B2/S34H (Hexagonal Life)

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drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

B2/S34H (Hexagonal Life)

Post by drc » January 18th, 2016, 2:15 am

This rule doesn't seem to have gliders, but it has oscillators:

P2:

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x = 24, y = 3, rule = B2/S34H
o3bo4b2o3bobo3bobo$o5bo3bo6bo$5bo10bo5b2o!
P3:

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x = 3, y = 3, rule = B2/S34H
2o$obo$b2o!
P4:

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x = 99, y = 6, rule = B2/S34H
2o4bo6bo4bobo4bo5bo3b2o5bo8bo4bo8bobo2bo9bo6bo8bo$obo3bobo4bo4bo7bo3bo
bo4bo6b2o4bo5bobo13bo4bobo15bo$8bo5b2o5bo4bo4bo6b2o3b2o5b2o6b3o4bobo3b
o2bo7bo3b5o3bo3bo$19bobo4bo19bo4bo8bo3bo13bo2bo4bo4bo4bo$27bo22bo21bob
o4bo18bo$81bo!
P5:

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x = 5, y = 5, rule = B2/S34H
4bo$ob2o$b3o$3o$bobo!
P10:

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x = 13, y = 13, rule = B2/S34H
o2$bo$b2o$2bo$2b2o$3bo$3b2o$3bobo$2b6o$b3o3b3o$b2o6b2o$o11bo!
P12:

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x = 16, y = 6, rule = B2/S34H
obo7bo$o$3bo7bo$bobo$11bobo$10bo4bo!
P48:

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x = 18, y = 4, rule = B2/S34H
o16bo$obo12b2o$2b2o10bobo$5bo9bo!
Special thanks to:

Saka (p4)
Last edited by drc on January 18th, 2016, 2:43 pm, edited 3 times in total.

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Saka
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Re: B2/S34H (Hexagonal Life)

Post by Saka » January 18th, 2016, 6:19 am

You seriously didn't find this one?

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x = 3, y = 5, rule = B2/S34H
bo$o$obo$2bo$2bo!
Here's a rarer p4

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x = 6, y = 4, rule = B2/S34H
bo2$5o$o4bo!

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B2/S34H (Hexagonal Life)

Post by drc » January 18th, 2016, 1:33 pm

Saka wrote:You seriously didn't find this one?

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x = 3, y = 5, rule = B2/S34H
bo$o$obo$2bo$2bo!
Whoops, forgot about that one. I lost a file with what I believe to be the first p5 and p10 ever.
Also, I think we should have hexagonal apgsearch (with no haul upload of course)

Edit: Found the p10, and a predecessor:

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x = 30, y = 12, rule = B2/S34H
18b2o$18bobo$19b2o$20bo$20b2o$2o19bo$2o19b2o$21bobo$o19b6o$2bo15b4o3b
4o$18bobo6bobo$19b2o7b2o!
Edit2: Found the p5, first odd periodic oscillator:

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x = 5, y = 5, rule = B2/S34H
4bo$ob2o$b3o$3o$bobo!

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Saka
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Re: B2/S34H (Hexagonal Life)

Post by Saka » January 19th, 2016, 6:29 am

An oscillator in a VERY closely related rule

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x = 6, y = 6, rule = B25/S35H
b2o$2o$bo$4bo$4b2o$3b2o!

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B2/S34H (Hexagonal Life)

Post by drc » January 19th, 2016, 4:52 pm

Two p33s and a p16 in B25/S34H (HighHexLife):

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x = 30, y = 5, rule = B25/S34H
o14b3o9bo$2o13bobo8bobo$obo12b3o8b3o$b2o24bobo$2bo26bo!

Dean Hickerson
Posts: 103
Joined: December 19th, 2015, 1:15 pm

Re: B2/S34H (Hexagonal Life)

Post by Dean Hickerson » January 20th, 2016, 4:13 am

drc wrote:This rule doesn't seem to have gliders, but it has oscillators:
I looked at this rule back in 1987, and found most of the oscillators that you mentioned. I also found these p5 oscillators:

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#C p5 oscillators
x = 23, y = 9, rule = B2/S34H
bo$2bo2bo$2b4o8bobo$3o2bo8b3o$2bo3bo9b3obo$3bo2b3o7bob3o$3b4o13b3o$3bo
2bo13bobo$7bo!
Here are two of the p4s that you mentioned:

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#C p4 oscillators
x = 14, y = 4, rule = B2/S34H
o8bo$3o6b3o$2bo8bobo$13bo!
By stacking more of those components we can double the period to 8, in infinitely many ways. For example:

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#C p8 oscillators
x = 54, y = 8, rule = B2/S34H
o12bo12bo14bo$3o10b3o10b3o12b3o$2bobo10bobo10bobo12bobo$4bobo10b3o10bo
bo12bobo$6b3o10bobo10b3o12b3o$8bo12bo12bobo12bobo$36bo14b3o$53bo!
It's easy to show that there are no finite, nonempty stable patterns. However, there's a structure that serves as a wall; it's stable except for its ends, which quickly become period 5. (Your p5 and the second p5 shown above are short forms of this.)

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#C wall
x = 43, y = 23, rule = B2/S34H
o$3o$2b3o$4b3o$6b3o$8b3o$10b3o$12b3o$14b3o$16b3o$18b3o$20b3o$22b3o$24b
3o$26b3o$28b3o$30b3o$32b3o$34b3o$36b3o$38b3o$40b3o$42bo!
The wall can repair itself if one of its central cells is deleted; the wall recovers in 14 gens, and some debris dies out in gen 44:

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#C self-repair
x = 43, y = 23, rule = B2/S34H
o$3o$2b3o$4b3o$6b3o$8b3o$10b3o$12b3o$14b3o$16b3o$18b3o$20bobo$22b3o$
24b3o$26b3o$28b3o$30b3o$32b3o$34b3o$36b3o$38b3o$40b3o$42bo!
Also, the wall forms an impenetrable barrier between its two sides. As long as all of the cells that touch 2 wall cells are empty, they'll remain that way and the wall won't be damaged. We can combine 6 walls to make a hexagon and create many billiard tables. The corners where the walls meet can have 2 shapes, one with period 2 outside and the other with period 3. (The corners can be destroyed from the outside, but not from the inside.)

