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Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 9:44 am
by HelicopterCat3
Schiaparelliorbust wrote:
November 4th, 2020, 9:05 am
HelicopterCat3 wrote:
November 4th, 2020, 8:48 am
I see people making rules where certain states behave differently than each other, and I don't know how they do it. Could anyone tell me how to make a rule where each state has its own rule? Or something like that
There is this:Tutorials/Creating custom rules
You can also assign variable to states like
var a={1,2}
So if states 1 and 2 make no difference in the evolution of a third state when in its neighbourhood (basically they're interchangeable) you can compact rule table lines describing evolution. There are also a bunch of other things you can do but I really don't know, you can look here:https://github.com/gollygang/ruletabler ... /TheFormat
If anything I've said is wrong, I'm sorry, I'm really not good at making rule tables.
Ok, I pretty much get it but, where in the code do we put the @COLORS string? Is it after the B/S requirements or somewhere before it?

Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 9:49 am
by Schiaparelliorbust
HelicopterCat3 wrote:
November 4th, 2020, 9:44 am
Ok, I pretty much get it but, where in the code do we put the @COLORS string? Is it after the B/S requirements or somewhere before it?
I've never used colors before, just try in different places. I think it was the in the end.

Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 9:51 am
by HelicopterCat3
Schiaparelliorbust wrote:
November 4th, 2020, 9:49 am
HelicopterCat3 wrote:
November 4th, 2020, 9:44 am
Ok, I pretty much get it but, where in the code do we put the @COLORS string? Is it after the B/S requirements or somewhere before it?
I've never used colors before, just try in different places. I think it was the in the end.
Thank you much

Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 11:16 am
by MathAndCode
Has anyone investigated Generations variants where off cells can directly become refractory under certain conditions? If not, I might investigate one.

Re: Confusing rule: Langhton's Ants

Posted: November 4th, 2020, 10:31 pm
by Ian07
MathAndCode wrote:
November 3rd, 2020, 9:43 pm
I don't understand why its implementation needs so many states, though.
Essentially, because one state is needed for every combination of cell color and ant direction, plus 2 more for cells without ants on them, so 10 total.

Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 11:02 pm
by MathAndCode
MathAndCode wrote:
November 4th, 2020, 11:16 am
Has anyone investigated Generations variants where off cells can directly become refractory under certain conditions? If not, I might investigate one.
I made a preliminary rule but cannot figure out how to run it in LifeViewer.

