23 cells quadratic growth (new record)

For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
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simsim314
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23 cells quadratic growth (new record)

Post by simsim314 » October 21st, 2014, 7:55 am

Here is 25 cells quadratic growth pattern (new record holder for the smallest quadratic growth pattern).

Code: Select all

x = 21372, y = 172, rule = B3/S23
21368bo$21368bo$21369b2o$21371bo$21371bo$21324bo46bo$21325bo45bo$
21326bo$21325bo$21324bo$21326b3o151$70b2o$71bo$8b2o$9bo5$o$o$o!
Its bounding box is 21,372 x 172. It uses the same ideas as previous 26 cell quadratic (side glider emitting switch engine pair + forward glider switch engine), but instead of generating from scratch the Glider-producing switch engine it uses a MWSS as ignition trigger (of 9 cell pattern), and pretty different side emitting switch engine, that fires MWSS at some point of it's initial stages.

EDIT Found it! 24 cell quadratic using similar trick, 24 is probably the minimum quantity reached by this trick alone.

Code: Select all

x = 52425, y = 52256, rule = B3/S23
2bo$obo$b2o26283$26287bo$26287bo$26287bo25954$52419b3o$52420bo2bo$
52424bo$52421bobo8$52381b3o$52382bo2bo$52386bo$52383bobo!
EDIT2 Here is a much smaller 24 cells quadratic (judging by bounding box area):

Code: Select all

x = 39786, y = 143, rule = B3/S23
39782bo$39782bo$39783b2o$39785bo$39785bo$39738bo46bo$39739bo45bo$
39740bo$39739bo$39738bo$39740b3o101$2o$o28$19bo$18b3o$20bo!
EDIT3 Here is 23 cells quadratic, I call it switch engine ping pong:

Code: Select all

x = 210515, y = 183739, rule = B3/S23
1148bo$1148b2o1076$145bo$144bo$144b3o158$3bo$b2o$o$bo182353$210513bo$
210512bo$210512b3o141$210354bo$210353b3o$210355bo!
Last edited by simsim314 on October 29th, 2014, 5:07 pm, edited 7 times in total.

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codeholic
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Re: 25 cells quadratic growth (new record)

Post by codeholic » October 21st, 2014, 9:47 am

A neat contraption! Congrats! :)

I've updated the wiki.
Ivan Fomichev

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simsim314
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Re: 25 cells quadratic growth (new record)

Post by simsim314 » October 22nd, 2014, 10:43 am

codeholic wrote:A neat contraption! Congrats!
Thanks! Hope to find a 24 quadratic very soon.

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simsim314
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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 23rd, 2014, 4:20 am

Found it! 24 cell quadratic using similar trick, 24 is probably the minimum quantity reached by this trick alone.

Code: Select all

x = 52425, y = 52256, rule = B3/S23
2bo$obo$b2o26283$26287bo$26287bo$26287bo25954$52419b3o$52420bo2bo$
52424bo$52421bobo8$52381b3o$52382bo2bo$52386bo$52383bobo!

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dvgrn
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Re: 24 cells quadratic growth (new record)

Post by dvgrn » October 23rd, 2014, 11:12 am

simsim314 wrote:Found it! 24 cell quadratic using similar trick, 24 is probably the minimum quantity reached by this trick alone.

Code: Select all

x = 52425, y = 52256, rule = B3/S23
2bo$obo$b2o26283$26287bo$26287bo$26287bo25954$52419b3o$52420bo2bo$
52424bo$52421bobo8$52381b3o$52382bo2bo$52386bo$52383bobo!
Clever! I take it that that blinker is the shortest possible distance from the pair of switch engines that allows the crystal to produce a new sideways switch engine every time the glider-producing switch engine passes it? (And is there standard terminology that would let me ask this question in a less confusing way?)

It seems you haven't quite minimized the bounding box, anyway:

Code: Select all

x = 52389, y = 52208, rule = B3/S23
bo$b2o$2o26235$26251bo$26251bo$26251bo25954$52383b3o$52384bo2bo$52388b
o$52385bobo8$52345b3o$52346bo2bo$52350bo$52347bobo!

