HE KNOWSdrc wrote:cognasomuzik wrote:Any rules in which this is a spaceship?
Code: Select all
x = 7, y = 5, rule = B3/S23 3bo$3b2o$o2bobo$2o2b3o$b3ob2o!
Rule request thread
Re: Rule request thread
Bored of using the Moore neighbourhood for everything? Introducing the Range2 von Neumann isotropic nontotalistic rulespace!
Re: Rule request thread
Well, r is still 9 (eight neighbors plus the center). Each cell can be in one of 16 different states, as you say.BlinkerSpawn wrote:By the same equation, (n=16 and r=5, correct?) we get 20C5 or 15504 transitions, well within the range of a decent script.gameoflifemaniac wrote:What about 4 universes?dvgrn wrote:...the number of rule lines would be
(n + r 1) choose r
with n=256 and r=9  a combination with replacement.
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 15Krule table, just a little slower. Could set up multicolor icons so that red, blue, green, and white quartercells 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 rulebuilding 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 rulebuilding script, though, and getting stuck somewhere along the way, then I'd be very happy to help out.

 Posts: 3138
 Joined: June 19th, 2015, 8:50 pm
 Location: In the kingdom of Sultan Hamengkubuwono X
Re: Rule request thread
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
(Check gen 2)
Code: Select all
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

 Posts: 796
 Joined: May 30th, 2016, 8:47 pm
 Location: Milky Way Galaxy: Planet Earth
Re: Rule request thread
If any such rule exists, it must contain B0.Saka wrote:Can anybody make a rule with this glider:Code: Select all
x = 21, y = 4, rule = B3/S23 2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
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: 3138
 Joined: June 19th, 2015, 8:50 pm
 Location: In the kingdom of Sultan Hamengkubuwono X
Re: Rule request thread
Rule table, crepeGamedziner wrote:If any such rule exists, it must contain B0.Saka wrote: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
(Check gen 2)
Code: Select all
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

 Posts: 796
 Joined: May 30th, 2016, 8:47 pm
 Location: Milky Way Galaxy: Planet Earth
Re: Rule request thread
...nvm I made a mistake.Saka wrote:Rule table, crepeGamedziner wrote:If any such rule exists, it must contain B0.Saka wrote:Can anybody make a rule with this glider:Code: Select all
x = 21, y = 4, rule = B3/S23 2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
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: 3138
 Joined: June 19th, 2015, 8:50 pm
 Location: In the kingdom of Sultan Hamengkubuwono X
Re: Rule request thread
Pretty please with a loafer on top?Saka wrote:Can anybody make a rule with this glider:Code: Select all
x = 21, y = 4, rule = B3/S23 2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
What about this:
Code: Select all
x = 9, y = 5, rule = B3/S23
bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!
Airy Clave White It Nay
(Check gen 2)
Code: Select all
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
Re: Rule request thread
Very easy: rule table with two separate live cells but one single dead state for both
state 0 is dead
states 1 and 2 are both regular life
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
if a cell of 1 is adjacent to one of 2, both of these cell die
state 0 is dead
states 1 and 2 are both regular life
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
if a cell of 1 is adjacent to one of 2, both of these cell die
Re: Rule request thread
When a new cell is born, how do you decide if it's state 1 or 2? Majority rules as usual, I suppose?Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
In that case, I think this is the rule:
Code: Select all
@RULE DeadlyEnemies
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
# Proximity death
#  don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0
# 2,1,a,b,c,d,e,f,g,0
# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
# Threeneighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
# Twoneighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
#Death
i,a,b,c,d,e,f,g,h,0
Code: Select all
x = 7, y = 3, rule = DeadlyEnemies
.2B2.2A$B.B2.2A$2.B!
The only thing I could think of quickly along the highvolatility line is a normalLife 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$3.A7.B!
Re: Rule request thread
Good, it has the dynamics I was expecting! I was planning to check this with Sparse Life (at 2% fill) and, as expected, one colour should dominate regions at random.dvgrn wrote:Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)Oddly enough, an othercolor block is a glider eater in this rule:Code: Select all
@RULE DeadlyEnemies
when there's a fight for territory, one color usually seems to win completely, pretty much at random.Code: Select all
x = 7, y = 3, rule = DeadlyEnemies .2B2.2A$B.B2.2A$2.B!
Interesting.
In fact, you know those CGoLbased multiplayer games that use the regular colourbased 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).
 Mr. Missed Her
 Posts: 90
 Joined: December 7th, 2016, 12:27 pm
 Location: Somewhere within [time in years since this was entered] lightyears 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
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 notcompletelysterilized rovers.
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
Re: Rule request thread
Perfect destruction of pi with an opposite state Bheptominodvgrn wrote: There are easy twocolor oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new highvolatilty 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.
Code: Select all
x = 18, y = 16, rule = DeadlyEnemies
3A$2.A$3A10$17.B$16.2B$15.2B$16.2B!