Code: Select all

@RULE GenerationVariant

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
1,1,0,0,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
1,1,1,1,0,0,0,0,0,2
1,1,1,1,1,0,0,0,0,2
1,1,1,1,1,1,0,0,0,2
1,1,1,1,1,1,1,0,0,2
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,2
1,2,0,0,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,1,1,2,0,0,0,0,0,2
1,1,1,1,2,0,0,0,0,2
1,1,1,1,1,2,0,0,0,2
1,1,1,1,1,1,2,0,0,2
1,1,1,1,1,1,1,2,0,2
1,1,1,1,1,1,1,1,2,2
1,2,2,0,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
1,1,1,2,2,0,0,0,0,2
1,1,1,1,2,2,0,0,0,2
1,1,1,1,1,2,2,0,0,2
1,1,1,1,1,1,2,2,0,2
1,1,1,1,1,1,1,2,2,2
1,2,2,2,0,0,0,0,0,2
1,1,2,2,2,0,0,0,0,2
1,1,1,2,2,2,0,0,0,2
1,1,1,1,2,2,2,0,0,2
1,1,1,1,1,2,2,2,0,2
1,1,1,1,1,1,2,2,2,2
1,2,2,2,2,0,0,0,0,2
1,1,2,2,2,2,0,0,0,2
1,1,1,2,2,2,2,0,0,2
1,1,1,1,2,2,2,2,0,2
1,1,1,1,1,2,2,2,2,2
1,2,2,2,2,2,0,0,0,2
1,1,2,2,2,2,2,0,0,2
1,1,1,2,2,2,2,2,0,2
1,1,1,1,2,2,2,2,2,2
1,2,2,2,2,2,2,0,0,2
1,1,2,2,2,2,2,2,0,2
1,1,1,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,0,2
1,1,2,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,2,2
2,0,0,0,0,0,0,0,0,0
2,1,0,0,0,0,0,0,0,0
2,1,1,0,0,0,0,0,0,0
2,1,1,1,0,0,0,0,0,0
2,1,1,1,1,0,0,0,0,0
2,1,1,1,1,1,0,0,0,0
2,1,1,1,1,1,1,0,0,0
2,1,1,1,1,1,1,1,0,0
2,1,1,1,1,1,1,1,1,0
2,2,0,0,0,0,0,0,0,0
2,1,2,0,0,0,0,0,0,0
2,1,1,2,0,0,0,0,0,0
2,1,1,1,2,0,0,0,0,0
2,1,1,1,1,2,0,0,0,0
2,1,1,1,1,1,2,0,0,0
2,1,1,1,1,1,1,2,0,0
2,1,1,1,1,1,1,1,2,0
2,2,2,0,0,0,0,0,0,0
2,1,2,2,0,0,0,0,0,0
2,1,1,2,2,0,0,0,0,0
2,1,1,1,2,2,0,0,0,0
2,1,1,1,1,2,2,0,0,0
2,1,1,1,1,1,2,2,0,0
2,1,1,1,1,1,1,2,2,0
2,2,2,2,0,0,0,0,0,0
2,1,2,2,2,0,0,0,0,0
2,1,1,2,2,2,0,0,0,0
2,1,1,1,2,2,2,0,0,0
2,1,1,1,1,2,2,2,0,0
2,1,1,1,1,1,2,2,2,0
2,2,2,2,2,0,0,0,0,0
2,1,2,2,2,2,0,0,0,0
2,1,1,2,2,2,2,0,0,0
2,1,1,1,2,2,2,2,0,0
2,1,1,1,1,2,2,2,2,0
2,2,2,2,2,2,0,0,0,0
2,1,2,2,2,2,2,0,0,0
2,1,1,2,2,2,2,2,0,0
2,1,1,1,2,2,2,2,2,0
2,2,2,2,2,2,2,0,0,0
2,1,2,2,2,2,2,2,0,0
2,1,1,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,0,0
2,1,2,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,2,0



x=2, y=2, rule = GenerationVariant
BA$2B!

