For discussion of other cellular automata.
muzik
Posts: 3511
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

drc wrote:
muzik wrote:Any rules in which this is a spaceship?

Code: Select all

x = 7, y = 5, rule = B3/S23
3bo$3b2o$o2bobo$2o2b3o$b3ob2o!

cognaso
HE KNOWS
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

dvgrn
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gameoflifemaniac wrote:
dvgrn wrote:...the number of rule lines would be

(n + r -1) choose r

with n=256 and r=9 -- a combination with replacement.
By the same equation, (n=16 and r=5, correct?) we get 20C5 or 15504 transitions, well within the range of a decent script.
Well, r is still 9 (eight neighbors plus the center). Each cell can be in one of 16 different states, as you say.

And my formula might still be slightly wrong, if there's some way to optimize using variables that I'm not seeing from a distance... but it should at least be in the ballpark. 24 choose 9 is 1,307,504 -- a painfully big rule table, but it would work, and a script could generate it as easily as a 15K-rule table, just a little slower. Could set up multicolor icons so that red, blue, green, and white quarter-cells were appropriately colored -- that would only make the .rule file a little longer.

@gameoflifemaniac (or anyone), this is another case where I'm not highly motivated to write the necessary rule-building script -- since, again, the same thing can be simulated quite nicely by a much simpler script that runs four stacked layers synchronously in Golly.

If someone else was clearly putting in effort at trying to write the rule-building script, though, and getting stuck somewhere along the way, then I'd be very happy to help out.

Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Can anybody make a rule with this glider:

Code: Select all

x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!  Airy Clave White It Nay Code: Select all x = 17, y = 10, rule = B3/S23 b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

(Check gen 2)

Gamedziner
Posts: 796
Joined: May 30th, 2016, 8:47 pm
Location: Milky Way Galaxy: Planet Earth

Saka wrote:Can anybody make a rule with this glider:

Code: Select all

x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!  If any such rule exists, it must contain B0. Code: Select all x = 81, y = 96, rule = LifeHistory 58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!


Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Gamedziner wrote:
Saka wrote:Can anybody make a rule with this glider:

Code: Select all

x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!  If any such rule exists, it must contain B0. Rule table, crepe Airy Clave White It Nay Code: Select all x = 17, y = 10, rule = B3/S23 b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

(Check gen 2)

Gamedziner
Posts: 796
Joined: May 30th, 2016, 8:47 pm
Location: Milky Way Galaxy: Planet Earth

Saka wrote:
Gamedziner wrote:
Saka wrote:Can anybody make a rule with this glider:

Code: Select all

x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!  If any such rule exists, it must contain B0. Rule table, crepe ...nvm I made a mistake. Code: Select all x = 81, y = 96, rule = LifeHistory 58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!


Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Saka wrote:Can anybody make a rule with this glider:

Code: Select all

x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!  Pretty please with a loafer on top? What about this: Code: Select all x = 9, y = 5, rule = B3/S23 bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!  Airy Clave White It Nay Code: Select all x = 17, y = 10, rule = B3/S23 b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

(Check gen 2)

Rhombic
Posts: 1056
Joined: June 1st, 2013, 5:41 pm

Very easy: rule table with two separate live cells but one single dead state for both

states 1 and 2 are both regular life

a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
if a cell of 1 is adjacent to one of 2, both of these cell die
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

dvgrn
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Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
When a new cell is born, how do you decide if it's state 1 or 2? Majority rules as usual, I suppose?

In that case, I think this is the rule:

Code: Select all

@RULE DeadlyEnemies

@TABLE

n_states:3
neighborhood:Moore
symmetries:permute

var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}

# Proximity death
# -- don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0
# 2,1,a,b,c,d,e,f,g,0

# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2

# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2

# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2

#Death
i,a,b,c,d,e,f,g,h,0
Oddly enough, an other-color block is a glider eater in this rule:

Code: Select all

x = 7, y = 3, rule = DeadlyEnemies
.2B2.2A$B.B2.2A$2.B!
There are easy two-color oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new high-volatilty oscillators, but they may be too delicately balanced to show up very often in soup experiments -- when there's a fight for territory, one color usually seems to win completely, pretty much at random.

