Push- and Pull-Ships

For discussion of other cellular automata.
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2718281828
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Push- and Pull-Ships

Post by 2718281828 » January 23rd, 2019, 6:16 pm

This a thread for push and pull ships. Examples are below.

Definition:
A pull and push ships are spaceships. They are pattern that must results from a collision of a spaceship (X) with a constellation of still lifes/oscillators (Y). After some generations the pattern recover a state before the collision but shifted along the travel line of the spaceship X. If the resulting ship has the same direction than the spaceship X then we call it push-ship, if it has the opposite direction then pull ship.

I hope this definition is clear and precise.
Push- and pull-ships are somehow related to SMOS.

Orthogonal push-ships (+ X, Y left):

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x = 15, y = 6, rule = B2ek3aei4kr5q7c/S02-n3ij4krw5r6ik
obo3bo5bobo$3o9b3o4$12bo!

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x = 15, y = 6, rule = B2c3ajkn4knry5ci6c7c/S01c2ak3ceknq4aijny5ceij6in
2bo3bo7bo$b2o10b2o$obo9bobo3$12bo!
Orthogonal pull-ship:

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x = 15, y = 8, rule = B2cek3acij4nr5an7e/S12ikn3iq4art5cnq
6bo$3o3bo$bo10b3o$13bo3$12bo$12bo!
Diagonal push-ship:

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x = 15, y = 6, rule = B2ce3ace4rwz5ci6ak/S02ace3aen4iktwy5jn
b2o5bo4b2o$obo9bobo4$14bo!
Knight push-ship:

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x = 16, y = 7, rule = B2ek3air4jrwy5cnq6c/S12-in3ikq4ijryz5cinr6en7e
2bo4b2o$3o12bo$13b3o4$13b2o!

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Macbi
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Re: Push- and Pull-Ships

Post by Macbi » January 23rd, 2019, 6:39 pm

2718281828 wrote:Push- and pull-ships are somehow related to SMOS.
In particular I'd say that oscillators and still lifes are just a special kind of spaceship (in the same way that squares are just a special kind of rectangle). So a push or pull-ship is just a special kind of SMOS.

It might be interesting to search for a push or pull ship that goes faster than its constituent ship.

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Re: Push- and Pull-Ships

Post by Saka » January 23rd, 2019, 7:05 pm

Macbi wrote:
2718281828 wrote:Push- and pull-ships are somehow related to SMOS.
In particular I'd say that oscillators and still lifes are just a special kind of spaceship (in the same way that squares are just a special kind of rectangle). So a push or pull-ship is just a special kind of SMOS.
I dont think these can be considered as SMOS. SMOS stands for "Spaceships Made of Other Spaceships", and their definition is (according to the wiki) "a spaceship in a cellular automaton, consisting of multiple other spaceships colliding with each other, causing a reaction to place on where all of the spaceships are regenerated separately, but with a displacement value."

Since these are not made of multiple spaceships crashing into each other, rather a spaceship crashing into a non-moving object or a constellation of them, I would not consider these "SMOS".
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Re: Push- and Pull-Ships

Post by 2718281828 » January 23rd, 2019, 7:16 pm

Macbi wrote:It might be interesting to search for a push or pull ship that goes faster than its constituent ship.
Here, we go, no problem at all even to go much faster:

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x = 15, y = 9, rule = B2cei3any4ir5y/S02ei3ain4aikt6c7e
13bo2$12bobo$bo5bo2$obo3$13bo!

Code: Select all

x = 16, y = 11, rule = B2ci3ajr4aekrtw5ae6k7c/S1e2ai3ny4ajnz5einq6ac7e
13b3o2$13bobo3$7b2o$3o2$obo2$13b2o!

Code: Select all

x = 16, y = 9, rule = B2cek4aijknt5acj6an8/S01e2ace3cen4nrwyz5aijry6kn7
14b2o$15bo$13bobo$8bo$b2o$2bo$obo2$14bo!
They can move with orthogonal speeds of at least c/5, the crashing ship (X) can be quite slow, e.g. c/19 in the latter example.

