Thread for advanced questions

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ThePlayzr
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Re: Thread for advanced questions

Post by ThePlayzr » July 18th, 2025, 12:01 am

What is the lowest score possible in this game?
In the game, you have to make a totalistic rule, but the rule must have a totalistic spaceship. Each transition adds points, and the points go like this:
B2 - 8 192 points
S2 - 4 096 points
B3 - 2 048 points
S3 - 1 024 points
B4 - 512 points
S4 - 256 points
B5 - 128 points
S5 - 64 points
B6 - 32 points
S6 - 16 points
B7 - 8 points
S7 - 4 points
B8 - 2 points
S8 - 1 point
S01 are not to be used.
I know it is impossible to get below 2 112 points in the game, as below that patterns cannot escape their bounding diamond, but the lowest I've gotten is 3 033 points with B3457/S4568 (Gems) and the glider 13047.

Code: Select all

x = 12, y = 14, rule = B3457/S4568
5b2o$3bo4bo$3b2o2b2o$b3o4b3o$b3o4b3o$2ob6ob2o$3ob4ob3o$ob3o2b3obo$2ob
6ob2o$obobo2bobobo$2b2ob2ob2o$2b8o$4b4o$4bo2bo!
Last edited by ThePlayzr on August 9th, 2025, 7:51 pm, edited 1 time in total.
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Re: Thread for advanced questions

Post by unname4798 » July 18th, 2025, 10:00 am

Code: Select all

x = 23, y = 10, rule = B3/S45678
7b2o5b2o$3obob3o5b3obob3o$4ob4ob3ob4ob4o$b3o2b3o5b3o2b3o$6b3o5b3o$6b2o2b3o2b2o$8bob3obo$10b3o$10b3o$10b3o!
Score: 2389
"totalistic" The ship you posted isn't in a totalistic rule.

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Re: Thread for advanced questions

Post by Tawal » August 1st, 2025, 3:45 pm

We know the most common still lives, but do we know the most common double still lives ?
According a 10x10 Bounding Box per example.

If so, where can we find these frequencies ?

Edit:
I ask this question because I think that we have explored single bit baits almost to the limit and that the future lies in double bit baits like the 8hd Glider Shifter.
I'm still looking for a single bit bait with HWSS …

Edit2:
May be it is a basic question. Move it if so.
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Re: Thread for advanced questions

Post by PK22 » August 1st, 2025, 4:08 pm

What do you mean by “double still lives”? Do you mean two still lifes that fit in a 10x10 bounding box?
If so, the b3s23clusters census suggests that the half-blockade is the most common “double still life” - in random ash, it is about 77% as common as the pond.

Collisions of a glider with common objects reveals that there are many promising collisions with a glider, so there might be a way to turn the result into a lumps of muck in the right spot + another active region, then eat one half of the LOM.
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Re: Thread for advanced questions

Post by ThePlayzr » August 2nd, 2025, 1:13 am

ThePlayzr wrote:
July 18th, 2025, 12:01 am
What is the lowest score possible in this game?
In the game, you have to make a totalistic rule, but the rule must have a totalistic spaceship. Each transition adds points, and the points go like this:
B2 - 8 192 points
S2 - 4 096 points
B3 - 2 048 points
S3 - 1 024 points
B4 - 512 points
S4 - 256 points
B5 - 128 points
S5 - 64 points
B6 - 32 points
S6 - 16 points
B7 - 8 points
S7 - 4 points
B8 - 2 points
S8 - 1 point
I know it is impossible to get below 2 112 points in the game, as below that patterns cannot escape their bounding diamond, but the lowest I've gotten is 3 033 points with B3457/S4568 (Gems) and the glider 13047.

