For a pattern like this, with n cells in the top middle area:gameoflifemaniac wrote: How slow are the spaceships now?
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x = 13, y = 4, rule = KnuthArrows
D$A.8A.2A2$A.8A.2A!
For a pattern like this, with n cells in the top middle area:gameoflifemaniac wrote: How slow are the spaceships now?
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x = 13, y = 4, rule = KnuthArrows
D$A.8A.2A2$A.8A.2A!
Ahh, so for 1 cell, then n cells, then m cells, it's asymptotic to c/2^^^^^...^^m+1 with n-2 arrows.AforAmpere wrote:For a pattern like this, with n cells in the top middle area:gameoflifemaniac wrote: How slow are the spaceships now?The speed is approximately C/2^^^^^...^^3 with n-2 arrows.Code: Select all
x = 13, y = 4, rule = KnuthArrows D$A.8A.2A2$A.8A.2A!
Well, first off, try doing some research yourself if you are really that desperate. Second, I am not sure what the next step is. Some of the other Turing machines on the page I referenced are able to calculate much larger values, so if you want to port them into Golly, you might be able to create slower ships.gameoflifemaniac wrote:What will be the next step in how slow the spaceships will be?
I'm deleting the post and reuploading it the second time, and still nobody answers?
Where is it? I saw your tetrational rule, but not your double tetrational rule!fluffykitty wrote:I've made a rule which is doubly tetrationally slow in size.
I made a rule based on that idea, with a few small changes.Saka, earlier in this thread, wrote:Idea:
1. A dot creates a c/2 dot moving left and spawns a binary counter that counts to the left.
2. Once the counter hits a certain point (noted by a dot), it starts counting down (If possible) and is moved 1 cell to the right.
3. After countdown has finished, the counter is turned into a c/1 dot moving left and a dot marking the position, but 1 cell to the right.
4. Once the c/1 dot catches the c/2 dot, it turns into a c/1 dot.
5. The c/1 dot moves to the right until it hits the binary counter marker (See #3).
6. Repeat.
This would be REALLY slowm
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@RULE ChaseShip
********************************
**** COMPILED FROM NUTSHELL ****
**** v0.5.7 ****
********************************
1 -> c/2 going left, counter going right
counter hits stop, stop -> stop explode, counts erased
when counter eraser meets counter, counter moves 1 to right
se -> c/1 going left above, move to right 1 cell, change to state 0
when c/1 meets c/2, c/2 -> c/1 going right, c/1 going left disappears
when c/1 going right meets startmarker, startmarker -> start
0: vaccuum
1: start
2: left c2 1
3: left c2 2
4: binary counter
5: binary 1
6: binary thing
7: counter stop
8: stop explode
9: count eraser
10: startmarker
11: c/1 left
12: c/1 right
13: death
@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 14
var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var live.0 = {1,2,3,4,5,6,7,8,9,10,11,12,13}
var _a0.0 = {2,3}
var _b0.0 = {0,5,6}
var _c0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13}
0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
0, 11, any.0, any.1, 3, 12
0, 5, any.0, any.1, 2, 13
live.0, any.0, 13, any.1, any.2, 13
live.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_b0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _c0.0, 0
4, any.0, 9, any.1, any.2, 0
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
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x = 7, y = 1, rule = ChaseShip
A5.G!
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x = 3, y = 1, rule = ChaseShip
A.G!
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x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
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x = 28, y = 1, rule = ChaseShip
A26.G!
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x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
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x = 21, y = 3, rule = ChaseShip
A.G$A8.G$A19.G!
What do you mean?Moosey wrote:How large must the fourth ship be?I feel we have a fast-growing function, though it won’t grow VERY fast.Code: Select all
x = 21, y = 3, rule = ChaseShip A.G$A8.G$A19.G!
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x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
How large must the fourth ship in that line be so that it won’t be destroyed and stopped by the previous one?Saka wrote:What do you mean?Moosey wrote:How large must the fourth ship be?I feel we have a fast-growing function, though it won’t grow VERY fast.Code: Select all
x = 21, y = 3, rule = ChaseShip A.G$A8.G$A19.G!
Also, I just posted the function for the period in the post for the rule.
