Perfect Orthogonal Speeds in Life-like CA
- Mr. Missed Her
- Posts: 90
- Joined: December 7th, 2016, 12:27 pm
- Location: Somewhere within [time in years since this was entered] light-years of you.
Minimum size for a speed
In a semi-totalistic rule with two states, the minimum size of a spaceship of speed c/x is log2(x), size being defined by the number of cells that are on at some point through the spaceship's cycle.
PS: the absolute minimum cell count of a spaceship* is 3. That's when the spaceship's asymmetrical enough to travel in just one direction.
*In a semi-totalistic rule with two states.
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
Re: Perfect Orthogonal Speeds in Life-like CA
I mean, you could start a diagonal type thread if you wanted? I was planning on doing that but I'm disgustingly lazy.drc wrote:Throwing a curveball. (c/15d. Yes, I read the title. #rebel):Code: Select all
x = 3, y = 6, rule = B2ce3a/S12 obo$obo$bo2$2bo$2bo!
- praosylen
- Posts: 2449
- Joined: September 13th, 2014, 5:36 pm
- Location: Pembina University, Home of the Gliders
- Contact:
Re: Perfect Orthogonal Speeds in Life-like CA
drc wrote:#rebel
gcc wrote:foo.c:1:2: error: invalid preprocessing directive #rebel
#rebel
^~~~~
praosylen#5847 (Discord)
The only decision I made was made
of flowers, to jump universes to one of springtime in
a land of former winter, where no invisible walls stood,
or could stand for more than a few hours at most...
- Mr. Missed Her
- Posts: 90
- Joined: December 7th, 2016, 12:27 pm
- Location: Somewhere within [time in years since this was entered] light-years of you.
Re: Perfect Orthogonal Speeds in Life-like CA
This can be improved upon to make its period 1. I don't quite understand rule syntax, but the rule in which the same ship is period 1: a rule with no survival conditions, a two neighbor on birth condition, and a two cells on opposite sides of the cell birth condition.toroidalet wrote:c:Code: Select all
x = 2, y = 3, rule = B2ace/S 2o2$o!
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
Re: Perfect Orthogonal Speeds in Life-like CA
Mr. Missed Her wrote:This can be improved upon to make its period 1. I don't quite understand rule syntax, but the rule in which the same ship is period 1: a rule with no survival conditions, a two neighbor on birth condition, and a two cells on opposite sides of the cell birth condition.toroidalet wrote:c:Code: Select all
x = 2, y = 3, rule = B2ace/S 2o2$o!
Code: Select all
x = 2, y = 3, rule = B2a3r/S
2o2$o!
- toroidalet
- Posts: 1514
- Joined: August 7th, 2016, 1:48 pm
- Location: My computer
- Contact:
Re: Perfect Orthogonal Speeds in Life-like CA
c:
Code: Select all
x = 2, y = 3, rule = B2a3r/S
2o2$o!
Code: Select all
x = 3, y = 2, rule = B2a3e/S1c2c3e
bo$obo!
Code: Select all
x = 3, y = 2, rule = B2e3i/S1c2ce
bo$obo!
Code: Select all
x = 4, y = 1, rule = B2cin3aiy6c/S02ac3i
ob2o!
Code: Select all
x = 4, y = 1, rule = B2cin3aiy/S02-ikn3i
ob2o!
Code: Select all
x = 4, y = 1, rule = B2cin3aijy4i6c/S02ace3i
ob2o!
Code: Select all
x = 4, y = 1, rule = B2cin3aijy6c/S02acek3i
ob2o!
Code: Select all
x = 2, y = 3, rule = B2-a3-ai5a6ai/S1e23-ai
bo$o$bo!
Code: Select all
x = 10, y = 5, rule = B34n7/S23
8b2o$b2o4b2o$o2bo2bo2bo$b2o4b2o$8b2o!
Code: Select all
x = 6, y = 7, rule = B0234/S0124
5bo4$5bo2$o4bo!
Code: Select all
x = 8, y = 10, rule = B02345/S0124
7bo$6b2o$5b3o$6o$6o$6o$6o$5b3o$6b2o$7bo!
Code: Select all
x = 17, y = 8, rule = B36/S035678
12bo$4b9obo$b14o$17o$17o$b14o$4b9obo$12bo!
