Thread For Your Unrecognised CA

For discussion of other cellular automata.
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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » December 22nd, 2016, 11:24 pm

A weird rule where any straight line becomes a c/2 ufo.

Code: Select all

@RULE Rhufo

@TABLE
n_states:2
neighborhood:Moore
symmetries:none
0,0,0,0,1,1,1,0,0,1
0,0,0,1,1,1,0,0,0,1
0,0,0,0,0,1,1,1,0,1
0,0,0,1,1,1,1,0,0,1
0,0,0,0,1,1,1,1,0,1
1,1,0,1,0,0,0,1,0,0
1,0,1,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,1,0
1,1,1,1,0,0,0,0,1,0
1,1,1,0,0,0,0,1,1,0
1,1,1,0,0,0,0,0,1,0
Example pattern:

Code: Select all

x = 32, y = 1, rule = Rhufo
32o!
The can also be weird:

Code: Select all

x = 39, y = 9, rule = Rhufo
36b3o$29b8o$21b9o$18b4o$15b4o$8b8o$6b3o$2b5o$3o!

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BlinkerSpawn
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Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » December 22nd, 2016, 11:52 pm

If you insert enough extraneous random transitions you may well be able to get a rule that releases ufo's from randomness too.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » December 22nd, 2016, 11:53 pm

BlinkerSpawn wrote:If you insert enough extraneous random transitions you may well be able to get a rule that releases ufo's from randomness too.
I wish I could. Anybody want to take the challenge? Anyway, here is Rhufo 2

Code: Select all

@RULE Rhufo2

@TABLE
n_states:2
neighborhood:Moore
symmetries:none
0,0,0,0,1,1,1,0,0,1
0,0,0,1,1,1,0,0,0,1
0,0,0,0,0,1,1,1,0,1
0,0,0,1,1,1,1,0,0,1
0,0,0,0,1,1,1,1,0,1
1,1,0,1,0,0,0,1,0,0
1,0,1,1,0,0,0,0,0,0
1,0,0,0,0,0,0,1,1,0
1,1,1,1,0,0,0,0,1,0
1,1,1,0,0,0,0,1,1,0
1,1,1,0,0,0,0,0,1,0
1,1,1,0,0,0,1,1,1,0
1,1,1,1,1,0,0,0,1,0
1,1,0,0,0,0,0,0,0,0
1,1,0,0,0,1,0,0,0,0
1,1,1,1,1,1,0,0,0,0
1,1,0,0,0,1,1,1,1,0
1,1,1,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,1,0
1,0,1,0,0,0,0,0,0,0
1,0,0,0,0,0,0,0,1,0
Example:

Code: Select all

x = 35, y = 5, rule = Rhufo2
30b5o$bo26b6o$3o4b3o3b10o5b3o$o6b3o11b2o5b3o$7b3o18bo!

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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » December 23rd, 2016, 12:36 am

I made ANOTHER rule! It's called Pulsi, it normally decays into dots and ships but sometimes leaves puffers.

Code: Select all

@RULE Pulsi

@TABLE
n_states:5
neighborhood:Moore
symmetries:permute
var a = {0,1,2,3,4}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var a1 = {1,2,4}
var b1=a1
var c1=a1
var d1=a1
var e1=a1
var f1=a1
var g1=a1
var h1=a1
0,1,a,b,c,d,e,f,g,2
2,1,1,1,e,a,b,c,d,3
3,a,b,c,d,e,f,g,h,0
2,a,b,c,d,e,f,g,h,0
1,3,g,f,a,b,c,d,e,4
1,a1,b1,c1,d1,e1,f1,g1,h1,0
0,4,a,b,c,d,e,f,g,1
4,a,b,c,d,e,f,g,h,0
Here's some common moving objects:

Code: Select all

x = 71, y = 21, rule = Pulsi
58.3B$58.BAB$58.2B$58.A2$20.C$.2C17.2D37.2C$.C.C15.2C.2B37.C$2C.CA16.
BD37.C$3.C2B14.A.B38.4C$2.BAB3A56.2D$2.B.B19.3A35.C.C.2B$3.CD2.A12.5B
.A36.A.BD$3.CDC.A12.B3AB.A36.2B.B$8.4B8.BA2BCBA35.BABAB$3.C4.3AB8.B4A
B36.BABAB.3A$8.CBAB8.6B36.B3A3B.A$7.D.BAB50.5BAB.A$6.2C.CAB52.BA2BCBA
$7.2D.2B52.3B2AB$66.4B!

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BlinkerSpawn
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Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » December 23rd, 2016, 12:47 am

Speaking of rules that create large blobs, has anyone made any attempts so far at an interesting non-totalistic Day and Night variant? (preferably, one that preserves invertability?)
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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_zM
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Re: Thread For Your Unrecognised CA

Post by _zM » December 23rd, 2016, 4:24 pm

Doing more research into B3-e/S23.
This is the second glider collision I checked. Biblock insertion? in 2G.

