Slow salvo seeds

For discussion of specific patterns or specific families of patterns, both newly-discovered and well-known.
chris_c
Posts: 966
Joined: June 28th, 2014, 7:15 am

Re: Slow salvo seeds

Post by chris_c » August 13th, 2016, 1:06 pm

simeks wrote:Two-object options for the final conversion from the other directions (and repeating the three object solution for the hard direction from the earlier post):
Looks good. I found a "suitably impeded LoM" that is 4 gliders away from a traffic light. That means that the current best with gliders coming from the SE looks something like this:

Code: Select all

x = 159, y = 147, rule = LifeHistory
14.A$13.A.A$13.2A13$20.A$18.3A$17.A$17.2A$7.A$3A3.A.A$7.2A5$14.2A$14.
2A3$2A$2A17.2A$20.A6.2A$12.3A5.A.A3.A2.A$21.2A3.A.A$27.A2$30.A$30.A$
30.A6$5.3A2$3.A5.A$3.A5.A$3.A5.A2$5.3A19$20.2A$20.A.A$20.A13$38.A$37.
2A$37.A.A14$60.A$59.2A$59.A.A21$76.A$75.2A47.3A$75.A.A46.A$125.A17$
156.2A$156.A.A$156.A!
I'm hoping to get similar results for at least a couple of the other orientations.

EDIT: Solutions in at most 5 gliders for all orientations starting from traffic light or longboat:
EDIT2: Ooops, one of the orientations is a repeat. I'll try to sort it out tomorrow.

Code: Select all

x = 617, y = 118, rule = LifeHistory
517.2A$517.2A17.2A$537.A$529.3A5.A.A$538.2A4$518.A$518.A$518.A$107.A$
107.A.A404.3A3.3A$107.2A$180.2A336.A$180.2A17.2A317.A$193.A6.A138.A
178.A$193.A6.A.A137.2A$193.A7.2A136.2A4$78.A$78.A.A$78.2A2$542.A$541.
2A$186.A354.A.A$186.A$186.A2$182.3A3.3A2$186.A$186.A$186.A2$357.A$
355.A.A$356.2A4$59.A$59.A.A$59.2A2$559.3A$559.A$560.A4$201.A$200.2A$
200.A.A7$372.A$373.2A$372.2A3$44.A$44.A.A$44.2A3$574.A$221.3A349.2A$
221.A351.A.A$222.A175.A$399.2A$398.2A4$18.A$18.A.A$18.2A$3.2A$3.2A17.
2D$16.D6.D$16.D6.D.D$16.D7.2D$419.2A$244.3A172.2A17.2A$244.A187.A6.A$
245.A186.A6.A.A$432.A7.2A$419.A$420.2A169.3A$419.2A170.A$592.A6$2.2A$
.A.A$A.A422.A$.A423.A$425.A2$421.3A3.3A2$425.A$425.A188.3A$425.A188.A
$261.3A351.A$261.A$262.A!

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Scorbie
Posts: 1692
Joined: December 7th, 2013, 1:05 am

Re: Slow salvo seeds

Post by Scorbie » August 13th, 2016, 4:49 pm

Wow... Does it mean a snark costs about 11SLs?

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simsim314
Posts: 1823
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » August 13th, 2016, 5:58 pm

Scorbie wrote:Wow... Does it mean a snark costs about 11SLs?
Yep... I would say between 10.5 and 11.5 counting Chris slow salvo trick as 0.5 SL.

Here are all the recipes combined and cleaned:

Code: Select all

x = 687, y = 264, rule = LifeHistory
44.A$42.A.A$43.2A3$A.A$.2A$.A36$39.A$40.2A$39.2A20$57.A$55.A.A$56.2A
7$460.A.A$460.2A$461.A3$480.A$479.A$479.3A9$72.A$73.2A$72.2A6$541.A$
540.A.A$540.2A2$139.A$98.A38.3A$99.2A35.A$98.2A36.2A7$126.2D296.A$
125.D.D5.2A287.2A123.A$125.D7.2A288.2A120.3A$124.2D291.D126.A$161.A
253.3D126.2A$119.2A39.A.A251.D119.A$119.2A17.2A20.2A252.2D111.3A3.A.A
$132.A6.A394.2A$132.A6.A.A$132.A7.2A$119.A$120.2A24.2A164.A$119.2A19.
A5.A.A161.3A228.2A$139.A.A5.2A160.A94.2D135.2A$139.A2.A166.2A92.D.D5.
2D$140.2A261.D7.2D$402.2D123.2A$527.2A17.2A$397.2A148.A6.2A$397.2A17.
2A121.3A5.A.A3.A2.A$410.A6.A130.2A3.A.A$125.A173.2D109.A6.A.A134.A$
125.A172.D.D5.2A102.A7.2A$125.A172.D7.2A249.A$297.2D101.2A4.2A16.2A
131.A$121.3A3.3A270.A.A3.2A10.A5.A.A130.A$292.2A107.A15.A.A5.2A$125.A
166.2A17.2A104.A2.A$125.A186.A105.2A$125.A178.3A5.A.A$313.2A$532.3A2$
295.2A17.A4.2A209.A5.A$295.2A16.A.A2.A2.A208.A5.A$312.A.A4.A2.A207.A
5.A$300.A11.2A6.2A$300.A231.3A$300.A$396.A$395.A.A$394.A2.A$395.2A7$
296.3A7$547.2A$547.A.A$273.2A272.A$272.A.A$274.A11$565.A$564.2A$564.A
.A8$271.2A$270.A.A$272.A4$587.A$586.2A$586.A.A9$233.2A$232.A.A$234.A
10$603.A$602.2A47.3A$602.A.A46.A$652.A17$683.2A$683.A.A$683.A15$651.A
$650.2A$650.A.A31.2A$684.A.A$684.A!
EDIT @Chris - this recipe leaves junk that's impossible to clean. I really prefered the 11SL recipe that leaves no junk:

Code: Select all

x = 79, y = 71, rule = LifeHistory
6$55.7B$54.7B$53.7B11.B$52.7B11.2B$51.7B11.3B$50.7B11.4B$49.7B5.2B4.
4B$48.7B5.4B2.4B$47.7B5.4B2.4B$46.7B5.4B2.4B$45.7B5.4B2.4B$44.7B5.4B
2.4B$43.7B5.4B2.4B$42.7B5.4B2.4B$41.7B5.4B2.4B$40.7B5.4B2.4B$39.7B5.
4B2.4B$38.7B5.4B2.4B$37.7B5.4B2.4B$36.7B5.4B2.4B$35.7B5.4B2.4B$34.7B
5.4B2.4B$33.7B5.4B2.4B$20.2A10.7B5.4B2.4B$20.2A9.7B.2A2.4B2.4B$30.3BA
3B3.A.4B2.4B$29.4BA2B4.ABA2B2.4B$28.5BAB5.B2AB2.A3B$27.7B5.4B3.ABA$
26.7B5.4B4.2A$25.7B5.4B$24.7B5.4B$23.7B5.4B$22.7B5.4B$21.7B5.4B$19.8B
5.4B$17.9B5.4B$17.8B5.4B$16.8B5.4B$15.17B$13.14B2A2B$13.11B.BA2BA$7.
20B2A$6.12B2A8B$6.12B2A7B$6.20B$6.16B$7.6B3.5B$11.B5.3B!

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Scorbie
Posts: 1692
Joined: December 7th, 2013, 1:05 am

Re: Slow salvo seeds

Post by Scorbie » August 13th, 2016, 11:27 pm

simsim314 wrote: EDIT @Chris - this recipe leaves junk that's impossible to clean. I really prefered the 11SL recipe that leaves no junk:
Why bother cleaning that right now? The junk is out of the way of the snark's glider path, so we only have to clean that at the destruction phase.

simeks
Posts: 407
Joined: March 11th, 2015, 12:03 pm
Location: Sweden

Re: Slow salvo seeds

Post by simeks » August 14th, 2016, 1:27 am

chris_c wrote:I found a "suitably impeded LoM" that is 4 gliders away from a traffic light.
Yes, maybe that's a better way to think about it... Here's a first result of a search for slow salvos for the final converter:

Code: Select all

x = 192, y = 195, rule = LifeHistory
8.A$4.2A.A.A$3.A.A.A.A$A2.A.A.A.A.A$4A.2A3.2A$4.A$2.A.A$2.2A10.A$14.A
$14.A8$18.2A$18.A.A$18.A25$43.A$42.2A$42.A.A24$65.2A$65.A.A$65.A22$
89.2A$88.2A$90.A17$118.A$117.2A$117.A.A25$140.A$139.2A$139.A.A17$170.
2A$169.2A$171.A31$189.2A$189.A.A$189.A!

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simsim314
Posts: 1823
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » August 14th, 2016, 3:55 am

Scorbie wrote:Why bother cleaning that right now? The junk is out of the way of the snark's glider path, so we only have to clean that at the destruction phase.
Well you're technically correct. But lets assume we will use simeks's destroy search. Now every orientation will leave extra junk, and we need to search cleaning mechanism from every direction. This brings us to 16 recipes (4 construction orientations X 4 destruction).

I always prefer simplicity with cost of 10% over combinatorial explosion, to reduce those 10%.

@simkes - I just wonder how better 10 gliders over just adding another SL? I think it's better (especially considering your base is a blinker), but is it significantly better, can we count 10 extra gliders as 0.5 SL? or maybe it's more like 0.8-0.9 SL?

EDIT On similar note - maybe it's possible to use slow salvo in the destruction utility as well?

EDIT2 I think slow salvo trick will be most useful for this orientation:

Code: Select all

x = 140, y = 144, rule = LifeHistory
30$106.A$104.3A$103.A$103.2A7$93.2D$92.D.D5.2A$92.D7.2A$91.2D2$86.2A$
86.2A17.2A$106.A$98.3A5.A.A$107.2A3$89.2A17.A4.2A$89.2A16.A.A2.A2.A$
106.A.A4.A2.A$94.A11.2A6.2A$94.A$94.A11$90.3A9$67.2A$66.A.A$68.A21$
65.2A$64.A.A$66.A15$27.2A$26.A.A$28.A!

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Scorbie
Posts: 1692
Joined: December 7th, 2013, 1:05 am

Re: Slow salvo seeds

Post by Scorbie » August 14th, 2016, 4:57 am

simsim314 wrote:Well you're technically correct. But lets assume we will use simeks's destroy search. Now every orientation will leave extra junk, and we need to search cleaning mechanism from every direction. This brings us to 16 recipes (4 construction orientations X 4 destruction).
I may be getting this wrong, but don't we also need 16 recipies even if we did clean up that hive+blinker constellation? It looks like a matter of cleaning only snark or cleaning snark+junk. (Also, not important, but it looks like simeks' search only needs to be run for one orientation when the full circuitry and the glider orientation is already set.)

