1-Dimensional Patterns

For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
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twinb7
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1-Dimensional Patterns

Post by twinb7 » March 5th, 2014, 10:53 am

For all patterns that are only 1 cell thick!
Do all patterns have a 1-cell-thick-parent? (This includes junk that doesn't interfere with said pattern- for example, since a one cell thick is vertically symmetrical, what's above is the same as what's below.)
One-cell-thick patterns can cleanly create gliders for syntheses, etc, so I was thinking we could make a thread for the most interesting ones.

One-cell-thick infinite growth:

Code: Select all

x = 39, y = 1, rule = 23/3
8ob5o3b3o6b7ob5o!
What do we want to accomplish with one-cell thick patterns?
To start, glider syntheses would work, so we have a few questions:
1) What is the smallest one-cell-thick pattern that creates gliders?
2) What is the smallest one-cell-thick pattern that is a PURE glider generator (that is, creates gliders and nothing else?)

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dvgrn
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Re: 1-Dimensional Patterns

Post by dvgrn » March 5th, 2014, 11:51 am

twinb7 wrote:1) What is the smallest one-cell-thick pattern that creates gliders?
Some research on this question is published here.
twinb7 wrote:2) What is the smallest one-cell-thick pattern that is a PURE glider generator (that is, creates gliders and nothing else?)
That's a tougher one -- at least I haven't seen very many one-cell-thick patterns that emit gliders without leaving piles of junk. Maybe Paul Callahan's 66-cell diehard could be adapted somehow to let a glider or spaceship out?

twinb7
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Re: 1-Dimensional Patterns

Post by twinb7 » March 5th, 2014, 11:57 am

That's a tougher one -- at least I haven't seen very many one-cell-thick patterns that emit gliders without leaving piles of junk. Maybe Paul Callahan's 66-cell diehard could be adapted somehow to let a glider or spaceship out?
Mm, clearly we can take just half of that:

Code: Select all

x = 39, y = 1, rule = B3/S23
6ob4ob3ob7ob5ob4ob4o!
to purely make gliders and LWSS's.

Adding a nice beehive predecessor to the right as shown:

Code: Select all

x = 61, y = 1, rule = B3/S23
6ob4ob3ob7ob5ob4ob4o18b4o!
Could compact syntheses as it creates more gliders without the need for an entire new set of 33 cells.

Lastly, I give a real quick predecessor (5-1-5) of the pulsar. It may be obvious, though.. :lol:

Code: Select all

x = 11, y = 1, rule = B3/S23
5ob5o!


twinb7
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Re: 1-Dimensional Patterns

Post by twinb7 » March 6th, 2014, 12:41 pm

Code: Select all

x = 19, y = 1, rule = B3/S23
4o3b12o!
A 16 cell, 19-wide pattern that produces a couple gliders- two heading diagonally to the upper left, and two heading diagonally downwards left from a good distance that may be used in syntheses.

Code: Select all

x = 94, y = 1, rule = B3/S23
13o2b12o25b9o4b8ob7o4b9o!
A methuselah: At one point there's a pulsar.

oblique
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Re: 1-Dimensional Patterns

Post by oblique » March 6th, 2014, 2:09 pm


twinb7
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Re: 1-Dimensional Patterns

Post by twinb7 » March 6th, 2014, 5:27 pm

Oooo!
Oblique has pointed out a one-cell-thick quadratic growth pattern:

