## Soup search results

For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
Extrementhusiast
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### Re: Soup search results

That beats out my griddle and beehive from nine:

Code: Select all

x = 34, y = 33, rule = B3/S23
o$b2o17bo12bo$2o16b2o11b2o$19b2o11b2o6$18bo$18bobo$14bo3b2o$15b2o$14b
2o3$18b3o$18bo$19bo$8b2o$8b2o10$4b2o$5b2o$4bo!

Either way, still an improvement.
I Like My Heisenburps! (and others)

codeholic
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### Re: Soup search results

1 beacon in 8 gliders (the wiki mentions 10-glider synthesis):

Code: Select all

x = 158, y = 35, rule = B3/S23
7bo$6bo$6b3o75b2o28b2o$83bo2bo26bo2bo$53bo29bobo27bobo$34b3o16bobo8b3o 17bo29bo$53b2o$32bo5bo23bo5bo$32bo5bo23bo5bo24b2o28b2o28b2o$32bo5bo23b o5bo24b2o28b2o28b2o$95b2o28b2o28b2o$2o32b3o27b3o24b5obo23b5obo23b5obo$
b2o55b2o31bo5bo12b2o9bo5bo23bo5bo$o46b3o8bobo31bob3o12bobo10bob3o25bob 3o$49bo8bo34b2o16bo11b2o28b2o$48bo$54b2o$55b2o$54bo33bo29bo$88bo29bo$
88bo29bo2$84b3o3b3o21b3o3b3o2$88bo29bo$88bo29bo$88bo29bo6$110b2o$111b
2o$110bo! Ivan Fomichev Kazyan Posts: 987 Joined: February 6th, 2014, 11:02 pm ### Re: Soup search results 19-cell still life in 12 gliders (likely reducible by someone who knows that they're doing; making and then killing off half of a Big S is probably not the most efficient way to create the key piece of junk) Code: Select all x = 63, y = 67, rule = B3/S23 61bo$60bo$60b3o9$o$b2o35bo$2o34b2o$37b2o4$33bo$31b2o$32b2o11$24bo$23bo
$23b3o$28b2o2b2o$29b2obobo$28bo3bo8$2bo$2b2o$bobo6$7b2o29b2o$6bobo29bo bo$8bo29bo4$44b3o$44bo$45bo4$50bo$49b2o$49bobo!
EDIT: Possible jam predecessor. Attempt at slapping it together on the right.

Code: Select all

x = 31, y = 19, rule = B3/S23
19bo$18bo$18b3o2$14bo13bo$15b2o5bobo3bobo$14b2o6b2o4b2o$23bo$19b2o$bo
12b2o3b2o3b2o$o4bo9bo7b2o$ob4o9bob4o4bo$b2o2bo10b2o2bo4$5bo14bo$5bo14b o$5bo14bo!
EDIT 2: Phi spark + common blinker predecessor = 20-cell still life and debris

Code: Select all

x = 11, y = 7, rule = B3/S23
7b3o$6bo3bo$b2o3b5o$o2bo$o2bo$o2bo$b2o!

EDIT 3: 12-glider synthesis of 20-cell object. My 10-glider method of creating that spark at the right time is an abomination of inefficiency, but I'm still learning glider synthesis.

