0,0,1,0,38
1,0,1,0,1,0,0,1,1,22
1,0,1,0,1,0,1,0,0,2
1,0,1,0,1,0,1,0,1,38
1,0,1,0,1,0,1,1,0,20
1,0,1,0,1,0,1,1,1,7
1,0,1,0,1,1,0,0,0,2
1,0,1,0,1,1,0,0,1,33
1,0,1,0,1,1,0,1,0,26
1,0,1,0,1,1,0,1,1,38
1,0,1,0,1,1,1,0,0,31
1,0,1,0,1,1,1,0,1,9
1,0,1,0,1,1,1,1,0,9
1,0,1,0,1,1,1,1,1,8
1,0,1,1,0,0,0,0,0,12
1,0,1,1,0,0,0,0,1,4
1,0,1,1,0,0,0,1,0,4
1,0,1,1,0,0,0,1,1,5
1,0,1,1,0,0,1,0,0,3
1,0,1,1,0,0,1,0,1,17
1,0,1,1,0,0,1,1,0,38
1,0,1,1,0,0,1,1,1,6
1,0,1,1,0,1,0,0,0,3
1,0,1,1,0,1,0,0,1,13
1,0,1,1,0,1,0,1,0,33
1,0,1,1,0,1,0,1,1,38
1,0,1,1,0,1,1,0,0,2
1,0,1,1,0,1,1,0,1,38
1,0,1,1,0,1,1,1,0,9
1,0,1,1,0,1,1,1,1,35
1,0,1,1,1,0,0,0,0,3
1,0,1,1,1,0,0,0,1,12
1,0,1,1,1,0,0,1,0,3
1,0,1,1,1,0,0,1,1,4
1,0,1,1,1,0,1,0,0,10
1,0,1,1,1,0,1,0,1,3
1,0,1,1,1,0,1,1,0,2
1,0,1,1,1,0,1,1,1,38
1,0,1,1,1,1,0,0,0,2
1,0,1,1,1,1,0,0,1,3
1,0,1,1,1,1,0,1,0,2
1,0,1,1,1,1,0,1,1,33
1,0,1,1,1,1,1,0,0,2
1,0,1,1,1,1,1,0,1,2
1,0,1,1,1,1,1,1,0,31
1,0,1,1,1,1,1,1,1,9
1,1,0,0,0,0,0,0,0,5
1,1,0,0,0,0,0,0,1,19
1,1,0,0,0,0,0,1,0,6
1,1,0,0,0,0,0,1,1,6
1,1,0,0,0,0,1,0,0,28
1,1,0,0,0,0,1,0,1,6
1,1,0,0,0,0,1,1,0,7
1,1,0,0,0,0,1,1,1,6
1,1,0,0,0,1,0,0,0,38
1,1,0,0,0,1,0,0,1,6
1,1,0,0,0,1,0,1,0,7
1,1,0,0,0,1,0,1,1,24
1,1,0,0,0,1,1,0,0,8
1,1,0,0,0,1,1,0,1,7
1,1,0,0,0,1,1,1,0,30
1,1,0,0,0,1,1,1,1,7
1,1,0,0,1,0,0,0,0,13
1,1,0,0,1,0,0,0,1,5
1,1,0,0,1,0,0,1,0,38
1,1,0,0,1,0,0,1,1,6
1,1,0,0,1,0,1,0,0,38
1,1,0,0,1,0,1,0,1,28
1,1,0,0,1,0,1,1,0,35
1,1,0,0,1,0,1,1,1,7
1,1,0,0,1,1,0,0,0,2
1,1,0,0,1,1,0,0,1,38
1,1,0,0,1,1,0,1,0,20
1,1,0,0,1,1,0,1,1,7
1,1,0,0,1,1,1,0,0,9
1,1,0,0,1,1,1,0,1,8
1,1,0,0,1,1,1,1,0,8
1,1,0,0,1,1,1,1,1,30
1,1,0,1,0,0,0,0,0,4
1,1,0,1,0,0,0,0,1,5
1,1,0,1,0,0,0,1,0,5
1,1,0,1,0,0,0,1,1,19
1,1,0,1,0,0,1,0,0,38
1,1,0,1,0,0,1,0,1,22
1,1,0,1,0,0,1,1,0,28
1,1,0,1,0,0,1,1,1,6
1,1,0,1,0,1,0,0,0,3
1,1,0,1,0,1,0,0,1,17
1,1,0,1,0,1,0,1,0,38
1,1,0,1,0,1,0,1,1,6
1,1,0,1,0,1,1,0,0,26
1,1,0,1,0,1,1,0,1,38
1,1,0,1,0,1,1,1,0,8
1,1,0,1,0,1,1,1,1,7
1,1,0,1,1,0,0,0,0,3
1,1,0,1,1,0,0,0,1,4
1,1,0,1,1,0,0,1,0,13
1,1,0,1,1,0,0,1,1,5
1,1,0,1,1,0,1,0,0,33
1,1,0,1,1,0,1,0,1,38
1,1,0,1,1,0,1,1,0,38
1,1,0,1,1,0,1,1,1,28
1,1,0,1,1,1,0,0,0,10
1,1,0,1,1,1,0,0,1,3
1,1,0,1,1,1,0,1,0,2
1,1,0,1,1,1,0,1,1,38
1,1,0,1,1,1,1,0,0,2
1,1,0,1,1,1,1,0,1,26
1,1,0,1,1,1,1,1,0,9
1,1,0,1,1,1,1,1,1,8
1,1,1,0,0,0,0,0,0,15
1,1,1,0,0,0,0,0,1,5
1,1,1,0,0,0,0,1,0,5
1,1,1,0,0,0,0,1,1,6
1,1,1,0,0,0,1,0,0,5
1,1,1,0,0,0,1,0,1,19
1,1,1,0,0,0,1,1,0,6
1,1,1,0,0,0,1,1,1,6
1,1,1,0,0,1,0,0,0,4
1,1,1,0,0,1,0,0,1,5
1,1,1,0,0,1,0,1,0,22
1,1,1,0,0,1,0,1,1,6
1,1,1,0,0,1,1,0,0,38
1,1,1,0,0,1,1,0,1,6
1,1,1,0,0,1,1,1,0,7
1,1,1,0,0,1,1,1,1,24
1,1,1,0,1,0,0,0,0,4
1,1,1,0,1,0,0,0,1,15
1,1,1,0,1,0,0,1,0,17
1,1,1,0,1,0,0,1,1,5
1,1,1,0,1,0,1,0,0,13
1,1,1,0,1,0,1,0,1,5
1,1,1,0,1,0,1,1,0,38
1,1,1,0,1,0,1,1,1,6
1,1,1,0,1,1,0,0,0,3
1,1,1,0,1,1,0,0,1,4
1,1,1,0,1,1,0,1,0,38
1,1,1,0,1,1,0,1,1,22
1,1,1,0,1,1,1,0,0,2
1,1,1,0,1,1,1,0,1,38
1,1,1,0,1,1,1,1,0,20
1,1,1,0,1,1,1,1,1,7
1,1,1,1,0,0,0,0,0,4
1,1,1,1,0,0,0,0,1,4
1,1,1,1,0,0,0,1,0,15
1,1,1,1,0,0,0,1,1,5
1,1,1,1,0,0,1,0,0,4
1,1,1,1,0,0,1,0,1,5
1,1,1,1,0,0,1,1,0,5
1,1,1,1,0,0,1,1,1,19
1,1,1,1,0,1,0,0,0,12
1,1,1,1,0,1,0,0,1,4
1,1,1,1,0,1,0,1,0,4
1,1,1,1,0,1,0,1,1,5
1,1,1,1,0,1,1,0,0,3
1,1,1,1,0,1,1,0,1,17
1,1,1,1,0,1,1,1,0,38
1,1,1,1,0,1,1,1,1,6
1,1,1,1,1,0,0,0,0,4
1,1,1,1,1,0,0,0,1,4
1,1,1,1,1,0,0,1,0,4
1,1,1,1,1,0,0,1,1,15
1,1,1,1,1,0,1,0,0,3
1,1,1,1,1,0,1,0,1,4
1,1,1,1,1,0,1,1,0,13
1,1,1,1,1,0,1,1,1,5
1,1,1,1,1,1,0,0,0,3
1,1,1,1,1,1,0,0,1,12
1,1,1,1,1,1,0,1,0,3
1,1,1,1,1,1,0,1,1,4
1,1,1,1,1,1,1,0,0,10
1,1,1,1,1,1,1,0,1,3
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,38

