c/8 orthogonal spaceships

 Posts: 87
 Joined: December 20th, 2014, 8:30 am
c/8 orthogonal spaceships
Now with several new versions of search programs out and PCs still getting more powerful, it might be time to revisit this topic:
Are there any serious search results out there? Promising intermediate results? Ideas?
Are there any serious search results out there? Promising intermediate results? Ideas?
Re: c/8 orthogonal spaceships
That is already mentioned.
Also, you can find incomplete result at here.
 Recent search result 
Also, you can find incomplete result at here.
 Recent search result 
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#P 0 0
#R S23/B3
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Re: c/8 orthogonal spaceships
That's a diagonal partial.kiho park wrote:That is already mentioned.
Also, you can find incomplete result at here.
 Recent search result Code: Select all
partial ship
Still drifting.
Re: c/8 orthogonal spaceships
Oops. Sorry, It's recent processing WinLifeSearch search result.Bullet51 wrote:That's a diagonal partial.
Re: c/8 orthogonal spaceships
No miracles today, but I may as well post a promising partial. I searched for width 16 symmetric c/8 ships and found nothing. The search (with gfind) took about 3 weeks. Here's a promising partial:
You'll see which part I think is promising.
With a lot of luck, someone will invoke some arcane magic and complete this ship.
Code: Select all
x = 14, y = 35, rule = B3/S23
o12bo$2o3b4o3b2o$6b2o$3o8b3o$14o$b2o2b4o2b2o$2bo8bo$2b3o4b3o$bo
2bo4bo2bo2$bo3b4o3bo$5bo2bo$b2o3b2o3b2o$obo2bo2bo2bobo$2ob3o2b3o
b2o$b3o6b3o$2bo8bo3$b3o6b3o3$bo2bo4bo2bo$o3bo4bo3bo$bo2bo4bo2bo$
2b4o2b4o$3b8o$4bo4bo$4bo4bo$4b2o2b2o$6b2o$b2o8b2o$o2bo6bo2bo$bob
o6bobo$2bo8bo!
With a lot of luck, someone will invoke some arcane magic and complete this ship.
Josh Ball.
Re: c/8 orthogonal spaceships
That's a nice looking partial pattern, although I haven't yet been able to get anything from it. There seem to be several ways for the blinkers to react to get the same outcome, which gives some hope of a solution:
Code: Select all
x = 30, y = 27, rule = B3/S23
2$13bo8bo$12bobo6bobo$11bo2bo6bo2bo$12b3o6b3o$13b2o6b2o$14bo6bo$13b2ob
4ob2o$14bobo2bobo$13b4o2b4o$14bo6bo$11bo3bo4bo3bo$11b2ob3o2b3ob2o$14b
2o4b2o2$13bo8bo$13bo8bo2bo$13bo8bo2bo$11bo12bo$10bobo11b2o$10bobo$13bo
!
Matthias Merzenich
Re: c/8 orthogonal spaceships
Old thread I know, but can I suggest a name for it? Double LoaferSokwe wrote:That's a nice looking partial pattern, although I haven't yet been able to get anything from it. There seem to be several ways for the blinkers to react to get the same outcome, which gives some hope of a solution:Code: Select all
x = 30, y = 27, rule = B3/S23 2$13bo8bo$12bobo6bobo$11bo2bo6bo2bo$12b3o6b3o$13b2o6b2o$14bo6bo$13b2ob 4ob2o$14bobo2bobo$13b4o2b4o$14bo6bo$11bo3bo4bo3bo$11b2ob3o2b3ob2o$14b 2o4b2o2$13bo8bo$13bo8bo2bo$13bo8bo2bo$11bo12bo$10bobo11b2o$10bobo$13bo !
Bored of using the Moore neighbourhood for everything? Introducing the Range2 von Neumann isotropic nontotalistic rulespace!
Re: c/8 orthogonal spaceships
An interesting thing to note is that the copperhead, without its block, also decays into an interchange:
However, to bomb this party entirely too prematurely, the interchanges don't appear from exactly the same predecessors. They also appear in different places relative to the spaceship.
Nevertheless, I believe that the c/8 will rely on some sort of block hauling technology.
Code: Select all
x = 23, y = 42, rule = B3/S23
4$3b3o6b3o3$3bo2bo4bo2bo$2bo3bo4bo3bo$3bo2bo4bo2bo$4b4o2b4o$5b8o$6bo4b
o$6bo4bo$6b2o2b2o$8b2o$3b2o8b2o$2bo2bo6bo2bo$3bobo6bobo$4bo8bo11$7bo2b
o$4b2obo2bob2o$6b2o2b2o2$7b4o$6b6o2$7b4o$8b2o!
Nevertheless, I believe that the c/8 will rely on some sort of block hauling technology.
Bored of using the Moore neighbourhood for everything? Introducing the Range2 von Neumann isotropic nontotalistic rulespace!
Re: c/8 orthogonal spaceships
No more promising reactions found, which probably is a major fault of by hand searches.
There is a way to destroy this completely, moving the blinkers down by one spot, which could make for some eaters or new speeds:
There is a way to destroy this completely, moving the blinkers down by one spot, which could make for some eaters or new speeds:
Code: Select all
x = 14, y = 19, rule = B3/S23
2bo8bo$bobo6bobo$o2bo6bo2bo$b3o6b3o$2b2o6b2o$3bo6bo$2b2ob4ob2o$3bobo2b
obo$2b4o2b4o$3bo6bo$o3bo4bo3bo$2ob3o2b3ob2o$3b2o4b2o2$2bo8bo$2bo8bo$2b
o8bo2$2b3o4b3o!
Bored of using the Moore neighbourhood for everything? Introducing the Range2 von Neumann isotropic nontotalistic rulespace!