Code: Select all

x = 30, y = 31, rule = B3/S23
28bo$19bo6b2o$18bo8b2o$18b3o3$16bo$15bo$15b3o2$21bo$19b2o$20b2o$13bobo
$14b2o$14bo2$11b3o$13bo$2b2o8bo$bobo$3bo2$27b3o$8b3o16bo$10bo17bo$9bo$
18b3o$b2o15bo6b2o$obo16bo5bobo$2bo22bo! EDIT 4: Different method of making a jam in 13 gliders; can easily be reduced by someone who knows, like, anything about making sparks. Code: Select all x = 72, y = 75, rule = B3/S23 3bo$4b2o$3b2o2$64bo$64bobo$64b2o16$34bo23bo$35b2o21bobo$34b2o22b2o3$
37bo$37bobo$37b2o4$38bo$37bo$37b3o2$37bo$28b3o6b2o$30bo5bobo$29bo18$bo
$b2o$obo5$70b2o$69b2o$6b3o62bo$8bo3b2o$7bo3bobo$13bo2$69b2o$68b2o$70bo Last edited by Kazyan on October 11th, 2014, 1:58 pm, edited 5 times in total. Tanner Jacobi Coldlander, a novel, available in paperback and as an ebook. NickGotts Posts: 95 Joined: November 10th, 2011, 6:20 pm ### Re: Soup search results Lewis wrote: 20-cell predecessor (can maybe be reduced): Yes it can, to 16 cells: Code: Select all x = 16, y = 16, rule = B3/S23 12bo$12b2o$12bo2bo2$13bobo$14bo7$3o$bo2bo$5bo$2bobo! In my naming schema for switch-engine pairs, this is NHAA. Your third pattern also has a 16-cell predecessor, which I call NH00: Code: Select all x = 15, y = 15, rule = B3/S23 11bo$11b2o$11bo2bo2$12bobo$13bo6$3o$bo2bo$5bo$2bobo! The second does not have a corresponding 16-cell predecessor (i.e., one consisting of 2 bare switch-engines). Of course it could have one with 16 or fewer cells differently arranged. Last edited by dvgrn on October 9th, 2014, 11:31 am, edited 1 time in total. Reason: added [code]...[/code] blocks for convenience in copying the patterns Lewis Posts: 333 Joined: March 17th, 2009, 5:26 pm Location: UK Contact: ### Re: Soup search results Soup produces P2 similar to the 19-cell still life "mango with block on dock" but with a beacon: Code: Select all x = 16, y = 16, rule = B3/S23 bobo3b6ob2o$bo5b4obo$o2b2ob2o5bo$ob3o2b2obobob2o$bobob3ob2o2b3o$o4b2ob
2o5bo$4b2o2bo2bobobo$2bob2ob2ob4obo$2bob3ob2ob2o$2o3bobob4o$2ob2o2bobo b3o$b2obo2bo4b3o$b2ob2ob2obo3b2o$4b3ob3o2b2o$2bo3bobo2b2o2bo$obo3bob2o
3b2o!
And one that produces the 'cloverleaf' p4:

Code: Select all

x = 16, y = 16, rule = B3/S23
b5o3bo4b2o$ob2o4bo$obo2b2obob3o2bo$4o4b2ob5o$3b7o2b4o$o2b3obo2b2o2bo$b
5o2b2o4bo$b2ob3o3bo4bo$2o4b2ob5obo$2o5b3obo3bo$o2b3o4b5o$ob2o3bobo4bo$
3b7ob4o$4ob3o2b6o$o2b3obob3ob3o$2o2b2ob2ob3obo! lukebradford Posts: 100 Joined: October 11th, 2013, 8:07 pm Location: Cambridge, MA Contact: ### Re: Soup search results Here's a cool reaction that generates a cis-tub-eater, as it appeared: Code: Select all x = 24, y = 24, rule = B3/S23 4b2o$4b2o$b4obo$obo7b2o$ob2obo3bobo$o3b2o2bo2bo$b2o5bobo$bo3bob2o$2bo 3b2o$3bo2bo$4b3o5$23bo$4b2o16bo$3bo2bo13b2o$4b2o16bo$19bo$19b2o$20bo$18b2o$17b3o!
Here it is isolated:

Code: Select all

x = 16, y = 10, rule = B3/S23
11bo$4b3o4bo$11bo$2bo$bobo3b3o3b3o$3obo$2obobo5bo$ob2obo5bo$3ob2o5bo$2o!  wildmyron Posts: 1419 Joined: August 9th, 2013, 12:45 am ### Re: Soup search results Here's another p3 oscillator: xp3_6a889b8ozx33 Glider + Block + 2 Blinker -> 18P3.32 + junk Code: Select all x = 16, y = 10, rule = B3/S23 11bo$4b3o4bo$11bo$2bo$bobo3b3o3b3o$3obo$2obobo5bo$ob2obo5bo$3ob2o5bo$
2o!
I also have been searching for glider reactions with a collection of common ash objects. There are a lot of reactions like this (not just switch engines):

Code: Select all

#C Glider + 3 Blinker - Block Laying Switch Engine
x = 22, y = 25, rule = B3/S23
2bo$obo$b2o2$15bo$15bo$15bo11$3o7$19b3o! Code: Select all #C Glider + Block + 2 Blinker - Block Laying Switch Engine x = 40, y = 54, rule = B3/S23 12b2o$12b2o31$o37b2o$b2o35b2o$2o19$20b3o!