Code: Select all

x = 12, y = 14, rule = B3457/S4568
5b2o$3bo4bo$3b2o2b2o$b3o4b3o$b3o4b3o$2ob6ob2o$3ob4ob3o$ob3o2b3obo$2ob
6ob2o$obobo2bobobo$2b2ob2ob2o$2b8o$4b4o$4bo2bo!
I looked at new gliders.db, and the lowest score possible with known spaceships is 2133 in B3/S5678:

Code: Select all

x = 16, y = 22, rule = B3/S5678
7b2o$6b4o$5b6o$3b10o$5b6o$4bob4obo$6b4o$3bob6obo$4b8o$2b12o$2b12o$4b8o
$4b8o$3b10o$2b12o$16o$2b12o$3b10o$3b10o$5b6o$6b4o$6b4o!

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Re: Thread for advanced questions

Post by Tawal » August 3rd, 2025, 12:13 pm

Tawal wrote:
August 1st, 2025, 3:45 pm
We know the most common still lives, but do we know the most common double still lives ?
According a 10x10 Bounding Box per example.

If so, where can we find these frequencies ?
[…]
PK22 wrote:
August 1st, 2025, 4:08 pm
What do you mean by “double still lives”? Do you mean two still lifes that fit in a 10x10 bounding box?
If so, the b3s23clusters census suggests that the half-blockade is the most common “double still life” - in random ash, it is about 77% as common as the pond.
[…]
Yes, I meant 2 Still Lifes in a restricted area.
The Catalogue's Census you showed me is revelant for me.
But how to grab the 2SL only and sort them by frequencies ?
Does a script can do this ?

Edit:
I'm able to write a script that explore the whole Census.
But I don't know how to identify the 2SL.
May be there's a way by their apgcode :roll:
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Re: Thread for advanced questions

Post by Resu » August 8th, 2025, 1:01 pm

What is the average number of cells a cell “gives birth to” before it becomes part of a stable or oscillating pattern in a soup?
Last edited by Resu on August 8th, 2025, 1:34 pm, edited 1 time in total.

Code: Select all

x = 31, y = 13, rule = C
8.2X2.3X.3X.X.X$8.X.X.X3.X3.X.X$8.X.X.3X.3X.X.X$8.2X2.X5.X.X.X$8.X.X.
3X.3X.3X$M2.M$4.M$M3.M$.4M$27.2M$27.M.M$29.M$29.2M! [[ AUTOSTART GPS 10 ]]

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Re: Thread for advanced questions

Post by PK22 » August 8th, 2025, 1:31 pm

Resu wrote:
August 8th, 2025, 1:01 pm
What is the average number of cells a cell “gives birth to” before it becomes part of a stable of oscillating pattern in a soup?
It is not quite clear what you mean, by 'gives birth to' do you mean how many times it helps trigger the birth of another cell?
It might be complicated to figure this out, but depending on how you define 'stable or oscillating pattern', there might be a trivial answer. If you take a natural linear growth pattern which fires forward gliders and eventually has still lifes/oscillators where the glider stream was (e.g yl4608_1_1911_75abebc89ae369be6b597aeb5962a78e), you can pick an arbitrarily distant cell in the path of the gliders, and it will contribute to a cell birth an arbitrarily large number of times.
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Re: Thread for advanced questions

Post by wildmyron » August 9th, 2025, 10:55 am

ThePlayzr wrote:
August 2nd, 2025, 1:13 am
ThePlayzr wrote:
July 18th, 2025, 12:01 am
What is the lowest score possible in this game?
In the game, you have to make a totalistic rule, but the rule must have a totalistic spaceship. Each transition adds points, and the points go like this:
B2 - 8 192 points
S2 - 4 096 points
B3 - 2 048 points
S3 - 1 024 points
B4 - 512 points
S4 - 256 points
B5 - 128 points
S5 - 64 points
B6 - 32 points
S6 - 16 points
B7 - 8 points
S7 - 4 points
B8 - 2 points
S8 - 1 point
I know it is impossible to get below 2 112 points in the game, as below that patterns cannot escape their bounding diamond, but the lowest I've gotten is 3 033 points with B3457/S4568 (Gems) and the glider 13047.

