Re: Rule request thread
Posted: March 8th, 2017, 4:27 am
HE KNOWSdrc wrote:cognasomuzik wrote:Any rules in which this is a spaceship?
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x = 7, y = 5, rule = B3/S23 3bo$3b2o$o2bobo$2o2b3o$b3ob2o!
HE KNOWSdrc wrote:cognasomuzik wrote:Any rules in which this is a spaceship?
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x = 7, y = 5, rule = B3/S23 3bo$3b2o$o2bobo$2o2b3o$b3ob2o!
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.
Code: Select all
x = 21, y = 4, rule = B3/S23
2o5bo4bo7bo$2bo5bo4bo4b2o$bo4b2o6bo5bo$o7bo3b2o5bo!
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!
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!
...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!
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!
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x = 9, y = 5, rule = B3/S23
bo4bobo$2bobo2bo$o2b3o$6o2bo$2o3b4o!
When a new cell is born, how do you decide if it's state 1 or 2? Majority rules as usual, I suppose?Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)
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@RULE DeadlyEnemies
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={1,2}
var j={1,2}
var k={1,2}
# Proximity death
# -- don't actually need these, since those cases are caught at the end
# 1,2,a,b,c,d,e,f,g,0
# 2,1,a,b,c,d,e,f,g,0
# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
#Death
i,a,b,c,d,e,f,g,h,0
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x = 7, y = 3, rule = DeadlyEnemies
.2B2.2A$B.B2.2A$2.B!
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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$3.A7.B!
Good, it has the dynamics I was expecting! I was planning to check this with Sparse Life (at 2% fill) and, as expected, one colour should dominate regions at random.dvgrn wrote:Rhombic wrote:Very easy: rule table with two separate live cells but one single dead state for both
...
a cell is born if the sum of states 1 and 2 neighbours is 3 (i.e. two state 1 + one state 2, or three state 1, or three state 2, or one state 1 + two state 2)Oddly enough, an other-color block is a glider eater in this rule:Code: Select all
@RULE DeadlyEnemies
when there's a fight for territory, one color usually seems to win completely, pretty much at random.Code: Select all
x = 7, y = 3, rule = DeadlyEnemies .2B2.2A$B.B2.2A$2.B!
Perfect destruction of pi with an opposite state B-heptominodvgrn 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.
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x = 18, y = 16, rule = DeadlyEnemies
3A$2.A$3A10$17.B$16.2B$15.2B$16.2B!
Ah, yes, the Thue-Morse 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
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 B-heptomino...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.
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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!
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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$.3A17.3A!
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x = 11, y = 28, rule = DeadlyEnemies
2B.B$.3B$2.B18$6.2A$6.2A3$4.2A.2A$5.A.A$2.3A3.3A$2.A7.A!
Smallest I could find by hand:dvgrn wrote: ...But what is the smallest two-color oscillator that is not also an oscillator if it's single-color -- i.e., that doesn't work in standard Life? I'm not quite sure how to phrase the question, to avoid answers along the lines of a gun pointed at a block, or a known oscillator sparking another known object...
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x = 4, y = 4, rule = DeadlyEnemies
.3A$B$B$B!
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$B!
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x = 7, y = 7, rule = DeadlyEnemies
.2B$B2.B$B.2B$.B2.2A$4.A.A$3.A2.A$4.2A!
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$2o3b4o!
It's definitely explosive, because any dead cell with one neighbor adds that value to itself, becoming alive.Saka wrote:Ok here's a totally different request:
Name it "Value"
A 9 state Moore rule:
A cell has a value, which is equal to it's state number (0 has value 0, 1 has value 1, etc.)
A cell adds the values of it's neighbors to itself (e.g. State 3 which has neighbors 3, 1, and 2 would turn into 3+1+2=6)
Cells with neighbors that add up to more than 8 die.
Cells with 0 neighbors die.
I think it's explosive
Sure, that's easy. In fact, it's so easy that anyone should be able to do it. All the editing could be done right in a forum posting, you don't even need a separate text editor.83bismuth38 wrote:Hey! could you make one with more than 2 colors?
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# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
#Death
i,a,b,c,d,e,f,g,h,0
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@RULE ThreeDeadlyEnemies
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a={0,1,2,3}
var b={0,1,2,3}
var c={0,1,2,3}
var d={0,1,2,3}
var e={0,1,2,3}
var f={0,1,2,3}
var g={0,1,2,3}
var h={0,1,2,3}
var i={1,2,3}
var j={1,2,3}
var k={1,2,3}
# Birth
0,1,1,i,0,0,0,0,0,1
0,2,2,i,0,0,0,0,0,2
0,3,3,i,0,0,0,0,0,3
# Three-neighbor survival
1,1,1,1,0,0,0,0,0,1
2,2,2,2,0,0,0,0,0,2
3,3,3,3,0,0,0,0,0,3
# Two-neighbor survival
1,1,1,0,0,0,0,0,0,1
2,2,2,0,0,0,0,0,0,2
3,3,3,0,0,0,0,0,0,3
#Death
i,a,b,c,d,e,f,g,h,0
Code: Select all
x = 6, y = 10, rule = DeadlyEnemies
2A$.A$.A.2A$2.A2.B2$4.2B$2.3A$.A.A$.A$2A!
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 Rock-colored glider plow right through a Scissors-colored still life without noticing it's there? Or is a Rock-colored glider affected for one tick by the presence of Scissors ON cells, before the Scissors cells die?83bismuth38 wrote: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.
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.