Code: Select all

#C Glider + 3 Blinker -> Glider Producing Switch Engine
x = 53, y = 40, rule = B3/S23
2bo$obo$b2o15$2bo$2bo$2bo9$27b3o11$50b3o! But I have no idea if they are of any interest. The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki. NickGotts Posts: 95 Joined: November 10th, 2011, 6:20 pm ### Re: Soup search results wildmyron wrote:But I have no idea if they are of any interest. They are to me!! Thanks. dvgrn Moderator Posts: 6996 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Soup search results wildmyron wrote:I also have been searching for glider reactions with a collection of common ash objects. There are a lot of reactions like this (not just switch engines)... Are you generating ash object positions with a script, and classifying them with apgsearch? I've been thinking about trying something like this, but other things keep getting in the way. I suppose there aren't any switch engines showing up with just two ash objects? I forget if that search was ever done exhaustively -- just with blonks, maybe? Are you using just blinkers and blocks, or other common objects as well? wildmyron Posts: 1419 Joined: August 9th, 2013, 12:45 am ### Re: Soup search results NickGotts wrote: wildmyron wrote:But I have no idea if they are of any interest. They are to me!! Thanks. Glad to hear it. I've read through your switch engine thread and saw the patterns creating a switch engine from a glider collision with a small number of ash objects. Do you have an archive of this kind of reaction? This was why I had no idea if they were interesting, because it seemed likely to me that similar reactions had been found. dvgrn wrote: wildmyron wrote:I also have been searching for glider reactions with a collection of common ash objects. There are a lot of reactions like this (not just switch engines)... Are you generating ash object positions with a script, and classifying them with apgsearch? I've been thinking about trying something like this, but other things keep getting in the way. Yes, I have. I've been meaning to describe what I'm doing and I'd like to get some feedback. At this stage I haven't posted the code to do it because I'm still making changes to the soup function, and that causes the results for a given soupid to change. Before embarking on further discussion, where do you suggest discussing it? dvgrn wrote:I suppose there aren't any switch engines showing up with just two ash objects? I forget if that search was ever done exhaustively -- just with blonks, maybe? Are you using just blinkers and blocks, or other common objects as well? I'm using blonks, on a fairly sparse, but large field. No switch engines with two blonks have shown up, but I've probably only run about 30 million soups with my latest version which has resulted in around 10 switch engines. The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki. NickGotts Posts: 95 Joined: November 10th, 2011, 6:20 pm ### Re: Soup search results wildmyron wrote:Do you have an archive of this kind of reaction? Those I listed in the "Making switch-engines" thread are all I have, but I'll be using the new soup search program to look for more, and will post them if found. NickGotts Posts: 95 Joined: November 10th, 2011, 6:20 pm ### Re: Soup search results dvgrn wrote:I suppose there aren't any switch engines showing up with just two ash objects? There are some where a switch engine gets started, but the exhauset kills it. In (I think) all the glider plus 3 objects I posted there, one of the objects is just a stabiliser. NickGotts Posts: 95 Joined: November 10th, 2011, 6:20 pm ### Re: Soup search results I've uploaded to "Golly scripts" in the Scripts forum, code to test whether the current position is "quiescent", i.e. consists solely of still lifes, oscillators, gliders and *WSSs, with the gliders and *WSSs being so placed that they will never interact with each other, or with any of the still lifes or oscillators. It's much less ambitious than the stabilisation test in apgsearch, but serves my purposes (mainly, looking for switch-engines in the output of multiple patterns) well. dvgrn Moderator Posts: 6996 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Soup search results wildmyron wrote:I've been meaning to describe what I'm doing and I'd like to get some feedback. At this stage I haven't posted the code to do it because I'm still making changes to the soup function, and that causes the results for a given soupid to change. Before embarking on further discussion, where do you suggest discussing it? I suppose if your project is specific to finding switch engines, we might switch over to Nick's existing thread. I'm interested in a couple of possible variants of this idea for modifying apgsearch. One is an exhaustive search for switch engines in the glider+2 blonks search space, for some reasonable MxN (to be gradually increased). Another is a search for switch engines and other interesting things, starting from guaranteed glider-constructible pieces (a few well-spaced small still lifes plus some number of incoming gliders and/or *WSSes, to get an active reaction going.) That kind of thing might go in a new thread called something like "Hacking apgsearch", if you want to go that route. A third search project, which might be most interesting for Sparse Life early-universe analysis, is a recursive enumeration of single glider collisions into blonks. Let G+blonk settle into quiescence, then hit each possible ash pattern with every possible new G from every direction... collect all those settled ash patterns, and repeat until switch engines appear. Seems as if this should only take about four or five gliders...! A for awesome Posts: 2077 Joined: September 13th, 2014, 5:36 pm Location: Pembina University, Home of the Gliders Contact: ### Re: Soup search results Generation 24 of century + piece of junk -> mazing + 2 blocks + blinker + hive: Code: Select all x = 20, y = 25, rule = B3/S23 14b3o$13bo3bo$13bo4bo$13b3ob2o$14bo4bo$16b3o$16bo7$5bo$4b3o$4b2obo$6b 2o2$b2obo$b2ob2o2b2o$o7b2o$o4bo$o4bo$o3bo3bobo$3b2o3b3o!

