Move variants

For discussion of other cellular automata.
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drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Move variants

Post by drc » December 23rd, 2015, 2:38 pm

Post your move variants here. For example:

Code: Select all

@RULE move_rep
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,1,0,1,0,1,1,1,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
In this rule, this pattern is a replicators:

Code: Select all

x = 2, y = 4, rule = move_rep
o$2o$2o$o!
It behaves differently in several Move-related CAs due to it's unexpected growth.

EricG
Posts: 199
Joined: August 19th, 2011, 5:41 pm
Location: Chicago-area, USA

Re: Move variants

Post by EricG » December 23rd, 2015, 4:39 pm

Daniel,

For these sorts of "variant of rule x" posts, it would be great if you posted a graphical or text explanation of how the rule was modified from the lifelike rule (or otherwise well known rule). I know the Golly-compatible rule table is there for all of us to examine, but providing a diagram or an English language explanation (and/or the Hensel notation, if appropriate) would make the new variant rule easier to quickly appreciate. Something like "This is Highlife except four adjacent neighbors cause a birth", etc.

Thanks!

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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Move variants

Post by BlinkerSpawn » December 23rd, 2015, 6:48 pm

Unfortunately, the standard Move glider does not work in this rule, which leaves the 10c/51 replicator as the likely only natural nonstationary object.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Move variants

Post by drc » December 23rd, 2015, 6:50 pm

EricG wrote:Daniel,

For these sorts of "variant of rule x" posts, it would be great if you posted a graphical or text explanation of how the rule was modified from the lifelike rule (or otherwise well known rule). I know the Golly-compatible rule table is there for all of us to examine, but providing a diagram or an English language explanation (and/or the Hensel notation, if appropriate) would make the new variant rule easier to quickly appreciate. Something like "This is Highlife except four adjacent neighbors cause a birth", etc.

Thanks!
I seriously have no idea with that rule, but I'll try for the next one:

Code: Select all

@RULE movetub
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,0,1,0,1,0,1,0,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
0,1,0,1,1,1,0,1,1,1
0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
This is move, but tub configurations birth the middle cell, or B34e68/S245. *EDIT FIXED RULE*
Last edited by drc on December 25th, 2015, 1:48 pm, edited 1 time in total.

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gameoflifeboy
Posts: 474
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Re: Move variants

Post by gameoflifeboy » December 23rd, 2015, 9:23 pm

Chaotic growth from only 9 cells in move_rep:

Code: Select all

x = 7, y = 11, rule = move_rep
6bo$6bo$6bo5$o$2o$2o$o!

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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Move variants

Post by BlinkerSpawn » December 23rd, 2015, 9:58 pm

Replicators hassle a blinker:

Code: Select all

x = 9, y = 27, rule = move_rep
4b4o$3bo4bo$5b2o$4b4o12$3o8$4b4o$3bo4bo$5b2o$4b4o!
P102:

Code: Select all

x = 10, y = 37, rule = move_rep
obo4bobo$bo6bo$obo4bobo$4b2o$3b4o$4b2o$3b4o14$3b4o$4b2o$3b4o$4b2o11$bo
6bo$3o4b3o$bo6bo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Bullet51
Posts: 663
Joined: July 21st, 2014, 4:35 am

Re: Move variants

Post by Bullet51 » December 26th, 2015, 12:01 am

Just a c/33 spaceship:

Code: Select all

x = 10, y = 10, rule = movetub
4b2o$3bo3bo$4bo$bo2b3obo$ob3ob3o$o2bo2b4o$3b3o3bo$bo2b2o$3b3o$5b2o!
Still drifting.

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Move variants

Post by drc » December 27th, 2015, 11:22 pm

Code: Select all

@RULE movev
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,0,1,1,0,1,0,1,1,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
0,1,0,1,1,1,0,1,1,1
0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,0
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
@COLORS
0 0 0 0
1 255 255 255
B35y68/S245

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praosylen
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Re: Move variants

Post by praosylen » December 28th, 2015, 11:22 am

Code: Select all

@RULE 3x3
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect
0,1,1,1,0,0,0,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,1,0,0,1,0,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,1,0,1,0,1,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,0,0,1,0,1,0,0,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,1,0,1,0,1
0,1,1,0,1,1,0,1,0,1
0,1,1,0,1,0,1,1,0,1
0,0,0,1,1,1,1,1,1,1
0,0,1,0,1,1,1,1,1,1
0,0,1,1,0,1,1,1,1,1
0,0,1,1,1,0,1,1,1,1
0,1,0,1,0,1,1,1,1,1
0,1,0,1,1,1,0,1,1,1
0,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,0,0,0,0,0,0,0,0
1,0,1,0,0,0,0,0,0,0
1,1,1,0,0,0,0,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,1,1,0,0,0,0,0,0
1,1,1,0,1,0,0,0,0,0
1,1,1,0,0,1,0,0,0,0
1,1,1,0,0,0,1,0,0,0
1,1,1,0,0,0,0,1,0,0
1,1,1,0,0,0,0,0,1,0
1,1,0,1,0,1,0,0,0,0
1,1,0,1,0,0,1,0,0,0
1,1,0,0,1,0,1,0,0,0
1,0,1,0,1,0,1,0,0,0
1,1,1,1,1,0,0,0,0,1
1,1,1,1,0,1,0,0,0,1
1,1,1,1,0,0,1,0,0,1
1,1,1,0,1,1,0,0,0,1
1,1,1,0,1,0,1,0,0,1
1,1,1,0,1,0,0,1,0,1
1,1,1,0,1,0,0,0,1,1
1,1,1,0,0,1,1,0,0,1
1,1,1,0,0,1,0,1,0,1
1,1,1,0,0,1,0,0,1,1
1,1,1,0,0,0,1,1,0,1
1,1,0,1,0,1,0,1,0,1
1,0,1,0,1,0,1,0,1,1
1,0,0,0,1,1,1,1,1,1
1,0,0,1,0,1,1,1,1,1
1,0,0,1,1,0,1,1,1,1
1,0,0,1,1,1,0,1,1,1
1,0,0,1,1,1,1,0,1,1
1,0,0,1,1,1,1,1,0,1
1,0,1,0,1,0,1,1,1,1
1,0,1,0,1,1,0,1,1,1
1,0,1,1,0,1,0,1,1,1
1,1,0,1,0,1,0,1,1,0
1,0,0,1,1,1,1,1,1,0
1,0,1,0,1,1,1,1,1,0
1,0,1,1,0,1,1,1,1,0
1,0,1,1,1,0,1,1,1,0
1,1,0,1,0,1,1,1,1,0
1,1,0,1,1,1,0,1,1,1
1,0,1,1,1,1,1,1,1,0
1,1,0,1,1,1,1,1,1,0
1,1,1,1,1,1,1,1,1,0
This rule is loosely a variant of Move and is designed to have a very large diversity of objects that fit inside a 3x3 bounding box in all phases. Here they are in order from left to right of decreasing frequency:

Code: Select all

x = 74, y = 3, rule = 3x3
6bo4bo6bo5bo11bo6bo3bobo4b2o3bobo4b2o3bobo$bo4bo5b2o3b3o3b3o3b3o3bobo
3bo6bo5bo4bo5b3o3b2o$6bo5bo11bo4b2o5bo4b2o4b2o4b2o5b2o3b2o5bo!
There are unfortunately no spaceships (that I have found) in this rule.

Edit: Just found a very unusual c/3 ship:

Code: Select all

x = 6, y = 3, rule = 3x3
b4o$6o$2o2b2o!
Edit 2: I really don't understand how this oscillator managed to form naturally:

Code: Select all

x = 32, y = 16, rule = 3x3
bobo2b2obo3b6o3bob2o2bobo$2b3ob4obob2o2b2obob4ob3o$3o3bobobo10bobobo3b
3o$3bob2obobo2b2o2b2o2bobob2obo$3o5bo2bobob2obobo2bo5b3o$bob3ob2obobo
2b2o2bobob2ob3obo$2bobobo18bobobo$bob2ob3ob3ob4ob3ob3ob2obo$o2b3obo4bo
bo2bobo4bob3o2bo$2b5obobobob4obobobob5o$b3o4b2obo3b2o3bob2o4b3o$6ob2ob
o10bob2ob6o$obobobo2b2ob2o4b2ob2o2bobobobo$o3b4o5b2o2b2o5b4o3bo$2ob2ob
obo3b2ob2ob2o3bobob2ob2o$bo2bobobo3b2o4b2o3bobobo2bo!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Move variants

Post by drc » December 28th, 2015, 12:54 pm

xp11 in 3x3:

Code: Select all

x = 16, y = 16, rule = 3x3
ob2o6bo3bo$ob2ob2o2b2obo$3b2o3b4obo$bobobo3bo2b2obo$2b2o3bo$7o2b4obo$
2ob5obobob3o$obobo2b2ob3o2bo$b3obob3obobobo$ob2obobo2bo2bo$o2b2o2bobo
2bobo$2bo3b3o2b2ob2o$o2bob2ob5ob2o$3ob2o3bo2bobo$5o2b5o$o3b2o2b2o2b2o!

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praosylen
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Re: Move variants

Post by praosylen » December 28th, 2015, 2:12 pm

From left to right: p5, p4, p10, p40:

Code: Select all

x = 43, y = 7, rule = 3x3
b2o9bobo9bo3bo9bob2o$2bo9bo10b2o3b2o9bo2bo$2b2o6b2o4bo9bo9bo2bo2bo$2b
4o19b3o9b5o$o4bo4bo4b2o9bo9bo2bo2bo$2o12bo8b2o3b2o6bo2bo$12bobo9bo3bo
8b2obo!
former username: A for Awesome
praosylen#5847 (Discord)

The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...

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confocaloid
Posts: 3059
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Re: Move variants

Post by confocaloid » March 25th, 2024, 8:44 pm

praosylen wrote:
December 28th, 2015, 11:22 am

Code: Select all

@RULE 3x3
@TABLE
n_states:2
neighborhood:Moore
symmetries:rotate4reflect

(rule lines trimmed)
This rule is loosely a variant of Move and is designed to have a very large diversity of objects that fit inside a 3x3 bounding box in all phases. Here they are in order from left to right of decreasing frequency:

Code: Select all

x = 74, y = 3, rule = 3x3
6bo4bo6bo5bo11bo6bo3bobo4b2o3bobo4b2o3bobo$bo4bo5b2o3b3o3b3o3b3o3bobo
3bo6bo5bo4bo5b3o3b2o$6bo5bo11bo4b2o5bo4b2o4b2o4b2o5b2o3b2o5bo!
[...]
Rule 3x3, p12 orthogonal c/6 spaceship from C1 census:

Code: Select all

x = 6, y = 3, rule = B35cky68/S0245-c6n
b5o$o3b2o$b2ob2o!
p18 oscillator:

Code: Select all

x = 5, y = 5, rule = B35cky68/S0245-c6n
5o$bobo$obobo$bobo$5o!
Two different orthogonal c/4 spaceships:

Code: Select all

x = 8, y = 15, rule = B35cky68/S0245-c6n
b2o3bo$3ob3o$2bob3o$6bo7$bob4o$bobo2b2o$2obo2bo$bobo2b2o$bob4o!
Edit (2024-03-28): apgsearched all (pseudo-)symmetries: https://catagolue.hatsya.com/census/b35cky68s0245-c6n
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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