FishLife (B3-ekqr4nt5r6i/S02-c3)

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77topaz
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FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » January 12th, 2019, 2:32 am

This rule is originally a variant of FattyLife (B3-n4nt5qr6i/S23), but adds the glider and numerous mangled-WSS ships that weren't in the original rule. So many, in fact, that I decided to name the rule FishLife (as WSSes were once referred to as fishes).

The original posts on the rule from the Miscellaneous Discoveries thread:
77topaz wrote:
77topaz wrote:
LaundryPizza03 wrote:EDIT: Cross of regular FattyLife and the second rule above, oddly increasing the MWSS period to 16:

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x = 8, y = 31, rule = B3-ekqr4nt5r6i/S02-c3
bo2bo$o$o3bo$4o5$3bo$bo3bo$o$o4bo$5o5$3b2o$bo4bo$o$o5bo$6o5$3b3o$bo5bo
$o$o6bo$7o!
Removing B3n reduces the MWSS period to 8, but there is no more glider.
That rule also features another mangled (O)WSS, this one with period 4:

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x = 7, y = 10, rule = B3-ekqr4nt5r6i/S02-c3
2ob2o$3b3o$3b4o$o2b2o$3b4o$o2b3o$3b3o$2bob2o$2b3o$3bo!
A different p16 MWSS variant:

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x = 7, y = 5, rule = B3-ekqr4nt5r6i/S02-c3
o$4b2o$b3ob2o$b5o$2b3o!
And another p4 OWSS:

Code: Select all

x = 8, y = 7, rule = B3-ekqr4nt5r6i/S02-c3
b2obo$o5bo$7bo$o6bo$b7o2$3bo!
77topaz wrote:This rule also has a peculiar-looking natural c/7 diagonal:

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x = 6, y = 6, rule = B3-ekqr4nt5r6i/S02-c3
3b3o$2bo2bo$bo2bo$o2bo$obo$2o!
A variant of FattyLife's original p8 OWSS:

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x = 8, y = 5, rule = B3-ekqr4nt5r6i/S02-c3
7o$o6bo$o$bo5bo$3bob2o!
And a longer p8 OWSS (I wonder if there's an infinitely extendable family here?):

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x = 7, y = 13, rule = B3-ekqr4nt5r6i/S02-c3
2o$3bo$4bo$4bo$4bo$4bo$4bobo$o3bo$4bobo$o3bo$4bo$bo2bo$2b3o!
A WSS can also stretch wicks:

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x = 11, y = 21, rule = B3-ekqr4nt5r6i/S02-c3
3bobobobo$bo$o$o5bo$6o2$4bobobobo10$3bobobobo$bo$o$o5bo$6o!
EDIT: A weird p4 mutated barberpole:

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x = 8, y = 8, rule = B3-ekqr4nt5r6i/S02-c3
6b2o$7bo$4bobo2$2bobo$bo$obo$2o!
EDIT 2: A fuse travelling on a puffer's dot trail:

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x = 55, y = 8, rule = B3-ekqr4nt5r6i/S02-c3
3b2o$bo4bo$o$o5bo$6o$49b3ob2o$4bobobobobobobobobobobobobobobobobobobob
obobob2o2bo$49b3ob2o!
A p6 barberpole:

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x = 7, y = 7, rule = B3-ekqr4nt5r6i/S02-c3
5b2o$6bo$3bobo2$bobo$o$2o!
EDIT 3: A period-doubling tagalong for the c/7 diagonal:

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x = 6, y = 7, rule = B3-ekqr4nt5r6i/S02-c3
o$4b2o$3b2o$2b2o$b2o$2o$o!
A complex double wickstretcher:

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x = 12, y = 14, rule = B3-ekqr4nt5r6i/S02-c3
obobobobo$10bo$11bo$5bo5bo$6b6o$bo2bo$6b2o$6b2o$bo2bo$6b6o$5bo5bo$11bo
$10bo$obobobobo!
A wickstretcher so sparse it's more of a puffer:

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x = 14, y = 10, rule = B3-ekqr4nt5r6i/S02-c3
10b4o$9bo3bo$13bo$6bo5bo$9bo$9bob2o$8bo3bo$6b2o4bo$6bo4bo$o6b2o!
In addition, it is worth noting this rule has one of the highest objects/sec (as opposed to soups/sec) searching speeds I've ever seen with apgsearch - comparable with regular B3/S23, which has numerous rule-specific speedups in the code itself.