# Phase 2: Move cells to new locations
0,a1,a2,a3,2,a5,a6,a7,a8,1
0,a1,a2,3,a4,a5,a6,a7,a8,1
0,a1,4,a3,a4,a5,a6,a7,a8,1
0,5,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,6,1
0,a1,a2,a3,a4,a5,a6,7,a8,1
0,a1,a2,a3,a4,a5,8,a7,a8,1
0,a1,a2,a3,a4,9,a6,a7,a8,1
0,a1,a2,10,a4,a5,a6,a7,a8,1
0,a1,a2,a3,10,a5,a6,a7,a8,1
0,a1,11,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,11,a5,a6,a7,a8,1
0,a1,12,a3,a4,a5,a6,a7,a8,1
0,a1,a2,12,a4,a5,a6,a7,a8,1
0,13,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,13,a5,a6,a7,a8,1
0,14,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,14,a4,a5,a6,a7,a8,1
0,15,a2,a3,a4,a5,a6,a7,a8,1
0,a1,15,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,16,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,16,1
0,a1,a2,17,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,17,1
0,a1,18,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,18,1
0,19,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,19,1
0,a1,a2,a3,20,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,20,a8,1
0,a1,a2,21,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,21,a8,1
0,a1,22,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,22,a8,1
0,23,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,23,a8,1
0,a1,a2,a3,a4,a5,a6,24,a8,1
0,a1,a2,a3,a4,a5,a6,a7,24,1
0,a1,a2,a3,25,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,25,a7,a8,1
0,a1,a2,26,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,26,a7,a8,1
0,a1,27,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,27,a7,a8,1
0,28,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,a5,28,a7,a8,1
0,a1,a2,a3,a4,a5,29,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,29,1
0,a1,a2,a3,a4,a5,30,a7,a8,1
0,a1,a2,a3,a4,a5,a6,30,a8,1
0,a1,a2,a3,31,a5,a6,a7,a8,1
0,a1,a2,a3,a4,31,a6,a7,a8,1
0,a1,a2,32,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,32,a6,a7,a8,1
0,a1,33,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,33,a6,a7,a8,1
0,34,a2,a3,a4,a5,a6,a7,a8,1
0,a1,a2,a3,a4,34,a6,a7,a8,1
0,a1,a2,a3,a4,35,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,a7,35,1
0,a1,a2,a3,a4,36,a6,a7,a8,1
0,a1,a2,a3,a4,a5,a6,36,a8,1
0,a1,a2,a3,a4,37,a6,a7,a8,1
0,a1,a2,a3,a4,a5,37,a7,a8,1