Here are a few examples of billiard tables:

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#C p6:  p6 inside, p2 outside
x = 15, y = 19, rule = B2/S34H
3bo$3bo$ob4o$b3ob4o$2bo4bo$2b2o3b2o$3bo4bo$3b2o3b2o$4bob2obo$4b2o3b2o$
5bob2obo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$6b4ob3o$9b4obo$11bo$11bo!
That's emulating a 1-dimensional XOR rule, and we can get infinitely many periods from longer versions of it. For example:

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#C p2044: p2044 inside, p2 outside
x = 29, y = 47, rule = B2/S34H
3bo$3bo$ob4o$b3ob4o$2bo4bo$2b2o3b2o$3bo4bo$3b2o3b2o$4bob2obo$4b2o3b2o$
5bo4bo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$7b2o3b2o$8bo4bo$8b2o3b2o$9bo4bo
$9b2o3b2o$10bo4bo$10b2o3b2o$11bo4bo$11b2o3b2o$12bo4bo$12b2o3b2o$13bo4b
o$13b2o3b2o$14bo4bo$14b2o3b2o$15bo4bo$15b2o3b2o$16bo4bo$16b2o3b2o$17bo
4bo$17b2o3b2o$18bo4bo$18b2o3b2o$19bo4bo$19b2o3b2o$20bo4bo$20b2o3b2o$
21bo4bo$20b4ob3o$23b4obo$25bo$25bo!

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#C p12:  p4 inside, p3 outside
x = 11, y = 11, rule = B2/S34H
2b2o$b5o$3o2b3o$2o5b2o$bo2b2o2bo$b2obobob2o$2bo2b2o2bo$2b2o5b2o$3b3o2b
3o$5b5o$7b2o!

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#C p14:  p14 inside, p2 outside
x = 15, y = 15, rule = B2/S34H
4bo$4bo$3b4o$ob3ob3o$b3o4b4o$2bo4bo2bo$2b2o6b2o$3bo7bo$3b2o6b2o$4bo4bo
2bo$3b4o4b3o$6b3ob3obo$8b4o$10bo$10bo!

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#C p16:  p16 inside, p2 outside
x = 15, y = 19, rule = B2/S34H
3bo$3bo$ob4o$b3ob4o$2bo4bo$2b2o2b3o$3bo2bobo$3b2o3b2o$4bo4bo$4b2o3b2o$
5bo4bo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$6b4ob3o$9b4obo$11bo$11bo!

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#C p18:  p9 inside, p2 outside
x = 15, y = 15, rule = B2/S34H
3bo$4bo$3b4o$2b3ob3obo$4o4b3o$2bo7bo$2b10o$3bo7bo$3b10o$4bo7bo$4b3o4b
4o$4bob3ob3o$8b4o$10bo$11bo!
By attaching a hexagon with p3 corners to each of the p2 corners of that, we can turn this into a true p9 oscillator. There's probably a simpler way.

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#C p9:  p9 inside, p3 outside
x = 37, y = 37, rule = B2/S34H
10b2o$9b5o$8b3o2b3o$8b2o5b2o8b2o$9bo6bo7b5o$2b2o5b2o5b2o5b3o2b3o$b5o4b
o6bo5b2o5b2o$3o2b3o2b2o5b2o5bo6bo$2o5b2o2b3o2b3o5b2o5b2o$bo6bo4b5o7bo
6bo$b2o5b2o5b2o8b2o5b2o$2bo6bo6bo7b5o2b3o$2b2o5b2o4b4o4b3o2b5o$3b3o2b
5ob3ob3ob3o5b2o$5b5o2b4o4b4o$7b2o5bo7bo$14b10o$15bo7bo$15b10o3b2o$16bo
7bo2b5o$8b2o5b4o4b6o2b3o$7b5o2b3ob3ob3ob2o5b2o$6b3o2b5o4b4o3bo6bo$6b2o
5b2o7bo4b2o5b2o$7bo6bo7b2o4bo6bo$7b2o5b2o7bo4b2o5b2o$8bo6bo7b2o4b3o2b
3o$8b2o5b2o5b5o4b5o$9b3o2b3o4b3o2b3o4b2o$11b5o5b2o5b2o$13b2o7bo6bo$22b
2o5b2o$23bo6bo$23b2o5b2o$24b3o2b3o$26b5o$28b2o!
Here's an unrelated p9 oscillator, obtained by changing one corner of a p3 hexagon:

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#C p9:  stable inside, p9 outside
x = 13, y = 13, rule = B2/S34H
3bo$3b2o5bo$2b5o4bo$4o2b4o$b2o5b2o$2bo6bo$2b2o5b2o$3bo6bo$3b2o5b2o$3b
4o2b4o$6b5o$8b2o$9bo!

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#C p42:  p21 inside, p2 outside
x = 17, y = 23, rule = B2/S34H
2bo$3bo$2b4obo$4ob3o$2bo4bo$2b2ob4o$3bo4bo$3b2o3b2o$4bo4bo$4b2o3b2o$5b
o4bo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$7b2o3b2o$8bo4bo$8b4ob2o$9bo4bo$9b
3ob4o$9bob4o$13bo$14bo!
We could make that a true p21 in the same way that we got a true p9.

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#C p64:  p64 inside, p2 outside
x = 17, y = 23, rule = B2/S34H
2bo$3bo$2b4obo$4ob3o$2bo4bo$2b7o$3bob2obo$3b2o2b3o$4bobo2bo$4b2o3b2o$
5bo4bo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$7b2o3b2o$8bobo2bo$8b3o2b2o$9bo
4bo$9b3ob4o$9bob4o$13bo$14bo!

