Re: Thread for basic questions
Posted: October 13th, 2017, 2:42 am
Does a 3D or 4D or arbitrary multi-D Life have glider guns?
Did Prof. Bays find ones in 3D Life?
Did Prof. Bays find ones in 3D Life?
Forums for Conway's Game of Life
https://conwaylife.com/forums/
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x = 13, y = 8, rule = B3/S23
2o$bo9b2o$o6bo3bo$2o5b3obo$2bo7bo$2obo3b3o$o2bo3bo$b2o!
You're lucky.Saka wrote:Where can I find full/partial lists of still lives by cell count? Perhaps a more complete one than on the wiki?Code: Select all
x = 13, y = 8, rule = B3/S23 2o$bo9b2o$o6bo3bo$2o5b3obo$2bo7bo$2obo3b3o$o2bo3bo$b2o!
Mark Niemiec's siteSaka wrote:Where can I find full/partial lists of still lives by cell count? Perhaps a more complete one than on the wiki?
I'm not sure, but it's probably not that interesting: no pattern can escape its initial bounding box without B0 or B1. It might be approximately equivalent in dynamics to B5/S12 or something similar in the 2D Moore neighborhood, which is to say, not very interesting.Macbi wrote:Has anyone tried looking at B3/S23 in the 4D vN neighbourhood?
Good point. So in vN every rule is either explosive or bounded? That's kind of boring.A for awesome wrote:I'm not sure, but it's probably not that interesting: no pattern can escape its initial bounding box without B0 or B1. It might be approximately equivalent in dynamics to B5/S12 or something similar in the 2D Moore neighborhood, which is to say, not very interesting.Macbi wrote:Has anyone tried looking at B3/S23 in the 4D vN neighbourhood?
Nope, see this:Macbi wrote:Good point. So in vN every rule is either explosive or bounded? That's kind of boring.A for awesome wrote:I'm not sure, but it's probably not that interesting: no pattern can escape its initial bounding box without B0 or B1. It might be approximately equivalent in dynamics to B5/S12 or something similar in the 2D Moore neighborhood, which is to say, not very interesting.Macbi wrote:Has anyone tried looking at B3/S23 in the 4D vN neighbourhood?
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x = 0, y = 0, rule = B02/S1V
o$b2o$bobo$3bo16$2o2$bobo$2b2o16$2o$2bo$b2o$3bo16$2o$obo2$2b2o16$4o$o2bo$o2bo$4o!Hello?Saka wrote:can someone send me a link to bellman-win and the instructions? I can't seem to find it.
https://github.com/simsim314/BellmanWin (includes binaries)Saka wrote:Hello?
I feel like a similar search was done some months ago.drc wrote:What would it take to run a search where a glider hits 2-5 still lifes (with honey farms and fleets and bakeries, and 3/4 honey farms and 1/2 honey farms as well. No oscillators) and releases a glider and makes the debris reform but moved a bit? Kind of like HBK. Then they could be rubbed together to produce more gliders or xwsses
Ethanagor brought up an idea along those lines, back in July (and you responded with the half-bakery reaction). As gmc_nxtman mentioned then, Gabriel Nivasch wrote a search utility, sngdetect, that hunted through a fairly large space but didn't find anything clean. There were a number of two-object constellations that re-formed exactly, but they always came along with lots of extra junk, and so nobody has quite been able to figure out how to use them for anything. I think this was the cleanest by far of the new re-creations that were found by that search:drc wrote:What would it take to run a search where a glider hits 2-5 still lifes (with honey farms and fleets and bakeries, and 3/4 honey farms and 1/2 honey farms as well. No oscillators) and releases a glider and makes the debris reform but moved a bit? Kind of like HBK. Then they could be rubbed together to produce more gliders or xwsses
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#C Gabriel Nivasch, 17 Mar 2000
x = 75, y = 76, rule = B3/S23
o$b2o$2o20$23bo$24b2o$23b2o20$46bo$47b2o$46b2o20$69bo3b2o$70b2ob2o$69b
2o5$68b2o$67bo2bo$68b2o!I think that it's long ship:Macbi wrote:Is it known what the smallest still life is that can't be deleted by a single glider?