@COLORS
1   255   0 128
The rule features very common orthogonal spaceships (not surprising) and supports diagonal ships, a relatively common replicator, puffers and orthogonal ships based on the replicator, and it's relatively easy to engineer oscillators, guns, reflectors and eaters based on the replicator.

Here is a sample of patterns constructed using the replicator.

Code: Select all

x = 189, y = 160, rule = Repel_D0
155.A$154.A.A$153.A3.A$153.A.A.A$154.A.A$154.A.A$153.A.A.A$153.A3.A$
154.A.A$155.A$160.2A2.2A$159.A2.2A2.A$158.A2.A2.A2.A$159.A2.2A2.A$
160.2A2.2A3$12.A$11.A.A123.2A2.2A$10.A3.A121.A2.2A2.A$10.A.A.A120.A2.
A2.A2.A$11.A.A122.A2.2A2.A32.A$11.A.A123.2A2.2A32.A.A$10.A.A.A132.A
26.A3.A$10.A3.A131.A.A25.A.A.A$11.A.A131.A3.A25.A.A$12.A132.A.A.A25.A
.A$2.2A2.2A138.A.A25.A.A.A$.A2.2A2.A137.A.A25.A3.A$A2.A2.A2.A135.A.A.
A25.A.A$.A2.2A2.A136.A3.A26.A$2.2A2.2A138.A.A32.2A2.2A$147.A32.A2.2A
2.A$179.A2.A2.A2.A$180.A2.2A2.A$25.2A2.2A150.2A2.2A$24.A2.2A2.A$23.A
2.A2.A2.A$24.A2.2A2.A$25.2A2.2A127.2A2.2A$20.A136.A2.2A2.A$19.A.A134.
A2.A2.A2.A$18.A3.A134.A2.2A2.A$18.A.A.A135.2A2.2A$19.A.A146.A$19.A.A
145.A.A$18.A.A.A143.A3.A$18.A3.A143.A.A.A$19.A.A145.A.A$20.A146.A.A$
166.A.A.A$166.A3.A$167.A.A$168.A6$88.A$87.A.A$86.A3.A$86.A.A.A$87.A.A
$87.A.A$86.A.A.A$86.A3.A$87.A.A$88.A$93.2A2.2A$92.A2.2A2.A$91.A2.A2.A
2.A$92.A2.2A2.A$93.2A2.2A4$70.2A2.2A$69.A2.2A2.A$68.A2.A2.A2.A$12.A
56.A2.2A2.A32.A$11.A.A56.2A2.2A32.A.A$10.A3.A65.A26.A3.A$10.A.A.A64.A
.A25.A.A.A$11.A.A64.A3.A25.A.A$11.A.A64.A.A.A25.A.A$10.A.A.A64.A.A25.
A.A.A$10.A3.A64.A.A25.A3.A$11.A.A64.A.A.A25.A.A$12.A65.A3.A26.A$2.2A
2.2A71.A.A32.2A2.2A$.A2.2A2.A71.A32.A2.2A2.A$A2.A2.A2.A102.A2.A2.A2.A
$.A2.2A2.A104.A2.2A2.A$2.2A2.2A106.2A2.2A4$25.2A2.2A60.2A2.2A$24.A2.
2A2.A58.A2.2A2.A$23.A2.A2.A2.A56.A2.A2.A2.A$24.A2.2A2.A58.A2.2A2.A$
25.2A2.2A60.2A2.2A$20.A80.A$19.A.A78.A.A$18.A3.A76.A3.A$18.A.A.A76.A.
A.A$19.A.A78.A.A$19.A.A78.A.A$18.A.A.A76.A.A.A$18.A3.A76.A3.A$19.A.A
78.A.A$20.A80.A15$31.A$30.A.A$29.A3.A$29.A.A.A$30.A.A$30.A.A$29.A.A.A
$29.A3.A$30.A.A$31.A$21.2A2.2A$20.A2.2A2.A$19.A2.A2.A2.A$20.A2.2A2.A$
21.2A2.2A4$44.2A2.2A$43.A2.2A2.A$42.A2.A2.A2.A$43.A2.2A2.A$44.2A2.2A$
13.A25.A$12.A.A23.A.A$11.A3.A21.A3.A$11.A.A.A21.A.A.A$12.A.A23.A.A$
12.A.A23.A.A$11.A.A.A21.A.A.A$11.A3.A21.A3.A$12.A.A23.A.A$13.A25.A!
The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki.

