Perfect Orthogonal Speeds in Life-like CA

For discussion of other cellular automata.
muzik
Posts: 3519
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Perfect Orthogonal Speeds in Life-like CA

Post by muzik » February 14th, 2017, 8:37 am

This thread probably wont be updated for a while.

Rules:

- Perfect = no numbers (except 1) preceding c in the speed notation.

- Life spaceships are prioritized (except caterloopillars and other engineerables).

- The spaceship speed, where possible, should be equal to 1/mod (and preferably 1/period), so a c/2 ship should optimally be period 2, and a c/17 should be period 17. Flippers like the LWSS would be accepted but are of lesser priority.

- If there is no Life spaceship, then the smallest spaceship in any rule wins.

- Rules with B0 are highly discouraged, but accepted if there are no alternatives.


c/1: (Impossible in Life)

Code: Select all

x = 2, y = 3, rule = B2a3r/S
2o2$o!
c/2: (Unnamed)

Code: Select all

x = 31, y = 8, rule = b3/s23
5b3o15b3o$4bo3bo13bo3bo$3b2o4bo11bo4b2o$2bobob2ob2o3b3o3b2ob2obobo$b2o
bo4bob2ob3ob2obo4bob2o$o4bo3bo4bobo4bo3bo4bo$12bo5bo$2o7b2o9b2o7b2o!
c/3: (Unnamed)

Code: Select all

x = 16, y = 5, rule = B3/S23
7b2obo$4b2obob2ob3o$b4o2b2o6bo$o4bo3bo3b2o$b2o!
c/4: (Unnamed)

Code: Select all

x = 19, y = 12, rule = B3/S23
bo$bo8bo$obo5bo3bo$8bo3b2o$5bob2o5b2o$b6o2bo6bo$2b2o6bo3b3o$10bo3bob2o
$13bo$18bo$17bo$17bo!
c/5: (spider)

Code: Select all

x = 27, y = 8, rule = B3/S23
9bo7bo$3b2obobob2o3b2obobob2o$3obob3o9b3obob3o$o3bobo5bobo5bobo3bo$4b
2o6bobo6b2o$b2o9bobo9b2o$b2ob2o15b2ob2o$5bo15bo!
c/6: (Unnamed)

Code: Select all

x = 26, y = 12, rule = B3/S23
5b3o10b3o$3obo7b2o7bob3o$4bo3bo2bo2bo2bo3bo$4bo5bo4bo5bo$10b2o2b2o$7bo
3bo2bo3bo$7bobo6bobo$8b10o$10bo4bo$8bo8bo$7bo10bo$8bo8bo!
c/7: (loafer)

Code: Select all

x = 9, y = 9, rule = B3/S23
7bo$6bobo$5bo2bo$6b2o2$2bo5bo$bobo3bo$o2bo3b2o$o2b2o3bo!
c/8:

Code: Select all

x = 6, y = 3, rule = B2-a3-ij/S13
bo2bo2$2o2b2o!
c/9:

Code: Select all

x = 5, y = 4, rule = B2ik34i/S13-e
2bo$o3bo2$bobo!
c/10: (copperhead)

Code: Select all

x = 6, y = 13, rule = B3/S23
2b2o$bo2bo$bo2bo$o4bo$o4bo$b4o$2o2b2o$o4bo$o4bo3$b4o$2b2o!
c/11:

Code: Select all

x = 3, y = 5, rule = B24/S02
obo$bo3$bo!
c/12:

Code: Select all

x = 4, y = 4, rule = B3/S2-a3-a4-ai5aikny
4o$o2bo$4o$o2bo!
c/13:

Code: Select all

x = 5, y = 3, rule = B2n3-jn/S1c23-y
2bo$b3o$o3bo!
c/14:

Code: Select all

x = 6, y = 4, rule = B2n3ai4a78/S35678
2b2o$b4o$6o$bo2bo!
c/15:

Code: Select all

x = 6, y = 2, rule = B34cj5n6n/S23-r4it
o3b2o$b3o!
c/16:

Code: Select all

x = 3, y = 3, rule = B2ce3aiy/S12aei3r
bo$obo$obo!
c/17:

Code: Select all

x = 5, y = 10, rule = B34n7/S23
2bo$bobo$bobo$2bo3$2bo$bobo$2ob2o$obobo!
c/18:

Code: Select all

x = 7, y = 6, rule = B3567/S0145
o7bo$4bo$2bobobo$bo5bo2$4bo!
!
c/19:

Code: Select all

x = 4, y = 4, rule = B2ein3aci4jqrw5ar/S23-aq4
4o$o2bo2$b2o!
c/20:

Code: Select all

x = 5, y = 4, rule = B35678/S1247
2bo$2ob2o2$obobo!
c/21:

Code: Select all

x = 5, y = 8, rule = B36/S0135
bobo$2bo$2bo$bobo$bobo$o3bo2$2bo!
c/22:

Code: Select all

x = 8, y = 6, rule = B3567/S1367
b2o2b2o$obo2bobo$2bo2bo3$3b2o!
c/23:

Code: Select all

x = 7, y = 4, rule = B3/S0145678
3bo2$2obob2o$3bo!
c/24:

Code: Select all

x = 7, y = 12, rule = B2e3ai4arw5678/S3-an4ar5i678
3bo$bobobo$2b3o$7o$b5o$7o$7o$2b3o$bobobo$2b3o$3bo$3bo!
c/25:

Code: Select all

x = 3, y = 5, rule = B2e34ci/S12cn45
bo$bo$obo$obo$bo!
c/26:

Code: Select all

x = 6, y = 7, rule = B3457/S04578
b4o$bo2bo$o4bo$bo2bo$2o2b2o$bo2bo$b4o!
c/27:

Code: Select all

x = 5, y = 5, rule = B34568/S3678
bobo$bobo$bobo$o3bo$b3o!
!
c/28:

Code: Select all

x = 5, y = 5, rule = B35678/S2467
5o$bobo$o3bo$2bo$o3bo!
c/29:

Code: Select all

x = 7, y = 4, rule = B345/S0478
2b3o$ob3obo$b5o$o5bo!
c/30:

Code: Select all

x = 9, y = 5, rule = B346/S3578
bo5bo$b2obob2o$3o3b3o$4bo$bo5bo!
c/31:

Code: Select all

x = 7, y = 6, rule = B34678/S026
2bobo$2b3o$o5bo2$bo3bo$3bo!
c/32:

Code: Select all

x = 6, y = 7, rule = B3678/S2378
bo2bo$2o2b2o$2o2b2o4$6o!
c/33:

Code: Select all

x = 4, y = 7, rule = B37/S024578
4o2$o2bo$4o$b2o2$4o!

c/34:

Code: Select all

x = 5, y = 4, rule = B2ce3-ei5n7c/S23-e4tz
2o$2o2bo2$4bo!
c/35:

Code: Select all

x = 13, y = 4, rule = B36/S237
5b3o2$2o3bobo3b2o$2o4bo4b2o!
c/36:

Code: Select all

x = 6, y = 5, rule = B35/S3467
2o2b2o$6o2$2b2o$b4o!
c/37:

Code: Select all

x = 6, y = 6, rule = B346/S356
b4o$2o2b2o$ob2obo2$b4o$b4o!
c/38:

Code: Select all

x = 5, y = 10, rule = B3467/S01567
2bo4$o3bo3$obobo$2bo$2bo!
c/39:

Code: Select all

x = 17, y = 5, rule = B378/S24568
6bo3bo$6bo3bo$3bo2bo3bo2bo$b2o2bo5bo2b2o$4o9b4o!
c/40:

Code: Select all

x = 5, y = 5, rule = B2cekn3-in4w/S1c2aei3-aj
bobo$obobo2$2ob2o$2bo!
c/41:

Code: Select all

x = 5, y = 5, rule = B34678/S02678
bobo$2ob2o$bobo$2ob2o$b3o!
c/42:

Code: Select all

x = 3, y = 4, rule = B2-a3ir4jkqtw5enry6aen78/S01c2k3in4y5jknr8
obo3$bo!
c/43:

Code: Select all

x = 10, y = 7, rule = B345678/S045
3b4o$b8o$2bo4bo$10o$2b6o$obo4bobo$3b4o!
c/44:

Code: Select all

x = 5, y = 3, rule = B2-ac3aceik5cjry6-a/S23-akn4
o3bo$obobo$bobo!
c/45:

Code: Select all

x = 7, y = 6, rule = B37/S2367
2obob2o$o5bo$bobobo$3bo$2bobo$3ob3o!
c/46:

Code: Select all

x = 10, y = 7, rule = B34568/S0458
3bo2bo$b8o$bobo2bobo$o2b4o2bo$3b4o$3o4b3o$2b6o!
c/47:

Code: Select all

x = 6, y = 5, rule = B347/S014578
b4o$bo2bo$b4o2$o4bo!
c/48:

Code: Select all

x = 5, y = 9, rule = B347/S045
2bo$o3bo$o3bo$obobo$obobo$2ob2o$2bo$b3o$2bo!
c/49:

Code: Select all

x = 5, y = 7, rule = B345/S04578
2bobo$4o$bo2bo$o2bo$bob2o$2o$3bo!
c/50:

Code: Select all

x = 8, y = 8, rule = B3457/S045
2b4o$2o4b2o2$o6bo$2b4o$3o2b3o2$bo4bo!
c/51:

Code: Select all

x = 3, y = 4, rule = B2-ae3acei4cnry5eqy6i7e/S02n4kq5eq6c7c
obo3$bo!
c/52:

Code: Select all

x = 3, y = 4, rule = B2cen3ejqr4ekty5cjkqy6aen8/S01c2cei3eir4acinq5-ceqr6cek
bo3$obo!
c/53:

Code: Select all

x = 9, y = 10, rule = B345/S457
3b3o$3b3o$b3ob3o2$obobobobo$9o$3obob3o$b7o$b2obob2o$3b3o!
c/54:

Code: Select all

x = 1, y = 6, rule = B2-ac3-ay4cijtwyz5-aenq6ci7e8/S01e2k3cnr4cz5qr6i
o2$o3$o!
c/55:

Code: Select all

x = 7, y = 6, rule = B3457/S158
o5bo$2o3b2o$7o$o5bo$3ob3o$3bo!
c/56:

Code: Select all

x = 5, y = 4, rule = B3678/S24568
5o$b3o$b3o$2bo!
c/57:

Code: Select all

x = 3, y = 2, rule = B2c3aceiq4eijkrt5ejnr6ai/S01c2aei3-aikn4kqrtz5nry6ik8
bo$obo!
c/59:

Code: Select all

x = 10, y = 12, rule = B367/S035678
4b2o$4b2o$3b4o$b8o$b8o$b8o$b8o$b8o$10o$b8o$b8o$3b4o!
c/60:

Code: Select all

x = 8, y = 17, rule = B36/S035678
3b2o$3b2o$b6o$2b4o$8o$b6o$b6o$b6o$b6o$b6o$b6o$b6o$b6o$2b4o$2b4o$2b4o$
3b2o!
c/61:

Code: Select all

x = 3, y = 5, rule = B2-an3enq4ekry5eikn6ain7c/S02-ce3ceir4cjkntwy5acqr6ain7e
obo4$bo!
c/62:

Code: Select all

x = 3, y = 34, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/63:

Code: Select all

x = 9, y = 10, rule = B348/S05678
2bo3bo$2b2ob2o$bobobobo$2b5o$b7o$9o$9o$9o$3obob3o$o2b3o2bo!
c/64:

Code: Select all

x = 5, y = 5, rule = B2-ac3-jnqr/S1c23-akny4
b3o$bobo$bobo$2ob2o$o3bo!
c/66:

Code: Select all

x = 9, y = 9, rule = B3478/S128
2b5o$4bo$2o5b2o$bo5bo$bo2bo2bo$bobobobo$bobobobo$bobobobo$b7o!
c/67:

Code: Select all

x = 8, y = 8, rule = B348/S0256
obo2bobo$b2o2b2o$b2o2b2o$2o4b2o4$bo4bo!
c/68:

Code: Select all

x = 3, y = 37, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/70:

Code: Select all

x = 5, y = 7, rule = B3568/S3468
o3bo2$5o$5o$obobo$5o$b3o!
c/72:

Code: Select all

x = 3, y = 39, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/73:

Code: Select all

x = 5, y = 5, rule = B2i34cik7/S23-a4cikn7
obobo$o3bo$o3bo2$b3o!
c/74:

Code: Select all

x = 3, y = 40, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/76:

Code: Select all

x = 3, y = 41, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/78:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/80:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/81:

Code: Select all

x = 16, y = 15, rule = B3457/S05
2bob8obo2$2b4o4b4o$bo12bo$2bo2b6o2bo$2o12b2o$2b5o2b5o$2o12b2o$2bo2b6o
2bo$bo12bo$2b12o2$4b2o4b2o2$6b4o!
c/82:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/83:

Code: Select all

x = 10, y = 9, rule = B345/S45
3bo2bo$3b4o$bo2b2o2bo$bo2b2o2bo$2o6b2o$2o2b2o2b2o$3o4b3o$obo4bobo$2bob
2obo!
c/84:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/86:

Code: Select all

x = 8, y = 8, rule = B3468/S0278
b6o$o6bo$ob4obo$b6o2$8o$bo4bo$o6bo!
c/87:

Code: Select all

x = 9, y = 7, rule = B345/S4578
2b5o$3b3o$2ob3ob2o$2bobobo$2o2bo2b2o$2b5o$bob3obo!
c/88:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/89:

Code: Select all

x = 11, y = 15, rule = B3457/S057
3b2ob2o$2bo5bo$3b5o$2bo5bo$3b5o$2bo5bo$2b2obob2o$2o7b2o$2b2o3b2o$2o7b
2o$2b2o3b2o2$3b5o2$3b5o!
c/90:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/92:

Code: Select all

x = 7, y = 5, rule = B3468/S01678
b5o$2o3b2o$o5bo$obobobo$bo3bo!
c/94:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/96:

Code: Select all

x = 3, y = 42, rule = B2c3ae4ai56c/S2-kn3-enq4
3o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$b
o$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$bo$obo$bo!
c/98:

Code: Select all

x = 17, y = 9, rule = B36/S23
bo13bo$2bo11bo$o2bo9bo2bo$obo11bobo$o15bo2$2b2o9b2o$2bobo7bobo$3bo9bo!
c/106: (B0)

Code: Select all

x = 15, y = 6, rule = B0148/S02
ob2ob5ob2obo$15o$15o$15o$15o$bob2o5b2obo!
c/132: (p264) (B0)

Code: Select all

x = 4, y = 5, rule = B0135/S014
2b2o$bo$2bo$b2o$obo!
c/141:

Code: Select all

x = 13, y = 9, rule = B3458/S05678
5bobo2$4b5o2$2b2ob3ob2o$2o9b2o$2bo2b3o2bo$2o9b2o$2b3obob3o!
c/154: (B0)

Code: Select all

x = 10, y = 8, rule = B0235/S1234
2bo4bo$2b6o$2b6o$2ob4ob2o$10o$ob6obo$10o$10o!
c/158: (p316)

Code: Select all

x = 8, y = 10, rule = B34567/S0456
b4obo$b7o$o2b4o$bob5o$o2b4o$bo5bo$o4b2o$bo2b4o$b4o$3bobo!
c/2068:

Code: Select all

x = 8, y = 8, rule = B34578/S456
bobobo$2b4o$2ob2o2bo$4obobo$2ob3o$8o$2b4o$b3obo!
c/5648:

Code: Select all

x = 12, y = 14, rule = B3457/S4568
5b2o$3bo4bo$3b2o2b2o$b3o4b3o$b3o4b3o$2ob6ob2o$3ob4ob3o$ob3o2b3obo$2ob
6ob2o$obobo2bobobo$2b2ob2ob2o$2b8o$4b4o$4bo2bo!
Last edited by muzik on August 26th, 2017, 4:01 pm, edited 67 times in total.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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_zM
Posts: 172
Joined: June 26th, 2016, 3:07 pm

Re: Perfect Orthogonal Speeds in Life-like CA

Post by _zM » February 14th, 2017, 8:44 am

Another smallest c/8, same bounding box and cell count, but in a Life-like rule.