Code: Select all

x = 12, y = 14, rule = B3457/S4568
5b2o$3bo4bo$3b2o2b2o$b3o4b3o$b3o4b3o$2ob6ob2o$3ob4ob3o$ob3o2b3obo$2ob
6ob2o$obobo2bobobo$2b2ob2ob2o$2b8o$4b4o$4bo2bo!
I looked at new gliders.db, and the lowest score possible with known spaceships is 2133 in B3/S5678:

Code: Select all

x = 16, y = 22, rule = B3/S5678
7b2o$6b4o$5b6o$3b10o$5b6o$4bob4obo$6b4o$3bob6obo$4b8o$2b12o$2b12o$4b8o
$4b8o$3b10o$2b12o$16o$2b12o$3b10o$3b10o$5b6o$6b4o$6b4o!
This is not an appropriate thread for this question.

However, you've overlooked this spaceship in new-gliders.db:

Code: Select all

x = 25, y = 23, rule = B3/S01
3bobo13bobo$6b2o9b2o$6bo11bo2$6bobo7bobo$3bob2o2bo5bo2b2obo$10bo3bo$6bo
3bobobo3bo$4bobo2bo5bo2bobo$7bo9bo$2obo17bob2o$bobo17bobo$6b2o9b2o$3bob
2o11b2obo$2bobo15bobo$2b2o17b2o$bo3bo13bo3bo2$2bo2bo13bo2bo$2bobo15bobo$
b3o3b2o7b2o3b3o$2bobobo2bobobobo2bobobo$4bo2bobo5bobo2bo!
Alternatively, you've made neglected to define number of points for S0 and S1.

If you wish to continue the discussion then I suggest moving it to a differnet thread.
The 5S project (Smallest Spaceships Supporting Specific Speeds) is now maintained by AforAmpere. The latest collection is hosted on GitHub and contains well over 1,000,000 spaceships.

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Re: Thread for advanced questions

Post by ThePlayzr » August 9th, 2025, 7:22 pm

wildmyron wrote:
August 9th, 2025, 10:55 am
This is not an appropriate thread for this question.

However, you've overlooked this spaceship in new-gliders.db:

Code: Select all

x = 25, y = 23, rule = B3/S01
3bobo13bobo$6b2o9b2o$6bo11bo2$6bobo7bobo$3bob2o2bo5bo2b2obo$10bo3bo$6bo
3bobobo3bo$4bobo2bo5bo2bobo$7bo9bo$2obo17bob2o$bobo17bobo$6b2o9b2o$3bob
2o11b2obo$2bobo15bobo$2b2o17b2o$bo3bo13bo3bo2$2bo2bo13bo2bo$2bobo15bobo$
b3o3b2o7b2o3b3o$2bobobo2bobobobo2bobobo$4bo2bobo5bobo2bo!
Alternatively, you've made neglected to define number of points for S0 and S1.

If you wish to continue the discussion then I suggest moving it to a differnet thread.
I do not wish to continue, and S0 and S1 were not to be used in this, as they would be worth even more than b2.
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Re: Thread for advanced questions

Post by Resu » August 21st, 2025, 10:30 am

What can be used to create a rake slide gun?

Code: Select all

x = 31, y = 13, rule = C
8.2X2.3X.3X.X.X$8.X.X.X3.X3.X.X$8.X.X.3X.3X.X.X$8.2X2.X5.X.X.X$8.X.X.
3X.3X.3X$M2.M$4.M$M3.M$.4M$27.2M$27.M.M$29.M$29.2M! [[ AUTOSTART GPS 10 ]]

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Re: Thread for advanced questions

Post by dvgrn » August 21st, 2025, 4:45 pm

Resu wrote:
August 21st, 2025, 10:30 am
What can be used to create a rake slide gun?
There are several options. Maybe one of the "easiest" in terms of the smallest amount of stable circuitry, would be to

- look up "rake" in the list of one-glider seeds
- pick the rake you want (or build a one-glider seed for the rake of your choice)
- run slsparse on the 1G seed plus an extra block at the right place directly behind the seed, plus the trigger glider for the seed
- put the resulting single-channel recipe into a big glider loop, with a splitter at one corner, with the splitter's output aimed at a block.

