calcyman wrote:I'm less certain of this... The difference in overall tape length is going to be about three orders of magnitude, which is the difference between something taking hours to run and sonething taking months to run.
Interesting! HashHashLife sounds good, but in terms of running a SMO35G through multiple cycles, I'll believe it when I see it. Three orders of magnitude is also the difference between a simulation that takes a thousand years, and one that takes a million years.
SMO35Gs require inventing a 35-glider seed constellation, and placing all the pieces of it extraordinarily far apart, and activating all those pieces simultaneously. These are non-trivial problems, and they're
also entirely optional -- we can demonstrate a completely functional RCT pattern by building just some moderately expensive object, rather than a SMO35G.
Much Simpler, And Yet Still Fairly Horrible
I'm much more hopeful about creating a workable proof-of-concept RCT construction of something like a weekender or puffership -- not one of the more expensive recipes like a spider, definitely not something totally unreasonable like a HBK or Demonoid, and not something mathematically nightmarish like a SMO35G either, I hope!
If we can specify a 35-glider weekender synthesis and show that it will run to completion, even if we need very special-purpose simulators... then it should be clear that other constructible objects can theoretically be done the same way.
The special-purpose simulation might just amount to
- showing how to make individual NW-traveling gliders on any lane NE of the BLSE debris, by sending a series of [0|128] mod 256 gliders, and
- exhibiting a NW-traveling slow salvo that builds a weekender (or whatever) starting from a block, and also builds all the ITEMs below. Slsparse can do some of the compilation for this NW-traveling slow salvo, but not all of it (yet, anyway).
There's really no need to have the simulator keep track of the debris chains at all. It doesn't matter how long they are, we can easily show that they'll get cleaned up by the various preparatory synchronized salvos followed by the various Corderfleets.
A Lovely Itemized List of All Our Remaining Unsolved Problems
Here's a minimal list of details that will need to be worked out to get to a 35-glider weekender --
without any optional optimizations. I haven't mentioned even the permanent slow^3 elbow option that saves 99.9% of bits on the tape, let alone block-keepers or Decoder-And-Better-Construction-Arms. The ITEMs below will all be needed no matter if block-keepers or DBCAs are included in the design or not.
ITEM 0: This recipe to create an initial block target in a location where it's accessible by NWward slow salvos. Or some improved monochromatic NEward recipe, maybe exploding the NW end of the BLSE debris chain and then cleaning up everything except a block. A recipe like this one would work, but then it would have to push the remaining junk NEward by several full diagonals.
ITEM 1: A script to generate a series of [0,128] mod 256 gliders that produce sideways slow output gliders on any desired monochromatic NEward lane, aimed at or through the BLSE debris, starting from a given elbow location.
ITEM 2: Full monochromatic NEward recipes to clear out a wide enough gap in BLSE debris, push a slow^2 elbow/turner object from the BLSE debris to any desired distance, and produce a slow^2 NWward output glider on any target lane L, with either even or odd parity. Also clean up any leftover junk.
ITEM 3: A way to designate an existing block (or whatever) as a slow^3 elbow, and generate a NW-traveling slow-salvo recipe that produces a SW-traveling slow^2 recipe. (Slsparse doesn't have this ability at the moment -- it can bend construction arms, but only with lossless single-channel elbows [Snarkmakers and Snarkbreakers]. Can't use single-channel here, so we'll need slow^3 instead.)
As far as I can see, this will be needed to build ITEM 5 and ITEM 6 in the right place.
ITEM 4: A SE-traveling synchronized glider salvo that stops the BLSE, and adjusts the remaining debris to make one-time eaters that will cleanly absorb the six SE-traveling Corderships that will clean up the BLSE debris chain.
ITEM 5: A one-glider seed for ITEM 4.
ITEM 6: A one-glider seed for the six synchronized Corderships (can be attached to ITEM 5, as long as those gliders get launched first).
ITEM 7: A NW-traveling synchronized or slow glider salvo that builds one-time Corderabsorbers at the construction locations of the SE-traveling GPSEs.