Code: Select all

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
1,1,0,0,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
1,1,1,1,0,0,0,0,0,2
1,1,1,1,1,0,0,0,0,2
1,1,1,1,1,1,0,0,0,2
1,1,1,1,1,1,1,0,0,2
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,2
1,2,0,0,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,1,1,2,0,0,0,0,0,2
1,1,1,1,2,0,0,0,0,2
1,1,1,1,1,2,0,0,0,2
1,1,1,1,1,1,2,0,0,2
1,1,1,1,1,1,1,2,0,2
1,1,1,1,1,1,1,1,2,2
1,2,2,0,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
1,1,1,2,2,0,0,0,0,2
1,1,1,1,2,2,0,0,0,2
1,1,1,1,1,2,2,0,0,2
1,1,1,1,1,1,2,2,0,2
1,1,1,1,1,1,1,2,2,2
1,2,2,2,0,0,0,0,0,2
1,1,2,2,2,0,0,0,0,2
1,1,1,2,2,2,0,0,0,2
1,1,1,1,2,2,2,0,0,2
1,1,1,1,1,2,2,2,0,2
1,1,1,1,1,1,2,2,2,2
1,2,2,2,2,0,0,0,0,2
1,1,2,2,2,2,0,0,0,2
1,1,1,2,2,2,2,0,0,2
1,1,1,1,2,2,2,2,0,2
1,1,1,1,1,2,2,2,2,2
1,2,2,2,2,2,0,0,0,2
1,1,2,2,2,2,2,0,0,2
1,1,1,2,2,2,2,2,0,2
1,1,1,1,2,2,2,2,2,2
1,2,2,2,2,2,2,0,0,2
1,1,2,2,2,2,2,2,0,2
1,1,1,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,0,2
1,1,2,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,2,2
2,0,0,0,0,0,0,0,0,0
2,1,0,0,0,0,0,0,0,0
2,1,1,0,0,0,0,0,0,0
2,1,1,1,0,0,0,0,0,0
2,1,1,1,1,0,0,0,0,0
2,1,1,1,1,1,0,0,0,0
2,1,1,1,1,1,1,0,0,0
2,1,1,1,1,1,1,1,0,0
2,1,1,1,1,1,1,1,1,0
2,2,0,0,0,0,0,0,0,0
2,1,2,0,0,0,0,0,0,0
2,1,1,2,0,0,0,0,0,0
2,1,1,1,2,0,0,0,0,0
2,1,1,1,1,2,0,0,0,0
2,1,1,1,1,1,2,0,0,0
2,1,1,1,1,1,1,2,0,0
2,1,1,1,1,1,1,1,2,0
2,2,2,0,0,0,0,0,0,0
2,1,2,2,0,0,0,0,0,0
2,1,1,2,2,0,0,0,0,0
2,1,1,1,2,2,0,0,0,0
2,1,1,1,1,2,2,0,0,0
2,1,1,1,1,1,2,2,0,0
2,1,1,1,1,1,1,2,2,0
2,2,2,2,0,0,0,0,0,0
2,1,2,2,2,0,0,0,0,0
2,1,1,2,2,2,0,0,0,0
2,1,1,1,2,2,2,0,0,0
2,1,1,1,1,2,2,2,0,0
2,1,1,1,1,1,2,2,2,0
2,2,2,2,2,0,0,0,0,0
2,1,2,2,2,2,0,0,0,0
2,1,1,2,2,2,2,0,0,0
2,1,1,1,2,2,2,2,0,0
2,1,1,1,1,2,2,2,2,0
2,2,2,2,2,2,0,0,0,0
2,1,2,2,2,2,2,0,0,0
2,1,1,2,2,2,2,2,0,0
2,1,1,1,2,2,2,2,2,0
2,2,2,2,2,2,2,0,0,0
2,1,2,2,2,2,2,2,0,0
2,1,1,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,0,0
2,1,2,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,2,0



x=2, y=2
BA$2B!