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#C p87:  p29 inside, p3 outside
x = 12, y = 13, rule = B2/S34H
2b2o$b5o$3o2b3o$2o2bo2b2o$bo6bo$b2o2bo2b2o$2bo6bo$2b2o2bo2b2o$3bo6bo$
3b2o2bo2b2o$4b3o2b3o$6b5o$8b2o!

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#C p126: p126 inside, p2 outside
x = 18, y = 25, rule = B2/S34H
2bo$3bo$2b4obo$4ob3o$2bo4bo$2b2ob4o$3bo4bo$3b2o3b2o$4bo4bo$4b2o3b2o$5b
o4bo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$7b2o3b2o$8bo4bo$8b2o3b2o$9bo4bo$
9b4ob2o$10bo4bo$10b3ob4o$10bob4o$14bo$15bo!

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#C p132:  p44 inside, p3 outside
x = 14, y = 15, rule = B2/S34H
3bo$3b2o$2b5o$4o2b4o$b2o5b2o$2bo6bo$2b2o5b2o$3bo6bo$3b2o5b2o$4bob2o3bo
$4b2obobob2o$4b4o2b4o$7b5o$9b2o$10bo!

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#C p236: p236 inside, p2 outside
x = 19, y = 27, rule = B2/S34H
2bo$3bo$2b4obo$4ob3o$2bo4bo$2b2o3b2o$3bo4bo$3b2o3b2o$4bo2bobo$4b2o3b2o
$5bo4bo$5b2o3b2o$6bo4bo$6b2o3b2o$7bo4bo$7b2o3b2o$8bo4bo$8b2o3b2o$9bo4b
o$9b2o3b2o$10bo2bobo$10b3o2b2o$11bo4bo$11b3ob4o$11bob4o$15bo$16bo!
We could also make hexagons with some p2 corners and some p3; I haven't explored that.


I never found any spaceships or puffers, but I'd bet that some exist. The front end of this pattern reappears every 8 gens until gen 104; after that the exhaust destroys it:

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x = 15, y = 8, rule = B2/S34H
2o5bo$b2o3bo3b2o$bo3bobo4bo$7bo3b3o$2b2o2b2o4b2o$2bobo3b3o3bo$8bo4bo$
5bo4bo!

wildmyron
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Joined: August 9th, 2013, 12:45 am
Location: Western Australia

Re: B2/S34H (Hexagonal Life)

Post by wildmyron » January 20th, 2016, 6:10 am

Dean Hickerson wrote:I never found any spaceships or puffers, but I'd bet that some exist. The front end of this pattern reappears every 8 gens until gen 104; after that the exhaust destroys it:

Code: Select all

x = 15, y = 8, rule = B2/S34H
2o5bo$b2o3bo3b2o$bo3bobo4bo$7bo3b3o$2b2o2b2o4b2o$2bobo3b3o3bo$8bo4bo$
5bo4bo!
Indeed, spaceships do exist with very similar frontends to that in the pattern above. Here's a small collection of 2c/4 spaceships:

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x = 50, y = 136, rule = B2/S34H
46bo$24bo17bo$22bo23bo$24bo17bobo$22b3o18bo3b2o$25bo19bobo$23b3o17bob
2obo$25bobo14bo3b2o$25bobo$24b2o17b2o$22bo5bo$23bo22b2o$27b2o14b4o$27b
o17b3o$23bo$25b2obo13bobo$23bo2bobo15b3o$25bob3o12b2o$21bo2bob3o12bo4b
o$22b3o3b2o15b3o$21bo2bob2o13bo3bo$26bobo15bobobo$23b2o2bo15b2o2b2o$
24b2o3bo14b2o3bo$25b2obo16b2obo$27bo19bo6$47bo$24bo2b2o14b2o$23bo23bo$
24bo3bo14bo2b2o$26bo17bo$25b2o2bo13bob3o$23bo2b3o15bob2obo$25bo17bo4bo
$24bobo$bo43b3o$25bo18b2o$2b2o20b4o17b3o$3bo21b4o17b2o$4bo42b2o$22bobo
17bobo$2bo21b3o17b3o$bobo18b2o18b2o$o20bo4bo14bo4bo$b2o22b3o17b3o$3bo
17bo3bo15bo3bo$2bo21bobobo15bobobo$2bobo18b2o2b2o14b2o2b2o$3bo20b2o3bo
14b2o3bo$2b2o21b2obo16b2obo$6bobo18bo19bo$3b3o$4b2ob2o2$7bo$3bo$4bobob
o32bo$3b2o2bo19bo$4b2o36b2o$5b2o14bo3bobo$7bo16bo17bobo$27bo$25b3o14bo
$22bo2bo16bo2bo$23bo19bo$25b2o18b2o$24bo19bo$21bob2o2b2o12bob2o2b2o$
24bobo17bobo$21bobo17bobo$26bo19bo$21b3o17b3o$26bo19bo$8bo12bo4bo14bo
4bo$7b2o13b4o16b4o$6bo3bo10bo2b2o15bo2b2o$2bo4b3o16bobo17bobo$6bo2b2o
12b2o2bo15b2o2bo$2b3o3bo15b2o3bo14b2o3bo$3bo3bo17b2obo16b2obo$27bo19bo
$4b2obo$5b2o$3bo4bo$3b3o2$4bo$3b2o$4b2o$5b2o36bo$7bo19bo14bo2$27bo14bo
$25bo16bo2bo$24b2o2b2o13bo$4bo17bo5bo16b2o$23bo5bo14bo$2bobo22b2o12bob
2o2b2o$3bo23bo16bobo$2b2o19bo17bobo$6bobo16b2obo17bo$3b3o17bo2bobo12b
3o$4b2ob2o16bob3o16bo$21bo2bob3o12bo4bo$7bo14b3o3b2o12b4o$3bo17bo2bob
2o13bo2b2o$4bobobo17bobo17bobo$3b2o2bo15b2o2bo15b2o2bo$4b2o18b2o3bo14b
2o3bo$5b2o18b2obo16b2obo$7bo19bo19bo6$2bo$6bo$2b3o$3bo3bo$32bobo$4b2ob
o26b3o$5b2o25b2o$3bo4bo22bo4bo$3b3o29b3o$31bo3bo$4bo29bobobo$3b2o28b2o
2b2o$4b2o28b2o3bo$5b2o28b2obo$7bo29bo!
The only other velocity I found spaceships at is c/5:

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x = 70, y = 25, rule = B2/S34H
44bo20bo$21b2o2bo38bo$27bo14bo2bo$21bo3b2o15bobo18bobo$64bo2bo$4bo16bo
3bo17bob2o20bo$3bo20bo16bo24bo$22bo40b2o$20bo3bo17b2obo$5b2o16b2o19bob
o17b3obo$2bo23bo16bobo21bo$bo3bo15bo2b2o18bo17bo2b2o$2o2bo15b2o39b2o$
3bo17b2obo19bo17b2obo$o19bobo20bo3bo13bobo$22bo2bo20b2o15bo2bo$o45b3o$
22bo23bo16bo$o20bo18bobo5bo13bo$46bo$2bo3bo15bo3bo15bo20bo3bo$4bo19bo
19bo2bo17bo$2bobobobo13bobobobo13bobobo16bobobobo$4bo19bo19bo20bo$6bo
19bo19bo20bo!
Found using Paul Tooke and EricG's modified gfind.

I haven't found spaceships at any "diagonal" velocities, i.e. (n, n, 0)c/p, though (1, 1, 0)c/5 looks vaguely promising.
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.

Semi-active here - recovering from a severe case of LWTDS.

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Saka
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Re: B2/S34H (Hexagonal Life)

Post by Saka » January 21st, 2016, 2:45 am

wildmyron wrote:
Dean Hickerson wrote:I never found any spaceships or puffers, but I'd bet that some exist. The front end of this pattern reappears every 8 gens until gen 104; after that the exhaust destroys it:

Code: Select all

x = 15, y = 8, rule = B2/S34H
2o5bo$b2o3bo3b2o$bo3bobo4bo$7bo3b3o$2b2o2b2o4b2o$2bobo3b3o3bo$8bo4bo$
5bo4bo!
Indeed, spaceships do exist with very similar frontends to that in the pattern above. Here's a small collection of 2c/4 spaceships:

Code: Select all

x = 50, y = 136, rule = B2/S34H
46bo$24bo17bo$22bo23bo$24bo17bobo$22b3o18bo3b2o$25bo19bobo$23b3o17bob
2obo$25bobo14bo3b2o$25bobo$24b2o17b2o$22bo5bo$23bo22b2o$27b2o14b4o$27b
o17b3o$23bo$25b2obo13bobo$23bo2bobo15b3o$25bob3o12b2o$21bo2bob3o12bo4b
o$22b3o3b2o15b3o$21bo2bob2o13bo3bo$26bobo15bobobo$23b2o2bo15b2o2b2o$
24b2o3bo14b2o3bo$25b2obo16b2obo$27bo19bo6$47bo$24bo2b2o14b2o$23bo23bo$
24bo3bo14bo2b2o$26bo17bo$25b2o2bo13bob3o$23bo2b3o15bob2obo$25bo17bo4bo
$24bobo$bo43b3o$25bo18b2o$2b2o20b4o17b3o$3bo21b4o17b2o$4bo42b2o$22bobo
17bobo$2bo21b3o17b3o$bobo18b2o18b2o$o20bo4bo14bo4bo$b2o22b3o17b3o$3bo
17bo3bo15bo3bo$2bo21bobobo15bobobo$2bobo18b2o2b2o14b2o2b2o$3bo20b2o3bo
14b2o3bo$2b2o21b2obo16b2obo$6bobo18bo19bo$3b3o$4b2ob2o2$7bo$3bo$4bobob
o32bo$3b2o2bo19bo$4b2o36b2o$5b2o14bo3bobo$7bo16bo17bobo$27bo$25b3o14bo
$22bo2bo16bo2bo$23bo19bo$25b2o18b2o$24bo19bo$21bob2o2b2o12bob2o2b2o$
24bobo17bobo$21bobo17bobo$26bo19bo$21b3o17b3o$26bo19bo$8bo12bo4bo14bo
4bo$7b2o13b4o16b4o$6bo3bo10bo2b2o15bo2b2o$2bo4b3o16bobo17bobo$6bo2b2o
12b2o2bo15b2o2bo$2b3o3bo15b2o3bo14b2o3bo$3bo3bo17b2obo16b2obo$27bo19bo
$4b2obo$5b2o$3bo4bo$3b3o2$4bo$3b2o$4b2o$5b2o36bo$7bo19bo14bo2$27bo14bo
$25bo16bo2bo$24b2o2b2o13bo$4bo17bo5bo16b2o$23bo5bo14bo$2bobo22b2o12bob
2o2b2o$3bo23bo16bobo$2b2o19bo17bobo$6bobo16b2obo17bo$3b3o17bo2bobo12b
3o$4b2ob2o16bob3o16bo$21bo2bob3o12bo4bo$7bo14b3o3b2o12b4o$3bo17bo2bob
2o13bo2b2o$4bobobo17bobo17bobo$3b2o2bo15b2o2bo15b2o2bo$4b2o18b2o3bo14b
2o3bo$5b2o18b2obo16b2obo$7bo19bo19bo6$2bo$6bo$2b3o$3bo3bo$32bobo$4b2ob
o26b3o$5b2o25b2o$3bo4bo22bo4bo$3b3o29b3o$31bo3bo$4bo29bobobo$3b2o28b2o
2b2o$4b2o28b2o3bo$5b2o28b2obo$7bo29bo!
The only other velocity I found spaceships at is c/5:

Code: Select all

x = 70, y = 25, rule = B2/S34H
44bo20bo$21b2o2bo38bo$27bo14bo2bo$21bo3b2o15bobo18bobo$64bo2bo$4bo16bo
3bo17bob2o20bo$3bo20bo16bo24bo$22bo40b2o$20bo3bo17b2obo$5b2o16b2o19bob
o17b3obo$2bo23bo16bobo21bo$bo3bo15bo2b2o18bo17bo2b2o$2o2bo15b2o39b2o$
3bo17b2obo19bo17b2obo$o19bobo20bo3bo13bobo$22bo2bo20b2o15bo2bo$o45b3o$
22bo23bo16bo$o20bo18bobo5bo13bo$46bo$2bo3bo15bo3bo15bo20bo3bo$4bo19bo
19bo2bo17bo$2bobobobo13bobobobo13bobobo16bobobobo$4bo19bo19bo20bo$6bo
19bo19bo20bo!
Found using Paul Tooke and EricG's modified gfind.

