Thread For Your Unrecognised CA

For discussion of other cellular automata.
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danny
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Re: Thread For Your Unrecognised CA

Post by danny » October 26th, 2018, 6:29 pm

she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

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wwei23
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Re: Thread For Your Unrecognised CA

Post by wwei23 » October 26th, 2018, 7:43 pm

I like this rule!

Code: Select all

x = 28, y = 4, rule = B2ek3aijkn4a5r/S1c2cei3ar4ar5i6ac
3bo7bo8b3o2b3o$2bo7bobo7bobo4bo$bo9bo13bobo$o!

bprentice
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Re: Thread For Your Unrecognised CA

Post by bprentice » October 27th, 2018, 1:54 am

Why is this important? It would have been better to write:

"This rule was first discussed here:"

Brian Prentice
Last edited by bprentice on October 27th, 2018, 11:39 am, edited 1 time in total.

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danny
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Re: Thread For Your Unrecognised CA

Post by danny » October 27th, 2018, 6:58 pm

bprentice wrote:
Why is this important? It would have been better to write:

"This rule was first discussed here:"

Brian Prentice
Why is this important? It would have been better to write:

Literally nothing at all

Daniel Collazo

P.S. I feel like you're just fishing for arguments at this point, please stop.
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

muzik
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Location: Scotland

Re: Thread For Your Unrecognised CA

Post by muzik » October 30th, 2018, 6:17 pm

A single cell replicates 8-fold:

http://www.wolframalpha.com/input/?i=ru ... 2859081110

Not perfect (or is it?), as larger patterns turn into junk. May be possible to fix up.


Hex:

Code: Select all

69966996966996699669966969966996966996696996699669966996966996699669966969966996699669969669966969966996966996699669966969966996
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

Gamedziner
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Re: Thread For Your Unrecognised CA

Post by Gamedziner » October 30th, 2018, 7:14 pm

A seemingly non-chaotic rule with a natural breeder:

Code: Select all

x = 350, y = 296, rule = B2ce3c4ac6a7e/S12aei3ar4air5i6a78
13bo102bo111bo116bobo$12bobo100bobo109bobo115bobo$222bobo121bo$114bo3b
o103bobobo$11bo3bo99bobo105bo6bo113bo3bo$11bo3bo209bo4bo$16bo97bo106bo
4bo4bo113bobo$15bo98bo106b2o2bobo2bo$15bo208bo5bo113bo3bo$223b2o2$226b
2o$226b2o117bobo$221b2o5bo$227bo2$227b2o$4bo$3bobo339bobo2$3bobo211bo
6b2o$218b2o2bob2o$2bo3bo206b3o6bo$2bo3bo202bob2o3b2o$208bo136bobo$209b
o2bo2bo2bo$4bo206bo2b2o2bo2$4bo$229bo$218b2o8b2o115bobo$218b2o$4bo2$4b
o2$345bobo$221b2o$4bo2$4bo$226b2o$227bo10bobo104bobo$221b2o17bo$4bo2$
4bo228bo$227b2o5bo$228bo5bo110bobo2$4bo$220b2o$4bo215b2o$225b2o$228b2o
34bo80bobo$233b2o27b2ob2o$4bo216b2o2bo7bo35bo$221bo8b2o7bobo3bobo3bobo
3bobo10bo$4bo220bobo2b2o5bo31bo$237bo24b2ob2o$228bo2b2o31bo80bobo$228b
o$4bo217bo3bo$216bobo7bo32bobo$4bo164bo2b2o48bo38bo$167bo2bo$166bo9bob
o3bobo3bobo3bobo3bobo3bobo136bobo$167bo2bo44bo38bo$4bo164bo2b2o41bo39b
o$255bo$4bo$229bo$218b2o8b2o115bobo$218b2o$4bo2$4bo2$345bobo$221b2o$4b
o2$4bo$226b2o$227bo117bobo$221b2o$4bo2$4bo$227b2o$228bo116bobo2$4bo$
220b2o$4bo215b2o$225b2o$228b2o76bo38bobo$233b2o28b2o39b2ob2o$4bo216b2o
2bo7bo36b2o39bo$221bo8b2o7bobo3bobo3bobo3bobo2b2o6b2o3bobo3bobo3bobo3b
obo3bobo10bo$4bo220bobo2b2o5bo25bo47bo$237bo29b2o35b2ob2o$228bo2b2o34b
2o37bo38bobo$228bo$4bo217bo3bo$216bobo7bo$4bo122bo2b2o90bo$125bo2bo$
124bo9bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo
136bobo$125bo2bo86bo$4bo122bo2b2o83bo2$4bo$229bo$218b2o8b2o115bobo$
218b2o$4bo2$4bo2$345bobo$221b2o$4bo2$4bo$226b2o$227bo117bobo$221b2o$4b
o2$4bo$227b2o$228bo116bobo2$4bo338bobobobo$220b2o$4bo215b2o121bobobobo
$225b2o$228b2o115bobo$233b2o28b2o75b2o$4bo216b2o2bo7bo36b2o71bo2bo$
221bo8b2o7bobo3bobo3bobo3bobo2b2o6b2o3bobo3bobo3bobo3bobo3bobo3bobo3bo
bo3bobo3bobo3bobo3bobo8bo$4bo220bobo2b2o5bo25bo79bo2bo$237bo29b2o71b2o
$228bo2b2o34b2o76bobo$228bo$4bo217bo3bo116bobobobo$216bobo7bo$4bo80bo
2b2o132bo120bobobobo$83bo2bo$82bo9bobo3bobo3bobo3bobo3bobo3bobo3bobo3b
obo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo136bobo
$83bo2bo128bo$4bo80bo2b2o125bo2$4bo$229bo$218b2o8b2o115bobo$218b2o$4bo
2$4bo2$345bobo$221b2o$4bo2$4bo$226b2o$227bo117bobo$221b2o$4bo2$4bo$
227b2o$228bo116bobo2$4bo338bobobobo$220b2o$4bo215b2o121bobobobo$225b2o
$228b2o115bobo$233b2o28b2o75b2o$4bo216b2o2bo7bo36b2o71bo2bo$221bo8b2o
7bobo3bobo3bobo3bobo2b2o6b2o3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3b
obo3bobo3bobo8bo$4bo220bobo2b2o5bo25bo79bo2bo$237bo29b2o71b2o$228bo2b
2o34b2o76bobo$228bo$4bo217bo3bo116bobobobo$216bobo7bo$4bo38bo2b2o174bo
120bobobobo$41bo2bo$40bo9bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo
3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo
3bobo3bobo3bobo3bobo136bobo$41bo2bo170bo$4bo38bo2b2o167bo2$4bo$229bo$
218b2o8b2o115bobo$218b2o$4bo2$4bo2$345bobo$221b2o$4bo2$4bo$226b2o$227b
o117bobo$221b2o$4bo2$4bo$227b2o$228bo116bobo2$4bo338bobobobo$220b2o$4b
o215b2o121bobobobo$225b2o$228b2o115bobo$233b2o28b2o75b2o$4bo216b2o2bo
7bo36b2o71bo2bo$221bo8b2o7bobo3bobo3bobo3bobo2b2o6b2o3bobo3bobo3bobo3b
obo3bobo3bobo3bobo3bobo3bobo3bobo3bobo8bo$4bo220bobo2b2o5bo25bo79bo2bo
$237bo29b2o71b2o$228bo2b2o34b2o76bobo$4bobo221bo$3bo218bo3bo116bobobob
o$3b2obobo207bobo7bo$2bobobobo213bo120bobobobo$5bobo$2bobo9bobo3bobo3b
obo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3b
obo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3b
obo3bobo3bobo136bobo$5bobo207bo$2bobobobo206bo$3b2obobo$3bo$4bobo222bo
$218b2o8b2o115bobo$218b2o$4bo2$4bo2$345bobo$221b2o$4bo$21b2o$4bo18bo$
226b2o$227bo117bobo$221b2o$4bo2$4bo$227b2o$228bo116bobo2$4bo338bobobob
o$220b2o$4bo215b2o121bobobobo$225b2o$228b2o115bobo$233b2o28b2o75b2o$
221b2o2bo7bo36b2o71bo2bo$b2o38b2o178bo8b2o7bobo3bobo3bobo3bobo2b2o6b2o
3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo8bo$225bobo2b2o
5bo25bo79bo2bo$42bo194bo29b2o71b2o$2o2bo223bo2b2o34b2o76bobo$2o2bo2bo
220bo$6b2o214bo3bo116bobobobo$216bobo7bo$222bo120bobobobo2$14bobo3bobo
3bobo2bo6bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3b
obo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3bobo3b
obo3bobo3bobo136bobo$31bo183bo$215bo$35bo$6b2o27bo$2o2bo2bo221bo$2o2bo
213b2o8b2o115bobo$218b2o2$b2o3$62b2o281bobo$221b2o$4bo58bo2$4bo$226b2o
$227bo117bobo$221b2o!
(The source pattern is too large to post, as it is over 3000 by 3000 cells. The retaining puffers are part of the original soup, which was generated by a 30% random fill in Golly.)

Code: Select all

x = 81, y = 96, rule = LifeHistory
58.2A$58.2A3$59.2A17.2A$59.2A17.2A3$79.2A$79.2A2$57.A$56.A$56.3A4$27.
A$27.A.A$27.2A21$3.2A$3.2A2.2A$7.2A18$7.2A$7.2A2.2A$11.2A11$2A$2A2.2A
$4.2A18$4.2A$4.2A2.2A$8.2A!

AforAmpere
Posts: 1049
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Re: Thread For Your Unrecognised CA

Post by AforAmpere » November 4th, 2018, 10:38 pm

An extremely simple rule that probably has infinite speeds:

Code: Select all

@RULE Simple_Weird_Ships

@TABLE

n_states:2
neighborhood:Moore
symmetries:none

1,0,0,0,1,1,1,0,0,0
0,0,0,0,1,1,1,1,0,1
0,0,0,1,1,1,1,0,0,1
0,0,0,1,1,1,0,0,0,1
0,0,0,0,0,1,1,1,0,1
1,1,0,1,0,0,0,0,0,0
1,0,0,0,1,1,0,0,0,0
1,0,0,0,0,1,1,0,0,0
1,0,0,0,0,1,1,0,0,0
0,0,0,0,0,0,0,1,1,1

Code: Select all

x = 31, y = 65, rule = Simple_Weird_Ships
30bo$30bo6$28bo$27b4o6$29bo$25b6o6$15bobo11bo$13b18o6$18bobo7bobo$18b
13o6$24bobo$16b15o6$24bobobo$20b11o6$8bo5bo3bo7bobobo$7b24o6$22bo$19b
12o6$6bo13bobo5bo$31o!
EDIT, added more ships.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

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KittyTac
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Re: Thread For Your Unrecognised CA

Post by KittyTac » November 4th, 2018, 11:39 pm

Fenceposts are possible:

Code: Select all

x = 12, y = 3, rule = Simple_Weird_Ships
2bo3bobobo$12o$bo!