User avatar
Alexey_Nigin
Posts: 323
Joined: August 4th, 2014, 12:33 pm
Location: Ann Arbor, MI
Contact:

Re: Attract and Repel

Post by Alexey_Nigin » July 9th, 2015, 1:48 pm

Rake:

Code: Select all

x = 13, y = 23, rule = Repel_D0
5.2A$4.A2.A2$2.2A.A2.A$2.A3.A2.A2$4.2A2.A$A3.A3.A2$5.3A$2.A2.A2$7.2A$
3.A2.A$4.A$11.A2$7.A2.A$9.A2.A$5.A2.A3.A2$9.2A$6.A2.A!
This is a natural spaceship:

Code: Select all

x = 103, y = 116, rule = Repel_D0
3.A2.A$2.2A2$A2.A2.A2.A2.A2.A$A.2A.2A.2A.2A2$A2.A2.A2.A2.A2.A2.A2.A2.
A$A.2A.2A.2A.2A.2A.2A.2A2$A2.A2.A2.A2.A2.A2.A2.A2.A2.A$A.2A.2A.2A.2A.
2A.2A.2A.2A7.2A.2A.2A.2A2$A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.A2$A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A$A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A2$A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$A.2A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2$A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A2$A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A5.A2.A$A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A7.2A
2$A5.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A$A2.A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A2.A.2A.2A.2A.2A.2A.2A.2A.2A.2A2$12.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$5.A2.A2.2A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A2$21.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A$11.A2.A2.A2.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2$30.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$17.2A.2A.A2.A2.2A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.A2$15.A
2.A20.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$14.2A.
2A.2A.2A.2A.2A.A2.A2.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A2$18.A2.A2.A2.A20.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A$14.A2.2A.2A.2A.2A.2A.2A.2A.2A.A2.A2.2A.2A.2A.2A.2A.2A.2A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A2$21.A2.A2.A2.A2.A2.A20.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A$17.A2.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.A2.A2.2A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.A2$18.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A20.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$17.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A.2A.A2.A2.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2$15.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A20.A2.A2.A2.A2.A2.A2.A$15.A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.A2.A2.2A.2A.2A.2A.2A.2A
.2A.2A2$15.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A20.A2.A2.
A2.A$15.A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A
.A2.A2.2A.2A.2A.2A2.A2$15.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A$15.A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A.2A.A2.A2.A2$15.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A11.A2.A$15.A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2$15.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$
15.A2.A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A.2A2$18.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A$18.A2.A2.A2.A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.2A2$27.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A3.A$27.A2.A.
2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.2A2.A
2$30.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A3.A
$29.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.
2A2.A2$27.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A3.A7.A2.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A
.2A.2A.2A2.2A2.A3.2A$102.A$27.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A2.A2.A2.A3.A7.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.
2A.2A.2A.2A.2A.2A.2A2.2A2.A3.2A2.A$99.A$27.A2.A2.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A3.A7.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A2.2A2.A3.2A2.A$96.A$27.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A3.A7.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A2.2A2.A4.A2.A$93.A$27.A2.A2.A2.A2.A2.A2.A
2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A3.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A
.2A.2A.2A.2A.2A.2A2.2A2.A2$27.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A3.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.2A2.A
2$27.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A2.A3.A$26.2A.2A.2A.2A.2A
.2A.2A.2A.2A.2A.2A.2A.2A.2A2.A2.2A2.A2$27.A2.A2.A2.A2.A2.A2.A2.A2.A2.
A2.A2.A2.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.A5.A2$27.A2.A2.
A2.A2.A2.A2.A2.A2.A2.A2.A2.A$26.2A.2A.2A.2A.2A.2A.2A.2A.2A.2A2.A2.A2.
A$57.A$30.A2.A2.A2.A2.A2.A2.A2.A$26.A2.2A.2A.2A.2A.2A.2A.2A.2A2.A$54.
A$36.A2.A2.A2.A2.A$29.A2.A2.2A.2A.2A.2A.2A2.A$51.A$42.A2.A$35.A2.A2.
2A.2A2.A$48.A$42.A$41.2A2.A$45.A2$41.A!
Soon I got another natural spaceship with almost half a million cells.