If you do all of that right, you'll end up building and triggering a one-glider seed for a rake, while sliding the target block to the next position away from the source of the single-channel recipe.

That's one possible object that could be called a "rake slide gun". If you meant something else besides that, please explain further.

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Re: Thread for advanced questions

Post by andrewthelifer » August 23rd, 2025, 6:15 pm

Is there a pattern which:
  • fits in a finite bounding box
  • is rotationally asymmetric
  • is never a spaceship when run in any INT CA?
Or is there a proof against the existence of such a pattern?
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Re: Thread for advanced questions

Post by hotdogPi » August 23rd, 2025, 6:26 pm

Yes, three faraway spaced dots. Even with B1e creating unusual stuff, nothing will be able to catch up to the edge.
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Re: Thread for advanced questions

Post by andrewthelifer » August 24th, 2025, 7:50 am

INT's most supported...
  • still-life: the dot (2^98 rules: forced S0 and no B0, B1e, B1c)
  • oscillator: the duoplet (2^97 rules: forced B2e and no B0, B1e, B1c, S1c)
  • spaceship: the p1 moon (2^94 rules: forced B2a, B2e and no B0, B1e, B1c, S1c, S2k)
What is INT's most supported gun?
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Re: Thread for advanced questions

Post by muzik » August 26th, 2025, 5:27 pm

On a dense Euclidean tiling such as {5/2,10} or {8/3,8}, is a pattern's maximum possible growth rate exponential, rather than polynomial?
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Re: Thread for advanced questions

Post by mmmmmmmmm » September 13th, 2025, 3:34 am

Is it just me, or does it seem likely that all still lives up to 25 cells will be synthesized before the 3 remaining 25-cell spaceships appear naturally?
Because 25P3H1V0.2 requires 22 gliders to synthesise, but the most expensive spaceship to synthesise that has appeared naturally is the Schick engine, which costs 9 gliders.
Also, when was the synthesis of 25P3H1V0.1 reduced to 16 gliders?
However, I do think that crab will appear naturally in the near future, because it can be synthesized with 11 gliders.
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Re: Thread for advanced questions

Post by eRroR_6o6 » September 18th, 2025, 3:29 pm

In Day and Night, "blobs" tend to form, and they slowly shrink down.
My question is, why do they shrink, and not grow?
If you zoom in far into a very large blob, it's almost indistinguishable what's the "inside" and what's the "outside". Day and Night is self-complementary, so they basically are indistinguishable. So how does the border move towards the inside? Does the blob somehow know its curvature?

Code: Select all

x = 19, y = 37, rule = B3/S23
13b3o$12b4o$11b2obobo$13bobo$15bo12$10b2o$bobo7bobo$o7b2o3b2o$o3bo2b3o
3bo$o6b4obo$o2bo7bo$3o12bobo$18bo$14bo3bo$14bo3bo$18bo$9bo5bo2bo$8b3o
5b3o2$10bo$2bobo4b2o$5bo2b3o$5bo2b3o$2bo2bo2b2obo$3b3o3b3o$10bo!

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Re: Thread for advanced questions

Post by PK22 » September 18th, 2025, 4:40 pm

eRroR_6o6 wrote:
September 18th, 2025, 3:29 pm
In Day and Night, "blobs" tend to form, and they slowly shrink down.
My question is, why do they shrink, and not grow?
The “blobs” are completely surrounded by vacuum, which ends up “overwhelming” the blobs which are mostly live cells.
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Re: Thread for advanced questions

Post by Macbi » September 22nd, 2025, 9:42 am

eRroR_6o6 wrote:
September 18th, 2025, 3:29 pm
In Day and Night, "blobs" tend to form, and they slowly shrink down.
My question is, why do they shrink, and not grow?
If you zoom in far into a very large blob, it's almost indistinguishable what's the "inside" and what's the "outside". Day and Night is self-complementary, so they basically are indistinguishable. So how does the border move towards the inside? Does the blob somehow know its curvature?
Yeah, the overall movement is in the direction of curvature. So if you draw an hourglass shaped blob then the waist will thicken even as the two ends shrink.