The only thing I could think of quickly along the high-volatility line is a normal-Life phoenix:

Code: Select all

x = 16, y = 16, rule = DeadlyEnemies
4.A7.A$2.A.A5.A.A$6.B.B5.A$2B6.B$14.2A$.B$13.B$2.2B$12.2B$2.B$14.A$2A$7.A6.2A$.A5.A.A$3.A.A5.B.B$3.A7.B! Rhombic Posts: 1056 Joined: June 1st, 2013, 5:41 pm ### Re: Rule request thread dvgrn wrote: Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both ... a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2) Code: Select all @RULE DeadlyEnemies  Oddly enough, an other-color block is a glider eater in this rule: Code: Select all x = 7, y = 3, rule = DeadlyEnemies .2B2.2A$B.B2.2A$2.B! when there's a fight for territory, one color usually seems to win completely, pretty much at random. Good, it has the dynamics I was expecting! I was planning to check this with Sparse Life (at 2% fill) and, as expected, one colour should dominate regions at random. Interesting. In fact, you know those CGoL-based multiplayer games that use the regular colour-based approach... I think this rule would be better for those, since it is more predictable (i.e. a single domino spark for one colour doesn't randomly create a massive increase in the population for that state if it interacts with the other state). SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI what is “sesame oil”? Mr. Missed Her Posts: 90 Joined: December 7th, 2016, 12:27 pm Location: Somewhere within [time in years since this was entered] light-years of you. ### Re: Rule request thread Can anybody think of a wolfram rule that generates this binary sequence fractal? Sequence: 0110 0110 1001 1001 0110 0110 1001 1001 0110 | 1001 0110 0110 1001 | 1001 0110 0110 1001 | 0110 1001 1001 0110 There is life on Mars. We put it there with not-completely-sterilized rovers. And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko. Rhombic Posts: 1056 Joined: June 1st, 2013, 5:41 pm ### Re: Rule request thread dvgrn wrote: There are easy two-color oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new high-volatilty oscillators, but they may be too delicately balanced to show up very often in soup experiments -- when there's a fight for territory, one color usually seems to win completely, pretty much at random. Perfect destruction of pi with an opposite state B-heptomino Code: Select all x = 18, y = 16, rule = DeadlyEnemies 3A$2.A$3A10$17.B$16.2B$15.2B$16.2B!  SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI what is “sesame oil”? Gamedziner Posts: 796 Joined: May 30th, 2016, 8:47 pm Location: Milky Way Galaxy: Planet Earth ### Re: Rule request thread I currently have a cold. As such, I came up with an idea for a rule: VirusVersusImmuneSystem It would be a three-state cellular automaton with the following properties: State A is white and represents white blood cells. State B is red and represents red blood cells. State C is dark-green and represents the virus. A cell of state A is born when the total number of cells of states A and B adjacent to a given empty cell is 7 or 8. A cell of state A dies when adjacent to more cells of state C than state A. A cell of state B is born when the number of cells of state B adjacent to a given empty cell is 3 and the number of cells of state A is 3 or less. A cell of state B dies when adjacent to exactly 5 cells of state B. A cell of state C is born on a given cell of state B when more cells of state C are adjacent to that cell than cells of state A. A cell of state C always dies on the generation after it is born. The rule would be explosive. Code: Select all x = 81, y = 96, rule = LifeHistory 58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!


Posts: 1908
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Mr. Missed Her wrote:Can anybody think of a wolfram rule that generates this binary sequence fractal?

Sequence:
0110
0110 1001 1001 0110
0110 1001 1001 0110 | 1001 0110 0110 1001 | 1001 0110 0110 1001 | 0110 1001 1001 0110
Ah, yes, the Thue-Morse sequence.
You wouldn't be able to directly generate this sequence with Wanything simply because each cell would need to know the entire sequence to evolve (or at least its own position relative to both ends)
However, a 1D multistate rule could feasibly be generated, although such a rule would definitely be quite slow.
I'll have to think for a bit about how such a rule would operate.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

dvgrn
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Posts: 5895
Joined: May 17th, 2009, 11:00 pm
Contact:

Rhombic wrote:
dvgrn wrote: There are easy two-color oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new high-volatilty oscillators, but they may be too delicately balanced to show up very often in soup experiments -- when there's a fight for territory, one color usually seems to win completely, pretty much at random.
Perfect destruction of pi with an opposite state B-heptomino...
That kind of thing seems fairly common -- two enemy colonies both tend to lose population when they meet, for obvious reasons -- at least at first.