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simsim314
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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 23rd, 2014, 12:17 pm

dvgrn wrote:I take it that that blinker is the shortest possible distance from the pair of switch engines that allows the crystal to produce a new sideways switch engine every time the glider-producing switch engine passes it?
Well I did run some loop with some logical step, but it wasn't optimized on all possible parameters no. I also didn't checked all the existing crystal variations, which should provide a better solution for bounding box as well.
dvgrn wrote:It seems you haven't quite minimized the bounding box, anyway:
Although I do agree it's a nice addition (replacing the glider with R-pentomino), I have real trouble to figure out what exactly the size of bounding box means. I'm very close to find something similar to the 25 cells quadratic, with one side very short and the other probably longer than what we've got here. If you take the maximal edge this would be better, but if you take the area then wide and short is better.

Probably optimizing on all possible parameters, will get us pretty close to the previous 26-cells bounding box, or even better, as there are many options to choose from (8 cells provide a wide range of linear growth options, when R + blinker or block debris collide with MWSS or even a glider, and there are probably around 20 different crystals to choose from - and some of the options probably would work better than others, this was just the one I've found, and it has an elegance about it, as it's the only relatively "clean" solution, as two glider + blinker is much cleaner than debris + MWSS, and it's the only solution possible under this constrains (not having debris on the blinker colliding end)).

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simsim314
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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 23rd, 2014, 6:06 pm

OK found it. The smallest (by area at least) 24 cell quadratic, using the "old" MWSS method and 8 cells (R + proto block) debris:

Code: Select all

x = 39786, y = 143, rule = B3/S23
39782bo$39782bo$39783b2o$39785bo$39785bo$39738bo46bo$39739bo45bo$
39740bo$39739bo$39738bo$39740b3o101$2o$o28$19bo$18b3o$20bo!

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Re: 24 cells quadratic growth (new record)

Post by NickGotts » October 25th, 2014, 1:26 pm

I posted brief congrats on the "Making switch-engines" thread, but repeat them here! I couldn't recall exactly how long the 26-cell record has stood, but I see from the wiki it was 8 years. I wonder if there's a way of getting a 22-cell pattern by hitting a distant blinker with one glider from a switch-engine pair, then using a back-glider from that collision and another from the pair to hit a second blinker and generate the third switch-engine?

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simsim314
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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 25th, 2014, 5:21 pm

Hey Nick, thanks for the congrats.
NickGotts wrote:I wonder if there's a way of getting a 22-cell pattern by hitting a distant blinker with one glider from a switch-engine pair, then using a back-glider from that collision and another from the pair to hit a second blinker and generate the third switch-engine?
Great idea! First of all because of timing issues, I think it's better to use the MWSS + block instead of glider + blinker, for the back shoot.

As for the second part 2G + Blinker -> Switch engine, unfortunately the current recipes I've found generate glider emitting switch engine only with opposite direction input gliders. So some more subtle and target oriented investigation is required - but it's really possible as the pair crystal, that emits MWSS also generates a gliders triple, that could be used in conjecture with another glider (or couple of glider as well, that would be emitted from MWSS + block) to create a glider emitting switch engine.

In other words it should be possible but not with the current recipes bank.

EDIT On second thought, the third switch engine that would be created from the pair and the reflected glider, will have no degree of freedom to go as far back as we want it too. This will be a very serious limitation, and I'm currently see no way around it.

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Re: 24 cells quadratic growth (new record)

Post by NickGotts » October 25th, 2014, 5:43 pm

As for the second part 2G + Blinker -> Switch engine, unfortunately the current recipes I've found generate glider emitting switch engine only with opposite direction input gliders.
I wasn't clear enough. I was thinking of taking two gliders leaving the switch-engine pair in the same direction, and using a blinker and the leading one of the two, to produce a glider in the opposite direction. The back-glider will be sideways shifted either 64 or 45 half-diagonals, so I thought it might be possible to get two gliders that are the right number of half-diagonals apart, in the right relative phase, and far enough apart (either from gliders in the regular waves, or from those that emerge early on), to produce your fourth glider-glider-blinker collision (where the gliders are 2 half-diagonals apart, and the switch-engine emerges perpendicular to the gliders). I've had a quick look among the 16-cell pairs I know that produce at least one wave of gliders (including your one that produces an MWSS, ehich I didn't know before) , but none seem to have gliders in the right relationship.