Code: Select all

x = 1013783, y = 1, rule = B3/S23
105o298b25ob3o15828b41ob3o69b8o102b3ob41o91b105o161b105o101b4ob49o
31930b41ob3o30b8o63b3ob41o13b105o3b105o101b4ob49o15906b41ob3o30b8o63b
3ob41o13b105o14616b105o101b4ob49o1558b41ob3o30b8o63b3ob41o13b105o232b
105o101b4ob49o1550b41ob3o30b8o63b3ob41o13b105o2b105o101b4ob49o1554b41o
b3o30b8o63b3ob41o13b105o3b105o101b4ob49o1548b41ob3o30b8o63b3ob41o13b
105o22b105o101b4ob49o1580b41ob3o30b8o63b3ob41o13b105o32367b105o101b4ob
49o31822b41ob3o30b8o63b3ob41o13b105o221b105o101b4ob49o31836b41ob3o30b
8o63b3ob41o13b105o239b105o101b4ob49o31836b41ob3o30b8o63b3ob41o13b105o
397b105o298b25ob3o31764b41ob3o69b8o102b3ob41o91b105o2b105o101b4ob49o
31970b41ob3o30b8o63b3ob41o13b105o503b105o298b25ob3o31842b41ob3o69b8o
102b3ob41o91b105o3b105o101b4ob49o31876b41ob3o30b8o63b3ob41o13b105o3b
105o101b4ob49o31870b41ob3o30b8o63b3ob41o13b105o2b105o101b4ob49o31882b
41ob3o30b8o63b3ob41o13b105o3b105o101b4ob49o31876b41ob3o30b8o63b3ob41o
13b105o2b105o101b4ob49o31872b41ob3o30b8o63b3ob41o13b105o397b105o101b4o
b49o31902b41ob3o30b8o63b3ob41o13b105o7b105o13b41ob3o63b8o30b3ob41o
31906b49ob4o101b105o3b105o91b41ob3o102b8o69b3ob41o31786b3ob25o298b105o
116b105o13b41ob3o63b8o30b3ob41o31872b49ob4o101b105o32480b105o13b41ob3o
63b8o30b3ob41o31866b49ob4o101b105o32858b105o13b41ob3o63b8o30b3ob41o
31936b49ob4o101b105o2b105o91b41ob3o102b8o69b3ob41o31874b3ob25o298b105o
158b105o91b41ob3o102b8o69b3ob41o31768b3ob25o298b105o3b105o91b41ob3o
102b8o69b3ob41o31750b3ob25o298b105o2b105o91b41ob3o102b8o69b3ob41o
31746b3ob25o298b105o2b105o91b41ob3o102b8o69b3ob41o31726b3ob25o298b105o
3b105o13b41ob3o63b8o30b3ob41o1584b49ob4o101b105o2b105o13b41ob3o63b8o
30b3ob41o1544b49ob4o101b105o1758b105o91b41ob3o102b8o69b3ob41o1464b3ob
25o298b105o2b105o91b41ob3o102b8o69b3ob41o1462b3ob25o298b105o3b105o91b
41ob3o102b8o69b3ob41o15820b3ob25o298b105o46826b105o383b3ob25o31701b41o
b3o37b8o102b3ob41o63b105o!

knightlife
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Re: 1-Dimensional Patterns

Post by knightlife » March 12th, 2014, 6:36 am

PURE gliders from 1D:

Code: Select all

x = 47, y = 1, rule = B3/S23
9ob10o4b7o5b3ob3ob3o!

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dvgrn
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Re: 1-Dimensional Patterns

Post by dvgrn » March 12th, 2014, 11:00 am

knightlife wrote:PURE gliders from 1D...
Looks good... The really nice thing would be a couple of different pure *WSS generators, which could then be collided to produce a universal construction toolkit, along the lines of the solution for two-cells-thick patterns.

But I suppose the quadratic-growth pattern already has all the required pieces to solve the universal-construction problem -- just a lot messier than the 2xN case, is all...!

twinb7
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Re: 1-Dimensional Patterns

Post by twinb7 » March 12th, 2014, 11:37 am

knightlife wrote:PURE gliders from 1D:

Code: Select all

x = 47, y = 1, rule = B3/S23
9ob10o4b7o5b3ob3ob3o!
Useful!
dvgrn wrote:But I suppose the quadratic-growth pattern already has all the required pieces to solve the universal-construction problem
Maybe. I'd still like more, I suppose. ^^

oblique
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Re: 1-Dimensional Patterns

Post by oblique » March 12th, 2014, 2:31 pm

twinb7 wrote:
knightlife wrote:PURE gliders from 1D:

Code: Select all

x = 47, y = 1, rule = B3/S23
9ob10o4b7o5b3ob3ob3o!
Useful!
dvgrn wrote:But I suppose the quadratic-growth pattern already has all the required pieces to solve the universal-construction problem
Maybe. I'd still like more, I suppose. ^^
How about using only PURE 1D glider generators for universal construction?