Code: Select all

x = 14, y = 4, rule = B3-e/S23
13bo$o10b2o$b2o9b2o$2o!
moment

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Rhombic
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Shows complex behaviour

Post by Rhombic » December 23rd, 2016, 5:02 pm

This rule is mesmerising to watch:

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x = 30, y = 3, rule = B2-a3/S1c2-ae3aceiy
bo8bo16b2o$obo7bo16b3o$bo8bo16b2o!
3-cell p26!

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x = 3, y = 3, rule = B2-a3/S1c2-ae3aceiy
2bo$o$bo!
The spaceships are extremely resilient and can create more complex behaviour!

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x = 9, y = 21, rule = B2-a3/S1c2-ae3aceiy
2o$3o$3o16$6b3o$6b3o$7bo!
The "dice" oscillator (phases seem to code 2-3-5-6-1-4)

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x = 5, y = 5, rule = B2-a3/S1c2-ae3aceiy
3b2o$3b2o2$2o$2o!
p14

Code: Select all

x = 8, y = 5, rule = B2-a3/S1c2-ae3aceiy
4bo$7bo$o3bo2bo$7bo$4bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

drc
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Re: Thread For Your Unrecognised CA

Post by drc » December 23rd, 2016, 6:26 pm

Challenge: Find the longest living methuselah in this rule:

Code: Select all

x = 5, y = 29, rule = B3-ej/S234i
3o$obo$2b2o24$3b2o$bobo$b3o!
My record: 23622M. Try it.

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Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » December 23rd, 2016, 6:27 pm

_zM wrote:Doing more research into B3-e/S23.
This is the second glider collision I checked. Biblock insertion? in 2G.

Code: Select all

x = 14, y = 4, rule = B3-e/S23
13bo$o10b2o$b2o9b2o$2o!
Have you tried loading two-glider-collisions.rle and simply changing the rule to B3-e/S23?
That's what I do for researching rules supporting Life's glider (e.g. tlife).
Simply save the result as "2G.rle" or something and refer to it whenever you need to build something.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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Caenbe
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Re: Thread For Your Unrecognised CA

Post by Caenbe » December 23rd, 2016, 8:26 pm

BlinkerSpawn wrote:Speaking of rules that create large blobs, has anyone made any attempts so far at an interesting non-totalistic Day and Night variant? (preferably, one that preserves invertability?)
I have recently experimented with Day & Night variants. B3-c4k678/S34-k5c678 has 2 gliders; a common octomino and a less common blob:

Code: Select all

x = 12, y = 15, rule = B3-c4k678/S34-k5c678
4b4o$6b2o$6b2o6$2o$5obob3o$b5ob3obo$ob10o$b5ob3obo$5obob3o$2o!
B3-c4jy678/S34-jy5c678 is explosive, not due to gray areas taking over, but breeders being common. It shares the octomino and also has this glider:

Code: Select all

x = 2, y = 7, rule = B3-c4jy678/S34-jy5c678
bo$2o$bo$bo$bo$2o$bo!
Music make you lose control
Music make you lose control
echo "print(10**10**5//~-10**1000//9801)" | python | aplay

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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » December 24th, 2016, 3:17 am

Caenbe wrote: I have recently experimented with Day & Night variants. B3-c4k678/S34-k5c678 has 2 gliders; a common octomino and a less common blob:

Code: Select all

x = 12, y = 15, rule = B3-c4k678/S34-k5c678
4b4o$6b2o$6b2o6$2o$5obob3o$b5ob3obo$ob10o$b5ob3obo$5obob3o$2o!
B3-c4jy678/S34-jy5c678 is explosive, not due to gray areas taking over, but breeders being common. It shares the octomino and also has this glider:

Code: Select all

x = 2, y = 7, rule = B3-c4jy678/S34-jy5c678
bo$2o$bo$bo$bo$2o$bo!
First rule: C/3, C/4, C/6, Wickstretchers: C/7, C/2