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Re: Push- and Pull-Ships

Post by 2718281828 » January 23rd, 2019, 7:28 pm

I think the definition requires some adjustments. We should talk about shifting-ships or something like this, with pull and push ships beeing a special case. As the resulting ship can go in any direction:

Code: Select all

x = 16, y = 9, rule = B2-an3n4ajy5q/S012a3cen5c6e
13bo$15bo$13bobo$7bo$o$2bo$obo2$13bo!

Code: Select all

x = 16, y = 8, rule = B2ek3aein4j5nry6c8/S01c2ace3jn4ai5acjk
14bo$13b3o$7bo2$bo$3o2$13bo!

Code: Select all

x = 16, y = 9, rule = B2k3ai4a5qry7e/S01e2ce3ijnr4eknr5anq6c
14bo$13bo$13b3o$7bo$bo$o$3o2$13bo!
Edit1: Also rakes exist:

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x = 27, y = 21, rule = B2-an3acekr4air5enq6i/S12cek3n4krtw5y6ci
25bo$25bo4$25bo$24b3o$13bo10b3o$12bobo4$bo5bo$obo4bo17bo$24bobo5$13bo
11bo$13bo11bo!

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Re: Push- and Pull-Ships

Post by Hunting » January 23rd, 2019, 10:40 pm

Code: Select all

x = 10, y = 5, rule = B2-a3i8/S1e2i3-a4e8
2bo4bo$9bo$2obo3bo$9bo$2bo4bo!

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Re: Push- and Pull-Ships

Post by praosylen » January 24th, 2019, 5:25 pm

The quintessential example:

Code: Select all

x = 3, y = 12, rule = B3/S135
bo$bo7$bo$bo$obo$obo$obo!
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Re: Push- and Pull-Ships

Post by Hdjensofjfnen » January 25th, 2019, 11:25 pm

A for awesome wrote:The quintessential example:

Code: Select all

x = 3, y = 12, rule = B3/S135
bo$bo7$bo$bo$obo$obo$obo!
I was surprised to find that the rule has two far more common ships:

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x = 15, y = 6, rule = B3/S135
2bo9bo$b3o7b3o$bobo7bobo$o3bo9bo$bobo10bo$o3bo!
EDIT: By over a factor of 55!

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Re: Push- and Pull-Ships

Post by Moosey » January 29th, 2019, 3:57 pm

2718281828 wrote:I think the definition requires some adjustments. We should talk about shifting-ships or something like this, with pull and push ships beeing a special case. As the resulting ship can go in any direction:

Code: Select all

two contradicting spaceships 

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more different direction push ships

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etc.
Edit1: Also rakes exist:

Code: Select all

rakes
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Re: Push- and Pull-Ships

Post by Gustone » August 19th, 2019, 6:51 am

neckropost aletr

Code: Select all

x = 27, y = 8, rule = B34t/S235i
bo13bo9bo$3o4b3o4b3o7b3o5$24b3o$14b3o!

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Re: Push- and Pull-Ships (Elementary non-adjustable mixed recollisions)

Post by confocaloid » April 17th, 2023, 12:16 am

How about calling these "elementary non-adjustable mixed recollisions"?
A recollision is a repeat collision between two or more patterns (such as a spaceship and a stationary constellation) which have collided before. Each of colliding patterns should be periodic or stable by itself. The resulting pattern can be a spaceship (push-ship/pull-ship/shifting ship), or an oscillator, a puffer, etc.