I haven't found spaceships at any "diagonal" velocities, i.e. (n, n, 0)c/p, though (1, 1, 0)c/5 looks vaguely promising.
How do you search this rule with the modified gfind?

wildmyron
Posts: 1544
Joined: August 9th, 2013, 12:45 am
Location: Western Australia

Re: B2/S34H (Hexagonal Life)

Post by wildmyron » January 21st, 2016, 4:26 am

Saka wrote:How do you search this rule with the modified gfind?
The process is very similar to isotropic rules on the Moore neighbourhood. In place of "forGfindFromHenselNotation.py" you should use EricG's script to generate the WeightedLife notation for the rule followed by
"forGfindFromWeightedLife.py" (from the adapting gfind thread).

For B2/S34H, the required rule table entries are:

Code: Select all

ruleTab[mNW + mSE + 0] = 1;
ruleTab[mNN + mEE + 0] = 1;
ruleTab[mEE + mSS + 0] = 1;
ruleTab[mWW + mSS + 0] = 1;
ruleTab[mNN + mWW + 0] = 1;
ruleTab[mNW + mNN + 0] = 1;
ruleTab[mSS + mSE + 0] = 1;
ruleTab[mEE + mSE + 0] = 1;
ruleTab[mNW + mWW + 0] = 1;
ruleTab[mNN + mSS + 0] = 1;
ruleTab[mWW + mEE + 0] = 1;
ruleTab[mNN + mSE + 0] = 1;
ruleTab[mWW + mSE + 0] = 1;
ruleTab[mNW + mEE + 0] = 1;
ruleTab[mNW + mSS + 0] = 1;
ruleTab[mNN + mNE + mSS + 0] = 1;
ruleTab[mWW + mEE + mSW + 0] = 1;
ruleTab[mNE + mWW + mEE + 0] = 1;
ruleTab[mNN + mSW + mSS + 0] = 1;
ruleTab[mNN + mSW + mSE + 0] = 1;
ruleTab[mNW + mEE + mSW + 0] = 1;
ruleTab[mNW + mNE + mSS + 0] = 1;
ruleTab[mNE + mWW + mSE + 0] = 1;
ruleTab[mNN + mNE + mSE + 0] = 1;
ruleTab[mNW + mNN + mSW + 0] = 1;
ruleTab[mNE + mSS + mSE + 0] = 1;
ruleTab[mWW + mSW + mSE + 0] = 1;
ruleTab[mNW + mNE + mEE + 0] = 1;
ruleTab[mEE + mSW + mSE + 0] = 1;
ruleTab[mNW + mSW + mSS + 0] = 1;
ruleTab[mNW + mNE + mWW + 0] = 1;
ruleTab[mNN + mEE + mSW + 0] = 1;
ruleTab[mNE + mWW + mSS + 0] = 1;
ruleTab[mNN + mNE + mWW + 0] = 1;
ruleTab[mNN + mWW + mSW + 0] = 1;
ruleTab[mNE + mEE + mSS + 0] = 1;
ruleTab[mEE + mSW + mSS + 0] = 1;
ruleTab[mNW + mNN + mNE + 0] = 1;
ruleTab[mNE + mEE + mSE + 0] = 1;
ruleTab[mSW + mSS + mSE + 0] = 1;
ruleTab[mNW + mWW + mSW + 0] = 1;
ruleTab[mNW + mSW + mSE + 0] = 1;
ruleTab[mNW + mNE + mSE + 0] = 1;
ruleTab[mNN + mNE + mEE + 0] = 1;
ruleTab[mWW + mSW + mSS + 0] = 1;
ruleTab[mNE + mWW + mEE + mSW + 0] = 1;
ruleTab[mNN + mNE + mSW + mSS + 0] = 1;
ruleTab[mNW + mNN + mNE + mSW + 0] = 1;
ruleTab[mNE + mSW + mSS + mSE + 0] = 1;
ruleTab[mNE + mEE + mSW + mSE + 0] = 1;
ruleTab[mNW + mNE + mWW + mSW + 0] = 1;
ruleTab[mNN + mNE + mWW + mSW + 0] = 1;
ruleTab[mNE + mEE + mSW + mSS + 0] = 1;
ruleTab[mNN + mNE + mSW + mSE + 0] = 1;
ruleTab[mNE + mWW + mSW + mSE + 0] = 1;
ruleTab[mNW + mNE + mEE + mSW + 0] = 1;
ruleTab[mNW + mNE + mSW + mSS + 0] = 1;
ruleTab[mNN + mNE + mEE + mSW + 0] = 1;
ruleTab[mNE + mWW + mSW + mSS + 0] = 1;
ruleTab[mNW + mNE + mSW + mSE + 0] = 1;
ruleTab[mNW + mWW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNE + mWW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mEE + mSW + mME] = 1;
ruleTab[mNW + mNN + mNE + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mSW + mSS + mME] = 1;
ruleTab[mNW + mNE + mWW + mEE + mSE + mME] = 1;
ruleTab[mNN + mNE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mWW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNE + mWW + mEE + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mWW + mEE + mSW + mME] = 1;
ruleTab[mNW + mNN + mNE + mEE + mSS + mME] = 1;
ruleTab[mNN + mWW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mSS + mME] = 1;
ruleTab[mNN + mNE + mWW + mEE + mSE + mME] = 1;
ruleTab[mNN + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNE + mWW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNN + mNE + mWW + mEE + mSW + mME] = 1;
ruleTab[mNN + mNE + mWW + mSW + mSS + mME] = 1;
ruleTab[mNN + mNE + mEE + mSW + mSS + mME] = 1;
ruleTab[mNW + mNE + mWW + mEE + mSS + mME] = 1;
ruleTab[mNN + mNE + mWW + mSS + mSE + mME] = 1;
ruleTab[mNN + mWW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNN + mEE + mSW + mSS + mME] = 1;
ruleTab[mWW + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mWW + mSW + mSS + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mEE + mME] = 1;
ruleTab[mNN + mNE + mEE + mSS + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mSS + mSE + mME] = 1;
ruleTab[mNN + mNE + mWW + mSW + mSE + mME] = 1;
ruleTab[mNW + mNN + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mEE + mSW + mSS + mME] = 1;
ruleTab[mNW + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNE + mWW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mEE + mSW + mME] = 1;