Code: Select all

x = 31, y = 3, rule = Simple_Weird_Ships
3bobo5bobo3bo3bo5bo$30o$bo28bo!

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toroidalet
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Re: Thread For Your Unrecognised CA

Post by toroidalet » November 7th, 2018, 12:08 am

AforAmpere wrote:An extremely simple rule that probably has infinite speeds:

Code: Select all

@RULE Simple_Weird_Ships

B2c3a5n6ack7e/S1e2-ae3-i4i supports the same ship family (except the c/2):

Code: Select all

x = 33, y = 69, rule = B2c3a5n6ack7e/S1e2-ae3-i4i
27b5o$29bo2bo$28b4o8$25b7o$30bobo$26b6o4$13b19o$16bobo11bobo$14b18o5$
18b14o$19bobo7bob2o$19b13o5$16b16o$25bobo4bo$17b15o7$20b12o$25bobobo2b
o$21b11o5$7b25o$9bo5bo3bo7bobob2o$8b24o7$19b13o$23bo8bo$20b12o9$32o$7b
o13bobo5bo2bo$b31o!
"Build a man a fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life."

-Terry Pratchett

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_zM
Posts: 172
Joined: June 26th, 2016, 3:07 pm

Re: Thread For Your Unrecognised CA

Post by _zM » November 10th, 2018, 5:42 pm

Code: Select all

@RULE DragonCurve

1: L cell
2: R cell
3: back signal
4: L info signal
5: R info signal
6: end signal
7: anchor cell
8: growth signal delay
9: growth signal advance
10: tail 1
11: tail 2

@TABLE

n_states: 12
neighborhood: Moore
symmetries: rotate4

var signal_heads = {3, 4, 5, 6}
var forward = {4, 5, 6}
var tail = {10, 11}
var cell = {1, 2}
var not_tail = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}

var a = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}
var b = a
var c = a
var d = a
var e = a
var f = a 
var g = a
var h = a

# new cells are created

11, 8, b, c, d, 4, f, g, h, 1
11, 8, b, c, d, 5, f, g, h, 2
11, 8, b, c, d, 6, f, g, h, 6

0, 11, 4, c, d, e, f, g, 8, 8
0, 11, 6, c, d, e, f, g, 8, 8
0, 11, 8, c, d, e, f, g, 5, 8

# signals advance

0, signal_heads, 0, a, b, c, d, e, 0, signal_heads
11, signal_heads, 0, a, b, c, d, e, 0, signal_heads
0, 9, 0, a, b, c, d, e, 0, 8
8, 10, b, c, d, e, f, g, h, 0

# 3 sends signals back

3, 1, b, c, d, 10, f, g, h, 5
3, 2, b, c, d, 10, f, g, h, 4
3, 7, b, c, d, 10, f, g, h, 6

# heads become tails

9, 6, 8, c, d, e, f, g, h, 6
9, 6, 0, c, d, 0, f, g, 0, 10
9, 1, 8, c, d, e, f, g, h, 10
9, 2, b, c, d, e, f, g, 8, 10
9, 10, b, c, d, e, f, g, h, 10

8, 11, b, c, d, e, f, g, 1, 11
8, 11, 2, c, d, e, f, g, h, 11

8, 6, 10, c, d, e, f, g, 9, 8
8, 1, 3, c, d, e, f, g, 6, 9
8, cell, b, c, d, e, f, g, forward, 8
8, a, b, c, d, e, f, g, h, 9
9, a, b, c, d, e, f, g, h, 11

6, 10, b, 8, d, 9, f, g, h, 1

signal_heads, a, b, c, d, e, f, g, h, 10

# tails die

11, 8, b, 8, d, e, f, g, h, 10
10, 6, b, c, d, e, f, g, 8, 3
tail, 8, b, c, d, e, f, g, h, tail

tail, a, b, c, d, e, f, g, h, 0

# turns

0, 1, 6, c, d, e, f, g, 3, 0

0, 1, forward, c, d, e, f, g, not_tail, forward
0, 1, 0, c, d, e, f, g, forward, 10
0, 2, not_tail, c, d, e, f, g, forward, forward
0, 2, forward, c, d, e, f, g, 0, 10

#0, 1, 9, c, d, e, f, g, not_tail, 8
#0, 2, not_tail, c, d, e, f, g, 9, 8

0, 9, 11, c, d, e, f, g, 1, 8
0, 9, 2, c, d, e, f, g, 11, 8

0, 1, 11, 11, d, e, f, g, h, 8
0, 11, 11, 2, d, e, f, g, h, 8

0, 2, 9, c, d, e, f, g, 0, 11
0, 2, 11, c, d, e, f, g, 8, 11
0, 1, 0, c, d, e, f, g, 9, 11
0, 1, 8, c, d, e, f, g, 11, 11
0, 1, 11, c, d, e, f, g, 3, 11