ITEM 8: A one-glider seed for ITEM 7.
ITEM 9: A NW-traveling Corderfleet that will clean up the two SE-traveling GPSEs' debris, then hit the ITEM 7 Corderabsorbers without producing any escaping gliders.
ITEM 10: a one-glider seed for ITEM 9, plus a follow-up meteor shower seed.
ITEM 11: A SE-traveling synchronized or slow glider salvo that builds one-time Corderabsorbers at the construction locations of the NW-traveling GPSE. EDIT: There's a solution for this one -- turns out to be just one glider: see link in ITEM 13.
ITEM 12: A one-glider seed for ITEM 11.
ITEM 13: A SE-traveling Corderfleet that will clean up the NW-traveling GPSE's debris, then hit the ITEM 11 Corderabsorbers and leave only empty space behind. EDIT: Or we could do this as suggested by chris_c's post, where the Corderfleet leaves a lot of junk behind, which then gets cleaned up with a simple second-stage meteor shower. There's probably a lot less tricky engineering involved with this method, so let's go with that. Have edited all the other similar items to reflect this.
ITEM 14: a one-glider seed for ITEM 13, plus a follow-up meteor shower.
ITEM 15: A SW-traveling synchronized or slow glider salvo that builds one-time Corderabsorbers at the construction locations of the three NE-traveling GPSEs.
ITEM 16: A one-glider seed for ITEM 15, plus a follow-up meteor shower.
ITEM 17: A SW-traveling Corderfleet that will clean up the three NE-traveling GPSEs' debris, then hit the ITEM 15 Corderabsorbers without producing any escaping gliders.
ITEM 18: a one-glider seed for ITEM 17, plus a follow-up meteor shower.
ITEM 19: A NW-traveling synchronized or slow glider salvo that builds one-time Corderabsorbers at the Sakapuffer's construction location.
ITEM 20: A one-glider seed for ITEM 19.
ITEM 21: A NW-traveling Corderfleet that will clean up the Sakapuffer's debris, then hit the ITEM 19 Corderabsorbers without producing any escaping gliders.
ITEM 22: a one-glider seed for ITEM 21, plus a follow-up meteor shower. Items 19 through 22 could probably be combined with ITEMs 9-11. (NOTE: It may be rather tricky to put this one-glider seed somewhere where it won't get in the way of early stages of RCT operation. In the worst case, ITEM 22 may actually be a seed for a slow salvo. That slow salvo would move a target block into the space ahead of the Sakapuffer, then use that target block to build and trigger a seed for ITEM 21. With that method, the construction of Sakapuffer cleanup mechanisms can all be done after bits have stopped coming in from the Sakapuffer.)
ITEM 24: Add an attachment on one of these one-glider seeds to clean up the block that mediates the GPSE gliders' bit-interpretation work.
ITEM 25: Build absorbing objects to catch any gliders that may be released if some GPSEs are stopped by their absorbers while other GPSEs are still producing gliders.
ITEM 26: ?
(What else have I forgotten?)
The idea behind making this list is that any one of these
ITEMs is small and well-defined enough that someone could actually solve it. A few of them have been done already.
If anyone wants to work on one of these subproblems, it might be worth saying so here, and mention the ITEM by number, to avoid duplication of effort.
Challenge, a.k.a. "Revised Statement of Faint Disbelief"
I'll believe that we're collectively serious about getting a working RCT pattern done, when we start completing a few of these ITEMs.
In particular, I'd like to see
ITEM 18 actually instantiated... which requires
ITEM 17 to be solved first, which also requires
ITEM 15 and
ITEM 16. The Corderfleet problem seems solvable; the seed for the follow-up meteor shower will be enormous, I would think, but not difficult for a script to build.
Long experience with making seed constellations and Cordership syntheses makes me fairly confident that pretty much any Corderfleet can be reduced to a 1G seed... for
ITEM 16, I'm not sure I'll ever want to do that much work, but on the other hand, these can probably be simple 2-engine Corderships, and they don't even have to be synchronized with each other.