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x = 421, y = 57, rule = B3/S23
132bo31bo30bo34bo30bo16bo28bo42bo30bo$133bo31bo30bo34bo30bo16bo28bo42b
o30bo$131b3o29b3o28b3o32b3o28b3o14b3o26b3o40b3o28b3o9$144b2o29b2o28b2o
32b2o28b2o14b2o26b2o40b2o28b2o$144bobo28bobo27bobo31bobo27bobo13bobo
25bobo39bobo27bobo$145bobo28bobo27bobo31bobo27bobo13bobo25bobo39bobo
27bobo$146b2o29b2o28b2o32b2o28b2o14b2o26b2o40b2o28b2o15$385bo24bo$bo
21bo42bo22bo18bo23bo23bo47bo44bo56bo79bo24bo$2bo21bo42bo22bo18bo23bo
23bo47bo44bo56bo76b3o22b3o$3o19b3o40b3o20b3o16b3o21b3o21b3o45b3o42b3o
54b3o8$395b2o22b2o$20b2o19b2o40b2o20b2o16b2o21b2o21b2o45b2o44b2o54b2o
74bobo21bobo$19bobo18bobo39bobo19bobo15bobo20bobo20bobo44bobo43bobo53b
obo30bo42bobo21bobo$18bobo18bobo39bobo19bobo15bobo20bobo20bobo44bobo
43bobo53bobo32bo41b2o22b2o$18b2o19b2o40b2o20b2o16b2o21b2o21b2o45b2o44b
2o54b2o31b3o9$361b2o$360bobo$359bobo$359b2o!
Thanks! Maybe I could have guessed that: its large amount of symmetries means that it has fewer possible collisions that might delete it.toroidalet wrote:I think that it's long ship:Macbi wrote:Is it known what the smallest still life is that can't be deleted by a single glider?Some collisions aren't shown due to the symmetry of the long ship.Code: Select all
x = 421, y = 57, rule = B3/S23 132bo31bo30bo34bo30bo16bo28bo42bo30bo$133bo31bo30bo34bo30bo16bo28bo42b o30bo$131b3o29b3o28b3o32b3o28b3o14b3o26b3o40b3o28b3o9$144b2o29b2o28b2o 32b2o28b2o14b2o26b2o40b2o28b2o$144bobo28bobo27bobo31bobo27bobo13bobo 25bobo39bobo27bobo$145bobo28bobo27bobo31bobo27bobo13bobo25bobo39bobo 27bobo$146b2o29b2o28b2o32b2o28b2o14b2o26b2o40b2o28b2o15$385bo24bo$bo 21bo42bo22bo18bo23bo23bo47bo44bo56bo79bo24bo$2bo21bo42bo22bo18bo23bo 23bo47bo44bo56bo76b3o22b3o$3o19b3o40b3o20b3o16b3o21b3o21b3o45b3o42b3o 54b3o8$395b2o22b2o$20b2o19b2o40b2o20b2o16b2o21b2o21b2o45b2o44b2o54b2o 74bobo21bobo$19bobo18bobo39bobo19bobo15bobo20bobo20bobo44bobo43bobo53b obo30bo42bobo21bobo$18bobo18bobo39bobo19bobo15bobo20bobo20bobo44bobo 43bobo53bobo32bo41b2o22b2o$18b2o19b2o40b2o20b2o16b2o21b2o21b2o45b2o44b 2o54b2o31b3o9$361b2o$360bobo$359bobo$359b2o!
Interesting -- long ship wasn't on my mental list of common still lifes that can act as one-time turners, in this case a clean 180-degree output. Different output lane relative to the input from the long boat one-time turner, but it converges to the exact same mechanism:Macbi wrote:Thanks! Maybe I could have guessed that: its large amount of symmetries means that it has fewer possible collisions that might delete it.toroidalet wrote:I think that it's long ship...Macbi wrote:Is it known what the smallest still life is that can't be deleted by a single glider?
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x = 31, y = 9, rule = LifeHistory
.C18.C$2.C18.C$3C16.3C2$29.2C$10.2C16.C.C$9.C.C15.C.C$8.C.C17.C$8.2C!
#C [[ AUTOSTART PAUSE 2 GPS 10 THUMBNAIL THUMBSIZE 2 STOP 59 ]]Nothing comes to mind, no, not if you want a clean one-time 180-degree turner... except that two gliders can make one glider (with a kickback reaction), and then that one glider can reflect another glider 180 degrees, two different ways (90- and 180-degree collision). But that's clearly cheating.gameoflifemaniac wrote:Is there any one-time reflector synthesizable by 2 gliders that reflects by 180 degrees?
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x = 8, y = 12, rule = B3/S23
o$o$o$5b2o$4bo2bo$4bobo$5bo3$5b3o$7bo$6bo!Code: Select all
x = 10, y = 12, rule = B3/S23
2bo$2bo$2bo$7b2o$6bo2bo$6bobo$7bo3$3o$2bo$bo!I was thinking about this the other day.Saka wrote:What is the highest possible density change in 1 generation of a pattern in Life? And are there any examples of it?
apgcodegameoflifemaniac wrote:How does the apgcode syntax code work?