And something:

Code: Select all

x = 11, y = 10, rule = Repel_D0
2.2A$.A2.A2$A3.2A$6.A$8.A$9.A$4.A5.A$10.A$9.A!
There are 10 types of people in the world: those who understand binary and those who don't.

User avatar
gmc_nxtman
Posts: 1148
Joined: May 26th, 2015, 7:20 pm

Re: Attract and Repel

Post by gmc_nxtman » July 9th, 2015, 2:27 pm

There are a lot of natural high-period oscillators which almost act as eaters.

Code: Select all

x = 44, y = 33, rule = Repel_D0
17.A$19.2A$13.A4.A3.A$15.2A3.A$9.A4.A3.2A3.A$11.2A3.2A3.2A$5.A4.A3.2A
3.2A3.A$7.2A3.2A3.2A3.A$6.A3.2A3.2A3.2A3.A$3.2A3.2A3.2A3.2A3.2A$2.A3.
2A3.2A3.2A3.2A3.A$A3.2A3.2A3.2A3.2A3.A$3.A3.2A3.2A3.2A3.2A3.A$5.2A3.
2A3.2A3.2A3.2A$3.2A3.2A3.2A3.2A3.2A3.A$2.A3.2A3.2A3.2A3.2A3.A$5.A3.2A
3.2A3.2A3.2A3.A$3.A3.2A3.2A3.2A3.2A3.2A$5.2A3.2A3.2A3.2A3.2A$4.A3.2A
3.2A3.2A3.2A3.A$7.A3.2A3.2A3.2A3.2A3.A5.2A$5.A3.2A3.2A3.2A3.2A3.A6.A
3.A$7.2A3.2A3.2A3.2A3.2A5.A3.2A$6.A3.2A3.2A3.2A3.A11.A3.A$9.A3.2A3.2A
3.2A14.2A2.A$7.A3.2A3.2A3.A4.A10.2A3.A$9.2A3.2A3.2A19.A$8.A3.2A3.A4.A
17.A$11.A3.2A21.A$9.A3.A4.A18.A5.A$11.2A24.A$14.A23.A$40.A!

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 9th, 2015, 2:33 pm

Just found five different rakes.

Code: Select all

x = 80, y = 50, rule = Repel_D0
39.2A2.2A$38.A2.2A2.A2$37.A.A4.A.A$40.A2.2A2.A$41.2A9$7.A.2A$6.A59.A$
12.2A.2A$3.2A4.A2.A56.A$3.A2.A2.2A7.A50.A.A$.A4.A8.A2.2A47.A4.A$A2.A
2.A5.A2.2A53.A.A.A$A3.A.A2.A2.2A7.A47.A.A3.A$.A.A5.2A7.A2.A43.A3.A5.A
.A$3.A11.A2.A45.A4.2A3.A3.A$4.A.2A4.A2.A48.A3.A3.A2.A2.A$6.A2.A2.A52.
A5.2A4.A$9.A57.A7.A$6.A2.A58.A5.2A2$71.A6$43.CG$69.pN4.B$44.pN2.pN27.
G$37.CG2.pBT27.pN3.pI2.H$40.C2.F28.B.pD.C2.H$38.B2.G3.pM3.pN19.pN3.pN
3.QV$39.QV3.LF25.B.pN$68.pN3.F.pN2.H$40.B2.I3.pM23.pI3.QV$41.QV.F.LF
17.pN5.M$72.pN2.H$42.B2.H22.BpF3.QV$43.QV23.O$70.B2.H$67.pN3.QV!
I can't wait until we can get the attraction cells into Golly, they open up the doors to a ton more patterns.