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@RULE ChaseShipBin
********************************
**** COMPILED FROM NUTSHELL ****
**** v0.5.7 ****
********************************
0: vaccuum
1: start
2: left c2 1
3: left c2 2
4: binary counter
5: binary 1
6: binary thing
7: counter stop
8: stop explode
9: count eraser
10: startmarker
11: c/1 left
12: reactivator
13: death
14: complete count eraser
@TABLE
neighborhood: vonNeumann
symmetries: none
n_states: 15
var any.0 = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14}
var any.1 = any.0
var any.2 = any.0
var any.3 = any.0
var _a0.0 = {2,3}
var _b0.0 = {1,2,3,5,6,7,8,9,10,11,12,13,14}
var _c0.0 = {0,5,6}
var _d0.0 = {0,1,2,3,4,5,7,8,9,10,11,12,13,14}
0, any.0, 1, any.1, any.2, 2
1, any.0, any.1, any.2, any.3, 4
0, any.0, 11, _a0.0, any.1, 5
_a0.0, 5, any.0, any.1, any.2, 12
0, 11, any.0, any.1, 3, 4
0, 5, any.0, any.1, 2, 13
_b0.0, any.0, 13, any.1, any.2, 13
_b0.0, any.0, any.1, 13, any.2, 13
13, any.0, any.1, any.2, any.3, 0
2, any.0, any.1, any.2, any.3, 3
3, any.0, any.1, any.2, any.3, 0
0, any.0, 3, any.1, any.2, 2
_c0.0, any.0, 9, any.1, any.2, 9
9, any.0, any.1, any.2, 4, 10
9, any.0, any.1, any.2, _d0.0, 0
4, any.0, 9, any.1, any.2, 0
14, any.0, 1, any.1, any.2, 2
14, any.0, any.1, any.2, any.3, 0
4, any.0, 14, any.1, any.2, 12
6, any.0, 10, any.1, any.2, 14
any.0, any.1, 14, any.2, any.3, 14
0, any.0, any.1, any.2, 4, 5
5, any.0, any.1, any.2, 4, 6
5, any.0, any.1, any.2, 6, 6
6, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 6, 5
7, any.0, any.1, any.2, 6, 8
0, any.0, any.1, 8, any.2, 11
0, any.0, any.1, any.2, 8, 7
8, any.0, any.1, any.2, any.3, 9
0, any.0, 11, any.1, any.2, 11
11, any.0, any.1, any.2, any.3, 0
0, any.0, any.1, any.2, 12, 12
12, any.0, any.1, any.2, any.3, 0
10, any.0, any.1, any.2, 12, 1
6, any.0, 10, any.1, any.2, 14
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x = 3, y = 1, rule = ChaseShipBin
A.G!
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x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
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x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!
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3 * 2^(3 * 2^(n-1) + 2n - 1) + 15 * 2^(n - 1) + 10n +3
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@RULE Track
@TABLE
n_states:18
neighborhood:vonNeumann
symmetries:none
#State 0: Nothing
#State 1: Front
#State 2: Initialized Puffer
#State 3: Puffer 1
#State 4: Puffer 2
#State 5: Track
#State 6: Counter
#State 7: Counted
#State 8: Returning
#State 9: Sending
#State 10: Waiting
#State 11: Signal Front
#State 12: Moving
#State 13: Signal Back
#State 14: Recount
#State 15: Recounted
#State 16: Uninitialized Puffer
#State 17: Forgotten Cell
var a={0,1}
var b={0,5}
var c={6,7}
var d={0,10}
var e={0,10,16}
var f={2,3,4}
var g={16,17}
var h={14,15}
var i={5,17}
var j={8,15}
var k={0,14,15,17}
var l={0,15,16}
#Puffing
2,0,0,0,0,0
0,0,2,0,0,3
3,0,b,0,0,5
0,0,3,0,0,4
4,0,b,0,0,5
0,0,4,0,0,6
#Counting
5,0,5,0,c,7
5,0,0,0,c,8
#Returning
8,0,0,0,c,17
17,0,0,0,8,0
8,0,i,0,c,5
7,0,8,0,c,8
6,0,8,0,0,9
#Sending
9,0,5,0,0,10
0,0,9,0,a,11
#SignalF
0,0,11,0,a,11
11,0,d,0,a,0
1,0,11,0,0,12
#Moving
12,0,0,0,0,13
0,0,12,0,0,1
#SignalP
0,0,e,0,13,13
13,0,e,0,a,0
10,0,5,0,13,3
#Hit
0,0,f,0,1,14
#Recounting
5,0,b,0,h,15
0,0,0,0,15,16
#Untrailing
15,0,g,0,h,17
17,0,l,0,k,0
14,0,17,0,1,13
#Initializing
16,0,0,0,13,2
Code: Select all
x = 12, y = 12, rule = AnimatedPixelArt
4.P.qREqWE$4.2tL3vSvX$4.qREqREqREP$4.vS4vXvS2tQ$2.qWE2.qREqWEK$2.2vX
2.vXvSvXvStQtL$qWE2.qWE2.P.K$2vX2.2vX2.tQ2tLtQ$qWE4.qWE$2vX4.2vX$2.qW
EqWE$2.4vX!