- BlinkerSpawn
- Posts: 1992
- Joined: November 8th, 2014, 8:48 pm
- Location: Getting a snacker from R-Bee's
Re: Minimum size for a speed
The problem with this is that information is stored both in ON and OFF cells, so the "size" isn't minimum population but bounding box area, specifically envelope area.Mr. Missed Her wrote:The idea is this: the cells involved in the spaceship can be regarded as information, and the densest way to store information with a bunch of things with two states is in binary. So for an oscillator or spaceship, the maximum number of phases is 2^[number of cells on in at least one phase].
Take a look at the c/5648 in B3457/S4568.
Code: Select all
x = 12, y = 14, rule = B3457/S4568
4bo2bo$4b4o$2b8o$2b2ob2ob2o$obobo2bobobo$2ob6ob2o$ob3o2b3obo$3ob4ob3o$
2ob6ob2o$b3o4b3o$b3o4b3o$3b2o2b2o$3bo4bo$5b2o!
The cells in the pattern change pseudorandomly and changes gradually shift the shape forward. If we let A be the total number of cells that are ON at least once in a single period, then each of the A cells can be either on or off, giving 2^A, which is greater than 2^P, considering that some cells are OFF at any given time. In this case, the minimum speed would be c/2^162 (~1.7e-49 cells/gen).
BUT WAIT! The total number of unknown cells can't be 182 in this case, because the ship is even-bilateral symmetric, so the actual minimum speed is 2^-81 (~4.1e-25 cells/gen).
This is still slower than your bound of at least 2^-78.
Similar modification is required for odd symmetric (with variation to prevent half-counting middle cells) and glide symmetry (A = total number of cells ON at any point in a half-period).
- Mr. Missed Her
- Posts: 90
- Joined: December 7th, 2016, 12:27 pm
- Location: Somewhere within [time in years since this was entered] light-years of you.
Re: Minimum size for a speed
Your totally right. Only thing was, I meant the number of cells you'd get if you overlapped all the phases on top of each other and then counted.BlinkerSpawn wrote:The problem with this is that information is stored both in ON and OFF cells, so the "size" isn't minimum population but bounding box area, specifically envelope area.Mr. Missed Her wrote:The idea is this: the cells involved in the spaceship can be regarded as information, and the densest way to store information with a bunch of things with two states is in binary. So for an oscillator or spaceship, the maximum number of phases is 2^[number of cells on in at least one phase].
Take a look at the c/5648 in B3457/S4568.Code: Select all
x = 12, y = 14, rule = B3457/S4568 4bo2bo$4b4o$2b8o$2b2ob2ob2o$obobo2bobobo$2ob6ob2o$ob3o2b3obo$3ob4ob3o$ 2ob6ob2o$b3o4b3o$b3o4b3o$3b2o2b2o$3bo4bo$5b2o!
The cells in the pattern change pseudorandomly and changes gradually shift the shape forward. If we let A be the total number of cells that are ON at least once in a single period, then each of the A cells can be either on or off, giving 2^A, which is greater than 2^P, considering that some cells are OFF at any given time. In this case, the minimum speed would be c/2^162 (~1.7e-49 cells/gen).
BUT WAIT! The total number of unknown cells can't be 182 in this case, because the ship is even-bilateral symmetric, so the actual minimum speed is 2^-81 (~4.1e-25 cells/gen).
This is still slower than your bound of at least 2^-78.
Similar modification is required for odd symmetric (with variation to prevent half-counting middle cells) and glide symmetry (A = total number of cells ON at any point in a half-period).
Code: Select all
x = 67, y = 18, rule = LifeHistory
33.2B$31.6B$29.10B$27.4BA4BA4B$26.3B2AB4AB2A3B$27.4BA4BA4B$29.10B$31.
6B$33.2B5$2D2.3D.D.D.3D2.D2.2D2.3D2.2D2.D2.3D.D.D.D4.D2.D.D6.D3.D$D.D
.D3.3D2.D2.D.D.D.D.D3.D3.D.D2.D2.D.D.D3.D.D.3D.3D.D.D.D.D$2D2.2D2.3D
2.D2.3D.D.D.2D2.D3.3D2.D2.3D.D3.D.D.3D6.D2.D.D$D3.D3.D.D2.D2.D.D.D.D.