The quadratic-grows pattern I linked is in nowhere near beeing "clean".

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dvgrn
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Re: 1-Dimensional Patterns

Post by dvgrn » March 12th, 2014, 3:53 pm

oblique wrote:How about using only PURE 1D glider generators for universal construction?

The quadratic-grows pattern I linked is in nowhere near beeing "clean".
You'd need a lot more clean 1D glider generators with slightly different timings, I think. As far as I can see, the current clean 1D reactions don't allow for putting gliders one behind another on nearby lanes, and it seems like that will be needed to produce clean *WSSes. At least I don't see how to do it with glider kickbacks...?

The usual trick is to collide gliders to produce lots of *WSSes on nearby lanes, and then collide those to make a couple of slow glider streams with arbitrary timing... and then collide those to build whatever object you want to build.

-- When I write it out, that sounds like a lot of work! But it's a lot harder if you can't build the *WSSes without leaving junk all over the place.

knightlife
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Re: 1-Dimensional Patterns

Post by knightlife » March 14th, 2014, 8:33 pm

Four pure gliders:

Code: Select all

x = 56, y = 1, rule = B3/S23
4o5b8ob4ob3o4b3ob4ob8o5b4o!
This uses a basic 3-4-8 pattern that needs cleanup.

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Extrementhusiast
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Re: 1-Dimensional Patterns

Post by Extrementhusiast » March 17th, 2014, 8:46 pm

Two gliders for roughly half the size:

Code: Select all

x = 24, y = 1, rule = B3/S23
3o2b8ob5ob4o!
Found it while randomizing a 100x1 rectangle at 80% density. (That 80% number can be varied somewhat.)
I Like My Heisenburps! (and others)

twinb7
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Re: 1-Dimensional Patterns

Post by twinb7 » March 20th, 2014, 11:12 am

I tried to put two of these together and I realized that the distance between glider generators doesn't matter:

Code: Select all

x = 168, y = 1, rule = B3/S23
4o5b8ob4ob3o4b3ob4ob8o5b4o88b3o2b8ob5ob4o!

Code: Select all

x = 94, y = 1, rule = B3/S23
4o5b8ob4ob3o4b3ob4ob8o5b4o14b3o2b8ob5ob4o!
the gliders are the same distance from each other upon approach.
So, it's how long it takes for these gliders to be generated that's an important factor.

knightlife
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Re: 1-Dimensional Patterns

Post by knightlife » March 23rd, 2014, 1:32 pm

Diehard can be made any length:

Code: Select all

x = 149, y = 1, rule = B3/S23
5o5b4ob10ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3o
b3ob3ob3ob3ob3ob3ob3ob3o8b4o!

Gpennder_____409
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Joined: February 27th, 2014, 11:55 pm

Re: 1-Dimensional Patterns

Post by Gpennder_____409 » April 7th, 2014, 7:00 pm

try the pentadecathalon

Code: Select all

10o!

AbhpzTa
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Location: Ishikawa Prefecture, Japan

Re: 1-Dimensional Patterns

Post by AbhpzTa » July 10th, 2017, 7:01 am

Pure spaceship generator collection:

Code: Select all

x = 234, y = 529, rule = B3/S23
obobo2$4bo2$4bo25b4o6b4ob5ob10ob6o2$4bo2$4bo32$o3bobobo2$o7bo2$o3bobob
o21b3o4b4ob5o2b3o4b3o51b3o2b8o3b5ob4o4b3o47b5o4b5o4b3ob4ob8o5b4o2$o7bo
2$o3bobobo32$obobo3bo2$4bo3bo2$obobo3bo21b5ob3o3b4o11b3o2$o7bo2$obobo
3bo32$obobo3bo3bo2$4bo3bo3bo2$obobo3bobobo17b10o7b5o3b3ob9o2b3o2$o11bo
2$obobo7bo32$obobo3bobobo2$4bo7bo2$obobo7bo17b3ob9ob3ob3o2$o11bo2$obob
o7bo32$obobo3bobobo2$4bo3bo3bo2$obobo3bobobo17b4o7b7ob3o6b4ob9ob3ob3o
2$o7bo3bo2$obobo3bobobo32$obobo3bo2$4bo3bo2$obobo3bo21b3o3b4o2b5o2b3ob
3o2$4bo3bo2$obobo3bo32$obobo3bobobo2$4bo7bo2$obobo3bobobo17b4ob5ob8o2b
3o2$4bo3bo2$obobo3bobobo32$o3bo3bo2$o3bo3bo2$obobo3bo21b9ob10o4b7o5b3o
b3ob3o2$4bo3bo2$4bo3bo32$obobo3bo3bo2$o7bo3bo2$obobo3bobobo17b12ob3ob
4o3b3o2$4bo7bo2$obobo7bo32$obobo3bobobo2$o7bo3bo2$obobo3bobobo17b3o2b
3ob9ob3o2$4bo7bo2$obobo3bobobo32$obobo3bobobo2$o3bo7bo2$obobo3bobobo
17b3o3b4o2b5o2$4bo3bo2$obobo3bobobo32$o3bo3bo3bo9bo$20bo3bo$o3bo3bo3bo
9bo$20bo3bo$o3bobobo3bo9bo7b6ob4ob3ob7ob5ob4ob4o2$o7bo3bo2$o7bo3bo32$o
bobo3bo3bobobo2$4bo3bo3bo3bo2$obobo3bo3bobobo13b5ob3o3b3ob4o9b10o2$o7b
o7bo2$obobo3bo3bobobo!
EDIT: 9 more:

Code: Select all

x = 98, y = 329, rule = B3/S23
obobo2$o2$obobo25b3ob5o2b6o3b7o6b5ob5o2$4bo2$obobo32$o3bobobo2$o7bo2$o
3bobobo21b3o3b4ob4o3b3o2b5ob5o5b4o2$o3bo2$o3bobobo32$obobo3bobobo2$4bo
3bo2$obobo3bobobo17b3o7b3ob3ob10o2b3o2b7o3b3o2$o11bo2$obobo3bobobo32$o
bobo3bobobo2$4bo3bo2$obobo3bobobo17b5ob5o6b7o3b9ob3o2$o7bo3bo2$obobo3b
obobo32$obobo3bobobo2$4bo7bo2$obobo3bobobo17b3o5b5ob4o11b10ob3o6b3o2$
4bo7bo2$obobo3bobobo32$obobo3bobobo2$o7bo3bo2$obobo3bobobo17b6ob5o7b5o
5b7o3b3o3b4o6b4ob3o2b3o2$4bo3bo3bo2$obobo3bobobo32$obobo3bo2$o7bo2$obo
bo3bo21b3ob4o8b4ob4ob6o4b3o8b3ob3o2$o3bo3bo2$obobo3bo32$obobo3bobobo2$
o11bo2$obobo3bobobo17b3ob4o8b4ob4o2b6o3b3o8b3ob3o2$o3bo7bo2$obobo3bobo
bo32$o3bobobo3bobobo2$o7bo7bo2$o3bobobo3bobobo13b4o2b3o9b3ob4ob3ob10o
2$o3bo7bo2$o3bobobo3bobobo!
EDIT2: 3 more:

Code: Select all

x = 73, y = 89, rule = B3/S23
obobo3bo2$4bo3bo2$obobo3bo21b5ob3o3b4ob6o2b4o10b4o2$o7bo2$obobo3bo32$o
bobo3bobobo2$4bo3bo2$obobo3bobobo17b6ob4o2b5ob3o6b8o2$4bo7bo2$obobo3bo
bobo32$obobo3bobobo2$o11bo2$obobo3bobobo17b4o14b3ob5ob3ob4o3b3o2$4bo3b
o2$obobo3bobobo!
EDIT3: T17:

Code: Select all

x = 105, y = 9, rule = B3/S23
o3bobobo2$o7bo2$o7bo21b3o2b3o4b7o9b13o2b3o3b3o6b5o2b4o3b3o2$o7bo2$o7bo
!
EDIT4: T6, T47 and T57:

Code: Select all

x = 227, y = 129, rule = B3/S23
obobo2$o2$obobo15b4o7b7ob3ob3o3b5ob4o6b6o2b3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3o2b3o5b5ob4o5b4ob3ob10ob4o9b5o2b4o3b3o
2$o3bo2$obobo52$o3bo3bobobo2$o3bo7bo2$obobo7bo7b6o3b5ob3o3b3o2b4ob8o2b
3ob5o3b3o3b5o2b4o3b3o2$4bo7bo2$4bo7bo52$obobo3bobobo2$o11bo2$obobo7bo
7b3o3b4o2b5o14b3o4b4o2b3ob4ob3ob5o3b6o2$4bo7bo2$obobo7bo!
EDIT5: T152+18n:

Code: Select all

x = 79, y = 41, rule = B3/S23
5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o40$5o5b4ob10ob3ob3ob3ob3ob3ob3ob3o
2b3o11b4o3b3o!
2 pure LWSS generators:

Code: Select all

x = 172, y = 91, rule = B3/S23
6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o90$6ob4ob3ob
7ob5ob4ob4o24b5ob4o6b4o6b5ob3o7b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o!
Iteration of sigma(n)+tau(n)-n [sigma(n)+tau(n)-n : OEIS A163163] (e.g. 16,20,28,34,24,44,46,30,50,49,11,3,3, ...) :
965808 is period 336 (max = 207085118608).

AbhpzTa
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Location: Ishikawa Prefecture, Japan

Re: 1-Dimensional Patterns

Post by AbhpzTa » August 11th, 2017, 3:45 pm

1-cell-thick (double) glider gun synth:

Code: Select all

x = 11313, y = 1, rule = B3/S23
3o3b4o11b3o2b3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob10ob4o5b5o5b
6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o30b6ob4ob3ob
7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o3b6ob4ob3ob7ob5ob4ob
4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b
4ob10ob3ob3ob3ob3o2b3o11b4o3b3o30b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3o
b3ob3ob3o2b3o11b4o3b3o3b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o
2b3o11b4o3b3o3b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o
3b3o50b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o3b6ob
4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o51b6ob4ob3ob7ob
5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o30b6ob4ob3ob7ob5ob4ob4o
14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o3b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob
10ob3ob3ob3ob3o2b3o11b4o3b3o3b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob
3ob3o2b3o11b4o3b3o228b6ob4o2b5ob3o6b8o293b3o3b4o11b3o2b3ob3ob3ob3ob10o
b4o5b5o14b4ob4ob5ob7ob3ob4ob6o51b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o
14b4ob4ob5ob7ob3ob4ob6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob
5ob7ob3ob4ob6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob
4ob6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o4b3o
3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o4b3o3b4o11b3o
2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o72b3o3b4o11b3o2b3ob3ob
3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob
4o5b5o14b4ob4ob5ob7ob3ob4ob6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b
4ob4ob5ob7ob3ob4ob6o19b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob
7ob3ob4ob6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob
6o4b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o4b6ob4ob
3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o280b6ob4ob3ob7ob5o
b4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b
5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10o
b3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob
3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b
4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o116b
6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob
7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob
4o14b5o5b4ob10ob3ob3ob3ob3o2b3o11b4o3b3o12b6ob4ob3ob7ob5ob4ob4o14b5o5b
4ob10ob3ob3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob
3ob3ob3o2b3o11b4o3b3o4b6ob4ob3ob7ob5ob4ob4o14b5o5b4ob10ob3ob3ob3ob3o2b
3o11b4o3b3o2b3o2b8ob5ob4o13b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob
4ob5ob7ob3ob4ob6o3b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob
3ob4ob6o30b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o
3b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o3b3o3b4o
11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o54b3o3b4o11b3o2b3o
b3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o3b3o3b4o11b3o2b3ob3ob3ob3ob
10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o3b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o
14b4ob4ob5ob7ob3ob4ob6o30b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob
5ob7ob3ob4ob6o19b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob
4ob6o3b3o3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o30b3o
3b4o11b3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o297b3o3b4o11b
3o2b3ob3ob3ob3ob10ob4o5b5o14b4ob4ob5ob7ob3ob4ob6o5b5o5b4ob10ob3ob3ob3o
b3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob3ob
3ob3ob3ob3ob3ob3ob3ob3o2b3o11b4o3b3o!
Iteration of sigma(n)+tau(n)-n [sigma(n)+tau(n)-n : OEIS A163163] (e.g. 16,20,28,34,24,44,46,30,50,49,11,3,3, ...) :
965808 is period 336 (max = 207085118608).

