For discussion of other cellular automata.
player2
Posts: 2
Joined: February 28th, 2019, 9:58 pm

Hello! I'm fairly new to the Game of Life, and I've been playing around with various rule sets in my spare time. I stumbled across this article here detailing a two-player version of the game. It's similar to Immigration/Black&White, but with a few twists to make it more "interesting" in the authors' words. I haven't been able to find much discussion of this "p2life", so I was wondering if anyone else has heard of it, or tried their hand at creating the rules for it in Golly.

Here are the rules for those who don't want to read the article (but I recommend it, it's pretty neat).
The rules of p2life, from white’s point of view (the rules from black’s point of view are
symmetric), are as follows:

Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours
is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an
unbiased coin determines whether a white or black token is born in the cell.
Survival. If a cell is occupied by a white token, then we consider two cases:
1) If the difference between the number of white and black neighbours is two or three,
then the white token survives.
2) If the difference between the number of white and black neighbours is one and the
number of white neighbours is at least two, then the white token survives.

77topaz
Posts: 1472
Joined: January 12th, 2018, 9:19 pm

player2 wrote:Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours
is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an
unbiased coin
determines whether a white or black token is born in the cell.
This rule is impossible to simulate with a ruletable, because those need to be deterministic. The rule would need to be simulated via a Lua or Python script, which is relatively more difficult and slower.

player2
Posts: 2
Joined: February 28th, 2019, 9:58 pm

77topaz wrote:
player2 wrote:Birth. If a cell is empty, then we consider two cases:
1) The cell has exactly three white neighbours and the number of black neighbours
is different from three. In this case a white token is born in the cell.
2) The cell has exactly three white and three black neighbours. In this case an
unbiased coin
determines whether a white or black token is born in the cell.
This rule is impossible to simulate with a ruletable, because those need to be deterministic. The rule would need to be simulated via a Lua or Python script, which is relatively more difficult and slower.
It's the unbiased coin part that isn't deterministic, correct? Is that the only rule that Golly wouldn't be able to simulate for the p2life rule set? And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?

Hdjensofjfnen
Posts: 1487
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

player2 wrote: And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?
Yes.
"A man said to the universe:
'Sir, I exist!'
'However,' replied the universe,
'The fact has not created in me
A sense of obligation.'" -Stephen Crane

Code: Select all

``````x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o\$6bo\$o3b3o\$2o\$bo!
``````

77topaz
Posts: 1472
Joined: January 12th, 2018, 9:19 pm

player2 wrote:And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?
For the rule with the condition, I've created a ruletable and attached it to this post.

A few stable multicoloured objects I've observed from soups:

Code: Select all

``````x = 45, y = 16, rule = p2life
2.A\$.A.A\$A2.A8.2B\$.2A9.2B19.2A8.2A\$3.2B9.2A6.B.2A7.2A2B6.2A\$3.2B9.2A
6.2B2A9.2B7.B6\$2.3B8.2A10.B\$.2A10.2A9.B.B\$.2A9.B8.2A.B2.B\$12.B8.A.A.
2B\$12.B9.2A!
``````
Attachments
p2life.rule

Moosey
Posts: 3182
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board. Or [click to not expand]
Contact:

Any rules where this is a spaceship?
I need one. It’s x0_apgcode.

Code: Select all

``````x = 6, y = 5, rule = B/S012345678
bo2bo\$o4bo\$2bob2o\$6o\$bobo!
[[ VIEWONLY ]]``````
Looks like a really weird mutant XWSS, which is why I suspect there is a rule for it.
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

2718281828
Posts: 738
Joined: August 8th, 2017, 5:38 pm

Moosey wrote:Any rules where this is a spaceship?
I need one. It’s x0_apgcode.

Code: Select all

``````x = 6, y = 5, rule = B/S012345678
bo2bo\$o4bo\$2bob2o\$6o\$bobo!
[[ VIEWONLY ]]``````
Looks like a really weird mutant XWSS, which is why I suspect there is a rule for it.
There are plenty of examples:

Code: Select all

``````x = 6, y = 5, rule = B2a3cekr5i6k/S2cek3cir4j5q
bo2bo\$o4bo\$2bob2o\$6o\$bobo!``````

Code: Select all

``````
x = 6, y = 5, rule = B2cn3ainr4t5cj6c/S012a3ai4ajn5y6a
bo2bo\$o4bo\$2bob2o\$6o\$bobo!``````
(apgsearchable)

Code: Select all

``````x = 6, y = 5, rule = B2-ai3cj4knqrtwz5acjry6ain7c/S1e2ci3-cjkn4ajnrw5einr
bo2bo\$o4bo\$2bob2o\$6o\$bobo!``````
(a knight)

Moosey
Posts: 3182
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board. Or [click to not expand]
Contact:

2718281828 wrote:
Moosey wrote:Any rules where this is a spaceship?
I need one. It’s x0_apgcode.

Code: Select all

``````x = 6, y = 5, rule = B/S012345678
bo2bo\$o4bo\$2bob2o\$6o\$bobo!
[[ VIEWONLY ]]``````
Looks like a really weird mutant XWSS, which is why I suspect there is a rule for it.
There are plenty of examples:
...
Have you found any rules in which it appears naturally? Or, rather, interesting rules? Those rules seem rather monotonous.
The most interesting pattern I found by apgsearching the apgsearchable one was this p48:

Code: Select all

``````x = 8, y = 13, rule = B2cn3ainr4t5cj6c/S012a3ai4ajn5y6a
3bo\$2bo2bo3\$5bo\$o6bo\$bobo2\$bobo\$o2\$bo\$o!``````
Just had a haul with 200000 objects!

Are there any rules in which the pattern exhibits XWSS-like behavior?

EDIT:
in the apgsearchable rule soups behave like so (but without the high period oscillators usually)

Code: Select all

``````x = 16, y = 16, rule = B2cn3ainr4t5cj6c/S012a3ai4ajn5y6a
bbboooboboobobbo\$
bbooobooboooobob\$
bobobobbbbbobbob\$
booboobbboboooob\$
booboobobooboboo\$
bbooobooobobbooo\$
obobobbboboboobo\$
obbobobbobbbbobo\$
obboboobooooobob\$
obobbbbbboboobbb\$
ooooobobobbooobo\$
bobooobbbbobbooo\$
obboobbboboobobo\$
obbbobooobbobobb\$
bbbbbbbbbooobbob\$
obooboooobbobooo!``````
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

77topaz
Posts: 1472
Joined: January 12th, 2018, 9:19 pm

77topaz wrote:
player2 wrote:And would changing it so that the cell dies if there are exactly three black and white neighbors solve the issue?
For the rule with the condition, I've created a ruletable and attached it to this post.

A few stable multicoloured objects I've observed from soups:

Code: Select all

``````x = 45, y = 16, rule = p2life
2.A\$.A.A\$A2.A8.2B\$.2A9.2B19.2A8.2A\$3.2B9.2A6.B.2A7.2A2B6.2A\$3.2B9.2A
6.2B2A9.2B7.B6\$2.3B8.2A10.B\$.2A10.2A9.B.B\$.2A9.B8.2A.B2.B\$12.B8.A.A.
2B\$12.B9.2A!
``````
I managed to add a table for this rule to lifelib and apgsearch it: http://catagolue.appspot.com/census/xp2life/C1

Note that Catagolue's RLEs call the rule "P2life" due to lifelib limitations, rather than the "p2life" used by my ruletable. Also, I just realised that apgsearch in its current version only seeds the universe with state 0 and state 1 and not state 2, so you can't get observe any of the colour-interactions this way, so I won't apgsearch it further unless a way to start with a seed of both live states is added to apgsearch (I'll ask calcyman about that).

Moosey
Posts: 3182
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board. Or [click to not expand]
Contact:

Can somebody fix the variables in this? It's not working!