Code: Select all

x = 85, y = 54, rule = B3-c4k678/S34-k5c678
78b2o$77b4o$76b6o$77b4o$76bo4bo$78b2o$77b4o$75b3o2b3o$60b2o12b2o2b2o2b
2o$60b2o11b12o$22b2o15b2o18b4o11b2o6b2o$37b2o2b2o13b2ob4ob2o8bo2b4o2bo
$20b6o10bob4obo12b10o10bob2obo$19b2ob2ob2o9bob4obo13b8o11bob2obo$4b2o
14b2o2b2o9b2ob4ob2o14b4o13bob2obo$3bo2bo13b2o2b2o11bob2obo14b2o4b2o9b
2ob4ob2o$2b6o13bo2bo10bob6obo11b10o7b5o2b5o$4b2o13bobo2bobo9b3o2b3o12b
10o7bobob4obobo$2o6b2o8b2o6b2o7bob2o2b2obo11b10o10b6o$b2o4b2o9b2obo2bo
b2o7b10o12b8o10b8o$bo6bo10bobo2bobo9b8o12bob6obo10b6o$bo6bo10bob4obo8b
ob6obo13b6o11b8o$2o6b2o10b6o10bob4obo13b8o11b6o$b2o4b2o10b2ob2ob2o11b
4o17b4o12b8o$10o29b2o17bob2obo12b6o$4b2o14b2o2b2o13b2o17bob2obo11b8o$
2bob2obo12bob2obo13b2o18b4o13b6o$19bobo2bobo10b2o2b2o17b2o13b8o$3bo2bo
15b2o36b2o14b6o$20b2o2b2o34b2o13b8o$21bo2bo31b2o6b2o10b6o$22b2o32b3o4b
3o9b8o$55bob8obo9b6o$56b10o9b8o$55bob8obo9b6o$56b10o9b8o$55bob8obo9b6o
$56b10o9b8o$55bob8obo9b6o$56b10o9b8o$55bob8obo9b6o$56b10o9b8o$55bob8ob
o9b6o$56b10o9b8o$55bob8obo9b6o$56b10o9b8o$55bob8obo9b6o$56b10o9b8o$55b
ob8obo9b6o$56b10o9b8o$55bob8obo9b6o$56b10o9b8o$55bob8obo8b8o$56b2ob2ob
ob2o12b2o!
Second rule: C/2, C/3, C/4, C/7

Code: Select all

x = 56, y = 39, rule = B3-c4jy678/S34-jy5c678
20b2o$4b2o13bo2bo$3b4o9b2ob4ob2o$2b6o8b3ob2ob3o9b2o$b8o6b3obo2bob3o21b
o4bo$2b6o9b8o8b6o8bobo2bobo$3o4b3o7b8o7b2ob2ob2o7b3o2b3o$2b2o2b2o12b2o
10bobo2bobo6b10o$bo6bo9bo4bo9b2o2b2o7bob2o2b2obo$bo6bo7b3ob2ob3o22b6o$
3o4b3o6b10o21b3o2b3o$bo6bo8b8o22b8o$obo4bobo8b2o2b2o24b6o$17b2ob2ob2o
24b4o$18bo4bo25bo2bo$17bo2b2o2bo$16b2ob4ob2o$16b10o$15bob8obo$16bob6ob
o$18b6o$18b2o2b2o$17bo6bo$17b2o4b2o$17bo6bo$19bo2bo$17bo6bo$16b2o2b2o
2b2o$16bobo4bobo$18bo4bo$15bob2ob2ob2obo$16bo2b4o2bo$17bob4obo$15b12o$
18b6o$15bo2b6o2bo$18bob2obo$20b2o$19b4o!
Incomplete c/5 wickstretcher (No stabilization):

Code: Select all

x = 12, y = 226, rule = B3-c4jy678/S34-jy5c678
5b2o$5b2o$4b4o$4b4o2$3b6o$2b8o$2b3o2b3o$3bob2obo$5b2o2$2b2ob2ob2o$4b4o
$3b6o$3b6o$12o$b10o$bo2b4o2bo$4b4o2$3b6o$b2o6b2o$3b2o2b2o$4bo2bo$3bo4b
o$4b4o$2bo6bo$12o$2bo6bo$bobo4bobo$3bob2obo$3b6o$4bo2bo$3b6o$ob2o4b2ob
o$o2bob2obo2bo$3b6o$b10o$2b8o$4b4o$3b6o$4bo2bo2$3bo4bo$2obo4bob2o$b2o
2b2o2b2o$2b3o2b3o$b10o$3b6o$2obob2obob2o$obo6bobo2$2bob4obo$3b2o2b2o$
3bob2obo$5b2o$3b2o2b2o$4b4o$2bo2b2o2bo$4b4o$4bo2bo2$5b2o2$4bo2bo$3b6o$
bobob2obobo$3bo4bo$3bob2obo$3b6o$2b2ob2ob2o2$3bob2obo2$3b6o$4b4o$2b2ob
2ob2o$5b2o$4b4o$4b4o2$4bo2bo$bob2o2b2obo$3b6o$b10o$12o$2b8o$2b8o$bob6o
bo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$
12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$
2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o
$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b
8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$b
ob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6o
bo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$
12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$
2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o
$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b
8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o$2b8o$2b8o$bob6obo$12o!