D3.D3.D.D2.D2.D.D.D3.D.D.D.D.3D.D.D.D.D$D3.3D.D.D2.D2.D.D.2D2.3D2.2D.
D.D2.D2.D.D.3D2.D2.D.D6.D3.D!
And, for that matter, the Moon, Jupiter, Titan, and 67P/Churyumov–Gerasimenko.
- BlinkerSpawn
- Posts: 1992
- Joined: November 8th, 2014, 8:48 pm
- Location: Getting a snacker from R-Bee's
Re: Perfect Orthogonal Speeds in Life-like CA
Code: Select all
x = 3, y = 4, rule = B34aenrw5c/S12-n3e4c
obo$o$o$bo!
Re: Perfect Orthogonal Speeds in Life-like CA
Works in B34/S12.BlinkerSpawn wrote:Back on topic, a small c/10 from 83bismuth38:Code: Select all
x = 3, y = 4, rule = B34aenrw5c/S12-n3e4c obo$o$o$bo!
Re: Perfect Orthogonal Speeds in Life-like CA
Code: Select all
c/15 (EDIT: found)
c/19 (EDIT: found)
c/20 (EDIT: kinda found) (EDIT: found)
c/21 (EDIT: found)
c/22
c/24 (EDIT: found)
c/28 (EDIT: kinda found)
c/29
c/30
c/31
c/32
c/33 (EDIT: kinda found)
c/36
c/37
c/38
c/39
c/41-c/59 (EDIT: realized I forgot a c/47) (EDIT: c/44 found)
c/61-c/72 (EDIT: c/64 found) (EDIT: c/70 kinda found)
c/74-c/97 (EDIT: c/76 kinda found)
c/99-c/131
c/133-c/140
c/142-c/153
c/155
c/156
c/157
c/159-c/2067
c/2069-c/5647
c/5649+
Code: Select all
c/18 (EDIT: done)
c/20 (new) (EDIT: done)
c/23 (EDIT: done)
c/27
c/28 (new)
c/33 (new)
c/35
c/47
c/132
c/158
Code: Select all
c/20 (EDIT: done)
c/26 (EDIT: done)
c/33
c/47
[b]c[/b]/70
[b]c[/b]/76
c/132
c/153
Re: Perfect Orthogonal Speeds in Life-like CA
Code: Select all
@RULE RainbowASOv0.0
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
var aa=1
var ab=2
var ac=3
var ad=4
var ae=5
var af=6
var ag=7
var a={0,1,2,3,4,5,6,7}
var b=a
var d=a
var e=a
var f=a
var g=a
var i=a
var j=a
var k=a
#life
0,aa,aa,aa,0,0,0,0,0,aa
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aa,aa,0,0,aa,0,0,0,0,aa
aa,aa,0,0,0,aa,0,0,0,aa
aa,0,aa,0,aa,0,0,0,0,aa
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aa,aa,aa,aa,0,0,0,0,0,aa
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aa,aa,aa,0,0,aa,0,0,0,aa
aa,aa,aa,0,0,0,aa,0,0,aa
aa,aa,aa,0,0,0,0,aa,0,aa
aa,aa,aa,0,0,0,0,0,aa,aa
aa,aa,0,aa,0,aa,0,0,0,aa
aa,aa,0,aa,0,0,aa,0,0,aa
aa,aa,0,0,aa,0,aa,0,0,aa
aa,0,aa,0,aa,0,aa,0,0,aa
#c1
0,ab,ab,0,0,0,0,0,0,ab