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simsim314
Posts: 1823
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » August 14th, 2016, 6:31 am

Scorbie wrote: don't we also need 16 recipes even if we did clean up that hive+blinker constellation?
Well no - with cost of extra SL. Yet again one needs to chose between simplicity and efficiency - I usually prefer simplicity, unless we're talking about order of magnitude or so.

chris_c
Posts: 966
Joined: June 28th, 2014, 7:15 am

Re: Slow salvo seeds

Post by chris_c » August 14th, 2016, 6:37 am

simsim314 wrote:I think slow salvo trick will be most useful for this orientation:
Here are all the orientations done properly this time. The one that was missing is again 5 gliders away from a traffic light:

Code: Select all

x = 556, y = 115, rule = LifeHistory
107.A$107.A.A423.2A$107.2A424.2A17.2A$160.2A391.A$160.2A17.2A364.3A5.
A.A$173.A6.A108.A264.2A$173.A6.A.A107.2A$173.A7.2A106.2A245.A$536.A$
536.A2$78.A453.3A3.3A$78.A.A$78.2A456.A$536.A$536.A2$166.A$166.A$166.
A2$162.3A3.3A2$166.A$166.A$166.A2$307.A$305.A.A$306.2A4$59.A459.2A$
59.A.A456.A.A$59.2A459.A8$181.A$180.2A$180.A.A7$322.A175.2A$323.2A
172.A.A$322.2A175.A3$44.A$44.A.A$44.2A4$201.3A$201.A$202.A145.A$349.
2A$348.2A4$18.A$18.A.A$18.2A$3.2A$3.2A17.2D457.2A$16.D6.D456.A.A$16.D
6.D.D456.A$16.D7.2D$369.2A$224.3A142.2A17.2A$224.A157.A6.A$225.A156.A
6.A.A$382.A7.2A$369.A$370.2A$369.2A82.2A$452.A.A$454.A5$2.2A$.A.A$A.A
372.A$.A373.A$375.A2$371.3A3.3A2$375.A$375.A$375.A$241.3A$241.A$242.A
6$439.2A$440.2A$439.A!
simsim314 wrote:@Chris - this recipe leaves junk that's impossible to clean. I really prefered the 11SL recipe that leaves no junk
Technically the junk is cleanable but it takes 5 gliders. I don't know if it is worth the cost or not.

Code: Select all

x = 137, y = 145, rule = LifeHistory
134.A$134.A.A$134.2A17$118.A$118.A.A$118.2A14$104.A$104.A.A$104.2A15$
88.A$88.A.A$88.2A14$72.A$72.A.A$72.2A38$37.7B5.4B2.4B$36.7B5.4B2.4B$
35.7B5.4B2.4B$34.7B5.4B2.4B$33.7B5.4B2.4B$32.7B5.4B2.4B$31.7B5.4B2.4B
$30.7B5.4B2.4B$29.7B5.4B2.4B$28.7B5.4B2.4B$27.7B5.4B2.4B$14.2A10.7B5.
4B2.4B$14.2A9.7B.2A2.4B2.4B$24.3BA3B3.A.4B2.4B$23.4BA2B4.ABA2B2.4B$
22.5BAB5.B2AB2.A3B$21.7B5.4B3.ABA$20.7B5.4B4.2A$19.7B5.4B$18.7B5.4B$
17.7B5.4B$16.7B5.4B$15.7B5.4B$13.8B5.4B$11.9B5.4B$11.8B5.4B$10.8B5.4B
$9.17B$7.14B2A2B$7.11B.BA2BA$.20B2A$12B2A8B$12B2A7B$20B$16B$.6B3.5B$
5.B5.3B!

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simsim314
Posts: 1823
Joined: February 10th, 2014, 1:27 pm

Re: Slow salvo seeds

Post by simsim314 » August 14th, 2016, 8:12 am

chris_c wrote:the junk is cleanable but it takes 5 gliders.
I've managed to reduce it to 4.

We still need simeks's trick for NE orientation (mango + longboat are kinda awkward).

Here are the updated recipes, divided by creation order:

Code: Select all

x = 698, y = 1287, rule = LifeHistory
219.A$217.A.A$218.2A3$175.A.A$176.2A$176.A36$214.A$215.2A$214.2A20$
232.A$230.A.A$231.2A23$247.A$248.2A$247.2A10$156.A157.A$154.3A116.A
38.3A$153.A120.2A35.A$153.2A118.2A36.2A7$126.A16.2D156.2D$127.2A13.D.
D5.2A148.D.D5.2A$126.2A14.D7.2A148.D7.2A$141.2D156.2D$178.A157.A$136.
2D39.A.A114.2A39.A.A$136.2D17.2A20.2A115.2A17.2A20.2A$149.A6.A150.A6.
A$149.A6.A.A148.A6.A.A$149.A7.2A148.A7.2A2$163.2A156.2A$157.A5.A.A
149.A5.A.A$156.A.A5.2A148.A.A5.2A$156.A2.A154.A2.A$157.2A156.2A4$300.
2A$299.A2.A$142.A156.A2.A$142.A157.2A$142.A2$138.3A3.3A149.3A3.3A2$
142.A157.A$142.A157.A$142.A157.A156$161.A$159.3A$158.A$158.2A7$148.2D
$147.D.D5.2A$147.D7.2A$146.2D2$141.2A$141.2A17.2A$161.A$153.3A5.A.A$
162.2A2$144.A$144.A18.A4.2A$144.A17.A.A2.A2.A$161.A.A4.A2.A$140.3A3.
3A12.2A6.2A2$144.A$144.A$144.A18$127.2A$126.A.A$128.A17$106.2A$105.A.
A$107.A21$89.2A$88.A.A$90.A9$61.2A$60.A.A$62.A24$47.2A$48.2A$47.A12$
50.2A$49.A.A$51.A11$22.2A$21.A.A$23.A27$.2A$A.A$2.A87$478.A$478.A.A$
478.2A10$464.A$464.A.A$464.2A14$224.A$224.A.A$224.2A222.A$448.A.A$
448.2A14$432.A$432.A.A$432.2A2$205.A$205.A.A$205.2A2$696.A$695.A$695.
3A18$190.A$190.A.A$190.2A2$167.D$165.3D$164.D$164.2D$394.D$392.3D$
391.D$391.2D3$154.2D8.A$153.D.D5.2D.A.A$153.D7.2D.2A467.D$152.2D477.
3D$381.2D247.D$147.2A231.D.D5.2D240.2D$147.2A17.2D212.D7.2D$160.D6.D
211.2D$160.D6.D.D$160.D7.2D204.2A$374.2A17.2A8.A$174.2D211.A6.A8.A.A$
168.D5.D.D210.A6.A.A6.2A215.2D$167.D.D5.2D210.A7.2A222.D.D5.2D$167.D
2.D448.D7.2D$168.2D231.2D215.2D$395.D5.D.D$394.D.D5.2D228.A$394.D2.D
230.2A.A.A$395.2D230.A.A.A.A$624.A2.A.A.A.A.A$624.4A.2A3.2A$628.A$
626.A.A11.2A$146.2A478.2A6.A5.A.A$145.A.A485.A.A5.2A$144.A.A234.2A
250.A2.A$145.A234.A2.A250.2A$381.2A$372.2A$372.2A216$149.A$148.A.A$
148.2A13$155.A$153.3A$152.A$152.2A$142.A$135.3A3.A.A$142.2A5$149.2A$
149.2A3$135.2A$135.2A17.2A$155.A$147.3A5.A.A$156.2A3$160.A$160.A$160.
A6$140.3A2$138.A5.A$138.A5.A$138.A5.A2$140.3A19$155.2A$155.A.A$155.A
13$173.A$172.2A$172.A.A14$195.A$194.2A$194.A.A21$211.A$210.2A$210.A.A
18$291.2A$291.A.A$291.A15$259.A$258.2A$258.A.A14$294.2A$294.A.A$294.A
25$319.A$318.2A$318.A.A24$341.2A$341.A.A$341.A22$365.2A$364.2A$366.A
17$394.A$393.2A$393.A.A25$416.A$415.2A$415.A.A17$446.2A$445.2A$447.A
31$465.2A$465.A.A$465.A18$477.2A$477.A.A$477.A8$510.2A$510.A.A$510.A!

simeks
Posts: 407
Joined: March 11th, 2015, 12:03 pm
Location: Sweden

Re: Slow salvo seeds

Post by simeks » August 14th, 2016, 4:36 pm

simsim314 wrote:@simeks - I just wonder how better 10 gliders over just adding another SL? I think it's better (especially considering your base is a blinker), but is it significantly better, can we count 10 extra gliders as 0.5 SL? or maybe it's more like 0.8-0.9 SL?
I'm not sure what is better really, but as it turns out the slow salvo search finds the blinker-and-loaf seed on its own, after some tweaking of search parameters. I've also found nice solutions for the other orientations:

Edit: Added a converter for gliders coming from the SE that's one glider cheaper, if you don't need a spare block.

Code: Select all

x = 509, y = 461, rule = LifeHistory
22.A.A$23.2A$23.A18$481.A$479.2A$480.2A9$.A$2.A$3A17$455.A.A$455.2A$
456.A2$28.A$29.A$27.3A21$56.A379.A$54.A.A378.A$55.2A378.3A19$82.A$83.
A$81.3A327.A$410.A$410.3A20$383.A.A$383.2A$384.A3$102.A.A$103.2A$103.
A16$132.A$130.A.A$131.2A2$364.A$363.A$363.3A17$334.A$158.A174.A$156.A
.A174.3A$157.2A20$306.A.A$306.2A$307.A5$181.A$179.A.A$180.2A12$194.D
31.A47.A$190.2D.D.D26.2A.A.A42.2A.A.A$189.D.D.D.D25.A.A.A.A41.A.A.A.A
$186.D2.D.D.D.D.D20.A2.A.A.A.A.A7.A28.A2.A.A.A.A.A$186.4D.2D3.2D20.4A
.2A3.2A6.A.A27.4A.2A3.2A$190.D31.A13.A.A31.A$188.D.D29.A.A14.A30.A.A$
188.2D30.2A6.2A38.2A13.A$227.A2.A52.A.A$227.A2.A52.2A$228.2A$234.3A$
201.A$201.A28.2A$201.A27.A2.A$229.A2.A$230.2A$279.A$279.A$279.A29$
226.A47.A47.A$222.2A.A.A42.2A.A.A42.2A.A.A$221.A.A.A.A41.A.A.A.A41.A.
A.A.A$218.A2.A.A.A.A.A36.A2.A.A.A.A.A36.A2.A.A.A.A.A$218.4A.2A3.2A36.
4A.2A3.2A36.4A.2A3.2A$222.A47.A47.A$220.A.A13.A31.A.A45.A.A$220.2A14.
A31.2A46.2A12.A$236.A93.A$282.3A45.A4$292.3A$292.A$293.A$231.2A$230.A
.A101.2A$232.A101.A.A$334.A17$321.A$320.2A$320.A.A6$207.2A$206.A.A
149.A$208.A148.2A$357.A.A16$389.2A$389.A.A$389.A2$340.2A$339.2A$341.A
3$185.2A$184.A.A$186.A11$416.3A$416.A$417.A3$365.2A$365.A.A$365.A3$
157.A$157.2A$156.A.A13$390.2A$389.2A$391.A49.3A$128.2A311.A$127.A.A
312.A$129.A21$410.2A53.3A$409.2A54.A$411.A54.A3$107.A$107.2A$106.A.A
16$492.A$491.2A$491.A.A3$80.2A$81.2A$80.A$435.2A$434.2A$436.A17$471.
2A$470.2A$472.A10$507.2A$506.2A$508.A!