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toroidalet
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Re: Thread For Your Unrecognised CA

Post by toroidalet » December 25th, 2016, 3:07 pm

drc wrote:Challenge: Find the longest living methuselah in this rule:

Code: Select all

x = 5, y = 29, rule = B3-ej/S234i
3o$obo$2b2o24$3b2o$bobo$b3o!
My record: 23622M. Try it.
40362M:

Code: Select all

x = 18, y = 6, rule = B3-ej/S234i
14b3o$14bobo$16b2o2$3ob3o$obobobo!
Also, a (17,3)c/41 spaceship:

Code: Select all

x = 24, y = 45, rule = B3-ej/S234i
13bo$12b3o$11bo2bo2$12bo$13b3o$14bobo$11bo3bobobo$11bo6b2o$12b2obobobo
$7b3o6bo$7bobo$7bobo$5bo$5b2o5$10bo$9bobo$10bo2$19bo$3o2bo12bobo$o2b2o
14bo$2o2bo2$b3o10$12b3o$12bobo$12bo9bo$11bo2bob2o3bobo$11bo5bo4bo$13b
2ob2o$15bo!
EDIT: 133806M:

Code: Select all

x = 14, y = 16, rule = B3-ej/S234i
2o$b2o$bo11$10b3o$10bobo$12b2o!
EDIT2: 697131M has quadratic growth in the end result so might not be ok:

Code: Select all

x = 23, y = 4, rule = B3-ej/S234i
20bo$b3o15b3o$bobo17b2o$2o!
Any sufficiently advanced software is indistinguishable from malice.

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Rhombic
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(B35a6e7c/S23)

Post by Rhombic » December 26th, 2016, 12:51 pm

Oh wow, on top of being 8c/28, that spaceship also eats gliders with virtually no problem!!

Code: Select all

x = 28, y = 12, rule = B35a6e7c/S23
5bo$4b3o$3b2ob2o$2b3ob3o$3b2ob3o16b3o$4bobo18bo$4b2obo18bo$4b2ob2o$bo
2bo4bo$obo2bo$obo2b2ob2o$bo5bo!

Code: Select all

x = 27, y = 12, rule = B35a6e7c/S23
5bo$4b3o$3b2ob2o$2b3ob3o$3b2ob3o16bo$4bobo17b2o$4b2obo16bobo$4b2ob2o$b
o2bo4bo$obo2bo$obo2b2ob2o$bo5bo!
And reflects!

Code: Select all

x = 26, y = 12, rule = B35a6e7c/S23
5bo$4b3o$3b2ob2o$2b3ob3o$3b2ob3o$4bobo$4b2obo16b2o$4b2ob2o14b2o$bo2bo
4bo15bo$obo2bo$obo2b2ob2o$bo5bo!
And catalyses:

Code: Select all

x = 26, y = 12, rule = B35a6e7c/S23
5bo$4b3o$3b2ob2o$2b3ob3o$3b2ob3o$4bobo$4b2obo16bo$4b2ob2o14b2o$bo2bo4b
o13bobo$obo2bo$obo2b2ob2o$bo5bo!

Code: Select all

x = 26, y = 12, rule = B35a6e7c/S23
5bo$4b3o$3b2ob2o$2b3ob3o$3b2ob3o$4bobo$4b2obo$4b2ob2o14b2o$bo2bo4bo13b
obo$obo2bo17bo$obo2b2ob2o$bo5bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
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_zM
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B3-e/S23 again

Post by _zM » December 26th, 2016, 4:30 pm

Ok, going one by one by what they are marked as in two-glider-colliions.rle:
  • Traffic lights: left dies, right two become single blinker.
  • Honey farms: leftmost one becomes a hive, 2nd, 3rd and 5th become a two-blinker constellation (two gliders 12 blocks apart) from a wing that forms. 4th is edgy biblock.
  • B: left 2 become B (which is a predecessor of the edgy biblock), right one dies.
  • Pi: similar to the Bs. Left two become pis, right one dies.
  • LOM: two blocks after a longish sequence.
  • Teardrop: double blinker.
  • TL + blinker: B + junk -> edgy biblock.
  • Octomino: three gliders.
  • 2-glider mess: dies.
  • Misc: two gliders, two blocks, two gliders.
  • Loaf + blinker: nothing, block + blinker.
  • Pond: both become ponds.
  • Eater: dies.
  • Loaf: dies.
  • Hive: beehive.
  • Boat: boat.
  • Glider: glider, nothing.
  • Block: 1,3,4,5 become blocks, 2 becomes glider, 6 blinker.
  • Blinker: Left two become blinkers, right one dies.
  • Nothing: 3 becomes blinker, 5 tub, 6 and 27 hive, 9 long ship.
Seems not too interesting, but it exists anyway.
moment

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_zM
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Re: Thread For Your Unrecognised CA

