Still Life problem

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AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Still Life problem

Post by AforAmpere » July 4th, 2017, 11:46 am

This is a strange challenge, and it probably can be solved by a computer program, but here it is:
For a n-cell polyplet in Life, what is the specific n-cell polyplet that takes the most cells to stabilize? This is excluding Coolout Conjecture examples. For n = 1, 2, 3, and 4, the solutions are 4, 4, 7, and 13 respectively, with the polyplet with maximal stabilization in white:

Code: Select all

x = 6, y = 25, rule = LifeHistory
CA$2A5$2A$2C4$2.2A$3.A$3C$A5$4.2A$2A3.A$A2.C$2.3C$5.A$4.2A!
Does anyone understand what I mean? I think this might be an interesting problem, but I really don't know. Feel free to ask questions.
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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Rhombic
Posts: 1072
Joined: June 1st, 2013, 5:41 pm

Re: Still Life problem

Post by Rhombic » July 4th, 2017, 11:49 am

Is it one of these? (probably not)
https://oeis.org/search?q=4%2C4%2C7%2C1 ... &go=Search

By the way, polyplet or polyomino?
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

AforAmpere
Posts: 1334
Joined: July 1st, 2016, 3:58 pm

Re: Still Life problem

Post by AforAmpere » July 4th, 2017, 12:11 pm

No, that sequence is not it, it is a different thing. Use polyplets, essentially connected patterns, and only use polyplets that have no cells with 4 or more live neighbors (essentially use polyplets that can be stabilized). So exclude polyplets like this phase of the glider, where the middle cell in this phase has 4 cells around it:

Code: Select all

x = 3, y = 3, rule = LifeHistory
.A$.2A$A.A!
However, other patterns, like the other phase of the glider, have no cells with 4 or more neighbors, and can be stabilized:

Code: Select all

x = 6, y = 4, rule = LifeHistory
.2C.2A$C.C.2A$A.C$.2A!
I manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules. I also wrote EPE, a tool for searching in the INT rulespace.

Things to work on:
- Find (7,1)c/8 and 9c/10 ships in non-B0 INT.
- EPE improvements.

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