EDIT: But yes, I think you're right, this would still run into the problem of not having the freedom to be as far back as needed.

EDIT AGAIN: So maybe another possibility is to use 2 gliders going in the opposite direction to the switch-engine pair. Your fifth glider-glider-blinker pattern produces a glider-beaming switch-engine going in the same direction as one of the gliders, but shifted quite a bit to the side, so if one can be generated, it might get past the "root" of the switch-engine pair. There would be no sideways degree of freedom, of course.

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simsim314
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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 25th, 2014, 6:49 pm

NickGotts wrote: So maybe another possibility is to use 2 gliders going in the opposite direction
You will need them to be in the correct relative tracks and correct relative states but yes it could work.

Anyway here is something that gives a lot of thinking material:

Code: Select all

x = 51, y = 18, rule = B3/S23
45b3o$46bo2bo$50bo$47bobo9$o$2o$o2bo2$bobo$2bo!

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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 25th, 2014, 7:35 pm

Just made some checks on the idea of two backwards gliders, without much success.

Is the any other way to "flip" a glider with blinker/block other than this:

Code: Select all

x = 316, y = 66, rule = LifeHistory
251.A$3A248.A$251.A61$63.2A248.3A$63.A.A247.A$63.A250.A!
EDIT

Here is another one.

Code: Select all

x = 45, y = 43, rule = LifeHistory
A$A$A38$42.2A$42.A.A$42.A!
Anyway we need 1. exact lateral distance 2. exact relative inner state 3. parity of opposition. This makes the chances 1 to 8 even when a distance will work, and it's pretty rare. I've found few with the correct distance, and even one was in correct relative state, but wrong opposition parity. Didn't finish to check them all though.

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Re: 24 cells quadratic growth (new record)

Post by NickGotts » October 26th, 2014, 6:31 pm

Here is another one.
Those are the only two. There could be further possibilities involving more gliders, such as this:

Code: Select all

x = 22, y = 28, rule = B3/S23
2o$2o4$3o$o$bo18$19b3o$19bo$20bo!
I don't know how many 16-cell switch-engine pairs you know of. If you're interested, I could post the ones I know (discovered in a fairly systematic search by hand years ago). Most end up just as two block-layers side by side, but some are more interesting - one sends waves or streams of gliders in all four directions.

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Re: 24 cells quadratic growth (new record)

Post by simsim314 » October 27th, 2014, 2:37 am

Actually I have a pretty fair collection, although it has a lot of redundancy, it's probably the full collection:

Code: Select all

x = 1752108, y = 58, rule = B3/S23
50b2o7998b3o7997bo3bo7995b2o7998bo7999bo7999bo7999b3o7997bo3bo7995b2o
7998bo7999bo7999bo7999bo7999b3o7997bo7999bo7999bo7999b2o7998bo7999bo
7999bo7999b3o7997bo3bo7995b2o7998bo7999bo7999bo7999bo7999b3o7997b3o
7997bo7999bo7999b3o7997b3o7997b3o7997bo7999bo7999b3o7997bo3bo7995b2o
7998b3o7997bo3bo7995bo3bo7995b2o7998b3o7997bo7999bo7999b2o7998b3o7997b
2o7998bo3bo7995bo7999b2o7998b2o7998bo7999bo7999bo7999bo7999bo7999bo
7999b3o7997bo3bo7995bo3bo7995b2o7998b3o7997b3o7997bo3bo7995b2o7998bo
7999bo7999bo7999b3o7997bo3bo7995b2o7998bo7999b3o7997bo3bo7995b2o7998b
2o7998bo7999b3o7997bo3bo7995b2o7998b2o7998bo7999bo7999bo7999bo3bo7995b
3o7997bo7999bo7999b3o7997bo7999b3o7997b3o7997bo3bo7995b2o7998bo7999bo
7999bo3bo7995b3o7997bo7999bo7999bo7999bo7999bo7999b2o7998bo3bo7995b3o
7997bo7999bo7999bo7999bo7999bo7999b2o7998bo7999bo7999bo7999bo3bo7995bo
7999bo7999bo7999b3o7997bo3bo7995b2o7998bo7999b2o7998bo7999bo7999b2o
7998bo7999b2o7998b2o7998bo7999b3o7997bo7999bo7999bo3bo7995bo7999b3o
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7999bo7999bo7999bo7999bo7999bo7999bo7999bo7999bo7999bo7999b2o7998bo
7999bo7999bo7999bo7999bo7999b2o7998bo7999b3o7997bo7999bo7999bo3bo7995b
o7999bo7999b3o7997bo3bo7995b2o7998b2o7998b3o7997bo3bo7995bo7999b3o
7997bo3bo7995b2o7998bo3bo7995bo7999b3o7997bo7999bo$52bo7998bo2bo7996bo
bo7998bo7997b2o7999bo7998bo8000bo2bo7996bobo7998bo7997bo8000bo7998bo
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7997bo2bo7995bo8000bo7999bo2bo7995bo8000bo2bo7996bo2bo7996bobo7998bo
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7998bo8000bobo7996b2o7999bo7998bo8000bo2bo7996bobo7998bo7997b2o8000bo
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bo7997bo7999bo2bo7996bobo7998bo7997b2o7998bo8000bo8000bo7999bo7998bo2b
o7997bo7998bo2bo7996bo2bo7995b2o7998b2o7999bobo7998bo7999bo7997b2o
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7998b2o7999bo7998bo8000bo7998bo8000bo2bo7995b2o7999bo7998bo8000bo2bo
7996bobo7998bo7997b2o7998b2o7998b2o7999bo7998bo7999bo8000bo7998b2o
7999bo7998bo7999bo8001bo7997bo7999b2o7999bo7998bo7999bo8001bo7997bo
8000bo2bo7996bo7998bo8000bobo7996bo8000bo7999bo2bo7996bobo7998bo7999bo
7998bo2bo7996bobo7996bo8000bo2bo7996bobo7998bo7998bobo7996b2o7999bo2bo
7995bo52bo7947bo$52bo8002bo7996bo2bo7996bo7997bo2bo7998bo7998b2o8002bo
7996bo2bo7996bo7998b2o7999bo7998b2o7997bo2bo8001bo7994bo2bo7998bo7959b
o38b2o7999bo7959bo39bo7997bo2bo7996bo2bo8001bo7996bo2bo7996bo7997bo2bo
7996bo2bo7996bo2bo7998bo8002bo7999bo7994bo2bo7996bo2bo8001bo7999bo
7999bo7994bo2bo7997b2o8002bo7996bo2bo7996bo8002bo7996bo2bo7996bo2bo
7996bo8002bo7994bo2bo7998bo7999bo8002bo7996bo7999bo2bo7996bo7999bo
7999bo7997bo2bo7998bo7998b2o7998b2o7997bo2bo7996bo2bo8001bo7996bo2bo
7996bo2bo7996bo8002bo7999bo7996bo2bo7996bo7998b2o7999bo7997bo2bo8001bo
7996bo2bo7996bo7999bo8002bo7996bo2bo7996bo7999bo7997bo2bo8001bo7996bo
2bo7996bo7999bo7997bo2bo7998bo7998b2o7999bo2bo7999bo7995b2o7999bo8002b
o7995b2o8002bo7999bo7996bo2bo7996bo7998b2o7998b2o7999bo2bo7999bo7995b
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o7998b2o7999bo7999bo7998b2o8002bo7996bo7998b2o7999bo2bo7996bo8002bo
7996bo2bo7996bo7997bo2bo7997b2o7999bo7999bo7999bo8002bo7996bo8002bo
7999bo7994bo2bo7996bo2bo7998bo2bo7996bo7999bo7997bo2bo7998bo7998b2o
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2bo7996bo7997bo2bo7996bo2bo7996bo2bo7998bo7998b2o7998b2o7999bo7997bo2b
o7998bo7998b2o7998b2o7999bo7998b2o7997bo2bo7998bo7998b2o7998b2o7999bo