Code: Select all

x = 6, y = 3, rule = B356/S0356
bo2bo2$ob2obo!
Creator of multiple rules that may or may not be what you'd expect

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BlinkerSpawn
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by BlinkerSpawn » February 14th, 2017, 11:44 am

Why, exactly, are Life spaceships prioritized over others?
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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muzik
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by muzik » February 14th, 2017, 4:27 pm

Because that's the CA that most people know, and we're trying to find all the spaceships for it.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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BlinkerSpawn
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by BlinkerSpawn » February 14th, 2017, 4:44 pm

muzik wrote:Because that's the CA that most people know, and we're trying to find all the spaceships for it.
...that's close to the reason I expected, but this *is* the Other Cellular Automata forum.
And quite frankly, most Life spaceships aren't terribly interesting in and of themselves.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Saka
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Saka » February 15th, 2017, 4:38 am

I think this is the smallest c/12

Code: Select all

x = 3, y = 4, rule = B2in3/S2-e3
bo$obo$obo$2o!
also c/47 run in golly

Code: Select all

x = 3, y = 2, rule = B014a/S23c
3o$2o!
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)

Bullet51
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Bullet51 » February 15th, 2017, 9:41 am

Found by gsearch:

Code: Select all

#C Moves horizontally 1 and vertically 0 in 11 generations.
x = 11, y = 6, rule = B35678/S015678
o4b3o$2bo2b6o$2b9o$2b9o$2bo2b6o$o4b3o!
Still drifting.

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toroidalet
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by toroidalet » February 15th, 2017, 8:57 pm

Smaller ships
c:

Code: Select all

x = 2, y = 3, rule = B2ace/S
2o2$o!
c/2:

Code: Select all

x = 3, y = 2, rule = B2e3-a/S2
bo$obo!
c/3:

Code: Select all

x = 3, y = 2, rule = B2e3i/S2-in3ij4i
3o$obo!
c/4:

Code: Select all

x = 4, y = 1, rule = B2-ak3eiy/S123i6
ob2o!
c/5:

Code: Select all

x = 3, y = 2, rule = B3/S2-i3
3o$bo!
c/6:

Code: Select all

x = 3, y = 2, rule = B2i3/S023-a
3o$bo!
c/7:

Code: Select all

x = 4, y = 4, rule = B36c/S23
3o2$o2bo$b3o!
c/11:

Code: Select all

x = 5, y = 4, rule = B2ci34ajq/S12-a
2bo2$o3bo$bobo!
None of these (except maybe the c/3) are mine.
"Build a man a fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life."

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by twinb7 » February 15th, 2017, 11:49 pm

>thread title says 'life-like CA'
>tons of non-totalistic rules

Saka
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Saka » February 16th, 2017, 12:34 am

twinb7 wrote:>thread title says 'life-like CA'
>tons of non-totalistic rules
What's wrong with that?
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)

twinb7
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by twinb7 » February 16th, 2017, 12:46 am

Saka wrote:
twinb7 wrote:>thread title says 'life-like CA'
>tons of non-totalistic rules
What's wrong with that?
I'm being nitpicky but the definition of 'life-like CA' entails that it is in the Moore neighborhood and totalistic.

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Saka » February 16th, 2017, 12:50 am

twinb7 wrote:
Saka wrote:
twinb7 wrote:>thread title says 'life-like CA'
>tons of non-totalistic rules
What's wrong with that?
I'm being nitpicky but the definition of 'life-like CA' entails that it is in the Moore neighborhood and totalistic.
That's old. Now all life-like means is that it's Moore and is not a ruletable
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)

muzik
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by muzik » February 16th, 2017, 4:23 am

I honestly think that I should make it so that the mod and the period should be the same.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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Lewis
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Lewis » February 16th, 2017, 6:24 am

Here's a c/13 since one hasn't been posted yet:

Code: Select all

x = 9, y = 6, rule = B3/S2456
2b2ob2o$3bobo$ob5obo$2o5b2o$bob3obo$2bo3bo!