0, 2, 3, c, d, e, f, g, not_tail, 3
0, 2, 0, c, d, e, f, g, 3, 10
0, 1, not_tail, c, d, e, f, g, 3, 3
0, 1, 3, c, d, e, f, g, 0, 10

# turnaround

0, 7, 3, c, d, e, f, g, h, 10

@COLORS

1 120 60 0
2 0 90 90
3 60 200 20
4 200 80 0
5 0 160 160
6 220 20 0
7 130 10 0
8 200 200 200
9 230 230 230
10 60 60 60
11 100 100 100
This rule creates arbitrarily large dragon curves, like this:

Code: Select all

x = 5, y = 1, rule = DragonCurve
GJFKI!
Creator of multiple rules that may or may not be what you'd expect

User avatar
danny
Posts: 968
Joined: October 27th, 2017, 3:43 pm
Location: New Jersey, USA
Contact:

Re: Thread For Your Unrecognised CA

Post by danny » November 10th, 2018, 7:43 pm

very nice dragon curve rule. Rule with LWSS/MWSS relatives (No MWSS :C .) and an almost breeder:

Code: Select all

x = 60, y = 210, rule = B34a/S23-a4in5j
3o7b3o$2bo9bo8b4o4b4o$bo8bo2b2o19b4o$14bo$12bobo6b4o4b4o$34b4o5$8bo2bo
$b5o6bo$2bo2bo3bo2bo$5bo3b4o$o3bo23b2o$2bo25bobo$30bo$30bobo$31b2o22$
19bo$19bo$19bo4$13b2o31b3o$3bo9b3o25b4o3bo$4b2o8bo7bo17bob3o2b3o$3b3o
16b2o15b3o2b2o9b5o$o4b2o33bobo11bobo2bo$b5o35b2o11bo2b3o2$b5o35b2o11bo
2b3o$o4b2o33bobo11bobo2bo$3b3o16b2o15b3o2b2o9b5o$4b2o8bo7bo17bob3o2b3o
$3bo9b3o25b4o3bo$13b2o31b3o4$19bo$19bo$19bo16$8bo$7b3o$bo4b2o$obo6bo$
2o7bob2o$9b2obo$10bobo21bo2bo$10b3o20bo3b2o$12bo20bo3bobo$33bo2b2ob2o$
34b6o2$34b6o$33bo2b2ob2o$12bo20bo3bobo$10b3o20bo3b2o$10bobo21bo2bo$9b
2obo$2o7bob2o$obo6bo$bo4b2o$7b3o$8bo18$o4bo$6o$2b2obo2b2o$3b5ob2o$4b6o
2$4b6o$3b5ob2o$2b2obo2b2o$6o$o4bo73$3o2bo2b2o$4obo3bo$2b5ob2o$2o4bo$ob
ob3ob2o$o2b4o2bo$bo2b3ob2o!
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

User avatar
Redstoneboi
Posts: 341
Joined: May 14th, 2018, 3:57 am

Re: Thread For Your Unrecognised CA

Post by Redstoneboi » November 10th, 2018, 8:45 pm

_zM wrote:

Code: Select all

the dragon curve rule
This rule creates arbitrarily large dragon curves, like this:

Code: Select all

x = 5, y = 1, rule = DragonCurve
GJFKI!
Nice, it’s a great rule to simulate one of the most beautiful curves.
Can you do one for the Flow snake? It’s similar to the dragon curve in that the previous turns are repeated, but now you have a hexagonal grid and 4 types of turns (60cw, 120cw, 60cc, 120cc). The Hilbert curve is quite far off, since it uses the same pattern 4 times, needing intermediate states.
Attachments
Dragon curve, 4,718,602 generations.
Dragon curve, 4,718,602 generations.
7D58CE29-32D1-4A29-AFAE-660F6D619B6E.png (98.8 KiB) Viewed 6877 times
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

User avatar
wwei23
Posts: 936
Joined: May 22nd, 2017, 6:14 pm
Location: The (Life?) Universe

Re: Thread For Your Unrecognised CA

Post by wwei23 » November 10th, 2018, 8:54 pm

Code: Select all

@RULE Deficient_Seeds_B2a_only

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var all1={0,1,2}
var all2={0,1,2}
var all3={0,1,2}
var all4={0,1,2}
var all5={0,1,2}
var all6={0,1,2}
var all7={0,1,2}
var all8={0,1,2}

var live1={1,2}
var live2={1,2}

0,live1,1,0,0,0,0,0,0,2
0,1,live1,0,0,0,0,0,0,2
0,live1,0,live2,0,0,0,0,0,1
0,live1,0,0,live2,0,0,0,0,1
0,live1,0,0,0,live2,0,0,0,1
0,0,live1,0,live2,0,0,0,0,1
0,0,live1,0,0,0,live2,0,0,1

live1,all1,all2,all3,all4,all5,all6,all7,all8,0

Code: Select all

x = 43, y = 85, rule = Deficient_Seeds_B2a_only
3A3.A.A.A19.3A$A5.A.A.A21.A$A4.A2.3A20.A.A$A3.A5.A22.A$3A.A5.A16$3A.
3A23.A11.A$A.A3.A24.A8.A$3A.3A34.A$A3.A$A3.3A16$3A.A.A26.A7.A$A.A.A.A
24.2A7.A$3A.3A24.2A7.3A$A5.A23.A9.A$A5.A34.A16$3A.3A.A.A19.5A$A.A3.A.
A.A21.A$3A.3A.3A19.2A.2A$A3.A5.A21.A$A3.3A3.A19.5A16$3A.3A.3A19.A$A.A
.A.A.A22.A$3A.3A.3A20.A$A5.A.A.A20.A$A3.3A.3A!