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Attract and Repel

Post by M. I. Wright » July 10th, 2015, 4:37 pm

Two "fast rakes" for the extendable diagonal spaceship - I'd actually call the one on the right a growing spaceship because the copies are so close to each other that they end up interacting.

Code: Select all

x = 28, y = 11, rule = Repel_D0
6.A2.A2.A4.A2.A3.A$2.2A2.2A3.A8.2A2.A.2A2$5.A4.A4.A3.A3.A2.A$3A2.2A.
2A9.2A2.3A2$3.A4.A8.A4.A$A.2A.A.2A8.2A.A.2A.A2$3.A2.A12.A2.A$4.2A14.
2A!
Alexey_Nigin wrote:And something:

Code: Select all

x = 11, y = 10, rule = Repel_D0
2.2A$.A2.A2$A3.2A$6.A$8.A$9.A$4.A5.A$10.A$9.A!
Thanks for posting this! I found it a few days ago in Square Cell, but I hit Enter instead of + so it crashed into another spaceship before I could screenshot it :( I've been looking for it since to no avail.
Last edited by M. I. Wright on July 10th, 2015, 9:17 pm, edited 1 time in total.
gamer54657 wrote:God save us all.
God save humanity.

hgkhjfgh
nutshelltlifeDiscord 'Conwaylife Lounge'

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 10th, 2015, 5:12 pm

I found a very large gun based off of those natural high-period oscillators.

Code: Select all

x = 64, y = 64, rule = Repel_D0
6$36.A4.A$34.A2.A.A$32.A4.A2.A$30.A2.A.A2.A.A$28.A4.A2.A.A4.A$26.A2.A
.A2.A.A2.A.A$24.A4.A2.A.A2.A.A2.A$22.A2.A.A2.A.A2.A.A2.A.A$20.A4.A2.A
.A2.A.A2.A.A4.A$18.A2.A.A2.A.A2.A.A2.A.A2.A.A$16.A4.A2.A.A2.A.A2.A.A
2.A.A2.A$14.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$12.A4.A2.A.A2.A.A2.A.A2.A
.A2.A.A4.A$10.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$8.A4.A2.A.A2.A.A2.
A.A2.A.A2.A.A2.A.A2.A$6.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$9.A
2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A4.A$5.A.A2.A.A2.A.A2.A.A2.A.A2.A.A
2.A.A2.A.A2.A.A$8.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A$6.A.A2.A.
A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$9.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.
A.A2.A.A4.A$7.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$10.A.A2.A.A
2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A$8.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A
2.A.A2.A.A$11.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A4.A$9.A.A2.A.A2.A
.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$12.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A
2.A.A2.A$10.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$13.A.A2.A.A2.
A.A2.A.A2.A.A2.A.A2.A.A2.A.A4.A$11.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A
2.A.A2.A.A$14.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A$12.A.A2.A.A2.
A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$15.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.
A2.A.A4.A$13.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A$16.A.A2.A.A
2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A$14.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.
A2.A.A2.A.A$17.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A4.A$15.A.A2.A.A
2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A$18.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.
A2.A.A2.A$16.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A4.2A$19.A.A2.A.A2.A.
A2.A.A2.A.A2.A.A2.A.A$17.A.A2.A.A2.A.A2.A.A2.A.A2.A.A2.A$20.A.A2.A.A
2.A.A2.A.A2.A.A2.A.A2.A$18.A.A2.A.A2.A.A2.A.A2.A.A2.A4.2A$21.A.A2.A.A
2.A.A2.A.A2.A.A$19.A.A2.A.A2.A.A2.A.A2.A$22.A.A2.A.A2.A.A2.A.A2.A$20.
A.A2.A.A2.A.A2.A4.2A$23.A.A2.A.A2.A.A$21.A.A2.A.A2.A$24.A.A2.A.A2.A$
22.A.A2.A4.2A$25.A.A$23.A!
And another rake. This rule seems to make rakes more often than anything it seems.