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dvgrn
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Re: Slow salvo seeds

Post by dvgrn » August 14th, 2016, 9:53 pm

simeks wrote:I'm not sure what is better really, but as it turns out the slow salvo search finds the blinker-and-loaf seed on its own, after some tweaking of search parameters. I've also found nice solutions for the other orientations...
Nice! I'm back from a week of traveling to a cabin in the Adirondacks with no electricity, let alone Internet. It may take me a while to get caught up with the idea of reasonably-priced slow-salvo Snarks... Seems as if a good next step might be to think about how to fold these slow-salvo recipes into the simplest possible automated compiler.

Or maybe "semi-automated" would be a better place to start -- let's say a script that starts out by allowing a user to choose the construction order for still lifes in a large constellation. The script would do the work of testing known recipes for each still life to make sure they don't overlap with already-constructed objects, and stringing together the cheapest recipes to make a complete slow salvo for the full constellation.

-- I've probably said all that before somewhere. Mostly I'm interested in the standardized slow-salvo construction library that this script would use. I keep losing track of the current best slow salvo recipes for things like eater2s... but once this compiler script exists, it will be worth keeping its library up to date with the latest discoveries.

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Kazyan
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Re: Slow salvo seeds

Post by Kazyan » August 15th, 2016, 12:03 am

Probably the most interesting part of this development is combining it with the single-channel toolkit. Calcyman brought up the idea a while back, way before this was a thing, but in summary: Dave, how do you feel about being able to bend construction arms now?
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simsim314
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Re: Slow salvo seeds

Post by simsim314 » August 15th, 2016, 2:25 am

@simeks & @chris_c can you please post your search scripts, just in case someone will want to find more constrained slow salvo (like P2 constrain on gliders or when all the intermediates must be P1 etc. - I don't think anyone needs "clean" search utility, just reference for the future).

Anyway I think it's all more or less optimized. Three out of four orientations have 8 SLs and 14-18 gliders (which I think should be count as 9 SLs). One orientation has 10 SL and 13 gliders (which should be count as 11 SLs). This is by far the cheapest stable reflector.

EDIT I've found more civilized way to convert 3SLs to edgy eater without leaving junk (see the last orientation for gliders coming from SE). I've also attached my search script.

Code: Select all

x = 885, y = 1441, rule = LifeHistory
110$113.A$114.A$112.3A10$306.A$307.2A$306.2A9$140.A$141.A$139.3A21$
168.A$166.A.A$167.2A15$322.A.A$323.2A$323.A2$194.A$195.A$193.3A27$
214.A.A$215.2A$215.A3$361.A$362.2A$361.2A11$244.A$242.A.A$243.2A7$
379.A$377.A.A$378.2A13$270.A$268.A.A$269.2A8$394.A$395.2A$394.2A10$
461.D$420.A38.3D$421.2A35.D$420.2A36.2D3$307.D$305.3D$304.D$304.2D$
448.2D$447.D.D5.2D$447.D7.2D$446.2D2$441.2C$277.A16.2D145.2C17.2C$
278.2A13.D.D5.2D151.C6.C$277.2A14.D7.2D151.C6.C.C7.A$292.2D160.C7.2C
6.A.A$470.A.A$287.2D182.A$287.2D17.2D154.2A$300.D6.D153.A2.A$300.D6.D
.D151.A2.A$300.D7.2D152.2A$468.3A2$464.2A$313.3A131.2A14.A2.A$446.A2.
A13.A2.A$311.A5.A128.A2.A14.2A$311.A5.A129.2A$311.A5.A2$313.3A127.3A
3.3A2$293.A153.A$293.A153.A$293.A153.A2$289.3A3.3A2$293.A$293.A$293.A
156$312.A$310.3A$309.A$309.2A7$299.2D$298.D.D5.2A$298.D7.2A$297.2D2$
292.2A$292.2A17.2A$312.A$304.3A5.A.A$313.2A2$295.A25.3A$295.A$295.A
23.A5.A$319.A5.A$291.3A3.3A19.A5.A2$295.A25.3A$295.A$295.A18$278.2A$
277.A.A$279.A10$292.2A$291.A.A$293.A5$257.2A$256.A.A$258.A19$270.2A$
269.A.A$240.2A29.A$239.A.A$241.A9$212.2A$211.A.A$213.A8$242.A$242.2A$
241.A.A14$198.2A$199.2A$198.A14.2A$212.A.A$214.A23$173.2A$172.A.A$
174.A$192.A$192.2A$191.A.A18$751.A$749.2A$750.2A$165.2A$166.2A$165.A
15$140.2A$139.A.A$141.A8$725.A.A$725.2A$726.A15$120.2A$119.A.A$121.A
8$706.A$705.A$705.3A21$681.A$680.A$680.3A13$629.A$629.A.A$629.2A5$
653.A.A$653.2A$654.A3$615.A$615.A.A$615.2A14$375.A$375.A.A$375.2A222.
A$599.A.A$599.2A2$634.A$633.A$633.3A10$583.A$583.A.A$583.2A2$356.A$
356.A.A$356.2A$604.A$603.A$603.3A19$341.A$341.A.A$341.2A233.A.A$576.
2A$318.D258.A$316.3D$315.D$315.2D$545.D$543.3D$542.D$542.2D3$305.2D8.
A$304.D.D5.2D.A.A$304.D7.2D.2A$303.2D$532.2D$298.2A231.D.D5.2D$298.2A
17.2D212.D7.2D22.A$311.D6.D211.2D31.A.A$311.D6.D.D242.2A$311.D7.2D
204.2A$525.2A17.2C8.A$538.C6.C8.A.A$538.C6.C.C6.2A$538.C7.2C9$322.A$
322.A$297.2A23.A$296.A.A$295.A.A234.2A15.A$296.A234.A2.A14.A$532.2A
15.A$523.2A$523.2A231$306.A$304.3A$303.A$303.2A3$284.A$283.A.A10.A$
283.A.A3.A5.A.A$284.A3.A.A4.2A$288.2A$300.2A$300.2A3$286.2A$286.2A17.
2A$306.A$298.3A5.A.A$307.2A3$311.3A2$309.A5.A$309.A5.A$309.A5.A2$311.
3A2$291.3A2$289.A5.A$289.A5.A$289.A5.A2$291.3A19$306.2A$306.A.A$306.A
3$341.A$340.2A$340.A.A8$324.A$323.2A$323.A.A6$372.2A$372.A.A$372.A6$
346.A$345.2A$345.A.A12$399.3A$399.A$400.A7$362.A$361.2A$361.A.A16$
424.3A$424.A$425.A17$410.A$409.2A$409.A.A3$448.3A$448.A$449.A17$441.
3A$441.A$442.A2$475.A$474.2A$474.A.A37$490.2A$489.2A$491.A!