Code: Select all

@RULE Deficient_Seeds_B2a_only_more_deficient

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var all1={0,1,2}
var all2={0,1,2}
var all3={0,1,2}
var all4={0,1,2}
var all5={0,1,2}
var all6={0,1,2}
var all7={0,1,2}
var all8={0,1,2}

var live1={1,2}
var live2={1,2}

0,1,1,0,0,0,0,0,0,2
0,live1,0,live2,0,0,0,0,0,1
0,live1,0,0,live2,0,0,0,0,1
0,live1,0,0,0,live2,0,0,0,1
0,0,live1,0,live2,0,0,0,0,1
0,0,live1,0,0,0,live2,0,0,1

live1,all1,all2,all3,all4,all5,all6,all7,all8,0

Code: Select all

x = 43, y = 125, rule = Deficient_Seeds_B2a_only_more_deficient
3A3.A.A.A19.3A$A5.A.A.A21.A$A4.A2.3A20.A.A$A3.A5.A22.A$3A.A5.A16$3A3.
A.3A19.A$A5.A3.A21.A$A4.A2.3A20.A2.A$A3.A3.A21.A$3A.A3.3A20.A.A16$3A.
3A23.A11.A$A.A3.A24.A8.A$3A.3A34.A$A3.A$A3.3A16$3A.A.A26.A7.A$A.A.A.A
24.2A7.A$3A.3A24.2A7.3A$A5.A23.A9.A$A5.A34.A16$3A.3A26.A$A.A.A25.A2.A
2.A$3A.3A26.A$A3.A.A$A3.3A27.A$31.A2.A2.A$34.A14$3A.A.3A25.A$A.A.A3.A
24.A$3A.A.3A$A3.A.A26.A$A3.A.3A21.A2.A2.A$33.A15$3A.3A.A.A19.5A$A.A3.
A.A.A21.A$3A.3A.3A19.2A.2A$A3.A5.A21.A$A3.3A3.A19.5A!

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danny
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Re: Thread For Your Unrecognised CA

Post by danny » November 14th, 2018, 4:39 am

Whatever 1dca this thing emulates, it has a natural puffer (in this rule, it's c/17):

Code: Select all

x = 34, y = 4, rule = B2e3aciny4ajyz5-cekn/S1c2cei3-in4-iqw6ae
20bo2bob2o3bobo$2o4b2o4b2o5b2o9bob2o$2o4b2o4b2o5b2o9bob2o$20bo2bob2o3b
obo!
This methuselah may never stabilize at all (it doesn't at 1.5M gens):

Code: Select all

x = 35, y = 4, rule = B2e3aciny4ajyz5-cekn/S1c2cei3-in4-iqw6ae
o$2o8bo22bo$2o9bo22bo$o!
Here's a gun and slide gun, naturally. It's one of those PedestrianLife types that I don't really like...:

Code: Select all

x = 52, y = 7, rule = B2e3aciny4ajyz5-cekn8/S1c2cei3-in4-iqw6ae
47b2o$13bobo33bo$2o13bo30bo3bo$2o11b3o30bob2obo$46b2ob2o$46b2o$46b2o!
Pherhaps there's a variant without the annoying gun.
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

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Redstoneboi
Posts: 341
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Re: Thread For Your Unrecognised CA

Post by Redstoneboi » November 14th, 2018, 10:41 am

danny wrote:Here's a gun and slide gun, naturally. It's one of those PedestrianLife types that I don't really like...:

Code: Select all

x = 52, y = 7, rule = B2e3aciny4ajyz5-cekn8/S1c2cei3-in4-iqw6ae
47b2o$13bobo33bo$2o13bo30bo3bo$2o11b3o30bob2obo$46b2ob2o$46b2o$46b2o!
where are the guns? all i see is a block, a symmetric glider, and a blob that produces 2 orthogonal spaceships.
c(>^w^<c)~*
This is 「Fluffy」
「Fluffy」is my sutando.
「Fluffy」has the ability to engineer r e p l i c a t o r s.
「Fluffy」likes to watch spaceship guns in Golly.
「Fluffy」knows Natsuki best girl.

wildmyron
Posts: 1274
Joined: August 9th, 2013, 12:45 am

Re: Thread For Your Unrecognised CA

Post by wildmyron » November 14th, 2018, 10:50 am

Redstoneboi wrote:
danny wrote:Here's a gun and slide gun, naturally. It's one of those PedestrianLife types that I don't really like...:

Code: Select all

x = 52, y = 7, rule = B2e3aciny4ajyz5-cekn8/S1c2cei3-in4-iqw6ae
47b2o$13bobo33bo$2o13bo30bo3bo$2o11b3o30bob2obo$46b2ob2o$46b2o$46b2o!
where are the guns? all i see is a block, a symmetric glider, and a blob that produces 2 orthogonal spaceships.
When I saw this post earlier the blob was a gun which interacted with the block to make a slidegun. Perhaps danny edited it because he didn't like the gun in the original rule :?:
The latest version of the 5S Project contains over 221,000 spaceships. Tabulated pages up to period 160 are available on the LifeWiki.