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7999bo8002bo7996bo2bo7995b2o8002bo7996bo2bo7996bo7999bo2bo7994bo2bo
8001bo7995b2o51bo7947bo51bo$53b4o7995bobo8000bo7997b4o15994bo8001bo
7998bobo8000bo7997b4o7996bo7997bo8001bo15998bobo15996bo7961bo39bo7999b
4o7955b2o37bo7960b2o16038bobo8000bo7997b4o31994bo8000bobo7997bobo
23997bobo7997bobo7997bobo15998bo7998bobo8000bo7997b4o7995bobo8000bo
7999bo7997b4o7995bobo15996bo8001b4o7995bobo7998b4o7998bo7995bo8001b4o
7996b4o15994bo8001bo7999bo23998bobo8000bo7999bo7997b4o7995bobo7997bobo
8000bo7997b4o7996bo7997bo16000bobo8000bo7997b4o7994bo8000bobo8000bo
7997b4o7996b4o15995bobo8000bo7997b4o7996b4o15994bo8001bo8001bo7996bobo
7998bo7997bo8000bobo7998bo7998bobo7997bobo8000bo7997b4o7996bo7999bo
8001bo7996bobo7998bo15997bo8001bo7997bo8001b4o7998bo7996bobo15996bo
8001bo7999bo15999b4o15994bo8001bo8001bo15995bo8001bo7998bobo8000bo
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8001bo8001bo7995bo8000bobo8000bo7997b4o15996bo7997bo8001b4o7996b4o
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o32003bo7997b4o7994bo23999bo8001bo7997bo8001bo7998bobo15996bo8001bo
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4o7996bo15997bo8001bo7999bo7999b4o7996bo7998bobo7996bo8001bo8001bo
7997bo7997bo8000bobo8000bo7997b4o7996b4o7995bobo8000bo7997bo7998bobo
8000bo7997b4o7998bo15996bobo7998bo51bo7945bo52b2o$16055bo15995bobo
7996bo8002bo16001bo15997bo7996bo8002bo7997bobo15997bobo7996bo7961bo40b
o15958bo2bo34bo7963bo36bobo7997bobo16001bo15995bobo7997bobo7997bobo
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7996bo32004bo7994bo24000bobo7996bo8002bo7999bo7997bobo7997bobo16001bo
7999bo31999bo15997bo7996bo8000bobo16001bo15994bo16004bo23995bobo16001b
o23995bobo7996bo8002bo8001bo15997bo7996bo16002bo24001bo15997bo7999bo
8001bo15997bo7997bobo7996bo8002bo7996bo16004bo15995bobo7996bo8002bo
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15995bobo15997bobo7999bo15999bo23999bo15996bo8002bo8001bo7994bo16004bo
15995bobo7999bo7996bo56000bobo7997bobo8001bo23995bobo7996bo8002bo7996b
o8000bobo7997bobo7997bobo8001bo15994bo8000bobo7997bobo7996bo8002bo
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o8002bo7999bo7996bo8000bobo7996bo8002bo7999bo15999bo7997bobo7996bo
8002bo7999bo15999bo15996bo8002bo8001bo7997bo7996bo16004bo31999bo7997bo
16001bo15999bo7995bobo15999bo50bo7945bo53bo2bo$32052bo7999b3o7998bo
31952bo46bo7998b3o7998bo7998bo15999bo7999b3o7956bo41bo15998b3o7959bo
37bo7999bo31999bo7999bo7999bo7999b3o23997bo7999bo31999bo8000bo71998bo
7999b3o39997b3o23997bo7999b3o7998bo7999bo7998bo7999bo72000bo7998b3o
7997bo31999b3o39997bo39999bo7999b3o7998bo23999bo7998b3o15998bo39999bo
7999bo23999bo7998bo7999b3o7998bo7998b3o31997bo7999b3o7998bo7999bo7998b
o15999bo7999b3o7998bo15998bo7999b3o7998bo31998bo15999bo8000bo15999bo
23999bo15998b3o7998bo15998b3o31997bo8000bo7998b3o55997bo7999bo31999bo
7999b3o7998bo7998b3o7997bo7999bo7999bo23999b3o7997bo7999bo7999b3o7998b
o7998b3o7998bo15998bo7999b3o7998bo31998bo7999bo7999bo7999b3o7998bo
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24000bobo8001bo7997bo$1016030b2o168004bo312003bobo7996bo8002bo72001bo
2bo47996bo2bo32001bo32003bo7998b4o$1016030bo2bo7996b2o160004bo312004bo
7999b3o7998bo72004bo48000bo31997bobo7995bo3bo$1024032bo160003bo328005b
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64000bo56004bo3bo$1592045bo120006bobo7997b3o$1592045bo120007bo2bo7996b
o2bo$1592045bo120010bo8000bo$1712056bo7997bobo!