EDIT2 @dvgrn - I was thinking of "abstract compiler" which has the following interface:

1. Every SL type has certain number of construction recipes (say 10).
2. Given constellation, it builds matrix of compatibility (if SL1 is present which recipes of SL2 will not work).
3. Then it solves something like salesman traveling problem.

This approach makes abstractization from GOL. It has 10N X N "distance matrix", and it tries to solve some abstract problem. It's like traveling salesman problem, but selection of some cities might make the distance to others longer or impossible (cities have several routs, but visiting certain city will close some of them).

For constellation of 1K SLs, this matrix will be of size 10M - which is not so big. We also can have some "local" chains optimized, and build the order "bottom up", so all the matrices will be very small and use only local information.
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chris_c
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Re: Slow salvo seeds

Post by chris_c » August 15th, 2016, 7:41 am

simsim314 wrote:@simeks & @chris_c can you please post your search scripts, just in case someone will want to find more constrained slow salvo (like P2 constrain on gliders or when all the intermediates must be P1 etc. - I don't think anyone needs "clean" search utility, just reference for the future).
My code was very much based on that posted here. The changes were that I commented out the calls to bombard_final(..., 1, -1) and bombard_final(...., -1, 1) and in bombard_final I checked for patterns that have population 35 and alternate between bounding boxes of size 26x16 and 26x15 (since that is the final ash of the "suitably impeded LoM"):

Code: Select all

x = 9, y = 12, rule = B3/S23
6b3o$6bobo$5bo2bo$5bobo$5b3o6$2o$2o!
About 50% of the results were false positives but that was manageable. The code is very slow. I'm sure that simeks' code is way way faster.

EDIT: @simeks those slow-salvo converters are really impressive by the way!

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dvgrn
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Re: Slow salvo seeds

Post by dvgrn » August 15th, 2016, 7:59 am

Kazyan wrote:Probably the most interesting part of this development is combining it with the single-channel toolkit. Calcyman brought up the idea a while back, way before this was a thing, but in summary: Dave, how do you feel about being able to bend construction arms now?
It's still a little bit trickier to drop a Snark reflector on top of an active single-channel glider lane, than to build a Snark off to the side somewhere. Seems like a freeze-dried salvo will be the cheapest thing. At least, it's hard to imagine that it's worth putting in two temporary slow elbows (e.g., a 45-degree elbow followed by a 135-degree one) to be able to construct a new lossless Snark elbow directly.

However, it's definitely a good time to revisit the quadratic replicator project and see how much easier that looks these days.

Maybe a good first step would be to try out the single-channel toolkit on a new spiral-growth pattern. It looks like simsim314's latest recipe with gliders coming from the southeast, would allow a freeze-dried slow salvo that would support the minimum offset between Snarks -- 24 cells, it looks like, unless someone wants to take on the extra challenge of welding an eater onto the previous Snark.

The freeze-dried salvo could be built starting from an elbow a safe distance away, the first construction step being to move a copy of the elbow to (+0, +24):