Naszvadi
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Re: Thread For Your Unrecognised CA

Post by Naszvadi » November 14th, 2018, 11:55 am

wildmyron wrote:
Redstoneboi wrote:
danny wrote:Here's a gun and slide gun, naturally. It's one of those PedestrianLife types that I don't really like...:

Code: Select all

x = 52, y = 7, rule = B2e3aciny4ajyz5-cekn8/S1c2cei3-in4-iqw6ae
47b2o$13bobo33bo$2o13bo30bo3bo$2o11b3o30bob2obo$46b2ob2o$46b2o$46b2o!
where are the guns? all i see is a block, a symmetric glider, and a blob that produces 2 orthogonal spaceships.
When I saw this post earlier the blob was a gun which interacted with the block to make a slidegun. Perhaps danny edited it because he didn't like the gun in the original rule :?:
Decoded:

Code: Select all

x = 52, y = 7, rule = B2e3aciny4ajyz5-cekn/S1c2cei3-in4-iqw6ae
47b2o$13bobo33bo$2o13bo30bo3bo$2o11b3o30bob2obo$46b2ob2o$46b2o$46b2o!

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danny
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Re: Thread For Your Unrecognised CA

Post by danny » November 14th, 2018, 3:25 pm

wildmyron wrote: When I saw this post earlier the blob was a gun which interacted with the block to make a slidegun. Perhaps danny edited it because he didn't like the gun in the original rule :?:
So basically I added b8 but was too lazy to repaste the gun in so I tested it with lifeviewer using preview but then forgot that that was what I put in so I hit submit on instinct
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

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danny
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Re: Thread For Your Unrecognised CA

Post by danny » November 15th, 2018, 11:51 pm

18935M:

Code: Select all

x = 19, y = 3, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
bo2bo12bo$6o11b2o$17bo!
19635M:

Code: Select all

x = 20, y = 3, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
bo2bo13bo$6o12b2o$18bo!
26176M:

Code: Select all

x = 28, y = 3, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
bo2bo21bo$6o20b2o$26bo!
30873M:

Code: Select all

x = 6, y = 12, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
2bo$b2o$2bo8$bo2bo$6o!
Very interesting final generations.
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

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Senso
Posts: 18
Joined: November 1st, 2018, 11:36 am
Location: I call that one "shoving match"

Re: Thread For Your Unrecognised CA

Post by Senso » November 16th, 2018, 4:07 am

I posted that rule made using Nutshell in Discord yesterday, there was some interest and some interesting patterns found.

Code: Select all

@RULE PetriDish
********************************
**** COMPILED FROM NUTSHELL ****
****         v0.4.2         ****
********************************

0: Empty
1: 1/2 hp
2: 1/2 food
3: 2/2 hp
4: 2/2 food
5: dormant/newborn life
6: rotten/poisonous food

@TABLE
neighborhood: Moore
symmetries: permute
n_states: 7

var any.0 = {0,1,2,3,4,5,6}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var any.4 = any.0
var any.5 = any.0
var any.6 = any.0
var any.7 = any.0
var food.0 = {2,4}
var life.0 = {1,3}
var nfood.0 = {0,1,3,5}
var nfood.1 = nfood.0
var nfood.2 = nfood.0
var nfood.3 = nfood.0
var nfood.4 = nfood.0
var nfood.5 = nfood.0
var nfood.6 = nfood.0
var nfood.7 = nfood.0
var nlife.0 = {0,2,4,5,6}
var nlife.1 = nlife.0
var nlife.2 = nlife.0
var nlife.3 = nlife.0
var nlife.4 = nlife.0
var nlife.5 = nlife.0
var nlife.6 = nlife.0
var nlife.7 = nlife.0

# No food around, life degrades
1, nfood.0, nfood.1, nfood.2, nfood.3, nfood.4, nfood.5, nfood.6, nfood.7, 4
3, nfood.0, nfood.1, nfood.2, nfood.3, nfood.4, nfood.5, nfood.6, nfood.7, 1
# Food not consumed rots
food.0, nlife.0, nlife.1, nlife.2, nlife.3, nlife.4, nlife.5, nlife.6, nlife.7, 6
# life near rotten food dies and becomes rotten
life.0, 6, any.0, any.1, any.2, any.3, any.4, any.5, any.6, 6
# Rotten food always dies next step
6, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 0
# Food gets consumed
2, life.0, any.0, any.1, any.2, any.3, any.4, any.5, any.6, 0
4, life.0, any.0, any.1, any.2, any.3, any.4, any.5, any.6, 2
# Dormant life becomes full life
5, any.0, any.1, any.2, any.3, any.4, any.5, any.6, any.7, 3
## Full life near food spawns dormant lives to neighbors
0, 3, any.0, any.1, any.2, any.3, 0, 0, food.0, 5

@COLORS
4 0 255 0
2 0 187 0
3 255 0 0
1 187 0 0
5 170 170 170
It has ships:

Code: Select all

x = 7, y = 7, rule = PetriDish
$2.A$2.AE$2.AEBE$2.A3C$.A.A.A!

Code: Select all

x = 9, y = 6, rule = PetriDish
$2.ECA$2.BC$2.E3CE$2.5B!

Code: Select all

x = 6, y = 5, rule = PetriDish
5.C$.2C.C$2.C.2C$.2CDC$4.2C!

