"Reverse Generations" Rules
- Extrementhusiast
- Posts: 1966
- Joined: June 16th, 2009, 11:24 pm
- Location: USA
"Reverse Generations" Rules
This is the thread for talking about "reverse Generations" rules. Assuming the number of colors is five, a cell gets born into a waiting state, then a generation later, goes into a second waiting state no matter what happens, and then similarly to a third waiting state, and then to the actual alive state. The length can be shorter or longer depending on the number of colors.
I Like My Heisenburps! (and others)
- iconmaster
- Posts: 42
- Joined: July 2nd, 2009, 7:22 pm
Re: "Reverse Generations" Rules
This sounds like a cool idea. Do you have a rule table for it?
- Extrementhusiast
- Posts: 1966
- Joined: June 16th, 2009, 11:24 pm
- Location: USA
Re: "Reverse Generations" Rules
No, and I'm not that good at making rule tables. It should be pretty easy, though.
If anyone else besides me makes a rule table (or rule tree, if necessary), please default it to B3/S23/C (colors)3.
If anyone else besides me makes a rule table (or rule tree, if necessary), please default it to B3/S23/C (colors)3.
I Like My Heisenburps! (and others)
Re: "Reverse Generations" Rules
Aaand, done.
I needed a table-making workout, anyway. I made it so that an already born cell cannot be re-born. It worked way better. This pattern gets a very low growth rate, but some really interesting stuff happens. I'll try to find some new spaceships, oscillators, etc.
Code: Select all
n_states:4
neighborhood:moore
symmetries:rotate8reflect
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={0,1,2,3}
var j={0,1,2,3}
var k={0,1,2,3}
var l={0,1,2,3}
var m={0,1,2,3}
var n={0,1,2,3}
var o={0,1,2,3}
var p={0,1,2,3}
#Get born 3
0,3,3,3,d,e,f,g,h,1
0,3,3,c,3,e,f,g,h,1
0,3,3,c,d,3,f,g,h,1
0,3,b,3,d,3,f,g,h,1
0,3,b,3,d,e,3,g,h,1
#Grow
1,i,j,k,l,m,n,o,p,2
2,i,j,k,l,m,n,o,p,3
#Die 0
3,a,b,c,d,e,f,g,h,0
#Die 1
3,3,b,c,d,e,f,g,h,0
#Die 4
3,3,3,3,3,e,f,g,h,0
3,3,3,3,d,3,f,g,h,0
3,3,3,3,d,e,3,g,h,0
3,3,3,c,3,e,3,g,h,0
3,3,b,3,d,3,f,3,h,0
#Die 5
3,3,3,3,3,3,f,g,h,0
3,3,3,3,3,e,3,g,h,0
3,3,3,3,d,3,f,3,h,0
#Die 6
3,3,3,3,3,3,3,g,h,0
3,3,3,3,3,3,f,3,h,0
#Die 7
3,3,3,3,3,3,3,3,h,0
#Die 8
3,3,3,3,3,3,3,3,3,0
- Extrementhusiast
- Posts: 1966
- Joined: June 16th, 2009, 11:24 pm
- Location: USA
Re: "Reverse Generations" Rules
Somehow, s4 sneaked into there. Could you (or anyone else) remove it? And what would it be like with just two on states? (and one off state)
I Like My Heisenburps! (and others)
Re: "Reverse Generations" Rules
oh whoops.
I gotcha.
Also, 2 states would just be regular life. (think 0 and 1)
I gotcha.
Code: Select all
n_states:3
neighborhood:moore
symmetries:rotate8reflect
var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}
var i={0,1,2}
var j={0,1,2}
var k={0,1,2}
var l={0,1,2}
var m={0,1,2}
var n={0,1,2}
var o={0,1,2}
var p={0,1,2}
#Get born 3
0,2,2,2,d,e,f,g,h,1
0,2,2,c,2,e,f,g,h,1
0,2,2,c,d,2,f,g,h,1
0,2,b,2,d,2,f,g,h,1
0,2,b,2,d,e,2,g,h,1
#Grow
1,i,j,k,l,m,n,o,p,2
#Die 0
2,a,b,c,d,e,f,g,h,0
#Die 1
2,2,b,c,d,e,f,g,h,0
#Die 4
2,2,2,2,2,e,f,g,h,0
2,2,2,2,d,2,f,g,h,0
2,2,2,2,d,e,2,g,h,0
2,2,2,c,2,e,2,g,h,0
2,2,b,2,d,2,f,2,h,0
#Die 5
2,2,2,2,2,2,f,g,h,0
2,2,2,2,2,e,2,g,h,0
2,2,2,2,d,2,f,2,h,0
#Die 6
2,2,2,2,2,2,2,g,h,0
2,2,2,2,2,2,f,2,h,0
#Die 7
2,2,2,2,2,2,2,2,h,0
#Die 8
2,2,2,2,2,2,2,2,2,0
- Extrementhusiast
- Posts: 1966
- Joined: June 16th, 2009, 11:24 pm
- Location: USA
Re: "Reverse Generations" Rules
And what would it be like with just B2 and no survival, as well as just two ON states? (Sorry if I'm making you do all of the work; I don't have a clue about how to make rule tables in Golly.)
I Like My Heisenburps! (and others)
Re: "Reverse Generations" Rules
Well...