Code: Select all

x = 375, y = 409, rule = B3678/S34678
279bo5bobo$275b2ob2obo5b2obo$19bobo3b2o19bob2o223b7ob9o$18bob2o2b5obo
15b7o215bo2b19obo$17b5ob3o2b5o13b10obo189bo2b2o11b2ob2ob22o3bo$17b7ob
3ob3o15b11o187b2ob4o4b2ob2obo2b26o2bob3o2b2o$16b2ob8ob5obo9b14o187b7o
2b50ob2o31b2o9bo4b4o$16b3ob13ob2o7b15obo34bo151b60obo24bobo4bo8bo2b2o
2bobo$16b18obobo2b20o28bo2b6o10bo137b61obo22b3obob6o5b5o4bobo$17bob19o
b21obo22b2ob10o2b2ob2o2bobobo133b63o2b3o17b2obob7o6b9o$19b42ob2o20b28o
133b67o17b10obo7b7o$19b45obo14bo2b30o10b3o116bo2b67o3bobob2o7b11obo2bo
2bob9o$19b2ob45o11bob32o5bobobob4o114bob71ob5obo2bobob12o2b2obob10o$
20bob47obo7b35o5bob2ob4o110bo2b81o2bob32o$21b49obo3bob37obobob8o95bobo
10b2ob118o$19b54o2bob38obo2b8o91b3o2bo6b2obo2b119o$19bob96ob9o91b5ob2o
bobob124o2b2o$21b106o89b11o2bob131o$19b119o72bo2b2ob12ob135o$22b116o
71bobo2b150o$18b121o70b155obo$20b118o67b161o$14b2o3b119o66bob161o$14b
125o66b160o$12bob123obo66b160o$10bob125obo61bob165o$9bob126o48b2ob3o9b
164o$6b137o43bo4bobo5b165obo$5b137o45b6obobo2b165obo$6b137o45b8ob170o$
4bob137o38b4o3b178o$4b139o39b2o2b179o$4b140obo38bob178o$4b144o31b2ob
181obo$5b141o33b185o$4b144o2b2o22b2obo2b183o$5b143ob3o20b2o2bob186o$bo
bob146obo14b4ob191obo$obob147o2b3o10bob2ob193o$152ob2o4bobo3bob198o$ob
150ob11o2b199o$2b156ob205o$bob154o2b205o$2b155o2b206o$obob360o$2b362o$
2b362o$ob363o$2b363o$2bob360o$3bob359o$4b360o$4b361o$5b359o$6b359o$6b
360o$6bob357o$8b357o$8b358o$7b359o$4b361o$4b362o$5b362o$7b359o$7b359o$
5b362o$8b358o$6b361o$7b361o$7bob358o$8b2o2b356o$11bob355o$11b357o$10b
359o$10b359o$10b359o$13b355o$13b355o$12bob355o$13b356o$14b354o$14b353o
bo$11b357o$12b356o$11b358o$11b358o$9bob359o$10b359o$9bob358o$10b360o$
11b358o$10bob358o$10bob359o$11b359o$12b357obo$11b359o$11b358o$12b357o$
11b357o$10b359o$11b358o$12b356o$12bob355o$13bob353o$15b353o$16b160ob
12obob176o$16b158o3b5o2b6o2b177o$15b160o3bobo3b5o3b176o$15bob129ob23ob
o6b3o2bob3o3b3o2b172o$17b129o2b21o15bo6bo5b171obo$19b128ob20o16bo12bob
168o$12bo5b149o34b166o$12bo3b150o35b168o$12b137o3b15o35b165o$12b137o2b
17o34b166o$10bob138ob16o37b2o3b160o$12b157o37bob161o$12b159o39b158obo$
14bo2b10ob142o36b3ob158o$16bob8obobob138obo37b162o$17b8obo3bo5b134o36b