Code: Select all

x = 7, y = 12, rule = PetriDish
2$.C$.C$.C.D.D$.C.D3C$.C.DC.C$.C.DC$.C.D$.C$.C!
Found by Hactar

Code: Select all

x = 14, y = 16, rule = PetriDish
$4.9B$4.E7CE2$6.5A$7.C2E$6.ACB$7.CE$.6AC4B$2.4E5CE$3.3BC$3.E3C3A$6.C
2E$5.ACB$6.2E!
Rake:

Code: Select all

x = 21, y = 12, rule = PetriDish
$3.C$3.C$3.C.D.D.D.D.D.D.D$3.15C$3.C.C.C.C.C.C.C.C$9.4C$9.C.D$9.4C$8.
C.C.C!
Found by 83bismuth38

Code: Select all

x = 11, y = 9, rule = PetriDish
7.2E$5.A.CBE$3.A.4CAD$2.EA.CBEA$EBE5C2D$3CBEA.AD$A.CBEA$2.CBE2A$2.EBE
!
Puffer

Code: Select all

x = 39, y = 11, rule = PetriDish
4.A3.BE3.A3.BE3.A3.BE3.A$4.AE2.BC3.AE2.BC3.AE2.BC3.AE2.BE$2.A.AEBEBC.
A.AEBEBC.A.AEBEBC.A.AEBEBC$CA35C.A$EBEBC.A.AEBEBC.A.AEBEBC.A.AEBEBC.A
.A3C$3.BC3.AE2.BC3.AE2.BC3.AE2.BC3.AEBE$EBEBC.A.AEBEBC.A.AEBEBC.A.AEB
EBC.A.A3C$CA35C.A$2.A.AEBEBC.A.AEBEBC.A.AEBEBC.A.AEBEBC$4.AE2.BC3.AE
2.BC3.AE2.BC3.AE2.BE$4.A3.BE3.A3.BE3.A3.BE3.A!
Colliding ships transmorphing into other ships

Code: Select all

x = 21, y = 17, rule = PetriDish
$10.9C2$12.5D$13.3C$12.DC$13.2C$2.C$2.C$2.C.D.D$2.C.D3C$2.C.DC.C$2.C.
DC$2.C.D$2.C$2.C!
2 ships -> 1

Code: Select all

x = 15, y = 13, rule = PetriDish
$5.C$.2C.C$2.C.2C$.2CDC$4.2C2$9.C.C.C$9.4C$10.D$10.3C$10.C.C!
3 ships reflect into 3 different ships

Code: Select all

x = 21, y = 20, rule = PetriDish
2$7.5B$7.E3CE$7.BC$7.ECA6$3.BEBE$3.B3C$3.BC.A6.EBEB$3.BC8.3CB$3.BE8.A
.CB$15.CB$15.EB!
2 ships -> infinite tape

Code: Select all

x = 16, y = 8, rule = PetriDish
$.BEBE$.B3C6.EBEB$.BC.A6.3CB$.BC8.A.CB$.BE10.CB$13.EB!
And finally, a p164 4-directions gun:

Code: Select all

x = 8, y = 7, rule = PetriDish
2$2.AC.C$.5C$2.C.D$.2CA!

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Thread For Your Unrecognised CA

Post by AforAmpere » November 16th, 2018, 5:40 pm

Wickstretcher in above rule:

Code: Select all

x = 21, y = 20, rule = PetriDish
16.A$14.A.AE$15.ACEBE$15.C.B2C$12.3AC2B2.A$13.C3EB3C$10.3ACB2.BEBE$
11.C3E$8.3ACB$9.C3E$6.3ACB$7.C3E$4.3ACB$5.C3E$2.3ACB$3.C3E$3ACB$.C3E$
ACB$.2E!
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

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danny
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Re: Thread For Your Unrecognised CA

Post by danny » November 17th, 2018, 3:53 am

Gosh that rule is so cool. I really love the complex ships it generates.
she/they // Please stop using my full name. Refer to me as dani.

"I'm always on duty, even when I'm off duty." -Cody Kolodziejzyk, Ph.D.

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Senso
Posts: 18
Joined: November 1st, 2018, 11:36 am
Location: I call that one "shoving match"

Re: Thread For Your Unrecognised CA

Post by Senso » November 18th, 2018, 5:50 am

AforAmpere wrote:Wickstretcher in above rule:

Code: Select all

x = 21, y = 20, rule = PetriDish
16.A$14.A.AE$15.ACEBE$15.C.B2C$12.3AC2B2.A$13.C3EB3C$10.3ACB2.BEBE$
11.C3E$8.3ACB$9.C3E$6.3ACB$7.C3E$4.3ACB$5.C3E$2.3ACB$3.C3E$3ACB$.C3E$
ACB$.2E!
Nice, I spent some time trying to block one side of a stretcher from growing but without success.

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Layz Boi
Posts: 48
Joined: October 25th, 2018, 3:57 pm

Re: Thread For Your Unrecognised CA

Post by Layz Boi » November 19th, 2018, 9:26 pm

danny wrote:rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
This rule is really funny!