0,ab,ab,0,0,ab,0,0,0,ab
#c8
0,ac,0,ac,0,0,0,0,0,ac
0,ac,0,0,ac,0,0,0,0,ac
0,ac,0,0,0,ac,0,0,0,ac
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0,ac,ac,ac,0,0,0,0,0,ac
0,ac,ac,0,ac,0,0,0,0,ac
0,ac,ac,0,0,ac,0,0,0,ac
0,ac,ac,0,0,0,ac,0,0,ac
0,ac,0,ac,0,ac,0,0,0,ac
0,ac,0,ac,0,0,ac,0,0,ac
0,ac,0,0,ac,0,ac,0,0,ac
0,0,ac,0,ac,0,ac,0,0,ac
ac,ac,0,0,0,0,0,0,0,ac
ac,0,ac,0,0,0,0,0,0,ac
ac,ac,ac,ac,0,0,0,0,0,ac
ac,ac,ac,0,ac,0,0,0,0,ac
ac,ac,ac,0,0,ac,0,0,0,ac
ac,ac,ac,0,0,0,ac,0,0,ac
ac,ac,ac,0,0,0,0,ac,0,ac
ac,ac,ac,0,0,0,0,0,ac,ac
ac,ac,0,ac,0,ac,0,0,0,ac
ac,ac,0,ac,0,0,ac,0,0,ac
ac,ac,0,0,ac,0,ac,0,0,ac
ac,0,ac,0,ac,0,ac,0,0,ac
#c9
0,ad,0,0,ad,0,0,0,0,ad
0,ad,0,0,0,ad,0,0,0,ad
0,ad,ad,ad,0,0,0,0,0,ad
0,ad,ad,0,ad,0,0,0,0,ad
0,ad,ad,0,0,ad,0,0,0,ad
0,ad,ad,0,0,0,ad,0,0,ad
0,ad,ad,0,0,0,0,ad,0,ad
0,ad,ad,0,0,0,0,0,ad,ad
0,ad,0,ad,0,ad,0,0,0,ad
0,ad,0,ad,0,0,ad,0,0,ad
0,ad,0,0,ad,0,ad,0,0,ad
0,0,ad,0,ad,0,ad,0,0,ad
0,ad,ad,0,ad,ad,0,0,0,ad
ad,ad,0,0,0,0,0,0,0,ad
ad,0,ad,0,0,0,0,0,0,ad
ad,ad,ad,ad,0,0,0,0,0,ad
ad,ad,ad,0,ad,0,0,0,0,ad
ad,ad,ad,0,0,ad,0,0,0,ad
ad,ad,ad,0,0,0,ad,0,0,ad
ad,ad,ad,0,0,0,0,ad,0,ad
ad,ad,ad,0,0,0,0,0,ad,ad
ad,ad,0,ad,0,0,ad,0,0,ad
ad,ad,0,0,ad,0,ad,0,0,ad
ad,0,ad,0,ad,0,ad,0,0,ad
#c11
0,ae,ae,0,0,0,0,0,0,ae
0,ae,0,ae,0,0,0,0,0,ae
0,ae,0,0,ae,0,0,0,0,ae
0,ae,0,0,0,ae,0,0,0,ae
0,0,ae,0,ae,0,0,0,0,ae
0,0,ae,0,0,0,ae,0,0,ae
0,ae,ae,ae,ae,0,0,0,0,ae
0,ae,ae,ae,0,ae,0,0,0,ae
0,ae,ae,ae,0,0,ae,0,0,ae
0,ae,ae,0,ae,ae,0,0,0,ae
0,ae,ae,0,ae,0,ae,0,0,ae
0,ae,ae,0,ae,0,0,ae,0,ae
0,ae,ae,0,ae,0,0,0,ae,ae
0,ae,ae,0,0,ae,ae,0,0,ae
0,ae,ae,0,0,ae,0,ae,0,ae
0,ae,ae,0,0,ae,0,0,ae,ae
0,ae,ae,0,0,0,ae,ae,0,ae
0,ae,0,ae,0,ae,0,ae,0,ae
0,0,ae,0,ae,0,ae,0,ae,ae
ae,0,0,0,0,0,0,0,0,ae
ae,ae,ae,0,0,0,0,0,0,ae
ae,ae,0,ae,0,0,0,0,0,ae
ae,ae,0,0,ae,0,0,0,0,ae
ae,ae,0,0,0,ae,0,0,0,ae
ae,0,ae,0,ae,0,0,0,0,ae
ae,0,ae,0,0,0,ae,0,0,ae
#c12
0,af,af,af,0,0,0,0,0,af
0,af,af,0,af,0,0,0,0,af
0,af,af,0,0,af,0,0,0,af
0,af,af,0,0,0,af,0,0,af
0,af,af,0,0,0,0,af,0,af
0,af,af,0,0,0,0,0,af,af
0,af,0,af,0,af,0,0,0,af
0,af,0,af,0,0,af,0,0,af
0,af,0,0,af,0,af,0,0,af
0,0,af,0,af,0,af,0,0,af
af,af,0,af,0,0,0,0,0,af
af,af,0,0,af,0,0,0,0,af