Code: Select all

x=2, y=2

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0,1,0,0,0,0,0,0,0,1
0,1,2,0,0,0,0,0,0,2
1,0,0,0,0,0,0,0,0,2
1,1,0,0,0,0,0,0,0,2
1,1,1,0,0,0,0,0,0,2
1,1,1,1,0,0,0,0,0,2
1,1,1,1,1,0,0,0,0,2
1,1,1,1,1,1,0,0,0,2
1,1,1,1,1,1,1,0,0,2
1,1,1,1,1,1,1,1,0,2
1,1,1,1,1,1,1,1,1,2
1,2,0,0,0,0,0,0,0,2
1,1,2,0,0,0,0,0,0,2
1,1,1,2,0,0,0,0,0,2
1,1,1,1,2,0,0,0,0,2
1,1,1,1,1,2,0,0,0,2
1,1,1,1,1,1,2,0,0,2
1,1,1,1,1,1,1,2,0,2
1,1,1,1,1,1,1,1,2,2
1,2,2,0,0,0,0,0,0,2
1,1,2,2,0,0,0,0,0,2
1,1,1,2,2,0,0,0,0,2
1,1,1,1,2,2,0,0,0,2
1,1,1,1,1,2,2,0,0,2
1,1,1,1,1,1,2,2,0,2
1,1,1,1,1,1,1,2,2,2
1,2,2,2,0,0,0,0,0,2
1,1,2,2,2,0,0,0,0,2
1,1,1,2,2,2,0,0,0,2
1,1,1,1,2,2,2,0,0,2
1,1,1,1,1,2,2,2,0,2
1,1,1,1,1,1,2,2,2,2
1,2,2,2,2,0,0,0,0,2
1,1,2,2,2,2,0,0,0,2
1,1,1,2,2,2,2,0,0,2
1,1,1,1,2,2,2,2,0,2
1,1,1,1,1,2,2,2,2,2
1,2,2,2,2,2,0,0,0,2
1,1,2,2,2,2,2,0,0,2
1,1,1,2,2,2,2,2,0,2
1,1,1,1,2,2,2,2,2,2
1,2,2,2,2,2,2,0,0,2
1,1,2,2,2,2,2,2,0,2
1,1,1,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,0,2
1,1,2,2,2,2,2,2,2,2
1,2,2,2,2,2,2,2,2,2
2,0,0,0,0,0,0,0,0,0
2,1,0,0,0,0,0,0,0,0
2,1,1,0,0,0,0,0,0,0
2,1,1,1,0,0,0,0,0,0
2,1,1,1,1,0,0,0,0,0
2,1,1,1,1,1,0,0,0,0
2,1,1,1,1,1,1,0,0,0
2,1,1,1,1,1,1,1,0,0
2,1,1,1,1,1,1,1,1,0
2,2,0,0,0,0,0,0,0,0
2,1,2,0,0,0,0,0,0,0
2,1,1,2,0,0,0,0,0,0
2,1,1,1,2,0,0,0,0,0
2,1,1,1,1,2,0,0,0,0
2,1,1,1,1,1,2,0,0,0
2,1,1,1,1,1,1,2,0,0
2,1,1,1,1,1,1,1,2,0
2,2,2,0,0,0,0,0,0,0
2,1,2,2,0,0,0,0,0,0
2,1,1,2,2,0,0,0,0,0
2,1,1,1,2,2,0,0,0,0
2,1,1,1,1,2,2,0,0,0
2,1,1,1,1,1,2,2,0,0
2,1,1,1,1,1,1,2,2,0
2,2,2,2,0,0,0,0,0,0
2,1,2,2,2,0,0,0,0,0
2,1,1,2,2,2,0,0,0,0
2,1,1,1,2,2,2,0,0,0
2,1,1,1,1,2,2,2,0,0
2,1,1,1,1,1,2,2,2,0
2,2,2,2,2,0,0,0,0,0
2,1,2,2,2,2,0,0,0,0
2,1,1,2,2,2,2,0,0,0
2,1,1,1,2,2,2,2,0,0
2,1,1,1,1,2,2,2,2,0
2,2,2,2,2,2,0,0,0,0
2,1,2,2,2,2,2,0,0,0
2,1,1,2,2,2,2,2,0,0
2,1,1,1,2,2,2,2,2,0
2,2,2,2,2,2,2,0,0,0
2,1,2,2,2,2,2,2,0,0
2,1,1,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,0,0
2,1,2,2,2,2,2,2,2,0
2,2,2,2,2,2,2,2,2,0



BA$2B!
Also, is there any way to specify that the rule should be isotropic but not outer-totalistic?

Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 11:09 pm
by bubblegum
MathAndCode wrote:
November 4th, 2020, 11:02 pm
MathAndCode wrote:
November 4th, 2020, 11:16 am
Has anyone investigated Generations variants where off cells can directly become refractory under certain conditions? If not, I might investigate one.
I made a preliminary rule but cannot figure out how to run it in LifeViewer.

Code: Select all

snip

Code: Select all

snap

Code: Select all

uhh..snop?
Also, is there any way to specify that the rule should be isotropic but not outer-totalistic?
Just paste the rule into a new page under the Rule: namespace.

symmetries:rotate4reflect, order is c,n,ne,e,se,s,sw,w,nw,c'

Re: Thread for basic non-CGOL questions

Posted: November 4th, 2020, 11:17 pm
by MathAndCode
bubblegum wrote:
November 4th, 2020, 11:09 pm
Just paste the rule into a new page under the Rule: namespace.
Is there any other way to do this? I haven't decided on a particular Generations-like rule to use, I don't want to until I'm able to see which rule has the most interesting objects (e.g. spaceships), I don't want to create potentially ten or more rules with the intention to use only one, and I don't want to modify a rule page after it has been created in case other users decide to investigate it.
bubblegum wrote:
November 4th, 2020, 11:09 pm
symmetries:rotate4reflect, order is c,n,ne,e,se,s,sw,w,nw,c'
Thank you.