ruleTab[mNW + mNE + mEE + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mWW + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mSW + mSS + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mSE + mME] = 1;
ruleTab[mNN + mNE + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mSW + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mWW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mSW + mME] = 1;
ruleTab[mNW + mNN + mNE + mEE + mSE + mME] = 1;
ruleTab[mNE + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNN + mNE + mWW + mEE + mSS + mME] = 1;
ruleTab[mNN + mWW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNE + mWW + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mEE + mSW + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mSW + mSS + mME] = 1;
ruleTab[mNN + mNE + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mSW + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNW + mNN + mNE + mEE + mSW + mSS + mME] = 1;
ruleTab[mNN + mNE + mWW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNN + mNE + mWW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNN + mNE + mWW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNW + mNN + mSS + mME] = 1;
ruleTab[mNN + mSS + mSE + mME] = 1;
ruleTab[mWW + mEE + mSE + mME] = 1;
ruleTab[mNW + mWW + mEE + mME] = 1;
ruleTab[mNW + mNN + mSE + mME] = 1;
ruleTab[mNW + mSS + mSE + mME] = 1;
ruleTab[mNW + mEE + mSE + mME] = 1;
ruleTab[mNW + mWW + mSE + mME] = 1;
ruleTab[mNW + mEE + mSS + mME] = 1;
ruleTab[mNN + mWW + mSE + mME] = 1;
ruleTab[mNW + mNN + mEE + mME] = 1;
ruleTab[mWW + mSS + mSE + mME] = 1;
ruleTab[mNN + mEE + mSE + mME] = 1;
ruleTab[mNW + mWW + mSS + mME] = 1;
ruleTab[mEE + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mWW + mME] = 1;
ruleTab[mNN + mEE + mSS + mME] = 1;
ruleTab[mWW + mEE + mSS + mME] = 1;
ruleTab[mNN + mWW + mSS + mME] = 1;
ruleTab[mNN + mWW + mEE + mME] = 1;
ruleTab[mNW + mNN + mSS + mSE + mME] = 1;
ruleTab[mNW + mWW + mEE + mSE + mME] = 1;
ruleTab[mNN + mNE + mEE + mSS + mME] = 1;
ruleTab[mNW + mNN + mWW + mSS + mME] = 1;
ruleTab[mNN + mEE + mSS + mSE + mME] = 1;
ruleTab[mWW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNN + mNE + mWW + mEE + mME] = 1;
ruleTab[mWW + mEE + mSS + mSE + mME] = 1;
ruleTab[mNN + mWW + mSW + mSS + mME] = 1;
ruleTab[mNW + mNN + mWW + mEE + mME] = 1;
ruleTab[mNW + mNN + mNE + mSE + mME] = 1;
ruleTab[mNW + mWW + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mEE + mSE + mME] = 1;
ruleTab[mNW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mEE + mSE + mME] = 1;
ruleTab[mNW + mWW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mSS + mME] = 1;
ruleTab[mNE + mWW + mEE + mSE + mME] = 1;
ruleTab[mNN + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mWW + mEE + mSW + mME] = 1;
ruleTab[mNW + mNN + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mSS + mSE + mME] = 1;
ruleTab[mNW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mWW + mSE + mME] = 1;
ruleTab[mNW + mEE + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mWW + mSE + mME] = 1;
ruleTab[mNN + mNE + mWW + mSS + mME] = 1;
ruleTab[mNW + mNN + mEE + mSS + mME] = 1;
ruleTab[mNN + mWW + mSS + mSE + mME] = 1;
ruleTab[mNN + mWW + mEE + mSW + mME] = 1;
ruleTab[mNE + mWW + mEE + mSS + mME] = 1;
ruleTab[mNN + mWW + mEE + mSE + mME] = 1;
ruleTab[mNN + mEE + mSW + mSS + mME] = 1;
ruleTab[mNW + mWW + mEE + mSS + mME] = 1;
ruleTab[mNN + mNE + mWW + mSE + mME] = 1;
ruleTab[mNW + mNN + mEE + mSW + mME] = 1;
ruleTab[mNE + mWW + mSS + mSE + mME] = 1;
ruleTab[mNN + mWW + mSW + mSE + mME] = 1;
ruleTab[mNW + mNE + mEE + mSS + mME] = 1;
ruleTab[mNN + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mEE + mSW + mSS + mME] = 1;
ruleTab[mNW + mNE + mWW + mSS + mME] = 1;
ruleTab[mNN + mNE + mSS + mSE + mME] = 1;
ruleTab[mWW + mEE + mSW + mSE + mME] = 1;
ruleTab[mNW + mNN + mSW + mSS + mME] = 1;
ruleTab[mNW + mNE + mWW + mEE + mME] = 1;
ruleTab[mNN + mWW + mEE + mSS + mME] = 1;
ruleTab[mNN + mNE + mEE + mSE + mME] = 1;
ruleTab[mNW + mNN + mWW + mSW + mME] = 1;
ruleTab[mNE + mEE + mSS + mSE + mME] = 1;
ruleTab[mWW + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mNN + mNE + mEE + mME] = 1;
ruleTab[mEE + mSW + mSS + mSE + mME] = 1;
ruleTab[mNW + mWW + mSW + mSS + mME] = 1;
ruleTab[mNW + mNN + mNE + mWW + mME] = 1;
Please note the following which I commented on elsewhere:
wildmyron wrote:The c/4 ship above was found with an 'orthogonal' search. The only useful symmetry option is 'a', as the weighted neighbourhood to simulate hexagonal rules breaks the other symmetry options. This version of gfind will try to run searches with the other symmetry options and may even find results, but they will (almost certainly) blow up.