Post by _zM » December 26th, 2016, 4:50 pm

For B3-k/S23:
  • Traffic light: all of them become traffic lights.
  • Honey farm: 1 and 3 become honey farm, 2 glider, 4 pulsar, 5 loaf.
  • B: boat, boat, fleet?
  • Pi: hive + glider, hive, tub + blinker
  • LOM: dies.
  • Teardrop: teardrop.
  • Interchange: interchange.
  • TL + glider: TL + 3/4 TL.
  • Octomino: beehive, 2 blocks, 3/4 TL, glider.
  • 2-glider mess: 2 blocks, 2 loaves, blinker.
  • Misc: two blocks + blinker, nothing, 4 blocks.
  • Loaf + blinker: left makes 2 TL, 2* 3/4 TL, 6 blinkers, 4 ponds, two blocks, two beehives, two gliders and a quadblock. Right makes loaf+blinker.
  • Bi-block: bi-block.
  • Pond: ponds.
  • Eater: hive.
  • Loaf: loaf.
  • Hive: hive.
  • Boat: block.
  • Glider: like B3-e, left makes glider but right dies.
  • Block: fleet, block, block, hive + blinker, block, glider + 12 blocks + 3 blinkers + 4 beehives + two loaves + one boat + one tub.
  • Blinker: blinker, nothing, 2 blinkers + 2 beehives + 1 loaf.
  • Nothing: 3rd becomes block, 5 glider, 7 hive, 10 pond, 11 block.
Summary: more explosive when it wants to.
moment

User avatar
_zM
Posts: 186
Joined: June 26th, 2016, 3:07 pm

Re: Thread For Your Unrecognised CA

Post by _zM » December 26th, 2016, 6:07 pm

This rule loves tubs so much, it has a whole oscillator for them:
Als sry for the triple post

Code: Select all

x = 6, y = 8, rule = B3-r4i/S2-n3
4bo$3bobo$4bo$obo$obo$bo2$4b2o!
moment

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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » December 26th, 2016, 6:43 pm

toroidalet wrote:Also, a (17,3)c/41 spaceship:

Code: Select all

x = 24, y = 45, rule = B3-ej/S234i
13bo$12b3o$11bo2bo2$12bo$13b3o$14bobo$11bo3bobobo$11bo6b2o$12b2obobobo
$7b3o6bo$7bobo$7bobo$5bo$5b2o5$10bo$9bobo$10bo2$19bo$3o2bo12bobo$o2b2o
14bo$2o2bo2$b3o10$12b3o$12bobo$12bo9bo$11bo2bob2o3bobo$11bo5bo4bo$13b
2ob2o$15bo!
3-engine rake:

Code: Select all

x = 86, y = 146, rule = B3-ej/S234i
10$29b3o$29bobo$29bo3$34bo$29bo7$35bo$34bobo$35bobo$36bo3$27b3o$27bobo
$27bo3$32bo$27bo11bo$38bobo$37bobo$35b2obo$35bobo7b2o$36bo8bo2bo$36bo
7b2o2b2o$37bob2obobob3o$38bo2b3o2bo$39b2o3b3o$45bo11$41bo28bo$38b3obo
27b3o$38bo3b3o24bo2bo$38b5o2bo25b2o$41bob2o25bo$42bo2bo$42bo2bo$42b3o
2$50b2o$50b2o10$43bo$42bobo$43bobo$44bo3$53b2o$53b2o16$56b2o$45b3o8b2o
$45bobo$45bo3$50bo$45bo7$53bobo$53bo2bo$55bobo$58bo$55bobo$53bo2bo$53b
obo!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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BlinkerSpawn
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Location: Getting a snacker from R-Bee's

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » December 26th, 2016, 6:49 pm

_zM wrote:For B3-k/S23:
[...]
Summary: more explosive when it wants to.
You could have just posted the collisions file (adjusted accordingly so we can see everything properly, of course)
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

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drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Thread For Your Unrecognised CA

Post by drc » December 27th, 2016, 2:44 am

LWSS is the ninth common object in this rule, I've nicknamed it "FastLife":

Code: Select all

x = 3, y = 4, rule = B34w/S2-n3
bo$2bo$2bo$3o!
It's more common than the tub for some reason. It features a slightly different version of the HighLife p10:

Code: Select all

x = 3, y = 5, rule = B34w/S2-n3
3o$2bo2$obo$b2o!
Amusing p12:

Code: Select all

x = 7, y = 5, rule = B34w/S2-n3
b2o3bo$ob2o2bo$o5bo$b3o$2bo!
A p14:

Code: Select all

x = 6, y = 5, rule = B34w/S2-n3
2b2o$b2o$6o$3b2o$2b2o!