Re: Thread for basic non-CGOL questions

Posted: November 5th, 2020, 1:19 am
by Ian07
MathAndCode wrote:
November 4th, 2020, 11:17 pm
bubblegum wrote:
November 4th, 2020, 11:09 pm
Just paste the rule into a new page under the Rule: namespace.
Is there any other way to do this? I haven't decided on a particular Generations-like rule to use, I don't want to until I'm able to see which rule has the most interesting objects (e.g. spaceships), I don't want to create potentially ten or more rules with the intention to use only one, and I don't want to modify a rule page after it has been created in case other users decide to investigate it.
I'd say just keep playing around with it in Golly until you find something you're satisfied with.

Re: Thread for basic non-CGOL questions

Posted: November 5th, 2020, 5:59 am
by yujh
Is there a ten color version of quadlife?

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 7:46 am
by silversmith
Moosey wrote:
September 4th, 2020, 10:24 am
Is it possible to have a rule where (stable, at least) object (or even just spaceship) speeds are bounded above some unreachable limit, say, c/2, and for any reachable speed there exists a higher reachable speed; that is to say, any (stable) object (/just spaceship) that exists in the rule can be caught up to by a spaceship (of higher speed)?
Here is a potential solution where the ship's orthogonal speeds approach c/2, and there are no obvious c/2 ships.

Code: Select all

x = 82, y = 43, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
47b2o7bo$57b3o21bo$48b2o4bo2bo2b21o$47bo10b2o21bo10$38bo$39b3o39bo$
36bo2bo2b39o$40b2o39bo10$20bo$21b3o57bo$18bo2bo2b57o$22b2o57bo10$2bo$3b
3o75bo$o2bo2b75o$4b2o75bo!

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 7:57 am
by Schiaparelliorbust
silversmith wrote:
November 10th, 2020, 7:46 am
Moosey wrote:
September 4th, 2020, 10:24 am
Is it possible to have a rule where (stable, at least) object (or even just spaceship) speeds are bounded above some unreachable limit, say, c/2, and for any reachable speed there exists a higher reachable speed; that is to say, any (stable) object (/just spaceship) that exists in the rule can be caught up to by a spaceship (of higher speed)?
Here is a potential solution where the ship's orthogonal speeds approach c/2, and there are no obvious c/2 ships.

Code: Select all

x = 82, y = 43, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
47b2o7bo$57b3o21bo$48b2o4bo2bo2b21o$47bo10b2o21bo10$38bo$39b3o39bo$
36bo2bo2b39o$40b2o39bo10$20bo$21b3o57bo$18bo2bo2b57o$22b2o57bo10$2bo$3b
3o75bo$o2bo2b75o$4b2o75bo!
You answered this question before, but I think the question asks if there is a rule where for every spaceship you can find a faster spaceship, but every spaceship travels under some limit.
Edit: You said no obvious c/2 spaceships but they very probably exist. There should be a proof of no spaceships moving at the speed limit.

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 8:20 am
by silversmith
Schiaparelliorbust wrote:
November 10th, 2020, 7:57 am
You answered this question before, but I think the question asks if there is a rule where for every spaceship you can find a faster spaceship, but every spaceship travels under some limit.
Edit: You said no obvious c/2 spaceships but they very probably exist. There should be a proof of no spaceships moving at the speed limit.
It is true that there most probably is a c/2 ship, or at least that a proof of non-existence would be hard to find, but I do think this concrete example has the property of orthogonal ships always being reachable by a faster ship.

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 11:07 am
by wwei23
Hey!

Code: Select all

x = 5, y = 7, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
2bo$2bo$obobo$obobo$b3o$obobo$bobo!

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 11:12 am
by MathAndCode
wwei23 wrote:
November 10th, 2020, 11:07 am
Hey!

Code: Select all

x = 5, y = 7, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
2bo$2bo$obobo$obobo$b3o$obobo$bobo!
I think that that's c/4, not 2c/4.
Also, it's possible that attempts to clean up its ash would interfere with the engine.

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 11:31 am
by Schiaparelliorbust
MathAndCode wrote:
November 10th, 2020, 11:12 am
wwei23 wrote:
November 10th, 2020, 11:07 am
Hey!

Code: Select all

x = 5, y = 7, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
2bo$2bo$obobo$obobo$b3o$obobo$bobo!
I think that that's c/4, not 2c/4.
Also, it's possible that attempts to clean up its ash would interfere with the engine.
What does this have to do with the question asked?