For 'diagonal' searches, the symmetry options can be used. Results from these searches will move along (1, 1, 0).
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.

Semi-active here - recovering from a severe case of LWTDS.

John
Posts: 21
Joined: June 29th, 2015, 4:36 pm

Re: B2/S34H (Hexagonal Life)

Post by John » January 22nd, 2016, 5:41 pm

thanks, wildmyron! I'm finding plenty of gliders in different hexagonal rules now.

I think I noticed there's a problem with S0 rules (I'm checking orthogonal - and so far none of those finds have worked). I haven't looked into it, and I'm not sure what step of the process is causing it. ...I'm still too busy looking at results. I don't even know where to post about this issue.

in case it helps anyone... for example, it found 2bo$o3bo$2bo$bo2bo$6bo$2bo2bo$4bo! for B2/S02H, when it actually runs in B2/S35H. I had other finds for B2/S0H and B2/S01H that also didn't work, but wasn't sure what rule if any they might work in, as I didn't recognize them.
-John Cerkan

Martin Büttner
Posts: 11
Joined: March 11th, 2016, 4:19 am

Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 4:26 am

Inspired by http://davidsiaw.github.io/blog/2014/11/21/hexlife/ I was playing around with this rule yesterday (only manually with two hexagonal life simulators). While I didn't find any spaceships (unsurprisingly), I did find some oscillators that I haven't seen anywhere else. Especially the stable hexagons mentioned by Dean support a lot of interesting structures and oscillators inside. I don't have .rle for these, but I left some screenshots in comments on http://davidsiaw.github.io/blog/2014/11 ... fe-part-2/.

One thing I was wondering is if one could find a sort of "minecart", i.e. a spaceship that needs one of those stable walls as a tracks to crawl along (of course on a finite wall it would likely destroy the wall when it reaches the end and interacts with the oscillator supporting it, but it would be interesting to find one).

Is there any place to systematically catalogue hexagonal life patterns? It seems that LifeWiki only has patterns for rules on the rectangular grid.

User avatar
TheoSwartz
Posts: 72
Joined: March 8th, 2016, 3:24 am

Re: B2/S34H (Hexagonal Life)

Post by TheoSwartz » March 11th, 2016, 1:19 pm

Is there a hexagonal life program out there that supports both viewing/building (David Siaw's) as well as saving/loading? I'd messed around a bunch in Siaw's hex viewer but it's frustrating to have to rebuild large patterns, and it often bugs out by not letting me delete cells, which is annoying.
Last edited by TheoSwartz on March 11th, 2016, 2:39 pm, edited 2 times in total.
My simple pleasure is naming patterns.

Martin Büttner
Posts: 11
Joined: March 11th, 2016, 4:19 am

Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 1:45 pm

It seems like Golly can do hexagonal rules, but it's a bit of a pain because the grid is still displayed as a rectangular one (with funny adjacency rules). I'd also be interested if there's a better tool out there. Ideally even one that supports the more generalised rules like those described by Callahan (http://www.mirekw.com/ca/files/hexrule.txt), where different neighbourhood patterns (up to symmetry) can be treated differently.

Regarding David Siaw's simulator, when it refuses to let you delete cells it's because you've moved your mouse by a pixel between clicking and releasing. That makes it think you want to add a bunch of cells and switches unconditionally to hex mode. There's also http://gwylim.net/hexcell which doesn't have that problem (starting to drag on a live cell starts batch mode for removing cells), and it also supports Callahan rules (which terminology described at http://gwylim.net/posts/2015-11-22-hexagonal-life), but it doesn't colour live cells by age. (And it also doesn't support saving and loading.)

User avatar
TheoSwartz
Posts: 72
Joined: March 8th, 2016, 3:24 am

Re: B2/S34H (Hexagonal Life)

Post by TheoSwartz » March 11th, 2016, 2:55 pm

Martin Büttner wrote:It seems like Golly can do hexagonal rules, but it's a bit of a pain because the grid is still displayed as a rectangular one (with funny adjacency rules).
I've seen this, and agree it is a pain; I struggle to understand what I'm looking at on a rectangular grid. I'm honestly surprised Golly doesn't have a real hex mode considering how long it has been in existence.
Martin Büttner wrote:... the more generalised rules like those described by Callahan (http://www.mirekw.com/ca/files/hexrule.txt), where different neighbourhood patterns (up to symmetry) can be treated differently.
This whole article is neat. It's impressive that Callahan was able to find all those complicated structures in a form (hex) that's difficult to emulate. As for the notation, I prefer Gwylim's as it supports 3 and 4 cell distinctions.
Martin Büttner wrote:http://gwylim.net/hexcell
Thank you for showing me this site, it's definitely superior to Siaw's except for the lack of color. I will use this for most things from now on.

By the way, if we continue to discuss structures in hex life, wouldn't it make sense to separate them into different threads in this forum? The same thing is done for different rules in square Life.
My simple pleasure is naming patterns.

Martin Büttner
Posts: 11
Joined: March 11th, 2016, 4:19 am

Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 2:57 pm

Sure, but so far this discussion was primarily about B2/S34H, so I figured it belonged here. I haven't checked what other hex rules already have threads, but feel free to start new ones when you start investigating them.