Still, it's fairly easy for disconnected objects to be multicolor. Without an apgsearch to help, I haven't seen any multicolor oscillators show up from soup yet, but it's only a matter of time before something like this happens, to produce a pied pulsar/beacon/spark coil/whatever:

Code: Select all

x = 35, y = 14, rule = DeadlyEnemies
12.A$24.3A3.3A$.A12.A$3A19.A4.A.A4.A$16.A5.A4.A.A4.A$22.A4.A.A4.A$6.A
.A.A.A.A.A.A5.3A3.3A2$16.A7.3B3.3B$3B19.B4.B.B4.B$.B12.A7.B4.B.B4.B$
22.B4.B.B4.B$12.A$24.3B3.3B!
But what is the smallest two-color oscillator that is not also an oscillator if it's single-color -- i.e., that doesn't work in standard Life? I'm not quite sure how to phrase the question, to avoid answers along the lines of a gun pointed at a block, or a known oscillator sparking another known object:

Code: Select all

x = 28, y = 13, rule = DeadlyEnemies
3.2A18.2B$3.A.A17.B.B$4.A19.B3$4.3A17.3A$7.A19.A$3.A3.A15.A3.A$2.A.A
2.A14.A.A2.A$A2.A.A14.A2.A.A$A3.A15.A3.A$A19.A$.3A17.3A!
Connected oscillators only? No oscillators allowed that can be decomposed (in any phase) into two or more independent single-color oscillators or still lifes? Something like that...

Posts: 1908
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Interesting catalysis:

Code: Select all

x = 11, y = 28, rule = DeadlyEnemies
2B.B$.3B$2.B18$6.2A$6.2A3$4.2A.2A$5.A.A$2.3A3.3A$2.A7.A!

LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

skomick
Posts: 75
Joined: February 11th, 2011, 11:41 pm

dvgrn wrote: ...But what is the smallest two-color oscillator that is not also an oscillator if it's single-color -- i.e., that doesn't work in standard Life? I'm not quite sure how to phrase the question, to avoid answers along the lines of a gun pointed at a block, or a known oscillator sparking another known object...
Smallest I could find by hand:

Code: Select all

x = 4, y = 4, rule = DeadlyEnemies
.3A$B$B$B!  Shannon Omick A for awesome Posts: 1904 Joined: September 13th, 2014, 5:36 pm Location: 0x-1 Contact: ### Re: Rule request thread skomick wrote: Smallest I could find by hand: Code: Select all x = 4, y = 4, rule = DeadlyEnemies .3A$B$B$B!

Another one, that does not work when the halves are separated:

Code: Select all

x = 7, y = 7, rule = DeadlyEnemies
.2B$B2.B$B.2B$.B2.2A$4.A.A$3.A2.A$4.2A!

x₁=ηx
V ⃰_η=c²√(Λη)
K=(Λu²)/2
Pₐ=1−1/(∫^∞_t₀(p(t)ˡ⁽ᵗ⁾)dt)

$$x_1=\eta x$$
$$V^*_\eta=c^2\sqrt{\Lambda\eta}$$
$$K=\frac{\Lambda u^2}2$$
$$P_a=1-\frac1{\int^\infty_{t_0}p(t)^{l(t)}dt}$$

http://conwaylife.com/wiki/A_for_all

Aidan F. Pierce

Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Saka wrote:
Saka wrote:Can anybody make a rule with this glider:

Code: Select all

x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!  Pretty please with a loafer on top? What about this: Code: Select all x = 9, y = 5, rule = B3/S23 bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!  Please anybody? Ok here's a totally different request: Name it "Value" A 9 state Moore rule: A cell has a value, which is equal to it's state number (0 has value 0, 1 has value 1, etc.) A cell adds the values of it's neighbors to itself (e.g. State 3 which has neighbors 3, 1, and 2 would turn into 3+1+2=6) Cells with neighbors that add up to more than 8 die. Cells with 0 neighbors die. I think it's explosive Airy Clave White It Nay Code: Select all x = 17, y = 10, rule = B3/S23 b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

(Check gen 2)

83bismuth38
Posts: 453
Joined: March 2nd, 2017, 4:23 pm
Location: Still sitting around in Sagittarius A...
Contact:

Hey! could you make one with more than 2 colors?