praosylen#5847 (Discord)

x₁=ηx
V*_η=c²√(Λη)
K=(Λu²)/2
Pₐ=1−1/(∫^∞_t₀(p(t)ˡ⁽ᵗ⁾)dt)

$$x_1=\eta x$$
$$V^*_\eta=c^2\sqrt{\Lambda\eta}$$
$$K=\frac{\Lambda u^2}2$$
$$P_a=1-\frac1{\int^\infty_{t_0}p(t)^{l(t)}dt}$$

codeholic
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Location: Hamburg, Germany

### Re: Soup search results

In such cases it might be more helpful to see the original soup, because sometimes it's not evident, how one can synthesise arbitrary "junk".
Ivan Fomichev

Sphenocorona
Posts: 489
Joined: April 9th, 2013, 11:03 pm

### Re: Soup search results

Here's a simplification of the reaction that is a bit more helpful:

Code: Select all

x = 23, y = 25, rule = B3/S23
21bo$22bo$19bo2bo$18bo2bo$18bo$18bobo$19b2o7$16b2o$16b2o8$2o$b2o$o!  The century only provided two blocks to the reaction, and with excess debris. At the very least it should eliminate the excess cleanup gliders for the century. The particular generation chosen is very shortly before a century-like stage in the junk, showing one of a few possible predecessors. Kazyan Posts: 987 Joined: February 6th, 2014, 11:02 pm ### Re: Soup search results It looks like getting the block-and-century stage of the junk in place would be difficult, but if someone can do it, awesome. Here's my beginner's take on a synthesis: Code: Select all x = 32, y = 28, rule = B3/S23 13bobo$14b2o$14bo2$12b2o16bo$13b2o7b2o5bo$12bo5bo3b2o5b3o$17bobo6bo$
17bobo5bo$18bo6b3o$19b3o$21bo3$27bo$26b2o$17b2o7bobo$17b2o8$3o$2bo$bo!

Tanner Jacobi
Coldlander, a novel, available in paperback and as an ebook.

Extrementhusiast
Posts: 1842
Joined: June 16th, 2009, 11:24 pm
Location: USA

### Re: Soup search results

It's not as difficult as you might think — just use this predecessor instead:

Code: Select all

x = 24, y = 24, rule = B3/S23
22b2o$22b2o2$18b3o$21bo$21bo$20bo6$17b2o$17b2o8$b2o$obo$2bo!

I Like My Heisenburps! (and others)

flipper77
Posts: 197
Joined: October 24th, 2010, 3:25 am
Location: Spokane, WA

### Re: Soup search results

I'm not 100% sure what you meant by block-and-century, is this closer to what you want?