5obob157o$17b2ob7o4b2o5bob125o2bo38b7o2b154obo$23bo18b110o2b10o2bo40b
4ob156ob2o$21b3o18b47ob62o2b9obo43b2obo2b2ob149o2bo$21b3o17b47o2b55o2b
o12bo48b2o4bo2b148o$23bo18b45o2b56o4bo6bo61b10ob138o$43b42obobob55o74b
8o2b137o$40bob40ob7o2b2ob49o73b10ob139o$42b36ob4o2bobo5b3ob47obo69b3ob
143o2bobo$39bob36obob2obo2bo9bo2b46o71b2o2b84o3b53o2b2obo$40b31ob5o2bo
b3o2b4o9b44obo77b64ob7ob8o4b52o$41b28o4b2obo3b3o3b2o10b11o3b32o78b49ob
13obob15o3bob26o3b23o$39bob30obo2b2o4b2o2bob2o9b11o5b30o79b47o2b12obo
2b4ob2ob5o6b2ob15ob5o6b20obo$39b30o15b5o9b11o9bob24o79b6o2b2o2bo2b31o
4b6o2b4o5b3o2b7o11b4ob4o4b2o8b21o$40b30o15b2o14bobob5o9bobobobo2b14o
83b2o17b2o2bo2b19o3b4o5b2obo9b7o10b2ob2ob5o13b2ob17obo$40b29o35bo2b3o
17bob11o112b14ob2o6bo7b2o12b3o14b2o3b2o17bob16o$39b23ob5obo58b2o2bob4o
2bo111b13o2bo72b17o$40b22o2bo2b2o66bo4bo110b13o75b18o$39b18o2b2o190b
12o76b10o2bo2b2o$40b6ob9obo2bo193b5obo78b10o$39bob4obob9o199b2obo78b5o
b3o$42bo5b10o280b4obob2o$47b10o281b2o$46bob8o$47bobob2obobo$48bo8$193b
o$193bo$193bo$193bo$193bo$193bo$193bo$193bo$193bo$193bo$193bo$193bo$
192bo$192bo$192bo$192bo$192bo$192bo$191bo$191bo$191bo$191bo$191bo$191b
o$191bo$191bo$191bo$191bo$191bo$191bo$190bo$190bo$190bo$190bo$190bo$
190bo$189bo$189bo$189bo$189bo$189bo$189bo$189bo$188bo$188bo$188bo$188b
o$188bo$188bo$187bo$187bo$187bo$187bo$187bo$187bo$187bo$187bo$187bo$
171bo14bo$171bo14bo$171bo14bo18bo$171bo13bo19bo$171bo13bo18bo$171bo13b
o17bo$171bo13bo17bo$171bo13bo17bo$172bo11bo17bo$172bo11bo17bo$172bo11b
o17bo$173bo10bo16bo$173bo10bo16bo$174bo9bo15bo$175bo8bo15bo$176bo7bo
14bo$177bo6bo13bo$177bo6bo12bo$178bo5bo11bo$179bo4bo10bo$179bo4bo9bo$
180bo3bo8bo$181bo2bo7bo$181bo2bo5b3o$182bobo3b3o$182bobo2b2o$183b2ob2o
$184b2o33$53b2o$54b2o$54bo3$61bo$60bobo$59bobobo$60bobo$61bo$212bo30b
2o$215b2ob3o22bobo$98b2obo108b8o2b2o3b3obo3bo8b6o2b3ob2obo12b2o$97bob
3o5b2obo87bob5o3b4ob11o2b3obo4bobob2ob15obo2bobobo4b2o$96b9obob2o80b2o
2bo2bobob3obo2b15ob10o2bob25obobob5o$96bob7obob5o77b6ob76o$95b10ob8obo
bo71b85o29bo$95b20ob4o3bo66b84o30bo3bo$96b27o3b2o64b85o7b2o15bob2o2b2o
$95b29ob3o3bobo5b3o48bob85o6b5o2bo10b10o$96b32obob2o2bob5o49b87o3b4obo
b4o5bo3b9obo$94bob32o2b12o48bob87ob3obo5b2o3bobo2b11o$93bob46o7bo42b