Code: Select all

x = 8, y = 10, rule = B3/S23
3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!  No football of any dui mauris said that. BlinkerSpawn Posts: 1908 Joined: November 8th, 2014, 8:48 pm Location: Getting a snacker from R-Bee's ### Re: Rule request thread Saka wrote:Ok here's a totally different request: Name it "Value" A 9 state Moore rule: A cell has a value, which is equal to it's state number (0 has value 0, 1 has value 1, etc.) A cell adds the values of it's neighbors to itself (e.g. State 3 which has neighbors 3, 1, and 2 would turn into 3+1+2=6) Cells with neighbors that add up to more than 8 die. Cells with 0 neighbors die. I think it's explosive It's definitely explosive, because any dead cell with one neighbor adds that value to itself, becoming alive. I would provide a ruletable but it appears at first glance that such a table would be incredibly long. One would likely need a script, which I could possibly write later. LifeWiki: Like Wikipedia but with more spaceships. [citation needed] dvgrn Moderator Posts: 5895 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Rule request thread 83bismuth38 wrote:Hey! could you make one with more than 2 colors? Sure, that's easy. In fact, it's so easy that anyone should be able to do it. All the editing could be done right in a forum posting, you don't even need a separate text editor. The biggest thing you have to understand is what the individual rule lines in a rule table mean. They're really quite readable except for the horrible lack of labeling: Code: Select all # Birth 0,1,1,i,0,0,0,0,0,1 0,2,2,i,0,0,0,0,0,2 # Three-neighbor survival 1,1,1,1,0,0,0,0,0,1 2,2,2,2,0,0,0,0,0,2 # Two-neighbor survival 1,1,1,0,0,0,0,0,0,1 2,2,2,0,0,0,0,0,0,2 #Death i,a,b,c,d,e,f,g,h,0 Read the first line as: 0,(1,1,i,0,0,0,0,0),1 IF the cell's current state is 0, ... and the neighbor states consist of two state-1 cells ... plus one other cell that's either state 1 or state 2 (see the definition of variable i at the top of the rule table) ... and five state-0 cells, THEN the cell's new state should change to 1. Golly reads down through all the rules, and applies the first one that matches the particular cell/neighbor combination that it's looking at. If none of the rules apply, the cell's state won't change. So to add a third ON state to get ThreeDeadlyEnemies, we just have to -- change the rule name at the top; -- add one to the number of states; -- include the new ON state in all the variable definitions; -- add new state-3 birth and survival rules (three lines, with "3"s instead of "2"s or "1"s). Seems to work okay: Code: Select all @RULE ThreeDeadlyEnemies @TABLE n_states:4 neighborhood:Moore symmetries:permute var a={0,1,2,3} var b={0,1,2,3} var c={0,1,2,3} var d={0,1,2,3} var e={0,1,2,3} var f={0,1,2,3} var g={0,1,2,3} var h={0,1,2,3} var i={1,2,3} var j={1,2,3} var k={1,2,3} # Birth 0,1,1,i,0,0,0,0,0,1 0,2,2,i,0,0,0,0,0,2 0,3,3,i,0,0,0,0,0,3 # Three-neighbor survival 1,1,1,1,0,0,0,0,0,1 2,2,2,2,0,0,0,0,0,2 3,3,3,3,0,0,0,0,0,3 # Two-neighbor survival 1,1,1,0,0,0,0,0,0,1 2,2,2,0,0,0,0,0,0,2 3,3,3,0,0,0,0,0,0,3 #Death i,a,b,c,d,e,f,g,h,0 The interesting wrinkle here is that there's no way to choose a color for a birth cell if all three enemies are adjacent. The above rule table doesn't mention that possibility, so such a cell would simply stay OFF... not a problem, since we're breaking classic colorized Life rules anyway. Someone could try adding a fourth ON cell color -- a "non-combatant" state, let's say, born only when the three enemies accidentally collaborate on a birth, or any time there's a three-way tie once other non-combatant cells are in the mix. The fourth state could help any of the three previous states with births and survival, but wouldn't be part of the kill-and-be-killed proximity rules. So the fourth state plus any one other state would reduce to regular Immigration, with majority-rule birth colors but standard Life behavior otherwise. I wonder if the non-combatants would take over a random soup, even if they weren't present at the beginning? I guess more likely they'd just show up as islands here and there. They'll most often show up as single cells, not clusters, and like any other color they need at least two cells to create more of themselves. BlinkerSpawn Posts: 1908 Joined: November 8th, 2014, 8:48 pm Location: Getting a snacker from R-Bee's ### Re: Rule request thread Novel p2: Code: Select all x = 6, y = 10, rule = DeadlyEnemies 2A$.A$.A.2A$2.A2.B2$4.2B$2.3A$.A.A$.A$2A!  LifeWiki: Like Wikipedia but with more spaceships. [citation needed] 83bismuth38 Posts: 453 Joined: March 2nd, 2017, 4:23 pm Location: Still sitting around in Sagittarius A... Contact: ### Re: Rule request thread What about a rock-paper-scissors kind of rule? i.e. A>B>C>A, meaning a kills b, b kills c, and c kills a. I tried messing around with the code but it won't work. Code: Select all x = 8, y = 10, rule = B3/S23 3b2o$3b2o$2b3o$4bobo$2obobobo$3bo2bo$2bobo2bo$2bo4bo$2bo4bo$2bo!

No football of any dui mauris said that.

dvgrn
Moderator
Posts: 5895
Joined: May 17th, 2009, 11:00 pm