Code: Select all

x = 23, y = 24, rule = Repel_D0
13.2A$12.A2.A2$11.2A2.2A.A$10.A2.A.A2$9.2A2.A.A.2A$8.A2.A.A2.A2.A$13.
A$7.2A6.A.A.2A$6.A2.A8.A2.A$10.A5.2A$5.2A2.A5.A4.A.A$4.A2.A3.A4.A$12.
A.A3.A$2.2A.A3.A2.A2.A4.A$2.A10.A3.A2$4.2A$A3.A$6.A$8.A$2.A2.A$3.A!

M. I. Wright
Posts: 372
Joined: June 13th, 2015, 12:04 pm

Re: Attract and Repel

Post by M. I. Wright » July 10th, 2015, 5:59 pm

Here's a (natural!) growing spaceship that works by extending the diagonal one:

Code: Select all

x = 11, y = 12, rule = Repel_D0
2A2.A$.A2$3.2A$4.A2.A2$.A2.A$4.A2.A2.A$3.A4.A$.2A$4.A2.A$5.2A!
Double backrake (not that impressive, actually, but shows how a lot of rakes can be constructed from trivial variations of the replicator):

Code: Select all

x = 10, y = 5, rule = Repel_D0
.A6.A$2A2.2A2.2A$3.A2.A$.A2.2A2.A$2.2A2.2A!
Has anyone found a way to "breed" the replicator, like in this B017/S01 pattern?

Code: Select all

x = 73, y = 35, rule = B017/S01
65bobo2$65b2o$8bo2bo2$9b2o11bo3$60bobo2$2bo19bo$14bo39bo4bo3bo4bo$o11b
o3bo35bo17bo$10bo7bo33bo3bo9bo3bo$8bo11bo33bo13bo$8bo11bo40bo10bo$2bo
2bo4bo2bobo2bo$70bo$3b2o$71b2o$60bobo$11bo48bobo$12bobo$11bo3bo2$13b2o
2$13b2o$60b2o$13bo2$15bo$59bobo$13b2o$60b2o!
I'd love to see a Sierpinski breeder in this rule.
gamer54657 wrote:God save us all.
God save humanity.

hgkhjfgh
nutshelltlifeDiscord 'Conwaylife Lounge'

User avatar
SeanBP
Posts: 33
Joined: December 2nd, 2014, 12:49 am

Re: Attract and Repel

Post by SeanBP » July 10th, 2015, 8:06 pm

I did find a breeder, but not one for the replicator. This is a MMM breeder that was made naturally.