Code: Select all

``````@RULE MooseKnightships2

@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect

var a={1,2,3,4,5,6,7}
var b={1,2,3,4,5,6,7}
var c={1,2,3,4,5,6,7}
var d={1,2,3,4,5,6,7}
var e={1,2,3,4,5,6,7}
var f={1,2,3,4,5,6,7}
var g={1,2,3,4,5,6,7}
var h={1,2,3,4,5,6,7}
var i={1,2,3,4,5,6,7}
1,2,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,2,0
1,3,0,1,0,0,0,0,0,1
1,0,0,0,0,0,0,1,3,1
1,4,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,4,0
1,5,0,1,0,0,0,0,0,1
1,0,0,0,0,0,0,1,5,1
1,6,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,6,0
1,7,0,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,7,0
2,1,1,0,0,0,0,0,0,1
3,1,1,0,0,0,0,0,0,4
4,1,1,0,0,0,0,0,0,1
5,1,1,0,0,0,0,0,0,6
6,1,1,0,0,0,0,0,0,1
7,1,1,0,0,0,0,0,0,2
0,1,1,2,0,0,0,0,0,1
0,2,0,0,0,0,0,0,0,3
0,4,0,0,0,0,0,0,0,1
0,4,1,0,0,0,0,0,0,5
0,6,0,0,0,0,0,0,0,7
0,6,1,1,0,0,0,0,0,1
0,7,1,0,0,0,0,0,0,1
0,1,7,0,0,0,0,0,0,1
1,b,c,d,e,f,g,h,i,0
1,b,c,d,e,f,g,h,0,0
1,b,c,d,e,f,g,0,0,0
1,b,c,d,e,f,0,0,0,0
1,b,c,d,e,0,0,0,0,0
1,b,c,d,0,0,0,0,0,0
1,b,c,0,0,0,0,0,0,0
2,b,c,d,e,f,g,h,i,0
2,b,c,d,e,f,g,h,0,0
2,b,c,d,e,f,g,0,0,0
2,b,c,d,e,f,0,0,0,0
2,b,c,d,e,0,0,0,0,0
2,b,c,d,0,0,0,0,0,0
2,b,c,0,0,0,0,0,0,0
3,b,c,d,e,f,g,h,i,0
3,b,c,d,e,f,g,h,0,0
3,b,c,d,e,f,g,0,0,0
3,b,c,d,e,f,0,0,0,0
3,b,c,d,e,0,0,0,0,0
3,b,c,d,0,0,0,0,0,0
3,b,c,0,0,0,0,0,0,0
4,b,c,d,e,f,g,h,i,0
4,b,c,d,e,f,g,h,0,0
4,b,c,d,e,f,g,0,0,0
4,b,c,d,e,f,0,0,0,0
4,b,c,d,e,0,0,0,0,0
4,b,c,d,0,0,0,0,0,0
4,b,c,0,0,0,0,0,0,0
5,b,c,d,e,f,g,h,i,0
5,b,c,d,e,f,g,h,0,0
5,b,c,d,e,f,g,0,0,0
5,b,c,d,e,f,0,0,0,0
5,b,c,d,e,0,0,0,0,0
5,b,c,d,0,0,0,0,0,0
5,b,c,0,0,0,0,0,0,0
6,b,c,d,e,f,g,h,i,0
6,b,c,d,e,f,g,h,0,0
6,b,c,d,e,f,g,0,0,0
6,b,c,d,e,f,0,0,0,0
6,b,c,d,e,0,0,0,0,0
6,b,c,d,0,0,0,0,0,0
6,b,c,0,0,0,0,0,0,0
7,b,c,d,e,f,g,h,i,0
7,b,c,d,e,f,g,h,0,0
7,b,c,d,e,f,g,0,0,0
7,b,c,d,e,f,0,0,0,0
7,b,c,d,e,0,0,0,0,0
7,b,c,d,0,0,0,0,0,0
7,b,c,0,0,0,0,0,0,0
1,0,0,0,0,0,0,0,0,0
2,0,0,0,0,0,0,0,0,0
3,0,0,0,0,0,0,0,0,0
4,0,0,0,0,0,0,0,0,0
5,0,0,0,0,0,0,0,0,0
6,0,0,0,0,0,0,0,0,0
7,0,0,0,0,0,0,0,0,0
3,3,3,0,0,0,0,0,0,2

@COLORS
0 48 48 48
1 100 100 100
2 255 0 0
3 0 255 0
4 0 0 255
5 255 255 0
6 255 0 255
7 0 255 255``````
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Βεν Γ. Κυθισ
Posts: 218
Joined: December 27th, 2018, 5:42 am

Well, what is the problem you are having?
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Moosey
Posts: 3182
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board. Or [click to not expand]
Contact:

Βεν Γ. Κυθισ wrote:Well, what is the problem you are having?
The cells are supposed to die if they have too many neighbors.
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

dvgrn
Moderator
Posts: 6506
Joined: May 17th, 2009, 11:00 pm
Contact:

Moosey wrote:
Βεν Γ. Κυθισ wrote:Well, what is the problem you are having?
The cells are supposed to die if they have too many neighbors.
Part of the problem might be the rotate4reflect symmetry. The variables are fine: your "kill overpopulated cells" section would work fine if you were using permute symmetry, I think.

Let's see, for rotate4reflect you'd have to put 0's in all possible combinations of corner and edge neighbor locations. This gets pretty annoying for six ON neighbors, let alone four or five.

You might be better off adding some "don't care" variables, which will really cut down on the number of cases. If you use {0,1,2,3,4,5,6,7} variables mixed with your {1,2,3,4,5,6,7} ones, then you only have to list all the ways that two ON cells can be placed in relation to each other in rotate4reflect symmetry. With "don't care" variables instead of zeroes in the other locations, you'll kill off all the higher populations with just one rule.

You can also put one of your {1,2,3,4,5,6,7} variables in the first position, it looks like. That would get rid of some more unnecessary duplication of rules.

Moosey
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Location: A house, or perhaps the OCA board. Or [click to not expand]
Contact:

Can I have a rule which is like life but born cells do nothing for the first generation (do not alter births, etc.)
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

77topaz
Posts: 1472
Joined: January 12th, 2018, 9:19 pm

Moosey wrote:Can I have a rule which is like life but born cells do nothing for the first generation (do not alter births, etc.)
I think that can already be accomplished with the Extended Generations algorithm, which can be found here.

Βεν Γ. Κυθισ
Posts: 218
Joined: December 27th, 2018, 5:42 am

Moosey wrote:Can I have a rule which is like life but born cells do nothing for the first generation (do not alter births, etc.)
I have what I think you want here (I assume that dormant cells can't die):

Code: Select all