af,af,0,0,0,af,0,0,0,af
af,0,af,0,af,0,0,0,0,af
af,0,af,0,0,0,af,0,0,af
af,af,af,0,af,0,0,0,0,af
af,af,af,0,0,af,0,0,0,af
af,af,af,0,0,0,af,0,0,af
af,af,af,0,0,0,0,af,0,af
af,af,af,0,0,0,0,0,af,af
af,af,0,af,0,af,0,0,0,af
af,af,0,af,0,0,af,0,0,af
af,af,0,0,af,0,af,0,0,af
af,0,af,0,af,0,af,0,0,af
af,af,af,af,0,af,0,0,0,af
af,af,af,af,0,0,af,0,0,af
af,af,af,0,af,0,af,0,0,af
af,af,af,0,af,0,0,af,0,af
af,af,af,0,af,0,0,0,af,af
af,af,af,0,0,af,af,0,0,af
af,af,af,0,0,af,0,af,0,af
af,af,af,0,0,af,0,0,af,af
af,af,af,0,0,0,af,af,0,af
af,af,0,af,0,af,0,af,0,af
af,0,af,0,af,0,af,0,af,af
af,af,af,af,af,af,0,0,0,af
af,af,af,af,af,0,0,af,0,af
af,af,af,af,af,0,0,0,af,af
af,af,af,0,af,af,0,af,0,af
af,af,af,0,af,0,af,af,0,af
#c13
0,ag,ag,ag,0,0,0,0,0,ag
0,ag,ag,0,ag,0,0,0,0,ag
0,ag,ag,0,0,ag,0,0,0,ag
0,ag,ag,0,0,0,ag,0,0,ag
0,ag,ag,0,0,0,0,ag,0,ag
0,ag,ag,0,0,0,0,0,ag,ag
0,ag,0,ag,0,ag,0,0,0,ag
0,ag,0,ag,0,0,ag,0,0,ag
0,ag,0,0,ag,0,ag,0,0,ag
0,0,ag,0,ag,0,ag,0,0,ag
ag,ag,ag,0,0,0,0,0,0,ag
ag,ag,0,ag,0,0,0,0,0,ag
ag,ag,0,0,ag,0,0,0,0,ag
ag,ag,0,0,0,ag,0,0,0,ag
ag,0,ag,0,ag,0,0,0,0,ag
ag,0,ag,0,0,0,ag,0,0,ag
ag,ag,ag,ag,ag,0,0,0,0,ag
ag,ag,ag,ag,0,ag,0,0,0,ag
ag,ag,ag,ag,0,0,ag,0,0,ag
ag,ag,ag,0,ag,ag,0,0,0,ag
ag,ag,ag,0,ag,0,ag,0,0,ag
ag,ag,ag,0,ag,0,0,ag,0,ag
ag,ag,ag,0,ag,0,0,0,ag,ag
ag,ag,ag,0,0,ag,ag,0,0,ag
ag,ag,ag,0,0,ag,0,ag,0,ag
ag,ag,ag,0,0,ag,0,0,ag,ag
ag,ag,ag,0,0,0,ag,ag,0,ag
ag,ag,0,ag,0,ag,0,ag,0,ag
ag,0,ag,0,ag,0,ag,0,ag,ag
ag,ag,ag,ag,ag,ag,0,0,0,ag
ag,ag,ag,ag,ag,0,ag,0,0,ag
ag,ag,ag,ag,ag,0,0,ag,0,ag
ag,ag,ag,ag,ag,0,0,0,ag,ag
ag,ag,ag,ag,0,ag,ag,0,0,ag
ag,ag,ag,ag,0,ag,0,ag,0,ag
ag,ag,ag,0,ag,ag,ag,0,0,ag
ag,ag,ag,0,ag,ag,0,ag,0,ag
ag,ag,ag,0,ag,0,ag,ag,0,ag
ag,ag,ag,0,ag,0,ag,0,ag,ag
ag,ag,ag,ag,ag,ag,ag,0,0,ag
ag,ag,ag,ag,ag,ag,0,ag,0,ag
ag,ag,ag,ag,ag,0,ag,ag,0,ag
ag,ag,ag,ag,ag,0,ag,0,ag,ag
ag,ag,ag,ag,0,ag,ag,ag,0,ag
ag,ag,ag,0,ag,ag,ag,0,ag,ag
#death
a,b,d,e,f,g,i,j,k,0
@COLORS
0 0 0 0
1 255 255 255
2 255 0 0
3 0 255 0
4 0 0 255
5 0 255 255
6 255 0 255
7 255 255 0
Code: Select all
x = 117, y = 31, rule = RainbowASOv0.0
2.2G4.4F9.E8.A11.D3.C4.2A.A2.2A11.A8.2A12.A5.A5.A.A6.B.B$.2G6.F.F5.E