Code: Select all

x = 627, y = 639, rule = LifeHistory
66.2E$66.2E65$625.2E$625.2E189$317.2A$316.A.A$310.2A4.A$308.A2.A2.2A.
4A$308.2A.A.A.A.A2.A$311.A.ABABAB$311.A.AB2AB$312.AB.2B$315.3B$315.4B
6.2A$313.3B2AB6.A$313.3B2AB3.BA.A$311.10B.B2A$310.13B$309.14B$308.15B
$307.4B2.8B$306.4B5.6B$305.4B4.9B$304.4B5.2A4.4B$303.4B7.A5.4B$302.4B
5.3A7.4B$301.4B6.A10.4B$300.4B19.4B$299.4B14.2A5.4B$298.4B14.A.A6.4B$
297.4B9.2A4.A9.4B$296.4B8.A2.A2.2A.4A6.4B$295.4B9.2A.A.A.A.A2.A7.4B$
294.4B13.A.ABABAB10.4B$293.4B14.A.AB2AB12.4B$292.4B16.AB.2B14.4B$291.
4B20.3B14.4B$290.4B21.4B6.2A6.4B$289.4B20.3B2AB6.A8.4B$288.4B21.3B2AB
3.BA.A9.4B$287.4B20.10B.B2A11.4B$286.4B20.13B14.4B$285.4B20.14B15.4B$
284.4B20.15B16.4B$283.4B20.4B2.8B19.4B$282.4B20.4B5.6B20.4B$281.4B20.
4B4.9B20.4B$280.4B20.4B5.2A4.4B20.4B$279.4B20.4B7.A5.4B20.4B$278.4B
20.4B5.3A7.4B20.4B$277.4B20.4B6.A10.4B20.4B$276.4B20.4B19.4B20.4B$
275.4B20.4B21.4B20.4B$274.4B20.4B23.4B20.4B$273.4B20.4B25.4B20.4B$
272.4B20.4B27.4B20.4B$271.4B20.4B29.4B10.2A8.4B10.2A$270.4B20.4B31.4B
9.A10.4B9.A$269.4B20.4B33.4B10.A9.4B10.A$268.4B20.4B28.2A5.4B5.5A3.2A
5.4B5.5A$253.A13.4B6.A13.4B30.A5.4B4.A9.A5.4B4.A$253.3A10.4B7.3A10.4B
31.A.AB.7B2.B3A6.A.AB.7B2.B3A$256.A8.4B11.A8.4B33.2AB.7B3.2B.A6.2AB.
7B3.2B.A$255.2A7.4B11.2A7.4B36.12B4A8.12B4A$255.5B3.4B12.5B3.4B37.7B
2A3BAB2.2A6.7B2A3BAB2.2A$257.3B2.4B15.3B2.4B38.B3C3B2A2B.B3A2.A5.7B2A
2B.B3A2.A$247.2A7.9B6.2A7.9B39.3BC6B3.B.A.2A5.10B3.B.A.2A$247.A8.8B7.
A8.8B39.3BC4B8.A7.8B8.A$244.2A.A.B3.10B5.2A.A.B3.10B39.9B7.2A6.9B7.2A
$244.A2.3AB.2B2A7B5.A2.3AB.2B2A7B38.4B2.3B15.4B2.3B$245.2A2.BA3B2A7B
6.2A2.BA3B2A7B37.4B3.5B12.4B3.5B$247.4A12B8.4A12B36.4B7.2A11.4B7.2A$
247.A.2B3.7B.B2A6.A.2B3.7B.B2A33.4B8.A11.4B8.A$248.3AB2.7B.BA.A6.3AB
2.7B.BA.A31.4B10.3A7.4B10.3A$251.A4.4B5.A9.A4.4B5.A30.4B13.A6.4B13.A$
246.5A5.4B5.2A3.5A5.4B5.2A28.C3B20.4B$246.A10.4B9.A10.4B34.2CB20.4B$
248.A9.4B10.A9.4B14.D9.D7.CBC20.4B$247.2A10.4B8.2A10.4B13.D9.D29.4B$
260.4B20.4B8.3D.D8.3D27.4B$261.4B20.4B6.D4.3D3.2D2.D2.2D2.D2.D.3D13.
4B$262.4B20.4B6.2D2.D2.D.D2.D.D.D2.D.D2.D.D2.D11.4B$263.4B20.4B7.D.D
2.D.D2.D.D.D2.D.D2.D.D2.D10.4B$264.4B20.4B3.3D2.D2.D2.2D2.D2.3D2.3D.D
2.D9.4B$265.4B20.4B22.D18.4B$266.4B20.4B18.D2.D17.4B$267.4B20.4B18.2D
17.4B$268.4B20.4B35.4B$269.4B20.4B33.4B$270.4B20.4B31.4B$271.4B20.4B
29.4B$272.4B20.4B27.4B$273.4B20.4B25.4B$274.4B20.4B23.4B$275.4B20.4B
21.4B$276.4B20.4B19.4B$277.4B20.4B10.A6.4B$278.4B20.4B7.3A5.4B$279.4B
20.4B5.A7.4B$280.4B20.4B4.2A5.4B$281.4B20.9B4.4B$282.4B20.6B5.4B$283.
4B19.8B2.4B$284.4B16.15B$285.4B15.14B$286.4B14.13B$287.4B11.2AB.10B$
288.4B9.A.AB3.B2A3B$289.4B8.A6.B2A3B$290.4B6.2A6.4B$291.4B14.3B$292.
4B14.2B.BA$293.4B12.B2ABA.A$294.4B10.BABABA.A$295.4B7.A2.A.A.A.A.2A$
296.4B6.4A.2A2.A2.A$297.4B9.A4.2A$298.4B6.A.A$299.4B5.2A$300.4B$301.
4B10.A$302.4B7.3A$303.4B5.A$304.4B4.2A$305.4B$306.4B$293.A13.4B$292.A
.A10.A2.4B$292.A.A3.A5.A.A2.4B$293.A3.A.A4.2A4.4B$297.2A12.4B$309.2A.
4B$309.2A2.4B$314.4B$315.4B$295.2A19.4B$295.2A17.2A.4B$315.A2.4B$307.
3A5.A.A.4B$316.2A2.4B$321.4B$322.4B$320.3A4B$324.4B$318.A5.A4B$318.A
5.A.4B$318.A5.A2.4B$328.4B$320.3A6.4B$330.4B$300.3A28.4B$332.4B$298.A
5.A28.4B$298.A5.A29.4B$298.A5.A30.4B$336.4B$300.3A34.4B$338.4B$339.4B
$340.4B$341.4B$342.4B$343.4B$344.4B$345.4B$346.4B$347.4B$348.4B$349.
4B$350.4B$351.4B$352.4B$353.4B$354.4B$355.4B$315.2A39.4B$315.A.A39.4B
$315.A42.4B$359.4B$360.4B$350.A10.4B$349.2A11.4B$349.A.A11.4B$364.4B$
365.4B$366.4B$367.4B$368.4B$369.4B$370.4B$333.A37.4B$332.2A38.4B$332.
A.A38.4B$374.4B$375.4B$376.4B$377.4B$378.4B$379.2B2A$380.BABA$381.A3B
$382.4B$383.4B$384.4B$385.4B$386.4B$355.A31.4B$354.2A32.4B$354.A.A32.
4B$390.4B$391.4B$392.4B$393.4B$394.4B$395.4B$396.4B$397.4B$398.4B$
399.4B$400.4B$401.4B3.3A$402.4B2.A$403.4B2.A$404.4B$405.4B$406.4B$
407.4B$408.4B$409.4B$371.A38.4B$370.2A39.4B$370.A.A39.4B$413.4B$414.
4B$415.4B$416.4B$417.4B$418.4B$419.4B$420.4B$421.4B$422.4B$423.4B$
424.4B$425.4B$426.4B$427.4B$428.4B.3A$429.4BA$430.4BA$431.4B$432.4B$
433.4B$434.4B$435.4B$436.4B$437.4B$438.4B$439.4B$440.4B$441.4B$442.4B
$443.4B$444.4B$445.4B$446.4B$419.A27.4B$418.2A28.4B$418.A.A28.4B$450.
4B$451.4B$452.4B.3A$453.4BA$454.4BA$455.4B$456.4B$457.4B$458.4B$459.
4B$460.4B$461.4B$462.4B$463.4B$464.4B$465.4B$466.4B$467.4B$468.4B$
469.4B$470.4B$450.3A18.4B$450.A21.4B$451.A21.4B$474.4B$475.4B5.A$476.
4B3.2A$477.4B2.A.A$478.4B$479.4B$480.4B$481.4B$482.4B$483.4B$484.4B$
485.4B$486.4B$487.4B$2E486.4B$2E487.4B$490.4B$491.4B$492.4B$493.4B$
494.4B$495.4B$496.4B$497.4B$498.4B$499.4B$500.4B$501.4B$502.4B$503.4B
$504.4B$505.4B$506.4B$507.4B$508.4B$509.4B$510.4B$511.4B$512.4B$513.
4B$499.2A13.4B$498.2A15.4B$500.A15.4B$517.4B$518.4B$519.4B$520.4B$
521.4B$522.4B$523.4B$524.4B$525.4B$526.4B$527.4B$528.4B$529.4B$530.4B
$531.4B$532.4B$533.4B$534.4B$535.4B$536.4B$537.4B$538.4B$539.4B$540.
3B$541.2B$547.2C$547.2C8$547.D$547.D$547.D$547.D$547.D$547.D$547.D$
547.D$544.D2.D2.D$545.D.D.D$546.3D$547.D4$547.2E$547.2E!
This spiral-Snark pattern would be just about the only place where a 43-tick single-channel toolkit could be used. A G->2G converter with a 43-tick repeat time would sure be a nice discovery -- but I suppose I might as well wish for a 3sL Spartan G->2G with 14-tick recovery, while I'm at it...!