``````@RULE DormantLife
@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}
0,1,1,1,0,0,0,0,0,2
1,a,0,0,0,0,0,0,0,0
1,1,1,1,1,e,f,g,h,0
2,a,b,c,d,e,f,g,h,1``````
EDIT: I found an interesting oscillator while experimenting:

Code: Select all

``````x = 7, y = 5, rule = DormantLife
2.2A\$A4.A\$6.A\$A5.A\$.6A!
``````
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Moosey
Posts: 3182
Joined: January 27th, 2019, 5:54 pm
Location: A house, or perhaps the OCA board. Or [click to not expand]
Contact:

X-post from random posts:
I wrote:I would like a rule that behaves like particle physics (e.g. quarks, etc.) where the most likely outcome happens (since CA don’t have randomness). So charms become stranges, etc. Obviously not a very interesting rule but whatever. I guess I could do it if I were less lazy.

Also preferably give it a nice color scheme to distinguish the perticles from each other.

Then modify it to make it interesting, without necessarily preserving its scientific accuracy. (e.g. this particle moves when decaying, these two particles make this particle when they are next to each other.) so that small(ish), but not one-cell, oscillators and spaceships are possible.

Keep it in the Moore neighborhood or something, but toy with symmetry if you need to.

Post both rules.
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

Βεν Γ. Κυθισ
Posts: 218
Joined: December 27th, 2018, 5:42 am

I'm going to try to make the basic decay transition tables for that rule idea after dinner
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

Βεν Γ. Κυθισ
Posts: 218
Joined: December 27th, 2018, 5:42 am

nevermind, there are over 160 states needed just to be able to keep track of the motions. I need to make 160 states even just for decay because of decay during motion. This particle physics rule is too big for me.

