Interesting variants and modifications to the basic ruleset?
Interesting variants and modifications to the basic ruleset?
Hey, I lead a high-school programming class and GoL is our current project. Once we finish implementing the standard set if rules, I’d like to show my students some interesting variants that they could implement themselves.
I know of the color modifications, and of the changes to the BX/SY constants. Do you know of any other interesting modifications? They don’t even need to stay within the standard ruleset, as long as they are similar to the original GoL in implementation.
I know of the color modifications, and of the changes to the BX/SY constants. Do you know of any other interesting modifications? They don’t even need to stay within the standard ruleset, as long as they are similar to the original GoL in implementation.
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Re: Interesting variants and modifications to the basic ruleset?
First of all, welcome to the forums!
There are many rules that should be as easy to implement as CGoL. They're called outer-totalistic Life-like cellular automata and they use the rulestring syntax B/S. B stands for birth and S stands for survival. CGoL has the rulestring B3/S23 because cells get born when surrounded by 3 cells and survive if they are surrounded by 2 or 3 cells. All other cells die. With something like this, you don't need to implement dying from under/overpopulation. You could try HighLife (B36/S233) which has a somewhat common replicator with a 6-cell predecessor. In other ways it behaves similarly to CGoL but soups (random starting patterns) have different groups of objects because many small predecessors like the t-tetromino behave differently.
Code: Select all
x = 40, y = 29, rule = B36/S23
3$26b3o$25bo$25bo$25bo8bo$34bo$34bo9$12b3o$11bo$11bo$11bo!
Code: Select all
x = 53, y = 35, rule = B36/S23
16$34bo$13bo20bo$12b3o18bobo$33bobo$34bo!
Code: Select all
x = 53, y = 35, rule = B3/S23
16$34bo$13bo20bo$12b3o18bobo$33bobo$34bo!
Hunting's language (though he doesn't want me to call it that)
Board And Card Games
Colorised CA
Alien Biosphere
Board And Card Games
Colorised CA
Alien Biosphere
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Re: Interesting variants and modifications to the basic ruleset?
In addition to outer-totalistic life-like cellular automaton, you can also try higher-range outer totalistic cellular automaton. These rules make use of a larger neighbourhood and are also fairly easily to implement. The only thing that needs to be adjusted is the neighbourhood and maybe the birth and survival conditions to get an interesting rule.Eugleo wrote: ↑November 24th, 2020, 5:00 amHey, I lead a high-school programming class and GoL is our current project. Once we finish implementing the standard set if rules, I’d like to show my students some interesting variants that they could implement themselves.
I know of the color modifications, and of the changes to the BX/SY constants. Do you know of any other interesting modifications? They don’t even need to stay within the standard ruleset, as long as they are similar to the original GoL in implementation.
Some examples of such rules include
Code: Select all
x = 0, y = 0, rule = R2,C2,S2,B3,9,10,NN
b!
#C [[ RANDOMIZE ]]
Code: Select all
0 0 1 0 0
0 1 1 1 0
1 1 0 1 1
0 1 1 1 0
0 0 1 0 0
Code: Select all
x = 0, y = 0, rule = R2,C2,S5-9,B7-8,NM
b!
#C [[ RANDOMIZE ]]
Code: Select all
1 1 1 1 1
1 1 1 1 1
1 1 0 1 1
1 1 1 1 1
1 1 1 1 1
Code: Select all
x = 0, y = 0, rule = R3,C2,S6-10,B3,8,N+
b!
#C [[ RANDOMIZE ]]
Code: Select all
0 0 0 1 0 0 0
0 0 0 1 0 0 0
0 0 0 1 0 0 0
1 1 1 0 1 1 1
0 0 0 1 0 0 0
0 0 0 1 0 0 0
0 0 0 1 0 0 0
For example,
Code: Select all
x = 0, y = 0, rule = /2/3
b!
#C [[ RANDOMIZE ]]
Code: Select all
x = 0, y = 0, rule = 12/34/3
b!
#C [[ RANDOMIZE ]]
Note that INT rules may be harder to implement as the next state of the cell depends not only on the sum of its neighbours but also the neighbour's relative positioning to the cell.
Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer
Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...
Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...
Re: Interesting variants and modifications to the basic ruleset?