2.E9.A9.D5.C.C3.2A2.A2.A10.A5.2A2.A9.A3.2A2.A.A4.A2.A7.B$G2.G.G3.F.F
9.E9.A2.A8.D12.A.A11.A5.2A2.A8.2A2.A4.A.A7.2A$.G.3G2.4F17.3A.2A.A3.D
16.A23.A7.2A9.A9.A$.G.G21.2A6.2A.2A4.D3.C.C2.A16.3A5.A.4A8.A9.2A6.4A$
.G.3G19.2A6.2A.2A8.C4.3A17.A3.2A.A11.2A7.A.A5.A4.A$G2.G.G23.3A.2A.A
17.A16.A7.3A8.A18.A2.A$.2G28.A2.A18.A7.A3.2A4.A8.A10.A8.3A6.A2.A$2.2G
26.A20.2A7.A.A.A4.A10.2A9.3A6.A.A8.A$30.A33.2A16.A7.A8.A.A3.A.4A$63.
2A2.2A12.A6.2A4.A6.2A2.A3.A$64.A.2A.A11.A26.A$64.A5.A6.3A12.2A7.A4.A.
A$64.A5.A16.A4.A6.A.A$64.A.2A.A7.3A8.2A.A7.A.A5.3A$63.2A2.2A12.A7.A.A
8.A7.2A$64.2A15.A6.3A16.3A$60.A.A.A4.A12.A.2A2.A$61.A3.2A4.A8.2A4.A
19.A.A$71.A8.A27.A$71.A7.3A23.A3.A$68.3A4.2A.A26.A.4A$76.A.4A29.A$70.
A10.A27.A2.A$70.A5.2A2.A28.A2.A$70.A5.2A2.A26.A4.A$79.2A27.4A$110.A$
108.2A$105.A2.A$105.A.A!
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
Code: Select all
x = 5, y = 8, rule = B36/S0135
bobo$2bo$2bo$bobo$bobo$o3bo2$2bo!
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Re: Perfect Orthogonal Speeds in Life-like CA
Of course, there's infinitely more of them.
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
Code: Select all
x = 8, y = 6, rule = B3567/S1367
b2o2b2o$obo2bobo$2bo2bo3$3b2o!
Code: Select all
x = 7, y = 4, rule = B345/S0478
2b3o$ob3obo$b5o$o5bo!
Code: Select all
x = 9, y = 5, rule = B346/S3578
bo5bo$b2obob2o$3o3b3o$4bo$bo5bo!
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Re: Perfect Orthogonal Speeds in Life-like CA
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Re: Perfect Orthogonal Speeds in Life-like CA
Is there a script or search engine trick that can let you look up any period and speed on the glider database?
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
EDIT: Actually, you can use the search on page stuff on the file to find certain speeds, you just have to know the notation.
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
-
- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
Code: Select all
x = 3, y = 5, rule = B35678/S1247
b2o$2o$3o$2o$b2o!
Code: Select all
x = 4, y = 7, rule = B3/S0145678
bo$bo2$2obo2$bo$bo!
Code: Select all
x = 7, y = 6, rule = B3457/S04578
2bobo$4ob2o$o5bo$o5bo$4ob2o$2bobo!