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wwei23
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Re: 1-Dimensional Patterns

Post by wwei23 » August 12th, 2017, 5:42 pm

I've been censusing B3/S23 in 1x256X2+1(two axes of symmetry, one from the 1-cell-thick nature of the pattern, and one artificial), does anyone want to help me? There's a VERY HIGH OBJECCT YIELD!
https://catagolue.appspot.com/census/b3s23/1x256X2+1

M. I. Wright
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Re: 1-Dimensional Patterns

Post by M. I. Wright » August 20th, 2017, 9:05 pm

Following Wojowu's post here, a nontrivial unidimensional pattern that evolves into another.

Code: Select all

x = 77, y = 1, rule = B3/S23
11ob4o2b4ob3o6b6ob3o2b9ob3ob3o7b5ob3o!
[[ STOP 128 ]]
I spent about a week searching for this purposefully, by way of near-brute force, after figuring out how to make some VERY amateur modifications to bgolly and a pair of similarly amateur C++ "search" programs: one to find an inward-bound glider pair generator (right), and the other to find an appropriately-timed blinker edge-shooter (left). This final result, however, came about by virtue of sheer dumb luck (and a frantic few minutes of manual fiddling in Golly), and as such I'm sure there's a more optimized solution to be found if one were interested enough to properly search for it. :)
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God save humanity.

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wwei23
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Re: 1-Dimensional Patterns

Post by wwei23 » August 21st, 2017, 8:58 am

M. I. Wright wrote:Following Wojowu's post here, a nontrivial unidimensional pattern that evolves into another.

Code: Select all

x = 77, y = 1, rule = B3/S23
11ob4o2b4ob3o6b6ob3o2b9ob3ob3o7b5ob3o!
[[ STOP 128 ]]
I spent about a week searching for this purposefully, by way of near-brute force, after figuring out how to make some VERY amateur modifications to bgolly and a pair of similarly amateur C++ "search" programs: one to find an inward-bound glider pair generator (right), and the other to find an appropriately-timed blinker edge-shooter (left). This final result, however, came about by virtue of sheer dumb luck (and a frantic few minutes of manual fiddling in Golly), and as such I'm sure there's a more optimized solution to be found if one were interested enough to properly search for it. :)
But it's at 90 degrees!

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toroidalet
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Re: 1-Dimensional Patterns

Post by toroidalet » August 21st, 2017, 10:43 am

wwei23 wrote:But it's at 90 degrees!
Still evolves into a 1-cell thick pattern. If you want one that's parallel, here's one (See generation 9):

Code: Select all

x = 48, y = 1, rule = B3/S23
3ob6o3b6o2b6o2b6o3b6ob3o!
From this post.
It can be extended, too:

Code: Select all

x = 80, y = 1, rule = B3/S23
3ob6o3b6o2b6o2b6o2b6o2b6o2b6o2b6o3b6ob3o!
"Build a man a fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life."

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M. I. Wright
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Re: 1-Dimensional Patterns

Post by M. I. Wright » August 21st, 2017, 12:31 pm

toroidalet wrote:

Code: Select all

x = 48, y = 1, rule = B3/S23
3ob6o3b6o2b6o2b6o3b6ob3o!
From this post.
Oh!
I definitely saw this when you posted it (back when I visited these forums regularly). This time around I had a faint memory of it, but after finding no mention of it on the wiki page
Wiki (~1 year out of date as of Aug 21) wrote:A weaker problem is to find a unidimensional pattern that is the predecessor of another non-trivial unidimensional pattern.
– and no results from the forum search, I chalked it up to misremembering Wojowu's speculation as a full solution and went ahead with my own search.
Congratulations, however! I suppose my find is still interesting as a novelty, if nothing else...
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God save humanity.

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