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blah
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by blah » February 16th, 2017, 8:42 am

Non-totalistic rules are very distinctly unlike life.
succ

Bullet51
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Bullet51 » February 16th, 2017, 11:44 am

c/9 in a Life-like rule:

Code: Select all

x = 14, y = 9, rule = B3678/S035678
4b4o$bob5obo$2b8o$14o$12o$14o$2b8o$bob5obo$4b4o!
Still drifting.

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by dvgrn » February 16th, 2017, 12:38 pm

Saka wrote:
twinb7 wrote:I'm being nitpicky but the definition of 'life-like CA' entails that it is in the Moore neighborhood and totalistic.
That's old. Now all life-like means is that it's Moore and is not a ruletable
blah wrote:Non-totalistic rules are very distinctly unlike life.
Well, now I'm thinking that maybe I'm getting old. I'd have to agree with blah that "Life-like" is only in common use for rules that can be specified by B{numbers}/S{numbers}. Golly's "Life-Like" sample patterns are all Life-like in the traditional sense, for example.

Isotropic non-totalistic rules went into a different folder, "Non-Totalistic". Might have to adjust that for the next Golly release, though, if we start supporting LifeViewer's MAP format for the full 2^512-sized space of all non-totalistic rules -- i.e., the same set of rules that Calcyman's megacell can be programmed to simulate.

On the other hand, asymmetrical non-totalistic rules are kind of counterintuitive, and I don't know of any good examples of patterns that could be checked in to an Anisotropic sample folder in Golly. (I hope someone will remedy that soon, but right now the easiest way to experiment with such rules is in LifeViewer... Golly would need a custom rule table for each rule, and I don't think there's a script to generate such rule tables automatically.)

It certainly seems as if anisotropic rules, with the possibility of spaceships that can only fly in one direction, should definitely not count as Life-like.

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Alexey_Nigin » February 16th, 2017, 2:27 pm

I agree that the term "Life-like" should be reserved for semi-totalistic rules.
There are 10 types of people in the world: those who understand binary and those who don't.

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Saka » February 17th, 2017, 3:47 am

A c/34

Code: Select all

x = 5, y = 4, rule = B2ce3-ei5n7c/S23-e4tz
2o$2o2bo2$4bo!
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)

Saka
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by Saka » February 17th, 2017, 7:37 am

Oh and c/40 too

Code: Select all

x = 5, y = 5, rule = B2cekn3-in4w/S1c2aei3-aj
bobo$obobo2$2ob2o$2bo!
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)

muzik
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by muzik » February 17th, 2017, 12:45 pm

I think we should prioritise ships with mod = period.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by muzik » February 26th, 2017, 4:56 pm

Finally updated.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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velcrorex
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Re: Perfect Orthogonal Speeds in Life-like CA

Post by velcrorex » February 26th, 2017, 5:03 pm

Likely smallest c/11

Code: Select all

x = 3, y = 5, rule = B24/S02
obo$bo3$bo!
-Josh Ball.

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by BlinkerSpawn » February 26th, 2017, 6:16 pm

velcrorex wrote:Likely smallest c/11

Code: Select all

x = 3, y = 5, rule = B24/S02
obo$bo3$bo!
Tied with this one I found a while ago for bounding box, but not for minimum population (which is 5 not 7):

Code: Select all

x = 5, y = 3, rule = B2ci34ajq/S12-a
obobo$b3o$2bo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

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Re: Perfect Orthogonal Speeds in Life-like CA

Post by drc » February 28th, 2017, 9:01 pm

Throwing a curveball. (c/15d. Yes, I read the title. #rebel):

Code: Select all

x = 3, y = 6, rule = B2ce3a/S12
obo$obo$bo2$2bo$2bo!
This post was brought to you by the letter D, for dishes that Andrew J. Wade won't do. (Also Daniel, which happens to be me.)
Current rule interest: B2ce3-ir4a5y/S2-c3-y

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