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 1:09 pm
by praosylen
silversmith wrote:
November 10th, 2020, 7:46 am
Here is a potential solution where the ship's orthogonal speeds approach c/2, and there are no obvious c/2 ships.

Code: Select all

x = 82, y = 43, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
47b2o7bo$57b3o21bo$48b2o4bo2bo2b21o$47bo10b2o21bo10$38bo$39b3o39bo$
36bo2bo2b39o$40b2o39bo10$20bo$21b3o57bo$18bo2bo2b57o$22b2o57bo10$2bo$3b
3o75bo$o2bo2b75o$4b2o75bo!
Here are two c/2 ships in this rule, found by ntzfind:

Code: Select all

x = 30, y = 19, rule = B2ce3knry4aceikw5cy6a/S12ain3ijry4eiktwy5en6ckn
bo5bo8bo5bo5bo$obo3bobo6bobo3bobo3bobo$bo5bo8bo5bo5bo$bo2bo2bo8bo2bo2b
o2bo2bo$bobobobo8bobobobobobobo$b2obob2o8b2obo2bo2bob2o$bo2bo2bo11b2o
bob2o$9o$o3bo3bo10bo5bo$obobobobo13bo$obobobobo$o3bo3bo$o2bobo2bo$o7b
o$ob5obo$2obobob2o2$2bobobo$2b2ob2o!
I do like this idea — finding a rule with c/2 frontends and c/2 backends that can't connect to each other without phase-shifting seems hard, though.

Re: Thread for basic non-CGOL questions

Posted: November 10th, 2020, 2:19 pm
by wwei23
MathAndCode wrote:
November 10th, 2020, 11:12 am
I think that that's c/4, not 2c/4.
Also, it's possible that attempts to clean up its ash would interfere with the engine.
You're right. I was just surprised to see it.

Re: Thread for basic non-CGOL questions

Posted: November 22nd, 2020, 2:24 am
by yujh
p59:

Code: Select all

x = 127, y = 127, rule = B2n3-q5y6cn7/S23-k4c8
60bo$59bobo$60bo4bobo$66bo3b2o$66bo3b2o8$59bo$58bo$58b3o7b2o$67b2o$69b
o11$45bo$43b2o$44b2o36b3o$82bo$83bo11$29bo$29bobo66bo$29b2o66b2o$97bob
o10$3b2o$3b2o$14bobo$14b2o96b2o$2bo12bo96bobo10bo$3b2o107bo11bobo$2bo
122bo4$bo122bo$obo11bo107b2o$bo10bobo96bo12bo$13b2o96b2o$110bobo$122b
2o$122b2o10$27bobo$28b2o66b2o$28bo66bobo$97bo11$43bo$44bo$42b3o36b2o$
82b2o$81bo11$57bo$58b2o$57b2o7b3o$68bo$67bo8$55b2o3bo$55b2o3bo$59bobo
4bo$65bobo$66bo!
p78

Code: Select all

x = 87, y = 87, rule = B2n3-q5y6cn7/S23-k4c8
40bo$39bobo$40bo4bobo$46bo3b2o$46bo3b2o10$48b2o$47b2o$49bo$35bo$33b2o$
34b2o14$68bo$67b2o$3b2o62bobo$3b2o$14bobo$14b2o$2bo12bo69bo$3b2o79bobo
$2bo82bo4$bo82bo$obo79b2o$bo69bo12bo$71b2o$70bobo$82b2o$17bobo62b2o$
18b2o$18bo14$51b2o$52b2o$51bo$37bo$38b2o$37b2o10$35b2o3bo$35b2o3bo$39b
obo4bo$45bobo$46bo!
p196