92o2bob5o6bob13o$95b46obo3b2obo36b2ob20ob72o2bo2bob4ob3o2b17o$96b46o2b
6o8b4o24b23ob76obo2b27obo$95bob52o6bo2b3o23b24o2b74ob3o2b30o$97b53o3bo
2b5ob2o17b3ob23ob75o2b32ob4o$96b54o2b2ob8obobo2b2o11bo2b137obobo$97b
58ob10ob4o10bo3b140obo$95b60ob17o6b4o2b141obobo$96b79obob150obo$93bob
81ob151obo$94b236ob2o$79b3ob3o7b240o$79b9o6b239o$78bob8o6b235ob2o$76bo
3b9obobob236o$79b12o2b238o$76bo2b251obo$79b251o$78b65ob186o$75b67o2b
187o9b2o2b2o$74b68o3b187o2bob3o2b5o$73bob258obo2b9ob3o$64bo8bob273o$
64b2o5b280o$62b4ob3ob280o$62b2o2b2obob281o$63b2ob285o$61b2obob284o$61b
ob288o$57b2ob292o$57b296o$57bob291obo$56bob293o12bo$58b286ob6o12b2o$
60b284ob4obo11b3o$60b283o2b6o$61b282ob7o$60b292o$59bob290o$60b291o$60b
291o$60b293o$59b295o$60b293o$59b294o$57b294o$58bobob289o$59bobob290o$
62bob289o$61bob291o$60bob292o$58b297o$58b296obo$59b296o$58b297o$58b
298o$57b298o$57b2ob296o$60b2ob292o$64b291o17b3o$63b291o17b2o$64b291o$
65b290o$67b11o2b276o$67b7obo3b2ob2o2b2ob267o$66b5obobo13bob265o$66b2o
20bob266o$89b266obo$90b265o2bob2o$87bo3b264obo2b2o$86b3o2b263ob4o$86bo
2b2o2b262o$86bobo4b259obo$93b253ob5o$90b21o2bob229o2b3o$90b21o3b230obo
$90b4o2b2ob12obob231o$92bo6b7o2bobo3b230o$99bob4obo5bob231o$99b7o6b
231obo$101bo10b2o2b226obo$101b3o11bob225o$116bob223o$118b220o2bo$117bo
b218o$117b218obo$119b215o$122b211o$122b213o$121b216o$123b208o2bobo$
122b209o3bo$121bob206obo$122b207o$123b32ob170obo$121bob31obobob165o2b
2o$121b17o2b3ob2ob2o2bo6bob2o2b2o2b7ob148o$121b16obo32bobo5b144obo$
121bob5ob2obo2b3o41b146o$122b6o3bo2bob2o40b146o$124b4o51b138ob4obo$
125b5o48b139obob2obo$127bo51b137o2bo2b2o$179b2obob5ob122ob3obo$186bo6b
2o2b113o5b2o$196b2o2bobo2b2ob102o$201bo5bob3obob12o2b79o$217b7o6b70o3b
3o$216b10o5b69o$216b10o4b34ob36o$217b7obo6b53ob6o2bob4o$216bob7o5b31o
6b18ob6o7b2o$217bo2b5o6b2ob4ob11ob4o2bo2b2o2bo4bob14o3b3obo6bo$217bo2b
4obo6b5obobo2bo2b2ob4o5b2o10bo3b3obob3o4bob3o$221bobo17b2ob2o26bo2bobo
3bo6b4o$221b2o49bo!
It might in some ways be similar to Ricci flow, except that I don't see any reason for it to be perfectly circularly symmetric. If you were to start with a very large circular blob then I suspect it would become slightly octagonal as it shrunk.