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Saka
Posts: 3627
Joined: June 19th, 2015, 8:50 pm
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Re: Thread For Your Unrecognised CA

Post by Saka » December 27th, 2016, 2:59 am

drc wrote:LWSS is the ninth common object in this rule, I've nicknamed it "FastLife":

Code: Select all

x = 3, y = 4, rule = B34w/S2-n3
bo$2bo$2bo$3o!
It's more common than the tub for some reason. It features a slightly different version of the HighLife p10:

Code: Select all

x = 3, y = 5, rule = B34w/S2-n3
3o$2bo2$obo$b2o!
Amusing p12:

Code: Select all

x = 7, y = 5, rule = B34w/S2-n3
b2o3bo$ob2o2bo$o5bo$b3o$2bo!
A p14:

Code: Select all

x = 6, y = 5, rule = B34w/S2-n3
2b2o$b2o$6o$3b2o$2b2o!
C/3, C/2, 2c/5

Code: Select all

x = 39, y = 12, rule = B34w/S2-n3
4b2o13bo9bo6bo$2obo2bob2o8b3o7bobo4bobo$2o6b2o7b5o5b2ob2o2b2ob2o$2o6b
2o17b2obo4bob2o$2bo4bo9b2ob2o6b3o4b3o$2bo4bo9bo3bo7b2o4b2o$o8bo6bobobo
bo8bo2bo$b2o4b2o20b2o4b2o$29b3o2b3o$31bo2bo$29bo6bo$29bo6bo!

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Goldtiger997
Posts: 770
Joined: June 21st, 2016, 8:00 am

Re: Thread For Your Unrecognised CA

Post by Goldtiger997 » December 27th, 2016, 6:13 am

Saka wrote:
drc wrote:LWSS is the ninth common object in this rule, I've nicknamed it "FastLife":

Code: Select all

x = 3, y = 4, rule = B34w/S2-n3
bo$2bo$2bo$3o!
It's more common than the tub for some reason. It features a slightly different version of the HighLife p10:

Code: Select all

x = 3, y = 5, rule = B34w/S2-n3
3o$2bo2$obo$b2o!
Amusing p12:

Code: Select all

x = 7, y = 5, rule = B34w/S2-n3
b2o3bo$ob2o2bo$o5bo$b3o$2bo!
A p14:

Code: Select all

x = 6, y = 5, rule = B34w/S2-n3
2b2o$b2o$6o$3b2o$2b2o!
C/3, C/2, 2c/5

Code: Select all

x = 39, y = 12, rule = B34w/S2-n3
4b2o13bo9bo6bo$2obo2bob2o8b3o7bobo4bobo$2o6b2o7b5o5b2ob2o2b2ob2o$2o6b
2o17b2obo4bob2o$2bo4bo9b2ob2o6b3o4b3o$2bo4bo9bo3bo7b2o4b2o$o8bo6bobobo
bo8bo2bo$b2o4b2o20b2o4b2o$29b3o2b3o$31bo2bo$29bo6bo$29bo6bo!
Here are some spaceships I found (c/2, 2c/5, c/3 , c/4, c/7). They include Saka's:

Code: Select all

x = 271, y = 146, rule = B34w_S2-n3
228bo$228bo$227bobo2$226bo3bo$224b3o3b3o$227bobo$223bo3bobo3bo2$223bo
2bo3bo2bo$222b2obo5bob2o2$220b2obobo5bobob2o$221bobobo5bobobo$220bo5bo
3bo5bo$220bo5bo3bo5bo$221bo4bo3bo4bo$223bo2bo3bo2bo$226bo3bo$223bo2bo
3bo2bo2$222b2ob2o3b2ob2o3$226bo3bo$225b3ob3o$223bobobobobobo$222bob2ob
obob2obo$222b4obobob4o$221b2o4bobo4b2o$227bobo$227bobo2$224bobobobobo$
222b3o7b3o$222bo3b2ob2o3bo$220b2o2b3o3b3o2b2o2$223bo3b3o3bo2$225bo5bo$
227b3o$226bo3bo$225bobobobo$225bobobobo2$225bo5bo$225bo5bo$225b2o3b2o
3$224b3o3b3o$223bob2o3b2obo$221bob2o7b2obo$224bo7bo$221bobo9bobo$221bo
bo2b2ob2o2bobo$222bo2bobobobo2bo$221bobobobobobobobo$225bobobobo$222bo
2bobobobo2bo$221b2o2bobobobo2b2o$221b2o4bobo4b2o$222b2o3bobo3b2o$222bo
4bobo4bo$221b2ob2o5b2ob2o$220bo3b2o2bo2b2o3bo$221bo2bo3bo3bo2bo$222bob
o7bobo$223b3o5b3o$225bo5bo$227bobo$224b3o3b3o$223bo2bo3bo2bo$223bo3b3o
3bo2$223b2o7b2o$223b4obob4o2$224b2o5b2o$223bo3bobo3bo$227bobo$227bobo$
223b5ob5o$225b3ob3o$225bo5bo$226b2ob2o2$221b2ob2o5b2ob2o$221b2ob2o5b2o
b2o$220bo3bob2ob2obo3bo$225bo5bo$225bobobobo$183bo6bo29b3o11b3o$183bo
6bo29b2o2bo7bo2b2o$182bobo4bobo29bobob2o3b2obobo$147bo3bo70b2o9b2o$
145b4ob4o69bo2bo3bo2bo$141b2obo3bobo3bob2o25bo6bo32b2obo3bob2o$141b2o
5bobo5b2o24b3ob2ob3o32b2o5b2o$140bo2bo2bobobobo2bo2bo23b3ob2ob3o29b2ob
2o5b2ob2o$144bobobobobobo27bobo4bobo29bo3bo5bo3bo$145b2obobob2o30bo4bo
33bo2bo3bo2bo$148bobo32b2o4b2o31b2obobobobob2o$145bobo3bobo30bo4bo34b
3o3b3o$181b3o6b3o31b2o5b2o$146bo5bo71b3o3b3o$145b3o3b3o30bo4bo$180bo3b
o4bo3bo27b5o5b5o$146bo5bo28b3o6b3o$145bo2bobo2bo27bo10bo32bo5bo$144bo
3bobo3bo27bo8bo$144bo3bobo3bo26bobo6bobo33b2ob2o$142b2o11b2o68b2o3b2o
9bo$5bo6bo128b2o2b2o5b2o2b2o23bobo6bobo48bo$4b3o4b3o126b2o2b3o5b3o2b2o
22b3o6b3o30bob7obo6bobo$3b5o2b5o125b2o2b2o2bobo2b2o2b2o21b2obo6bob2o
28b2o9b2o$143bobo2bobo2bobo28b2o2b2o32bo4bobo4bo8bo$3b2ob2o2b2ob2o125b
2obo2bobobobo2bob2o63b2o3bobo3b2o8b3o$3bo3b4o3bo125b2obobob2ob2obobob
2o26bo2bo33b2o2bo3bo2b2o7bo$2bobobo4bobobo127bob3o3b3obo28bo4bo32b2o2b
o3bo2b2o7bo3bo$140b2obob3o3b3obob2o21b2o10b2o27bo13bo$6b2o2b2o168b2ob
2o4b2ob2o26b2ob2o7b2ob2o6bo2bo$2bobo8bobo125bo2b2o7b2o2bo22bo3bo4bo3bo
26b2ob2o7b2ob2o7bob2o$b2o3bo4bo3b2o124bo3b2o5b2o3bo22b3o8b3o32bo3bo14b
o2bo$3o12b3o126bo2bo3bo2bo26b2o8b2o32bobobobo13b4o$bo5b4o5bo126bo4bobo
4bo24b2o10b2o52bo$o5b6o5bo126bo2bo3bo2bo25bo2bo6bo2bo31bobobobo11b3o$b
o14bo129bo5bo27bo2b2o4b2o2bo30b2ob3ob2o13b2o$6b2o2b2o129b2ob2o7b2ob2o
6bo6bo11bo6bo30b3o9b3o10b3o$7b4o130b2obob2o3b2obob2o6bo6bo11bo2b2o2bo
29bo2b2o7b2o2bo10b2o$6bo4bo129bobo2bobobobo2bobo5bobo4bobo12b4o33b2o2b
obobo2b2o$b3o10b3o129bobobobo32b4o53b4obo$o3bob2o2b2obo3bo127b2obobob
2o12bo2bo12b2ob4ob2o49bob5o$o16bo64bo6bo56bobobobo11b3o2b3o9bo4b2o4bo
8bo7bo13b3o5b3o6b2o4b2o$3b2o8b2o66bobo4bobo52b2obobobobob2o7bo2bo2bo2b
o7bo3bo4bo3bo7bo7bo13b2ob2ob2ob2o6b2obo$2o14b2o62b2ob2o2b2ob2o51b2obob
obobob2o5bobobob2obobobo6bo2bo4bo2bo7bobo5bobo11bobo7bobo8b2o$2bo12bo
47bo5bo10b2obo4bob2o52bobobobobobo5b2o2b2o4b2o2b2o5bob8obo28b2o11b2o9b
o$o16bo44b3o3b3o10b3o4b3o13b2o21bo17b2obobob2o6bo3b2o4b2o3bo6bo8bo32bo
7bo7bo2b3o15bo7bo$2bo12bo7bo26b3o8b5ob5o10b2o4b2o10b2obo2bob2o10b2ob3o
bob3ob2o9b3obobob3o10bob2obo9bo3bo4bo3bo7bo3bo3bo14bo7bo8b2o3bo13bobo
5bobo$b3o10b3o5b3o15b3o7bo2bo30bo2bo12b2o6b2o10b2o3b2ob2o3b2o10b4ob4o
9bo2bo2bo2bo7b3obo4bob3o6b3ob3ob3o11bo11bo8b4o13bob2obob2obo$2b3o8b3o
5b5o4b3o7bo2bo6bo10b2ob2ob2ob2o10b2o4b2o10b2o6b2o10b2o11b2o13bobo13bo
2b2o2bo8b2o10b2o6b3ob3ob3o12b3o5b3o9bo3bo13bo2bobo2bo$2o14b2o12bo2bo6b
o9bo3bo6b2ob2ob2ob2o10b3o2b3o12bo4bo14bo3b3o3bo15bobo49bobo5bobo13b2o
5b2o10b2o18b2ob2o$3b2o8b2o6b2ob2o4bo9bo3bo5bo3bo5bo11bo11bo2bo14bo4bo
14bo9bo15bobo13b2o4b2o10b2o6b2o11bo3bo16b2o5b2o14bo15bo3bo$4bo8bo7bo3b
o4bo9bo9bo12bobobobo12bo6bo10bo8bo10bo13bo11bo5bo11bo6bo10b2o6b2o11bo
3bo16bo7bo10bo2bo16bo3bo$3bobo6bobo5bobobobo4bobo7bobo7bobo6b2o9b2o9bo
6bo11b2o4b2o12b2o9b2o13b2ob2o13b2o2b2o12bo6bo12b2ob2o16bo7bo11bo18bo3b
o!