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Layz Boi
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by Layz Boi » January 12th, 2019, 5:28 am

77topaz wrote: A p6 barberpole:

Code: Select all

x = 7, y = 7, rule = B3-ekqr4nt5r6i/S02-c3
5b2o$6bo$3bobo2$bobo$o$2o!
In addition, it is worth noting this rule has one of the highest objects/sec (as opposed to soups/sec) searching speeds I've ever seen with apgsearch - comparable with regular B3/S23, which has numerous rule-specific speedups in the code itself.
Barber-pole galore! :D

Code: Select all

x = 0, y = 0, rule = B3-ekqr4nt5r6i/S02-c3
17.2A$16.A.A$15.A.A$14.A.A$13.A.A$14.A$
11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$5.A.A$
4.A$3.A.A$2.A.A$.A.A$A.A$2A$17.2A$16.A.A$15.A.A$$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$$3.A.A$2.A$.A.A$.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$4.A.A$3.A.A$2.A$2.2A$17.2A$18.A$15.A.A$
14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$
7.A.A$6.A.A$5.A.A$4.A$4.2A$17.2A$16.A.A$
15.A$14.A.A$$12.A.A$11.A$10.A.A$9.A.A$8.A.A$7.A.A$
6.A.A$5.A$5.2A$17.2A$18.A$15.A.A$14.A$13.A.A$
12.A.A$11.A.A$10.A.A$9.A.A$10.A$7.A.A$6.A$6.2A$
17.2A$16.A.A$15.A.A$14.A.A$15.A$12.A.A$11.A.A$
10.A.A$9.A$8.A.A$7.A.A$7.2A$17.2A$16.A.A$15.A.A$
14.A.A$$12.A.A$$10.A.A$9.A.A$8.A.A$8.2A$17.2A$18.A$
15.A.A$14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A$
8.2A$17.2A$16.A.A$15.A.A$14.A$13.A.A$12.A$11.A.A$
10.A$9.A.A$9.2A$17.2A$16.A.A$15.A.A$16.A$13.A.A$12.A$
11.A.A$10.A.A$10.2A$17.2A$18.A$15.A.A$14.A.A$13.A.A$
12.A.A$11.A.A$10.A$10.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A$12.2A$17.2A$18.A$15.A.A$14.A$14.2A$

Hunting
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by Hunting » January 12th, 2019, 8:57 am

Layz Boi wrote:
77topaz wrote: A p6 barberpole:

Code: Select all

x = 7, y = 7, rule = B3-ekqr4nt5r6i/S02-c3
5b2o$6bo$3bobo2$bobo$o$2o!
In addition, it is worth noting this rule has one of the highest objects/sec (as opposed to soups/sec) searching speeds I've ever seen with apgsearch - comparable with regular B3/S23, which has numerous rule-specific speedups in the code itself.
Barber-pole galore! :D

Code: Select all

x = 0, y = 0, rule = B3-ekqr4nt5r6i/S02-c3
17.2A$16.A.A$15.A.A$14.A.A$13.A.A$14.A$
11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$5.A.A$
4.A$3.A.A$2.A.A$.A.A$A.A$2A$17.2A$16.A.A$15.A.A$$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$$3.A.A$2.A$.A.A$.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$7.A.A$6.A.A$
5.A.A$4.A.A$3.A.A$2.A$2.2A$17.2A$18.A$15.A.A$
14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A.A$
7.A.A$6.A.A$5.A.A$4.A$4.2A$17.2A$16.A.A$
15.A$14.A.A$$12.A.A$11.A$10.A.A$9.A.A$8.A.A$7.A.A$
6.A.A$5.A$5.2A$17.2A$18.A$15.A.A$14.A$13.A.A$
12.A.A$11.A.A$10.A.A$9.A.A$10.A$7.A.A$6.A$6.2A$
17.2A$16.A.A$15.A.A$14.A.A$15.A$12.A.A$11.A.A$
10.A.A$9.A$8.A.A$7.A.A$7.2A$17.2A$16.A.A$15.A.A$
14.A.A$$12.A.A$$10.A.A$9.A.A$8.A.A$8.2A$17.2A$18.A$
15.A.A$14.A.A$13.A.A$12.A.A$11.A.A$10.A.A$9.A.A$8.A$
8.2A$17.2A$16.A.A$15.A.A$14.A$13.A.A$12.A$11.A.A$
10.A$9.A.A$9.2A$17.2A$16.A.A$15.A.A$16.A$13.A.A$12.A$
11.A.A$10.A.A$10.2A$17.2A$18.A$15.A.A$14.A.A$13.A.A$
12.A.A$11.A.A$10.A$10.2A$17.2A$18.A$15.A.A$14.A.A$
13.A.A$12.A$12.2A$17.2A$18.A$15.A.A$14.A$14.2A$
It seems there's a techonology that "signals" travel through barber and creates barberpole.
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Favorite gun ever:

Code: Select all

#C Favorite Gun. Found by me.
x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a
o2bo$4o3$4o$o2bo!