Disaster16439
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Re: Thread for advanced questions

Post by Disaster16439 » September 27th, 2025, 2:11 pm

When synthesizing still lifes, people seem to pull components (such as the bookend-flip or snake extension) out of nowhere. Is there a database for synthesis components?

Code: Select all

x=0,y=0,rule=B34q/S23-k
14b3o$13bo3bo$13b2ob2o9$15bo$15bo$b2o12bo12b2o$obo25bobo$o10b3o3b3o10b
o$obo25bobo$b2o12bo12b2o$15bo$15bo9$13b2ob2o$13bo3bo$14b3o!
[[ LOOP 200 THEME POISON AUTOSTART T 0 PAUSE 0.3 ]]
I’m sandless :D

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ThePlayzr
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Re: Thread for advanced questions

Post by ThePlayzr » September 28th, 2025, 3:11 am

Can someone make a list of what generation the first 30 times the glider hits the cordership in the caber tosser?

Edit: sorry, removed now.
Last edited by ThePlayzr on September 28th, 2025, 6:38 am, edited 1 time in total.
Please help me prove b3s23-a5 omniperiodic!
Please visit my ruleset and contribute!
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Finally got LLS! Time to do way too much searching!

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dvgrn
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Re: Thread for advanced questions

Post by dvgrn » September 28th, 2025, 6:24 am

ThePlayzr wrote:
September 28th, 2025, 3:11 am
Can someone make a list of what generation the first 30 times the glider hits the cordership in the caber tosser?
Sure! Anyone could. This is not an advanced question.

More specifics would be useful in the question, but if you're talking about the specific caber tosser shown in the caber tosser article, where the first three hits are at T=152, 440, 1016 and 2168

--- then you can calculate as many terms in the sequence as you want from those first four. Subtract each term from the next. Differences are 288, 576, and 1152 -- looks like a pattern, with the difference doubling with each new term.

Test that theory by doubling 1152 to get 2304 . Add that to 2168 -- the next term in the sequence should be 4472.. Check against the caber tosser pattern -- it works.

From that information, try figuring out the direct formula for the Nth term in the sequence.
ThePlayzr wrote:
September 28th, 2025, 3:11 am
P.S. I have made the most recent post in all threads in the game of life section, as well as the sandbox now!
That's ... not the kind of thing you should aim for, or mention, honestly. If you're making that many more posts than anyone else, you're likely being very noisy -- and mentioning this kind of temporary statistic is really just more noise.

Please pay more attention to how other people use the forums, and don't ever post just to have the latest post.

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Re: Thread for advanced questions

Post by WhiteHawk » September 30th, 2025, 12:47 am

According to the Fermat Prime Calculator page, the fermat prime calculator will last at least 10 to the 2580000000 generations.
How long would that take to run (let's say 64 generations per second, though equivalent time at a higher size step could also work)?
Currently working to improve Life's guns and work on updating SKOPs and Isotropic rules most similar to B3/S23 to Life standards. Will get software to begin searches eventually.

Pseudastur albicollis

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dvgrn
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Re: Thread for advanced questions

Post by dvgrn » September 30th, 2025, 9:33 am

WhiteHawk wrote:
September 30th, 2025, 12:47 am
According to the Fermat Prime Calculator page, the fermat prime calculator will last at least 10 to the 2580000000 generations.
How long would that take to run (let's say 64 generations per second, though equivalent time at a higher size step could also work)?
Simple long division can answer that one. Make it 100 generations per second instead of 64, and you'll find out that it will run for at least 10^2579999998 seconds.

There might be some laws-of-physics surprises left to discover that will modify this, but they're thinking stars will stop forming in the universe by about 10^22 seconds from now, and black holes are all supposed to evaporate possibly leading to the heat death of the universe in something like 10^114 seconds.

See the last paragraph in that link for a estimated number (for another Big Bang due to quantum fluctuations) that makes 10^2579999998 look like just about zero, in roughly the same way that 10^2579999998 makes 10^22 look like just about zero.

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