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simsim314
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Re: 23 cells quadratic growth (new record)

Post by simsim314 » October 29th, 2014, 5:03 pm

Switch engine ping-pong, the new concept that allows smaller (23 cells) quadratic growth (requieres only two switch engines instead of previous three):

Code: Select all

x = 210515, y = 183739, rule = B3/S23
1148bo$1148b2o1076$145bo$144bo$144b3o158$3bo$b2o$o$bo182353$210513bo$
210512bo$210512b3o141$210354bo$210353b3o$210355bo!
The concept is pretty simple. Glider emitting switch engine requires only something to intercept it on its path to generate quadratic. So two engines one that fires *WSS to intercept the other one (and itself as well, by "back fire") and the other that fires the switch engines for the quadratic.

The discovery uses the newest discoveries in Switch engine generation (there are now three more ways to generate glider emitting switch engine than what was previously known, see here: viewtopic.php?p=14021#p14021).

There possible some optimizations, but they require even more delicate work, and might not work. For example one can use this to make 22 cells quadratic, but it might be impossible: viewtopic.php?p=14014#p14014

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codeholic
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Re: 23 cells quadratic growth (new record)

Post by codeholic » October 30th, 2014, 3:40 am

Congratulations to the new breakthrough! Do you mind if I mention this pattern as "Switch engine ping-pong" in the wiki? The standard "N-cells quadratic growth" starts getting on my nerves :)
Ivan Fomichev

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simsim314
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Re: 23 cells quadratic growth (new record)

Post by simsim314 » October 30th, 2014, 5:14 am

codeholic wrote:Congratulations to the new breakthrough!
Thx
codeholic wrote: Do you mind if I mention this pattern as "Switch engine ping-pong" in the wiki
I would be glad! I think this idea has "personality" - it's not just some "trickery" around the old 26 cell design, but new approach with it's own "attitude" and nuances.
codeholic wrote:The standard "N-cells quadratic growth" starts getting on my nerves
Mine too :)

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Re: 23 cells quadratic growth (new record)

Post by calcyman » October 30th, 2014, 4:15 pm

This is seriously impressive. Can you have a NW-directed glider from the genesis of the SE glider-producing switch-engine collide with the glider stream from the NW glider-producing switch-engine to obstruct it, thereby dispensing with the pre-block entirely?

If implementable, this would have 20 cells.
What do you do with ill crystallographers? Take them to the mono-clinic!

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simsim314
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Re: 23 cells quadratic growth (new record)

Post by simsim314 » October 30th, 2014, 5:56 pm

calcyman wrote: Can you have a NW-directed glider from the genesis of the SE glider-producing switch-engine collide with the glider stream from the NW glider-producing switch-engine to obstruct it, thereby dispensing with the pre-block entirely?
I was thinking in those lines for a while now. The arithmetic of the ping pong is kinda tricky. Generally speaking we need three "full" degree of freedom.

1. Generating the first MWSS (this is mod 723 - the period after which very long stream of "building mechanism" will repeat itself - i.e. moving the switch engine by 723 will emit the same stuff, either the MWSS or the switch engine).

2. The second is making sure the "size" of the "tooth" will be correct, and the MWSS emitting switch engine will continue emitting MWSSs (also mod 723), as it easily can be noticed that even if the first hit will emit MWSS there is no guaranty the second will do the same.