Code: Select all

x = 25, y = 30, rule = B3/S23
16bobo$17b2o$17bo2$15b2o6b2o$16b2o5b2o$15bo$20b2o$20bobo$21b2o7$18b2o$
18b2o10$2o$b2o$o!  If not, may you specify in more detail? Kazyan Posts: 987 Joined: February 6th, 2014, 11:02 pm ### Re: Soup search results Yes, that. Also, here's a predecessor for Fore and Back. It may take only about 14 gliders, as opposed to the LifeWiki record of 20, from my analysis (but I didn't know how to put the required century in place in my attempt). Code: Select all x = 8, y = 10, rule = B3/S23 5b3o2$5b3o3$2o3b2o$2o4b2o$4bobo$4b2o$4bo! EDIT: Almost missed this one, since I've seen the 28-cell quad-loaf appear a few times and the canonical representations look similar. But it's a completely different 28-cell still life, with a simple synthesis: Code: Select all x = 17, y = 11, rule = B3/S23 3o4bo$7b3o4b3o$8bo7$9b2o$9b2o!  Tanner Jacobi Coldlander, a novel, available in paperback and as an ebook. Kazyan Posts: 987 Joined: February 6th, 2014, 11:02 pm ### Re: Soup search results Double-posting to confirm a 15-glider synthesis for Fore and back. Code: Select all x = 100, y = 33, rule = B3/S23 56bo$57bo$55b3o3$75bobo$75b2o$3bo72bo$bobo$2b2o2b3o$6bo$7bo$81bo$23b3o
37b3o14bo$80b3o2$6bo6bo79b2ob2o$4bobo6bobo10b2o38b2o25b2obobo$b2o2b2o
2b2o2b2o11bo2bo36bo2bo26bo2bo$obo6bobo16b2o38b2o23b2o3b2o$2bo6bo83bo2b
o$64b2o28bobob2o$44bo6b2o10b2o30b2ob2o$44b2o4bobo12bo$43bobo6bo2$71bo$
70b2o$70bobo$59b2o$60b2o17b2o$59bo19bobo$79bo! Tanner Jacobi Coldlander, a novel, available in paperback and as an ebook. dvgrn Moderator Posts: 6996 Joined: May 17th, 2009, 11:00 pm Location: Madison, WI Contact: ### Re: Soup search results Another MWSS-on-MWSS soup has appeared, with a much simpler mechanism than the last one. There seem to be a couple of different ways to convert this to a glider construction with a pi plus junk recipe, and there's also a LOM plus junk stage: Code: Select all #C MWSS on MWSS again, even naturaller -- seed = 15Ma8856160 x = 16, y = 16, rule = B3/S23 o7bo3bobo$2o2b3o5bo$o2bobo2bo6bo$o6bob2ob3o$obo3bob3ob2obo$b3o2bobo6bo
$4o2bob4o$2b3obo2bo2bo$ob3ob2o3b4o$o2b3obobo2b2obo$b2obo2b4o2b3o$o2b2o
2b2o3bo2bo$3bobo4bo2b2o$2o3bo2bo5bo$b6ob2o2b2o$2obob3obobobobo!

Extrementhusiast
Posts: 1842
Joined: June 16th, 2009, 11:24 pm
Location: USA

### Re: Soup search results

Mazing from seven gliders:

Code: Select all

x = 20, y = 16, rule = B3/S23
8bo4bo$2o7b2obo$2o6b2o2b3o4$17b2o$16b2o$18bo3$18b2o$17b2o$4bo14bo$4b2o$3bobo!

Fifteen-bit SL from five:

Code: Select all

x = 14, y = 20, rule = B3/S23
4bo$5b2o$4b2o5$11bo$11bobo$11b2o2$8b3o$10bo$9bo3$b2o$obo3b3o$2bo3bo$7b
o!

Predecessor to test tube baby w/two tubs:

Code: Select all

x = 11, y = 19, rule = B3/S23
bo$o$bobo$2bo2$2o$2o2$5bo$4b3o$3b5o$2bo5bo$b2o2bo2b2o$3obobob3o$b2o2bo
2b2o$2bo5bo$3b5o$4b3o$5bo!

I Like My Heisenburps! (and others)

MikeP
Posts: 83
Joined: February 7th, 2010, 9:51 am
Location: Cambridge, UK

### Re: Soup search results

This one takes only 94 generations to settle down into a large pair of still lives plus just 3 bits of junk.

Code: Select all

x = 16, y = 16, rule = B3/S23
2bobo2bo3b2o2bo$bobo5b3o2b2o$4b3obob2o3bo$b2obo3b2o2b4o$o5bo2b2o2bo$bo 2bo2bo4bo$b2o3bobob5o$o2b2obo2bob4o$2o2bobobobobob2o$bobo2b4o2bobo$bob
ob2o3bo4bo$bob6o2b4o$5obo4bo2b2o$3bobobo3bo2bo$5bobob3o2b2o\$bo5b2o3b4o
!