EDIT: This is my 200th post
Sorry, some of my rules before April 20 2019 have Unicode characters that are not compatible with Golly; you will have to remove them when pasting them in your text editor.
If for some reason you needed to know, my PGP key ID is DB271923.

googoIpIex
Posts: 253
Joined: February 28th, 2019, 4:49 pm
Location: Sqrt(-1)

A non-isotropic lifelike rule with a 2g-3g
woomy on a vroomy

Gustone
Posts: 613
Joined: March 6th, 2019, 2:26 am

Can someone make a rainbow rule where white is Life, yellow is B3/S23-a, orange is B3-e/S23, red is B34t/S235i, and gray is B35n/S23?
I just want to run several Life variations at once
My favourite oscillator of all time

Code: Select all

``````x = 15, y = 13, rule = B3/S23
7bo2\$3b2o5b2o\$b2o4bo4b2o\$5b2ob2o\$bobo7bobo\$bo2bobobobo2bo\$5obobob5o\$o
4bo3bo4bo\$b3obobobob3o\$3bob2obo2bo\$8bobo\$8b2o!
``````

Ian07
Posts: 524
Joined: September 22nd, 2018, 8:48 am

Gustone wrote:Can someone make a rainbow rule where white is Life, yellow is B3/S23-a, orange is B3-e/S23, red is B34t/S235i, and gray is B35n/S23?
I just want to run several Life variations at once
I'm a bit confused on how this is supposed to work. The survival conditions for each one make sense, but what happens if a dead cell meets birth conditions for several different colors at once, e.g. the center cell in this:

Code: Select all

``````x = 3, y = 3, rule = none
3A2\$3B!
#C [[ COLOR 1 White COLOR 2 Yellow COLOR 3 Orange COLOR 4 Red COLOR 5 Gray ]]``````
Are certain states supposed to have higher priority like in Brew?

dvgrn
Moderator
Posts: 6506
Joined: May 17th, 2009, 11:00 pm
Contact:

Ian07 wrote:Are certain states supposed to have higher priority like in Brew?
If the only goal is to have non-interacting copies of a pattern running in different rules in the same universe, then I think the easiest way to solve collisions like that is just to decide that cells with more than one color of neighbor will stay OFF, or won't change, or whatever the default behavior turns out to be (can depend on how the rule is written).

This would actually make a very nice little tutorial for the LifeWiki. Rainbow-type rules that assume non-interaction are really easy to make -- anyone should be able to do it with just a text editor, or directly in a conwaylife.com message code box, given rule tables for the separate rules that you want to combine.

EDIT: Okay, where did the script go for making rule tables for isotropic rules? I can find references to "isotrop.py", there's the MAP-rule version of the same script, but I'm not coming up with any sign of isotrop.py. (?!?)

EDIT2: Found it, I think: it's EricG's "HenselNotation->Ruletable(1.3).py". I think I like "isotrop.py" better.

Gustone
Posts: 613
Joined: March 6th, 2019, 2:26 am

Ian07 wrote:I'm a bit confused on how this is supposed to work. The survival conditions for each one make sense, but what happens if a dead cell meets birth conditions for several different colors at once
priorities are

B3/S23-a < B35n/S23 < B3-e/S23 < Life < B34t/S235i
My favourite oscillator of all time

Code: Select all

``````x = 15, y = 13, rule = B3/S23
7bo2\$3b2o5b2o\$b2o4bo4b2o\$5b2ob2o\$bobo7bobo\$bo2bobobobo2bo\$5obobob5o\$o
4bo3bo4bo\$b3obobobob3o\$3bob2obo2bo\$8bobo\$8b2o!
``````

dvgrn
Moderator
Posts: 6506
Joined: May 17th, 2009, 11:00 pm
Contact:

Gustone wrote:priorities are

B3/S23-a < B35n/S23 < B3-e/S23 < Life < B34t/S235i
Here are the rotate4reflect rule tables you'll need:

Code: Select all