 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 threestate 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 darkgreen 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.
It would be a threestate 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 darkgreen 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!
 BlinkerSpawn
 Posts: 1908
 Joined: November 8th, 2014, 8:48 pm
 Location: Getting a snacker from RBee's
Re: Rule request thread
Ah, yes, the ThueMorse sequence.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
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.
Re: Rule request thread
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.Rhombic wrote:Perfect destruction of pi with an opposite state Bheptomino...dvgrn wrote: There are easy twocolor oscillators in this rule, along the lines of beacons, spark coils, pulsars, and toads. There are going to be new highvolatilty 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.
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!
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$.3A17.3A!
 BlinkerSpawn
 Posts: 1908
 Joined: November 8th, 2014, 8:48 pm
 Location: Getting a snacker from RBee's
Re: Rule request thread
Interesting catalysis:
Code: Select all
x = 11, y = 28, rule = DeadlyEnemies
2B.B$.3B$2.B18$6.2A$6.2A3$4.2A.2A$5.A.A$2.3A3.3A$2.A7.A!
Re: Rule request thread
Smallest I could find by hand:dvgrn wrote: ...But what is the smallest twocolor oscillator that is not also an oscillator if it's singlecolor  i.e., that doesn't work in standard Life? I'm not quite sure how to phrase the question, to avoid answers along the lines of a gun pointed at a block, or a known oscillator sparking another known object...
Code: Select all
x = 4, y = 4, rule = DeadlyEnemies
.3A$B$B$B!
Shannon Omick
 A for awesome
 Posts: 1904
 Joined: September 13th, 2014, 5:36 pm
 Location: 0x1
 Contact:
Re: Rule request thread
Another one, that does not work when the halves are separated:skomick wrote: Smallest I could find by hand:Code: Select all
x = 4, y = 4, rule = DeadlyEnemies .3A$B$B$B!
Code: Select all
x = 7, y = 7, rule = DeadlyEnemies
.2B$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
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

 Posts: 3138
 Joined: June 19th, 2015, 8:50 pm
 Location: In the kingdom of Sultan Hamengkubuwono X
Re: Rule request thread
Please anybody?Saka wrote:Pretty please with a loafer on top?Saka wrote:Can anybody make a rule with this glider:Code: Select all
x = 21, y = 4, rule = B3/S23 2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
What about this:Code: Select all
x = 9, y = 5, rule = B3/S23 bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!
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
(Check gen 2)
Code: Select all
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
 83bismuth38
 Posts: 453
 Joined: March 2nd, 2017, 4:23 pm
 Location: Still sitting around in Sagittarius A...
 Contact:
Re: Rule request thread
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!
 BlinkerSpawn
 Posts: 1908
 Joined: November 8th, 2014, 8:48 pm
 Location: Getting a snacker from RBee's
Re: Rule request thread
It's definitely explosive, because any dead cell with one neighbor adds that value to itself, becoming alive.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
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.
Re: Rule request thread
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.83bismuth38 wrote:Hey! could you make one with more than 2 colors?
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
# Threeneighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
# Twoneighbor 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
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 state1 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 state0 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 state3 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
# Threeneighbor 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
# Twoneighbor 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
Someone could try adding a fourth ON cell color  a "noncombatant" state, let's say, born only when the three enemies accidentally collaborate on a birth, or any time there's a threeway tie once other noncombatant 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 killandbekilled proximity rules. So the fourth state plus any one other state would reduce to regular Immigration, with majorityrule birth colors but standard Life behavior otherwise.
I wonder if the noncombatants 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 RBee'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!
 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 rockpaperscissors 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!
Re: Rule request thread
At first I thought that the case where all three colors are touching each other wasn't well defined. But of course all three cells would die simultaneously in that situation. Seems workable. But does each color simply ignore the next color  e.g., does a Rockcolored glider plow right through a Scissorscolored still life without noticing it's there? Or is a Rockcolored glider affected for one tick by the presence of Scissors ON cells, before the Scissors cells die?83bismuth38 wrote:What about a rockpaperscissors kind of rule? i.e. A>B>C>A, meaning a kills b, b kills c, and c kills a.
What did you try, and in what way did it not work?83bismuth38 wrote:I tried messing around with the code but it won't work.