3. The final point, is the emitting of side switch engines, i.e. placing the second switch engine in correct placement (mod 723), will continue emitting the switch engines and make it quadratic.

Here we have three (actually four) degrees of freedom: assuming one of the 10 cells is at (0, 0). We have (x, y) of the second and (x, y) of the trigger. So no luck is needed at this point, only correct calculation and usage of degrees of freedom.

Saying that, some luck is needed, because the first MWSS hits the glider in some limited range of states. This is why the discovery of G + R -> switch engine comes so handy. Some states of MWSS and glider will not reflect a glider, or will cause the switch engine to stuck etc. So the mechanism is pretty fragile.

There might be a lot of different approaches to the ping pong as well. I'm currently implementing the "simplest" one, which uses glider reflected from the MWSS and stream collision to create another "wave". One could use the glider emitted from second switch engine, to reignite the MWSS stream again. I don't see any limitation on that, and it could open some new possibilities, as the arithmetic might be quite different. But one should notice all this nuances are mod 64 and the three degrees of freedom mod 723 are unavoidable.

EDIT The approach you suggested obviously has only two degrees of freedom, the (x, y) of the second 10 cell.

EDIT2 Oh and thx for the compliments.

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Re: 23 cells quadratic growth (new record)

Post by towerator » November 1st, 2014, 6:58 pm

Amazing! It looks pretty sure that this new 2-engine breakthrough will allow to pass the wall of 20 cells. And it raises yet again the infamous question: what is the ultimate record holder?
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Re: 23 cells quadratic growth (new record)

Post by NickGotts » November 4th, 2014, 7:27 am

Brilliant!

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simsim314
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Re: 23 cells quadratic growth (new record)

Post by simsim314 » November 4th, 2014, 4:39 pm

Thx everyone.

Small update. As I mentioned before, for the ping pong three degrees of freedom are required. So simply adjusting 2 ten cells linear growth will not work.

That being said, it's possible to use the following interaction to construct 22 cells quadratic, as it has additional degree of freedom in the form of distance to ignition (with the usual relative (x, y) of the pattern):

Code: Select all

x = 284, y = 251, rule = B3/S23
236b3o14$282bo$281bobo$282bo232$bo$3o$2bo!
As for 21, I couldn't find anything useful, i.e. no additional "extendable" degree of freedom with 11 cells. Very extensive search on R + Blink + (Remotelly located) blink - came up with 0 results, on any linear growth.

So the only option I see for 21 cells is just to have a lot of 11 cells linears (6 cells metushelah + R, or R + 2 blinks), and just trust in quantity instead of "linear" degree of freedom (4 options for 10 cells will require around 200-300 11 cells which is very reachable - because the relative state mod 723 should be divided by 4 options of 10 cells, and obviously some of the 11 cells will have similar state, so in total statistically speaking 4 * 300 should be pretty enough to compensate loss of degree of freedom). This will require an extensive search, and pretty sophisticated scripting to compile the result.

So the plan for the next few days is: building the 22 cells, and run exhaustive searches on 11 cells linear to collect as much as possible variations on 11 cells linear growth. Also one should notice that the current knowledge on 11 cells linears is pretty limited and generates all the switch engine in same state (if one uses the usual 8 cells switch engine + blinker).

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Re: 23 cells quadratic growth (new record)

Post by NickGotts » November 5th, 2014, 8:02 pm

simsim314 wrote: run exhaustive searches on 11 cells linear to collect as much as possible variations on 11 cells linear growth.
That sounds like you've done an exhaustive search on 10 cells. Is that right? It's something I've been meaning to do for years (along with re-checking Paul Callahan's exhaustive search for infinite growth from < 10 cells which came up empty), but have found the complications a bit daunting. As well as the possible patterns with distinct groups of 7+3, 6+4, 5+5 and 4+3+3 cells to be surveyed, there are also all those in which all 10 form a single interacting group from the start. I only know of one (block-layer) formed from such a pattern - also found by Paul - but there may well be others.

Code: Select all

x = 8, y = 6, rule = B3/S23
6bo$4bob2o$4bobo$4bo$2bo$obo!