``````@RULE B3_S23-a
Isotropic rule B3/S23-a

@TABLE
neighborhood:Moore
symmetries:rotate4reflect
n_states:2

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

0,1,1,0,0,1,0,0,0,1
0,1,0,0,1,0,1,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,0,1,0,1,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,0,0,1,0,1,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,0,1,0,1,0,1,0,0,1
1,1,0,1,0,1,0,0,0,1
# Death otherwise
1,a,b,c,d,e,f,g,h,0``````

Code: Select all

``````@RULE B35n_S23
Isotropic rule B35n/S23

@TABLE
neighborhood:Moore
symmetries:rotate4reflect
n_states:2

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

0,1,1,0,0,1,0,0,0,1
0,1,0,0,1,0,1,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,0,1,0,1,0,0,0,1
0,0,0,1,1,0,1,1,1,1
0,0,0,1,0,1,1,1,1,1
0,0,0,1,1,1,0,1,1,1
0,0,1,1,0,1,0,1,1,1
0,0,0,1,1,1,1,1,0,1
0,0,1,0,1,1,0,1,1,1
0,0,0,1,1,1,1,0,1,1
0,0,1,0,1,0,1,1,1,1
0,0,0,0,1,1,1,1,1,1
0,1,0,1,0,1,0,1,1,1
1,0,1,0,0,0,1,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,0,0,1,0,1,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
# Death otherwise
1,a,b,c,d,e,f,g,h,0``````

Code: Select all

``````@RULE B3-e_S23
Isotropic rule B3-e/S23

@TABLE
neighborhood:Moore
symmetries:rotate4reflect
n_states:2

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

0,1,1,0,0,1,0,0,0,1
0,1,0,0,1,0,1,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,0,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,0,0,1,0,1,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
# Death otherwise
1,a,b,c,d,e,f,g,h,0``````

Code: Select all

``````@RULE B3_S23isotropic
Isotropic version of rule B3/S23

@TABLE
neighborhood:Moore
symmetries:rotate4reflect
n_states:2

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

0,1,1,0,0,1,0,0,0,1
0,1,0,0,1,0,1,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,0,1,0,1,0,0,0,1
1,0,1,0,0,0,1,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,0,0,1,0,1,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
# Death otherwise
1,a,b,c,d,e,f,g,h,0``````

Code: Select all

``````@RULE B34t_S235i
Isotropic rule B34t/S235i

@TABLE
neighborhood:Moore
symmetries:rotate4reflect
n_states:2

var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}

0,1,1,0,0,1,0,0,0,1
0,1,0,0,1,0,1,0,0,1
0,1,1,0,0,0,1,0,0,1
0,1,1,0,1,0,0,0,0,1
0,1,0,1,0,0,1,0,0,1
0,1,1,0,0,0,0,1,0,1
0,1,1,0,0,0,0,0,1,1
0,0,1,0,1,0,1,0,0,1
0,1,1,1,0,0,0,0,0,1
0,1,0,1,0,1,0,0,0,1
0,1,1,0,0,1,0,0,1,1
1,0,1,0,0,0,1,0,0,1
1,1,0,1,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,0,1,0,1,0,0,0,0,1
1,1,0,0,0,1,0,0,0,1
1,1,0,0,1,0,0,0,0,1
1,1,1,0,0,1,0,0,0,1
1,1,0,0,1,0,1,0,0,1
1,1,1,0,0,0,1,0,0,1
1,1,1,0,1,0,0,0,0,1
1,1,0,1,0,0,1,0,0,1
1,1,1,0,0,0,0,1,0,1
1,1,1,0,0,0,0,0,1,1
1,0,1,0,1,0,1,0,0,1
1,1,1,1,0,0,0,0,0,1
1,1,0,1,0,1,0,0,0,1
1,0,0,1,1,1,1,1,0,1
# Death otherwise
1,a,b,c,d,e,f,g,h,0``````
Just append all the rule lines together after increasing the number of states to 5, and replacing all the "1"s with "2", "3", "4" and "5" in the last four rule tables, respectively. And change all the variable definitions to

var {varname}={0,1,2,3,4,5}.

I've put a copy of isotrop.py out on GitHub, so that there's some hope I might be able to find it again.