Code: Select all

x = 109, y = 109, rule = B2n3-q5y6cn7/S23-k4c8
56b3o$51bo4bobo$50bobo5bo$51bo4bobo$55bo2bo2b2o$55b2obo2b2o$55b2obo$
56bobo$56b3o4$55b3o$55bo$56bo3$46bobo$46b2o$47bo7$71bo$70b2o$70bobo8$
28bo$26b2o$27b2o8$4b2o84b2o$4b2o83b2o$91bo2$9o97bo$o7bo3bo92bobo$2obob
4o3bobo91bo$4b3o5b2o2$95b2o5b3o$2bo91bobo3b4obob2o$bobo92bo3bo7bo$2bo
97b9o2$17bo$18b2o83b2o$17b2o84b2o8$80b2o$81b2o$80bo8$36bobo$37b2o$37bo
7$61bo$61b2o$60bobo3$52bo$53bo$51b3o4$50b3o$50bobo$50bob2o$46b2o2bob2o
$46b2o2bo2bo$50bobo4bo$50bo5bobo$50bobo4bo$50b3o!
p156:

Code: Select all

x = 87, y = 87, rule = B2n3-q5y6cn7/S23-k4c8
40bo$39bobo$40bo4b3o$45bobo2b2o$45b3o2b2o5$42bo$42bobo$42b2o13$27bobo$
27b2o$28bo$61b2o$60b2o$62bo6$3b2o$3b2o3$2b3o80bo$2bobo79bobo$2b3o80bo$
10bo64b3o$11bo63bo$9b3o64bo$bo80b3o$obo79bobo$bo80b3o3$82b2o$82b2o6$
24bo$25b2o$24b2o$58bo$58b2o$57bobo13$43b2o$42bobo$44bo5$35b2o2b3o$35b
2o2bobo$39b3o4bo$45bobo$46bo!
Can anybody tell if there's a family of x + n (0,1,2,3,etc.)oscillators?(which will make the rule colser to omniperiodicity?)

Re: Thread for basic non-CGOL questions

Posted: November 22nd, 2020, 4:21 am
by toroidalet
Each glider phase-shifts the p19 by 2 generations mod 19. Therefore, using one glider per cycle gets us 59+19n, as you found. If we use 2 gliders per cycle, we get a phase shift mod 4, but due to the repeat time this only gives us 137+19n (137=2*59+19, since the "p118" is really p59. The gliders alternate between being spaced at 59 and 78 generations). Similarly, if we have 3 gliders per cycle we get periods starting at 3*59+19=196. Thus we have glider loop oscillators of each mod-19 residue starting at 59, 137, 196, 255, 314, 373, 432, 491, 550, 609, 668, 727, 786, 845, 904, 963, 1022, 1081, and 1140 (59*19+19, completing the cycle) and every period of the form 1122+n starting at 0 (59*19+1, skipping after the last gap; coincidentally, that's today's date).

Re: Confusing rule: Langhton's Ants

Posted: November 24th, 2020, 2:48 am
by Hunting
MathAndCode wrote:
November 3rd, 2020, 9:43 pm
I don't understand why its implementation needs so many states, though.
What is your confusion? The states seems logical to me.

Re: Confusing rule: Langhton's Ants

Posted: November 24th, 2020, 12:03 pm
by MathAndCode
Hunting wrote:
November 24th, 2020, 2:48 am
What is your confusion? The states seems logical to me.
Someone else already explained it.

Re: Confusing rule: Langhton's Ants

Posted: November 24th, 2020, 12:07 pm
by Hunting
MathAndCode wrote:
November 24th, 2020, 12:03 pm
Hunting wrote:
November 24th, 2020, 2:48 am
What is your confusion? The states seems logical to me.
Someone else already explained it.
Yes, and I did see that, but that does not answer my question: What is your confusion?

Re: Confusing rule: Langhton's Ants

Posted: November 24th, 2020, 12:21 pm
by MathAndCode
Hunting wrote:
November 24th, 2020, 12:07 pm
Yes, and I did see that, but that does not answer my question: What is your confusion?
I basically forgot that LifeViewer has no inherent sense of direction.

Re: Confusing rule: Langhton's Ants

Posted: November 24th, 2020, 12:27 pm
by Hunting
MathAndCode wrote:
November 24th, 2020, 12:21 pm
Hunting wrote:
November 24th, 2020, 12:07 pm
Yes, and I did see that, but that does not answer my question: What is your confusion?
I basically forgot that LifeViewer has no inherent sense of direction.
Well, that property is not of LV. It is of CA itself.