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Re: 23 cells quadratic growth (new record)

Post by simsim314 » November 6th, 2014, 1:19 am

NickGotts wrote:there are also all those in which all 10 form a single interacting group from the start
I've some very simple Methuselah script, which places randomly N cells in some area and checks out what happens. I didn't run it to search for linear growth yet.

As for 7 + 3, 6 + 4 and 5 + 5 the searches are now complete (more or less, I might miss some minor cases), and came up with 7 new block emitting 10 cellars:

Here is 3 + 7 and 4 + 6:
viewtopic.php?p=14133#p14133

As for 5 + 5 did it earlier and used it in my ping pong:
viewtopic.php?p=14021#p14021

EDIT as for 4 + 3 + 3 it's usually still life because there is no 4 cells Methuselah. unless 4 + 3 interact and it covered by 7 + 3. In case of 11, 5 (R) + 3 + 3 should come up with hundreds if not thousands of results.

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Re: 23 cells quadratic growth (new record)

Post by Gustavo6046 » July 19th, 2015, 12:16 pm

simsim314 wrote:Switch engine ping-pong, the new concept that allows smaller (23 cells) quadratic growth (requieres only two switch engines instead of previous three):

Code: Select all

x = 210515, y = 183739, rule = B3/S23
1148bo$1148b2o1076$145bo$144bo$144b3o158$3bo$b2o$o$bo182353$210513bo$
210512bo$210512b3o141$210354bo$210353b3o$210355bo!
The concept is pretty simple. Glider emitting switch engine requires only something to intercept it on its path to generate quadratic. So two engines one that fires *WSS to intercept the other one (and itself as well, by "back fire") and the other that fires the switch engines for the quadratic.

The discovery uses the newest discoveries in Switch engine generation (there are now three more ways to generate glider emitting switch engine than what was previously known, see here: viewtopic.php?p=14021#p14021).

There possible some optimizations, but they require even more delicate work, and might not work. For example one can use this to make 22 cells quadratic, but it might be impossible: viewtopic.php?p=14014#p14014
Seriously, you are Michael Simkin! I kept Michael Simkin in my ignore list! :shock: REMOVING NOW FROM IGNORE LIST

Oh wait, we are still rivals. I will also do a c/3 spaceship gun, other than dart, but this time the credits will be mine. And moreover, if it is to be a dart, my gun will be smaller and run at lower period! Unfortunately that means p30 with Gosper glider guns, but will hold a record!

When we get famous and scoreboards show 'Rehermann vs. Simkin' I will never admit it, but ONLY now I used your gun to make a p360 oscillator:

Code: Select all

#N Nothing yeah
x = 208, y = 260, rule = B3/S23
2o$bo$bobo$2b2o20$25bo$24b2o$24bobo16$28bo2bo4bo$31bo4bo2b2o$27bo7bo5b
o$27b2o7bobo2b2o$33bo2bo3b2o$30bo2bo4b3o$31b2o4$54b2o$54b2o2$51b2o5b2o
$51b2o5b2o3$45bobo$46b2o$46bo20$55bo2bo4bo$58bo4bo2b2o$54bo7bo5bo$54b
2o7bobo2b2o$60bo2bo3b2o$57bo2bo4b3o$58b2o4$81b2o$81b2o2$78b2o5b2o$78b
2o5b2o3$72bobo$73b2o$73bo28$102bobo$103b2o$103bo4$105b3o$105bo$106bo
17$121b2obo$109b2o5b3o2b2o2bo$109b2o6b2o6bo$118b2o4b2o$113b2o8bo$113b
2o5b2o4$136b2o$136b2o2$133b2o5b2o$133b2o5b2o3$129bo$130bo$128b3o21$
148b2obo$136b2o5b3o2b2o2bo$136b2o6b2o6bo$145b2o4b2o$140b2o8bo$140b2o5b
2o4$163b2o$163b2o2$160b2o5b2o$160b2o5b2o3$156bo$157bo$155b3o28$186bo$
187bo$185b3o17$204b2o$204bobo$206bo$206b2o!

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