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PHPBB12345
Posts: 1124
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Re: Thread For Your Unrecognised CA

Post by PHPBB12345 » December 27th, 2016, 7:01 am

drc wrote:LWSS is the ninth common object in this rule, I've nicknamed it "FastLife":

Code: Select all

x = 3, y = 4, rule = B34w/S2-n3
bo$2bo$2bo$3o!
LWSS synthesis:

Code: Select all

x = 16, y = 19, rule = B34w/S2-n3
2bo$obo$b2o5$14bo$13bo$13b3o7$14bo$13b2o$13bobo!
LWSS + glider synthesis:

Code: Select all

x = 32, y = 27, rule = B34w/S2-n3
25bo$24bo$24b3o8$29b2o$29bobo$29bo12$3o$2bo$bo!

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Hdjensofjfnen
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Location: Pacific Time

Re: Thread For Your Unrecognised CA

Post by Hdjensofjfnen » December 27th, 2016, 9:03 pm

I've come up with a rule called "Temperature", which I have experimented with manually.

1) Each cell can have three states: alive, dying, or dead.
2) An alive cell adds 2 degrees of temperature to every cell in its Moore neighborhood.
3) A dead cell adds 1 degree of temperature to every cell in its Moore neighborhood.
4) A dead cell can become alive in the next generation if its temperature is equal to 5 or 6 degrees.
5) An alive cell goes to the dying state in the next generation when its temperature is neither 4 nor 6 degrees.
6) Dying cells, regardless of their temperature, go to the dead state in the next generation.

EDIT:
Most every pattern seems to die, but I don't know why.

Code: Select all

x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!

Code: Select all

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

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Saka
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Re: Thread For Your Unrecognised CA

Post by Saka » December 27th, 2016, 9:04 pm

Hdjensofjfnen wrote:I've come up with a rule called "Temperature", which I have experimented with manually.

1) Each cell can have three states: alive, dying, or dead.
2) An alive cell adds 2 degrees of temperature to every cell in its Moore neighborhood.
3) A dead cell adds 1 degree of temperature to every cell in its Moore neighborhood.
4) A dead cell can become alive in the next generation if its temperature is equal to 5 or 6 degrees.
5) An alive cell goes to the dying state in the next generation when its temperature is neither 4 nor 6 degrees.
6) Dying cells, regardless of their temperature, go to the dead state in the next generation.

EDIT:
Most every pattern seems to die, but I don't know why.
Rule table? If you dont havze one I'll make one for you

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toroidalet
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Re: Thread For Your Unrecognised CA

Post by toroidalet » December 27th, 2016, 9:15 pm

Saka wrote:Rule table? If you dont havze one I'll make one for you
no need:

Code: Select all

@RULE Temperature
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,2}
var b={0,1,2}
var c=b
var d=c
var e=d
var f=e
var g=f
var h=g
var i=h
0,2,2,2,2,2,0,0,0,1
0,2,2,2,2,2,2,0,0,1
0,1,2,2,2,0,0,0,0,1
0,1,1,2,0,0,0,0,0,1
0,2,2,2,2,1,0,0,0,1
0,1,1,2,2,0,0,0,0,1
0,1,1,1,0,0,0,0,0,1
1,2,2,2,2,0,0,0,0,1
1,1,2,2,0,0,0,0,0,1
1,1,1,0,0,0,0,0,0,1
1,2,2,2,2,2,2,0,0,1
1,1,2,2,2,2,0,0,0,1
1,1,1,2,2,0,0,0,0,1
1,1,1,1,0,0,0,0,0,1
a,b,c,d,e,f,g,h,i,0
1,b,c,d,e,f,g,h,i,2
If this doesn't work please say so
Here's a p9:

Code: Select all

x = 3, y = 3, rule = Temperature
2.B$2.A$B2A!
Any sufficiently advanced software is indistinguishable from malice.

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