Recollision oscillator (p76):
Rhombic wrote:
October 9th, 2017, 10:17 am

Code: Select all

x = 8, y = 4, rule = B3-ceky6a/S02-n3-ce4iy5a6ck
bo$2bo$3o3b2o$6b2o!
Recollision spaceship (c/395 orthogonal; there's a glider hitting a two-block constellation):
LaundryPizza03 wrote:
August 16th, 2022, 3:43 pm
c/395o found by Carson Cheng in apgsearch:

Code: Select all

x = 11, y = 13, rule = B36a/S235y
2bo$2o$2o2$2bo$2o6$9b2o$9b2o!
Recollision spaceship (10c/88 diagonal, pond + 4 spaceships or 2 ponds + 4 spaceships):
pipsqueek wrote:
April 15th, 2023, 10:03 am
a different rule with a 5c/44d almost SMOS. guess you could call it a SMOSAP (spaceship made of spaceships and pond

Code: Select all

x = 24, y = 24, rule = B3-j4jqtz5cej6-i7e8/S2-in3-a4ik5ekqr67e8
5b3o$5b3o4$2o$2o$2o3$11b2o$10bo2bo$10bo2bo$11b2o5$21b3o$21b3o$22bo$18b
2o$18b3o$18b2o!
Recollision rake (c/124 diagonal, glider hitting a loaf+block constellation):

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x = 21, y = 16, rule = B3-c/S23-ceky
18b2o$19b2o$18bo6$3bo$4b2o$3b2o$8b2o$bo6b2o$obo$o2bo$b2o!
Edit: recollision gun:
LaundryPizza03 wrote:
April 17th, 2023, 9:08 pm
Unusual p232 gun for the 19c/76d consisting of a p40 repeatedly colliding with... a 19c/76d!

Code: Select all

x = 4, y = 6, rule = B3-j4ez5c7/S2-ci3-a4i6a7
3bo$2bo$2bo$o2bo$o2bo$b3o!
The recollision should be mixed (like spaceship+oscillator or spaceship+still life), to distinguish from SMOSes and OMOSes which are discussed elsewhere. There are also adjustable / engineered examples, but those are also discussed elsewhere.
Last edited by confocaloid on April 17th, 2023, 9:29 pm, edited 1 time in total.
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Re: Push- and Pull-Ships

Post by pipsqueek » April 17th, 2023, 3:07 pm

c/9 push ship

Code: Select all

x = 6, y = 3, rule = B2ek3eijnr4y5iy6i/S1e2-en3j4w5iy6i
o$bo2b2o$o!
c/10 push ship

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x = 6, y = 3, rule = B2eik3-ackr4aet5iqy7c/S1e2-in4i5ei
o$bo2b2o$o!
c/11 pull ship

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x = 6, y = 3, rule = B2ek3einqy4akt5ijny7e/S1e2-in3cj4ac5aeij8
o$bo2b2o$o!
c/15 pull ship

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x = 7, y = 3, rule = B2ek3ceinr4ajqtwyz5-ejq6ck/S01e2-e3ky4iknqtz5ackry6ikn7e
o$bo3b2o$o!
you can also go to c/16

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x = 7, y = 3, rule = B2-ac3eiy4aejntwy5-cqry6ck7c8/S1e23aky4ajknrt5ejry6ek8
o$bo3b2o$o!
another c/10 push ship

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x = 5, y = 3, rule = B2ekn3ceiny4acejkqw5ciq6cek78/S01e2-in3ckr4jq5ij6k
o$bo2bo$o3bo!

Code: Select all

x=17,y=16,rule=B3/S23
3bo3bobo2bob2o$bobo4bo4b4o$bobo5bobo2b3o$b2obob2o3b2o$3o4b2ob2o2b2o$4b
o4bo$4b2obobob2ob3o$3ob3o2b2o$b3o2bobobo5bo$o3b2o3bobo2b2o$4bo3bob2o3b
o$2obo2bobobo2b2o$3b3o5bo2b2o$2obo4bo2bob2o$o3bob2obo3b2o$2bo8bobobo![[ STOP 3 GPS 4 ]]

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Re: Push- and Pull-Ships

Post by confocaloid » September 26th, 2024, 3:15 am

p398 mod199 diagonal 3c/199 push-spaceship, glider+block recollision

Code: Select all

x = 13, y = 16, rule = B3-ck4eq5aij6ei7e/S23-cky4t5n8
bo$2bo$3o12$11b2o$11b2o!
#C [[ ZOOM 8 THEME MCell GRID TRACKLOOP 398 6/398 6/398 ]]
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Unlikely events happen.
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Re: Push- and Pull-Ships

Post by eRroR_6o6 » September 26th, 2024, 1:47 pm

Idea: If it goes perpendicular to the spaceship's path, we can call it a "slide-ship".