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77topaz
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » January 12th, 2019, 5:56 pm

It seems like a one-dimensional CA of sorts (first I thought it was XOR, but it's more complicated than that), except there's two "layers" of such 1D CAs interacting. It's a definitely unusual behaviour which I haven't seen in other rules before.

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77topaz
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » January 13th, 2019, 2:44 am

A pair/flotilla of fishes that, unlike the other flotillas that have appeared on Catagolue, are not individually/separately stable:

Code: Select all

x = 13, y = 14, rule = B3-ekqr4nt5r6i/S02-c3
4bo3bo2$4bo3bo$3b2o3b2o$3b2o3b2o3$b3o5b3o$4o5b4o$b3o5b3o$b3o5b3o$b2obo3bob2o$
2b3o3b3o$3bo5bo!

Sarp
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by Sarp » January 16th, 2019, 8:25 am

Longer owss

Code: Select all

x = 7, y = 13, rule = B3-ekqr4nt5r6i/S02-c3
5b2o$3bo$2bo$2bo$2bo$2bo$obo$2bo3bo$obo$2bo3bo$2bo$2bo2bo$2b3o!
Edit: whoops it isn't
WADUFI

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77topaz
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » January 24th, 2019, 4:52 pm

This rule's lightweight, heavyweight and overweight emulators (the middleweight one is unstable):

Code: Select all

x = 39, y = 4, rule = B3-ekqr4nt5r6i/S02-c3
2o2b2o8b2o4b2o8b2o5b2o$2b2o12b4o12b5o$b4o10b6o10b7o$2b2o12b4o12b5o!
And a weird oscillator that contains half of such an emulator:

Code: Select all

x = 9, y = 5, rule = B3-ekqr4nt5r6i/S02-c3
5bob2o$2o6bo$2b6o$b5o$2b2obobo!

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77topaz
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » January 29th, 2019, 11:49 pm

77topaz wrote:And a longer p8 OWSS (I wonder if there's an infinitely extendable family here?):

Code: Select all

x = 7, y = 13, rule = B3-ekqr4nt5r6i/S02-c3
2o$3bo$4bo$4bo$4bo$4bo$4bobo$o3bo$4bobo$o3bo$4bo$bo2bo$2b3o!
Catagolue hasn't found any more single-WSS ships despite the rule now having the second-most objects on Catagolue of any isotropic non-totalistic rule (!), suggesting there isn't such an infinitely extendable family, though flotillas of multiple fishes have appeared. Indeed, a simple attempt to extend this OWSS (the longest one) results in the ship simply shedding the extra weight:

Code: Select all

x = 25, y = 15, rule = B3-ekqr4nt5r6i/S02-c3
5bo17bo$bobo15bobo$4bobo15bobo$o3bo13bo3bo$4bobo15bobo$o3bo13bo3bo$4bo
bo15bobo$o3bo13bo3bo$4bobo15bobo$o3bo13bo3bo$4bo17bobo$bo2bo13bo3bo$2b
3o17bo$19bo2bo$20b3o!
Interestingly, around generation 66 there briefly appears a WSS-front heading in the opposite direction to the rest of the ship. Were the earlier debris not present, it would evolve into a second fish:

Code: Select all

x = 7, y = 13, rule = B3-ekqr4nt5r6i/S02-c3
2b3o$2bo2bo$2bo$2bo3bo$obo$2bo$obo$2bo3bo$obo$2bo3bo$2bo$2bo2bo$2b3o!

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77topaz
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » March 1st, 2019, 7:19 pm

Another non-trivial flotilla:

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x = 7, y = 9, rule = B3-ekqr4nt5r6i/S02-c3
6o$o5bo$o$bo4bo2$bo4bo$o$o5bo$6o!
The usually p8 HWSS becomes p16 with this interaction.

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Moosey
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by Moosey » March 1st, 2019, 7:28 pm

A puffer:

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x = 15, y = 17, rule = B3-ekqr4nt5r6i/S02-c3
2b4o$b6o$2ob4o$b2o5bo$7bobo2bo$7bo2b2o2bo$2bo7b2o$bo$bo$b9o$10bob2o$8b
2o$2b4o2b3o$b6o$2ob4o$b2o5bo$7bobo!
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77topaz
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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by 77topaz » March 2nd, 2019, 6:57 am

Nice! At p84 (mod 42), that one's noticeably more complex than the ones found by apgsearch so far.

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Re: FishLife (B3-ekqr4nt5r6i/S02-c3)

Post by Moosey » March 2nd, 2019, 9:28 am

77topaz wrote:Nice! At p84 (mod 42), that one's noticeably more complex than the ones found by apgsearch so far.
It was basically a flotilla of an owss, so you can probably find more of the kind by looking for flotillas.
I am a prolific creator of many rather pathetic googological functions

My CA rules can be found here

Also, the tree game
Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?"

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