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Re: Perfect Orthogonal Speeds in Life-like CA
A list of every speed up to c/100 not yet covered correctly, I would not be surprised if some of these speeds have not yet been found:
Code: Select all
c/51
c/57
c/61
c/65
c/69
c/71
c/75
c/77
c/79
c/85
c/91
c/93
c/95
c/97
c/99
--
<FOUND> c/27 - current example is p54
<FOUND> c/28 - current example is p56
<FOUND> c/31
<FOUND> c/32
<FOUND> c/33 - current example is p264 and in a B0 rule
<FOUND> c/35 - current example is p70
<FOUND> c/36
<FOUND> c/37
<FOUND> c/38
<FOUND> c/39
<FOUND> c/41
<FOUND> c/43
<FOUND> c/45
<FOUND> c/46
<FOUND> c/47 - current example is p94 and in a B0 rule
<FOUND> c/48
<FOUND> c/49
<FOUND> c/50
<FOUND> c/53
<FOUND> c/54
<FOUND> c/55 - current example is p110
<FOUND> c/56
<FOUND> c/59
<FOUND> c/63
<FOUND> c/66
<FOUND> c/67
<FOUND> c/70
<FOUND> c/81
<FOUND> c/83
<FOUND> c/86
<FOUND> c/87
<FOUND> c/89
<FOUND> c/92
<ADJUSTABLE RULE> c/52
<ADJUSTABLE RULE> c/58
<ADJUSTABLE RULE> c/72
<ADJUSTABLE RULE> c/78
<ADJUSTABLE RULE> c/82
<ADJUSTABLE RULE> c/84
<ADJUSTABLE RULE> c/88
<ADJUSTABLE RULE> c/90
<ADJUSTABLE RULE> c/94
<ADJUSTABLE RULE> c/96
<REPLACED BY ADJUSTABLE RULE> c/42 - current example is p84
<REPLACED BY ADJUSTABLE RULE> c/62 - current example is in a B0 rule
<REPLACED BY ADJUSTABLE RULE> c/68 - current example is in a B0 rule
<REPLACED BY ADJUSTABLE RULE> c/74 - current example is in a B0 rule
<REPLACED BY ADJUSTABLE RULE> c/76 - current example is in a B0 rule
<REPLACED BY ADJUSTABLE RULE> c/80 - current example is in a B0 rule
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
c/27 orthogonal:
Code: Select all
x = 5, y = 5, rule = B34568/S3678
bo$ob3o$o$ob3o$bo!
Code: Select all
x = 5, y = 5, rule = B35678/S2467
obobo$3b2o$bo2bo$3b2o$obobo!
Code: Select all
x = 6, y = 7, rule = B34678/S026
3bo$bo$4b2o$o3bo$4b2o$bo$3bo!
Code: Select all
x = 7, y = 6, rule = B3678/S2378
o3b2o$o3b3o$o$o$o3b3o$o3b2o!
Code: Select all
x = 7, y = 4, rule = B37/S024578
o2b2obo$ob2o2bo$ob2o2bo$o2b2obo!
Code: Select all
x = 4, y = 13, rule = B36/S237
2o$2o4$bobo$o2bo$bobo4$2o$2o!
Code: Select all
x = 5, y = 6, rule = B35/S3467
3b2o$o2b2o$2obo$2obo$o2b2o$3b2o!
Code: Select all
x = 6, y = 6, rule = B346/S356
3b2o$2o2b2o$2obobo$2obobo$2o2b2o$3b2o!
Code: Select all
x = 10, y = 5, rule = B3467/S01567
2bo2bo2$3o6bo2$2bo2bo!
Code: Select all
x = 5, y = 17, rule = B378/S24568
o$2o$2o$obo2$bo$2b3o4$2b3o$bo2$obo$2o$2o$o!
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.
Re: Perfect Orthogonal Speeds in Life-like CA
I also managed to find a c/55 while raking through the threads here in OCA since i took a massive break and want to see what went on. It's p110 though, so will need a reduced period version.
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- Posts: 1334
- Joined: July 1st, 2016, 3:58 pm
Re: Perfect Orthogonal Speeds in Life-like CA
EDIT, a c/55, only one on the database that is not higher period:
Code: Select all
x = 8, y = 9, rule = B3457/S158
3bo$bo3bo$2bobo$2bo$3o4bo$2bo$2bobo$bo3bo$3bo!
Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.