Code: Select all

x = 140, y = 112, rule = Repel_D0
16.A2$12.2A3.A2.A$4.A7.A3.A14.2A$2.A7.A4.A14.A2.A$.A5.A.A2.A2.A$.A3.A
3.A3.A.A3.A5.A3.2A3.A$2.A.A5.A.A5.A4.A2.A.A2.A.A2.A$A3.A3.A3.A3.A4.A$
5.A.A5.A.A6.A3.2A.A2.A$3.A3.A3.A3.A3.A6.A4.A$A.A5.A.A5.A.A4.2A5.A$2.A
3.A3.A3.A3.A3.A.A2.4A3.A$3.A.A5.A.A5.A.A11.A$.A3.A3.A3.A3.A3.A3.A.A2.
A2.A$A5.A.A5.A.A5.A.A8.2A2.A$A3.A3.A3.A3.A3.A3.A3.A.A$.A.A5.A.A5.A.A
5.A.A.A2.2A2.A5.A$3.A3.A3.A3.A3.A3.A3.A3.A.A2.2A$4.A.A5.A.A5.A.A5.A.A
2.A$2.A3.A3.A3.A3.A3.A3.A3.A3.A.2A2.A$.A5.A.A5.A.A5.A.A5.A.A4.2A$.A3.
A3.A3.A3.A3.A3.A3.A3.A3.A$2.A.A5.A.A5.A.A5.A.A5.A.A$4.A3.A3.A3.A3.A3.
A3.A3.A3.A$5.A.A5.A.A5.A.A5.A.A5.A.A$7.A3.A3.A3.A3.A3.A3.A3.A3.A$8.A.
A5.A.A5.A.A5.A.A5.A$10.A3.A3.A3.A3.A3.A3.A3.A3.A3.A2.A2.A$11.A.A5.A.A
5.A.A5.A.A5.A.A2.2A$13.A3.A3.A3.A3.A3.A3.A3.A$14.A.A5.A.A5.A.A5.A.A5.
A3.3A$16.A3.A3.A3.A3.A3.A3.A3.A.A$17.A.A5.A.A5.A.A5.A.A4.2A3.A$19.A3.
A3.A3.A3.A3.A3.A3.A3.A3.A$20.A.A5.A.A5.A.A5.A.A6.A2.A$22.A3.A3.A3.A3.
A3.A3.A3.A$23.A.A5.A.A5.A.A5.A.A5.A$25.A3.A3.A3.A3.A3.A3.A3.A3.A$26.A
.A5.A.A5.A.A5.A.A5.A$28.A3.A3.A3.A3.A3.A3.A3.A$29.A.A5.A.A5.A.A5.A.A.
A3.A.A2.A$31.A3.A3.A3.A3.A3.A3.A3.A$32.A.A5.A.A5.A.A5.A.A5.A$34.A3.A
3.A3.A3.A3.A3.A3.A2.A2.A$35.A.A5.A.A5.A.A5.A.A6.2A5.A$37.A3.A3.A3.A3.
A3.A3.A3.A7.A$38.A.A5.A.A5.A.A5.A.A.A3.A.A5.A$40.A3.A3.A3.A3.A3.A3.A
3.A3.A3.A$41.A.A5.A.A5.A.A5.A.A5.A.A5.A$43.A3.A3.A3.A3.A3.A3.A3.A3.A
3.A$44.A.A5.A.A5.A.A5.A.A5.A.A$46.A3.A3.A3.A3.A3.A3.A3.A3.A$47.A.A5.A
.A5.A.A5.A.A5.A$49.A3.A3.A3.A3.A3.A3.A3.A3.A$50.A.A5.A.A5.A.A5.A.A$
52.A3.A3.A3.A3.A3.A3.A2.A2.A$53.A.A5.A.A5.A.A5.A4.A$55.A3.A3.A3.A3.A
3.A3.A2.A2.A$56.A.A5.A.A5.A.A4.2A$58.A3.A3.A3.A3.A3.A11.A$59.A.A5.A.A
5.A.A4.2A.A$61.A3.A3.A3.A3.A3.A3.A.A$62.A.A5.A.A5.A.A9.A.A$64.A3.A3.A
3.A3.A3.A4.A$65.A.A5.A.A5.A.A3.A.A$67.A3.A3.A3.A3.A3.A.A.A$68.A.A5.A.
A5.A.A5.A5.A$70.A3.A3.A3.A3.A3.A5.A$71.A.A5.A.A5.A.A.A3.A$73.A3.A3.A
3.A3.A3.A.A$74.A.A5.A.A5.A.A3.A.2A$76.A3.A3.A3.A3.A5.A8.A$77.A.A5.A.A
5.A.2A$79.A3.A3.A3.A3.A3.A.A3.A3.A$80.A.A5.A.A7.A5.A2.A2.A$82.A3.A3.A
3.A3.A3.A.A5.A8.A$83.A.A5.A.A5.A.A3.A3.A7.A$85.A3.A3.A3.A3.A3.A10.A$
86.A.A5.A.A5.A.A10.2A$88.A3.A3.A3.A3.A.A3.2A2.A2.A$89.A.A5.A.A5.A5.A
7.A$91.A3.A3.A3.A11.A.A$92.A.A5.A.A4.2A.A5.A$94.A3.A3.A3.A.A11.A$95.A
.A5.A.A4.A4.A.A$97.A3.A3.A3.A3.A3.A2.A15.A2.A$98.A7.A.A5.A3.A16.2A$
100.A3.A3.A3.A.A$101.A.A5.A.A5.A3.A11.A$103.A3.A3.A3.A.A15.A2.A$104.A
.A5.A.A3.A.A$106.A3.A3.A3.A2.A$107.A.A5.A.A5.A9.A3.A$109.A3.A3.A3.A$
110.A.A5.A.A5.A$112.A3.A3.A3.A9.2A$113.A.A5.A.A15.A$115.A3.A3.A4.A3.A
6.A$116.A.A5.A4.A2.A$118.A3.A12.3A$119.A.A3.A3.A5.A$121.A3.A.A5.A4.A$
122.A.A5.A4.A2.A$124.A3.A3.A3.A$125.A.A5.A$127.A3.A$128.A.A5.A$130.A
3.A$131.A$133.A$134.A!

Hooloovoo
Posts: 26
Joined: July 11th, 2015, 8:59 pm

Re: Attract and Repel

Post by Hooloovoo » July 11th, 2015, 9:21 pm

Here's a thing, I'm not sure what it's called, but it's natural.

Code: Select all

x = 11, y = 12, rule = Repel_D0
3.A$.A$A$A$.A5.A$5.A$4.A$4.A$5.A4.A2$6.A2.A$7.2A!

Post Reply