Here's a silly high-period gun,

Code: Select all

x = 31, y = 4, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
AAA.....A.A.A.A............AAA$
A.A.....A.A.A.A............A.A$
..A.A.A.........A.A........A..$
..AAAAAAAAAAAAAAAAAAAAAAAAAA..$!
high-period oscillator,

Code: Select all

x = 25, y = 8, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
AAA...................AAA$
A.A...................A.A$
A.......................A$
A.......................A$
A.......................A$
A.......................A$
A...........A.A.A.A.....A$
AAAAAAAAAAAAAAAAAAAAAAAAA$!
and some low-period oscillators trapped in boxes:

Code: Select all

x = 16, y = 128, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
13A$A3.A.A5.A$2A10.A$A11.A$2A9.2A$A11.A$A10.2A$A5.A.A3.A$13A8$
12A$A3.A2.A3.A$A10.A$A10.A$A3.A2.A3.A$12A8$
12A$A5.A4.A$A8.A.A$A4.A.A3.A$12A8$
12A$A2.A7.A$A7.A2.A$12A8$
12A$A.A8.A$A10.A$12A8$
.10A$.A8.A$.A.2A2.2A.A$.A.A4.A.A$.A8.A$.A8.A$.A.A4.A.A$.A.2A2.2A.A$.A8.A$.10A8$
.10A$.A8.A$.A.2A.A.A.A$.A6.A.A$.A.A6.A$.A6.A.A$.A.A6.A$.A.A.A.2A.A$.A8.A$.10A8$
.9A$.A2.A.A2.A$.A.A.A.A.A$.2A.A.A.2A$.A.A.A.A.A$.2A.A.A.2A$.A.A.A.A.A$.A2.A.A2.A$.9A$!

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toroidalet
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Re: Thread For Your Unrecognised CA

Post by toroidalet » November 20th, 2018, 1:40 am

Coincidentally, I was actually going to post that p167 gun and p314 oscillator, but you beat me to it.

p314 gun:

Code: Select all

x = 26, y = 29, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
b25o$bo11bobobobo5bo$bo23bo$bo23bo$bo23bo$bo23bo$bo21bobo$bo21b3o$bo$b
obo$b3o11$3o19b3o$obo19bobo$o23bo$o23bo$o23bo$o23bo$o11bobobobo5bo$25o
!
In addition, here are a few more high-period guns:

p741:

Code: Select all

x = 7, y = 24, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
7o$o2bo2bo$bo3bo2$2bobo15$2bobo2$bo3bo$o2bo2bo$7o!
p782:

Code: Select all

x = 6, y = 17, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
6o$o4bo$bo2bo12$bo2bo$o4bo$6o!
p3672:

Code: Select all

x = 12, y = 28, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
12o$obobo2bobobo25$obobo2bobobo$12o!
p5460:

Code: Select all

x = 6, y = 16, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
6o$bo2bo13$bo2bo$6o!
p5470:

Code: Select all

x = 12, y = 26, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
12o$obobo2bobobo23$obobo2bobobo$12o!
p28 oscillator:

Code: Select all

x = 18, y = 18, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
10bo$8b3o$8b2o$7b2o5$obo11bobo$o2bo5b2o3bo2bo$9bobo$2b2o5bo6b2o3$10bo$
8b3o$8b2o$7b2o!
Due to this reaction, this rule has all periods which are divisible by 3, 4, 7, or 10 (p≥30):

Code: Select all

x = 44, y = 33, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
2bo12bo10bo14bo$2bo12bo10bo14bo$bob2o9bob2o7bob2o11bob2o$2bo12bo10bo
14bo$2bo12bo10bo3b3o8bo$30bobo$2bobo10b2o9b2o2bo10b2o$2bobo21b2o2bo10b
2o$2obob2o6bo2bo9b2o2bo11bo$2bobo8bobo10bo3bo7b2o2bo$2bobo21bo3bo7b5o$
26b5o9$26bo$26bo$25bob2o$26bo$26bo2$21b2o3b2o$21b2o3b2o$21bo5bo$21bo5b
o$21bo2bo2bo$21bo5bo$22b5o!
Here's a sample p30:

Code: Select all

x = 42, y = 53, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
6bobobo$8bo$6bobobo2$22bo$22bo$13bo6b2ob2o$12b2o8bo$7b3o3bo6b2ob2o$16b
o5bo$7bobo5bobo4bo$15b3o3$7b3o29bo$16bo5bo5bo10bo$7bobo5bobo4bo5bo8b2o
b2o$15b3o2b2obo2b2obo9bo$22bo5bo3bobo2b2ob2o$22bo5bo3b3o4bo$7b3o29bo2$
7bobo4bobobo$16bo$14bobobo13bobo$32b3o$2bo4b3o$2bo$2ob2o2bobo2b2o$2bo
9bo10bobo$2ob2o7b2o9bobo6bobo$2bo13bo4b2obob2o4b3o$2bo11b2ob2o4bobo$
16bo6bobo$16bo$10bo$9b3o5b2o4bo8bobo$7bobobobo3bobo3bobo6b3o$9b3o5b2o
4b2o$10bo3$32bobo$17bobo3b3o6b3o$24bo3bobo$17b3o8bo$28bobo$17bobo3$31b
obobo$33bo$31bobobo!
Also, here's 69678M:

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x = 9, y = 17, rule = B2cei3aery4aejy5jnry6k7e8/S1c2-cn3ery4eirw5i6c7e
9o$bo5bo$2o5b2o12$2o5b2o$bo5bo$9o!
"Build a man a fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life."

-Terry Pratchett

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