Give me credit for this one. =)lemon41625 wrote: ↑November 24th, 2020, 6:08 amwhich uses the following neighbourhoodCode: Select all
x = 0, y = 0, rule = R3,C2,S6-10,B3,8,N+ b! #C [[ RANDOMIZE ]]
Code: Select all
0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0
OP: Have you tried INT, Symbiosis, and the like?
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Re: Interesting variants and modifications to the basic ruleset?
May I point out that it was Rowett who found this rule and not you (https://conwaylife.com/forums/viewtopic ... 550#p98806)? Perhaps you did rediscover it but Rowett probably found it first.
Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer
Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...
Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...
Re: Interesting variants and modifications to the basic ruleset?
Oh, I see, I confused it with my family of cross neighbourhood rules.lemon41625 wrote: ↑November 24th, 2020, 9:06 amMay I point out that it was Rowett who found this rule and not you (https://conwaylife.com/forums/viewtopic ... 550#p98806)? Perhaps you did rediscover it but Rowett probably found it first.
I just realized you were not here when I discovered my rocket rules.
Re: Interesting variants and modifications to the basic ruleset?
Thank you very much, especially those at the end look very interesting — as in you (or rather, I) can tell the difference between them and the original GoL.lemon41625 wrote: ↑November 24th, 2020, 6:08 amSome other extensions you can try out also include the Extended Generations, BSFKL and INT rulespaces.
Note that INT rules may be harder to implement as the next state of the cell depends not only on the sum of its neighbours but also the neighbour's relative positioning to the cell.
Re: Interesting variants and modifications to the basic ruleset?
Well, most of us are younger than a high schooler - I'm 12, for example.
Don't forget to advertise LeapLife, the link in my signature, for me! =)
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Re: Interesting variants and modifications to the basic ruleset?
I think at least the basics of CA are easy to understand, though some higher-level concepts like conduits, universal computation and construction, syntheses, and over-unity reactions could be harder. LifeWiki is a great place to look.
Hunting's language (though he doesn't want me to call it that)
Board And Card Games
Colorised CA
Alien Biosphere
Board And Card Games
Colorised CA
Alien Biosphere
Re: Interesting variants and modifications to the basic ruleset?
And reverse caber tosser, geminoid, slow salvo, and the like.Schiaparelliorbust wrote: ↑November 25th, 2020, 4:39 amI think at least the basics of CA are easy to understand, though some higher-level concepts like conduits, universal computation and construction, syntheses, and over-unity reactions could be harder. LifeWiki is a great place to look.
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Re: Interesting variants and modifications to the basic ruleset?
I sill don't understand the reverse caber tosser. I should look at the thread explaining it .Hunting wrote: ↑November 25th, 2020, 4:58 amAnd reverse caber tosser, geminoid, slow salvo, and the like.Schiaparelliorbust wrote: ↑November 25th, 2020, 4:39 amI think at least the basics of CA are easy to understand, though some higher-level concepts like conduits, universal computation and construction, syntheses, and over-unity reactions could be harder. LifeWiki is a great place to look.
Hunting's language (though he doesn't want me to call it that)
Board And Card Games
Colorised CA
Alien Biosphere
Board And Card Games
Colorised CA
Alien Biosphere
Re: Interesting variants and modifications to the basic ruleset?
A caber tosser is a glider bouncing between a G->2G and a receding Cordership. The RCT is a glider bouncing between an advancing Corderpuffer (known as the Sakapuffer) and a bit of moving circuitry, and somewhere is encoded a slow-salvo recipe in one glider.Schiaparelliorbust wrote: ↑November 25th, 2020, 5:03 amI sill don't understand the reverse caber tosser. I should look at the thread explaining it .Hunting wrote: ↑November 25th, 2020, 4:58 amAnd reverse caber tosser, geminoid, slow salvo, and the like.Schiaparelliorbust wrote: ↑November 25th, 2020, 4:39 amI think at least the basics of CA are easy to understand, though some higher-level concepts like conduits, universal computation and construction, syntheses, and over-unity reactions could be harder. LifeWiki is a great place to look.
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anythingsonata wrote:July 2nd, 2020, 8:33 pmconwaylife signatures are amazing[citation needed]