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TheoSwartz
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Joined: March 8th, 2016, 3:24 am

Re: B2/S34H (Hexagonal Life)

Post by TheoSwartz » March 11th, 2016, 3:14 pm

I agree that your discussion belonged here, I was thinking of the previous posts in the thread when I wrote that. Though I forgot that the thread is rather old.
My simple pleasure is naming patterns.

John
Posts: 21
Joined: June 29th, 2015, 4:36 pm

Re: B2/S34H (Hexagonal Life)

Post by John » March 11th, 2016, 4:35 pm

Martin Büttner wrote:It seems like Golly can do hexagonal rules, but it's a bit of a pain because the grid is still displayed as a rectangular one (with funny adjacency rules).
in case you haven't... selecting view -> show cell icons looks better than the squares.
-John Cerkan

Martin Büttner
Posts: 11
Joined: March 11th, 2016, 4:19 am

Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 4:42 pm

John wrote:in case you haven't... selecting view -> show cell icons looks better than the squares.
Yeah, I'm aware but I find that's a very minor improvement. If I don't find a good alternative within a week or so, I might write my own rudimentary, browser-based hexlife with .rle-support.

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: B2/S34H (Hexagonal Life)

Post by drc » March 11th, 2016, 5:46 pm

Some of the previous oscillator

Code: Select all

x = 44, y = 31, rule = B2/S34H
obo17bo9bo3bo6bo$obo17bobo4bo2bobo5bobo$3o17bo2bo6bo2bo9bo$2bo21bo5bo
3bo4bo2bo$2bo18b3o11bo4bo$31b4o7bo3$35bo12$3o17bo3bo3bo$o23bobo3bo$3o
18bo2bo2bo$obo21bo3bo$3o21bo4bo$30bo$25b5o3$30bo$29bo!

Martin Büttner
Posts: 11
Joined: March 11th, 2016, 4:19 am

Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 6:14 pm

Here is one of the p15 oscillators I found inside one of the stable hexagons Dean mentioned (this RLE is technically p30, but as Dean pointed out, the supporting oscillators can be turned into p3s instead of p2s):

Code: Select all

x = 23, y = 23, rule = B2/S34H
5bo$6bo$5b4o$4b3ob3o$3b3o4b3o$2b3o7b3obo$4o10b3o$2bo13bo$2b2o4b4o4b2o$
3bo4bo3bo4bo$3b2o3bo4bo3b2o$4bo3bo5bo3bo$4b2o3bo4bo3b2o$5bo4bo3bo4bo$
5b2o4b4o4b2o$6bo13bo$6b3o10b4o$6bob3o7b3o$10b3o4b3o$12b3ob3o$14b4o$16b
o$17bo!
And here is one of the neat almost stable structures that can be erected inside (supported by p3s in this case):

Code: Select all

x = 23, y = 23, rule = B2/S34H
6bo$6bo$5b4o$4b3ob3o$3b3ob2ob3o$ob3o3bo3b3o$b3o4b2o4b4o$2bobo3bobo3bob
o$2b16o$3bo2bobo3bobo2bo$3b2o2b2o4b2o2b2o$4bo3bo5bo3bo$4b2o2b2o4b2o2b
2o$5bo2bobo3bobo2bo$5b16o$6bobo3bobo3bobo$5b4o4b2o4b3o$8b3o3bo3b3obo$
10b3ob2ob3o$12b3ob3o$14b4o$16bo$16bo!
Edit, @drc: I also found that first p5 you mentioned. I really like it. So far it's the smallest pattern I've seen that has any cells which never die.

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TheoSwartz
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Re: B2/S34H (Hexagonal Life)

Post by TheoSwartz » March 11th, 2016, 6:36 pm

Somewhat silly question here, but could you take screenshots of those in one of the hex grids to supplement the code posted? I'd like to draw them in the hex grid but it's a bit hard to discern where cells are placed in the square version.

Also, as Martin saw, I shared some simple oscillators in a post on David's site here:
http://davidsiaw.github.io/blog/2014/11 ... 2564716313
My simple pleasure is naming patterns.

Martin Büttner
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Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 6:45 pm

I'm too lazy to set it up right now, but here's how you get the oscillator: start from the largest ring in this comment http://davidsiaw.github.io/blog/2014/11 ... 2562331065 and insert a normal (empty) hexagon with side-length 4 in the centre. That gives you p14. If you do exactly the same thing with the next larger stable ring (5 inside notches on each side), you'll get p36 instead. Also, inserting a side-length 4 triangle into that appears to create one mad busy beaver that takes forever before settling into small oscillators.

As for the stable structure supported by p3s, that's this one:
vuKZnRJ.png
vuKZnRJ.png (17.38 KiB) Viewed 651 times

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TheoSwartz
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Re: B2/S34H (Hexagonal Life)

Post by TheoSwartz » March 11th, 2016, 6:48 pm

Thanks! All of these ring filling oscillators look really arcane... like transmutation circles. Haha.
My simple pleasure is naming patterns.

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Re: B2/S34H (Hexagonal Life)

Post by Martin Büttner » March 11th, 2016, 6:57 pm

Just found a p18 that is supported by a wedge between two walls. Don't have .rle yet, but here's a screenshot:
e3gRxSI.png
e3gRxSI.png (37.66 KiB) Viewed 650 times

fluffykitty
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Re: B2/S34H (Hexagonal Life)

Post by fluffykitty » March 11th, 2016, 7:37 pm

It's interesting how it almost repeats at gen 16.

Code: Select all

x = 23, y = 23, rule = B2/S34H
5bo$6bo$5b4o$4b3ob3o$3b3o4b3o$2b3o7b3obo$4o10b3o$2bo13bo$2b2o12b2o$3bo
13bo$3b2o12b2o$4bo13bo$4b2o12b2o$5bo13bo$5b2o4bo2bo4b2o$6bo6bo6bo$6b3o
10b4o$6bob3o3bo3b3o$10b3o4b3o$12b3ob3o$14b4o$16bo$17bo!

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