Code: Select all

x = 19, y = 37, rule = B3/S23
13b3o$12b4o$11b2obobo$13bobo$15bo12$10b2o$bobo7bobo$o7b2o3b2o$o3bo2b3o
3bo$o6b4obo$o2bo7bo$3o12bobo$18bo$14bo3bo$14bo3bo$18bo$9bo5bo2bo$8b3o
5b3o2$10bo$2bobo4b2o$5bo2b3o$5bo2b3o$2bo2bo2b2obo$3b3o3b3o$10bo!

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Re: Push- and Pull-Ships

Post by confocaloid » March 8th, 2025, 5:12 pm

Here is a p49 orthogonal c/49 recollision spaceship (a p19 orthogonal 3c/19 spaceship pushing a beehive):

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x = 12, y = 3, rule = R2,C0,S10-19,30-39,50-59,75-79,135-144,155-164,175-180,183-184,200-204,260-269,280-291,300-309,325-329,385-394,405-414,425-434,450-454,510-519,530-539,550-559,568,575-579,635-644,655-664,675-684,700-704,760-769,780-789,800-809,825-829,885-894,905-914,925-934,950-954,1010-1019,1030-1039,1050-1059,1075-1079,B15-19,35-39,56-59,75-79,135,140-144,160-164,180-184,200-204,265-269,285-289,306-309,325-329,390-394,410-414,430-434,450-454,515-519,535-539,555-559,575-579,640-644,660-664,680-684,700-704,765-769,785-789,805-809,825-829,890-894,910-914,930-934,950-954,1015-1019,1035-1039,1055-1059,1075-1079,NW007D017D007D1905197D01050005017D1905197D007D017D00
o8b2o$bo6bo2bo$o8b2o!
#C [[ THEME MCell GRID ZOOM 16 TRACKLOOP 49 1/49 0/49 ]]
Two-state isotropic cellular automaton with range-2 weighted neighbourhood, weights (hexadecimal):

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-- 7D 01 7D --
7D 19 05 19 7D
01 05 -- 05 01
7D 19 05 19 7D
-- 7D 01 7D --
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Unlikely events happen.
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Re: Push- and Pull-Ships

Post by splitterrules » August 12th, 2025, 1:14 pm

Here is a c/11 push-ship in a simple rule.

Code: Select all

x = 4, y = 7, rule = B3ai4/S2-i3-a678
b2o$obo$bo3$b3o$2bo!
The rule also contains a 2c/8 orthogonal, a 4c/9 orthogonal and a c/20 diagonal.

Code: Select all

x = 25, y = 6, rule = B3ai4/S2-i3-a678
3o3b3o4bo$obo3bobo3b3o5b3o$2b2ob2o6bo7bobo$12b3o6b2obo$14bo7b3o$24bo!

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Re: Push- and Pull-Ships

Post by OogaBooga_ » May 12th, 2026, 1:53 pm

A push-ship in a rule with flakes

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x = 7, y = 13, rule = B2cei3aejny4eq5ciky6cn78/S1c2-n3ekny4aceit5aciy78
2b3o2b$3bo3b$o2bo2bo$7o$o2bo2bo$3bo3b$2b3o2b4$2bobo2b$3bo3b$3bo3b!
A strange pull-ship

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x = 0, y = 0, rule = B2cei3ajeq4tqa5ay6cae7c8/S2aek3eanri4irz5ai6c7
2ob2o$obobo!

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x = 37, y = 10, rule = B3-knq4-aiwy5e6eik7c/S2aek3-aey4iq5a6ack
bo33bo$2o33b2o$bo33bo6$7b3o17b3o$8bo19bo!
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