I made it, but it behaves exactly like seeds where two generations=one.
here it is anyway:
I made it, but it behaves exactly like seeds where two generations=one.
here it is anyway:
Code: Select all
n_states:3
neighborhood:moore
symmetries:rotate8reflect
var a={0,1}
var b={0,1}
var c={0,1}
var d={0,1}
var e={0,1}
var f={0,1}
var g={0,1}
var h={0,1}
var i={0,1,2}
var j={0,1,2}
var k={0,1,2}
var l={0,1,2}
var m={0,1,2}
var n={0,1,2}
var o={0,1,2}
var p={0,1,2}
#Get born 2
0,2,2,c,d,e,f,g,h,1
0,2,b,2,d,e,f,g,h,1
0,2,b,c,2,e,f,g,h,1
0,2,b,c,d,2,f,g,h,1
0,2,b,c,d,e,2,g,h,1
#Grow
1,i,j,k,l,m,n,o,p,2
#Die always
2,i,j,k,l,m,n,o,p,0
- Extrementhusiast
- Posts: 1966
- Joined: June 16th, 2009, 11:24 pm
- Location: USA
Re: "Reverse Generations" Rules
Hmm, what other well-known rules have B2 in them (besides Seeds)?
I Like My Heisenburps! (and others)
Re: "Reverse Generations" Rules
As far as I know, B2 is an overpowering rule that really is crazy enough already without adding to it.
Persian rugs are B234, but that's not really life...
Persian rugs are B234, but that's not really life...
Re: "Reverse Generations" Rules
There's b2s0; that has been pretty popular considering it has b2.
- Extrementhusiast
- Posts: 1966
- Joined: June 16th, 2009, 11:24 pm
- Location: USA
Re: "Reverse Generations" Rules
Why not? B2/S0 with two ON states. (Sorry if I'm having you work for so long. I have no clue how to build these rule tables.)
I Like My Heisenburps! (and others)
Re: "Reverse Generations" Rules
I apologize for my forgetfulness, but here is a nice little rule table for B2/S0.
I'm naming the rule tables "Stalled.BbSsGg" (G=generations until survival)
For example, "Stalled.B2S0G1"
It doesn't behave particularly interestingly, but new ones can easily be made.
I'm naming the rule tables "Stalled.BbSsGg" (G=generations until survival)
For example, "Stalled.B2S0G1"
It doesn't behave particularly interestingly, but new ones can easily be made.
Code: Select all
n_states:3
neighborhood:Moore
symmetries:permute
#States that count as 0 (0,2, and anything higher than 2)
var a={0,2}
var b={a}
var c={a}
var d={a}
var e={a}
var f={a}
var g={a}
var h={a}
#Do not modify i
var i={0,1,2}
var j={i}
var k={i}
var l={i}
var m={i}
var n={i}
var o={i}
var p={i}
# Set this to the youngest state:
var q={2}
#Rule:
#B 0-8
0,a,b,c,d,e,f,g,h,0
0,1,a,b,c,d,e,f,g,0
0,1,1,a,b,c,d,e,f,q
0,1,1,1,a,b,c,d,e,0
0,1,1,1,1,a,b,c,d,0
0,1,1,1,1,1,a,b,c,0
0,1,1,1,1,1,1,a,b,0
0,1,1,1,1,1,1,1,a,0
0,1,1,1,1,1,1,1,1,0
#S 0-8
1,a,b,c,d,e,f,g,h,1
1,1,a,b,c,d,e,f,g,0
1,1,1,a,b,c,d,e,f,0
1,1,1,1,a,b,c,d,e,0
1,1,1,1,1,a,b,c,d,0
1,1,1,1,1,1,a,b,c,0
1,1,1,1,1,1,1,a,b,0
1,1,1,1,1,1,1,1,a,0
1,1,1,1,1,1,1,1,1,0
#2 -> 1
2,i,j,k,l,m,n,o,p,1
Re: "Reverse Generations" Rules
Some random observations for 3-state delayed rules:
-Close-to-Life rules don't seem to work the same at all since the B-heptomino/*WSS engine doesn't work. A glider shape will end up rotating in place at p16, given B3A45/S23D14.
-The blinker and the toad still function if added S0. Dubbelperiod versions of many other common oscs seem to exists too, such as the p2 S3D2 Z-flipper (needs added S1), the p2 S1D2 "antiblinker" and its extended versions (needs added S0), or the p4 S0D2 oscillator (works fine as it is). All LongLife-type B345 flip-flops also work as usual.
-The on-off p2 oscillators from 2x2 are now p3, and relatedly, the p4 prepond-flipper becomes p6. A related p12 "long prepond" flipper also emerges. The "in-place fish" p4 becomes p8, however.
-Close-to-Life rules don't seem to work the same at all since the B-heptomino/*WSS engine doesn't work. A glider shape will end up rotating in place at p16, given B3A45/S23D14.
-The blinker and the toad still function if added S0. Dubbelperiod versions of many other common oscs seem to exists too, such as the p2 S3D2 Z-flipper (needs added S1), the p2 S1D2 "antiblinker" and its extended versions (needs added S0), or the p4 S0D2 oscillator (works fine as it is). All LongLife-type B345 flip-flops also work as usual.
-The on-off p2 oscillators from 2x2 are now p3, and relatedly, the p4 prepond-flipper becomes p6. A related p12 "long prepond" flipper also emerges. The "in-place fish" p4 becomes p8, however.