chris_c
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Re: Slow salvo seeds

Post by chris_c » August 15th, 2016, 8:36 am

dvgrn wrote: It's still a little bit trickier to drop a Snark reflector on top of an active single-channel glider lane, than to build a Snark off to the side somewhere.
Yeah it does look tricky but maybe not too bad. The Snark recipe for gliders heading SE looks something like this:

Code: Select all

x = 39, y = 53, rule = LifeHistory
.C$2.C$3C13$27.A$25.3A$24.A$24.2A5$28.A$29.2A$14.2D12.2A$13.D.D5.2A$
13.D7.2A$12.2D2$7.2A$7.2A17.2A$20.A6.A$20.A6.A.A7.A$20.A7.2A6.A.A$36.
A.A$37.A$28.2A$27.A2.A$11.3A13.A2.A$11.A.A14.2A$10.A2.A20.3A$10.A.A$
10.3A17.2A$29.A2.A$29.A2.A$30.2A4$7.C$7.C$7.C!
Most of the stuff is not too far away from the input lane for the Snark. If we have recipes for 0-degree gliders directly from the elbow with offsets from -35, ..., +35 it might be possible to build everything in green and we might be able to build the blinker in white in the SW (or any other suitable junk) directly from the elbow at the beginning.

I think with the 10hd elbow I had recipes for all lanes in a similar range. I can't remember how far we can get with the 0hd elbows though.

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Re: Slow salvo seeds

Post by dvgrn » August 15th, 2016, 9:28 am

chris_c wrote:I think with the 10hd elbow I had recipes for all lanes in a similar range [to [-35, ..., +35] ). I can't remember how far we can get with the 0hd elbows though.
It's definitely a whole new search as far as the single-channel toolkit goes. I don't think a serious attempt has been made yet at filling in a 0-degree elbow collection -- especially not for 43-tick single-channel.

Seems like it will be a bit tricky to build that top eater (shown in yellow below) after the trigger glider goes by, given the lack of space due to the previous Snark in the spiral --

Code: Select all

x = 39, y = 62, rule = LifeHistory
13.4B10.A6.4B$14.4B7.3A5.4B$15.4B5.A7.4B$16.4B4.2A5.4B$17.9B4.4B$18.
6B5.4B$18.8B2.4B$16.15B$16.14B$.C14.13B$2.C11.2AB.10B$3C10.A.AB3.B2A
3B$13.A6.B2A3B$12.2A6.4B$21.3B$22.2B.BA$21.B2ABA.A$20.BABABA.A$18.A2.
A.A.A.A.2A$18.4A.2A2.A2.A$22.A4.2A$20.A.A$20.2A2$27.E$25.3E$24.E$24.
2E5$28.A$29.2A$14.2D12.2A$13.D.D5.2A$13.D7.2A$12.2D2$7.2A$7.2A17.2A$
20.A6.A$20.A6.A.A7.A$20.A7.2A6.A.A$36.A.A$37.A$28.2A$27.A2.A$11.3A13.
A2.A$11.A.A14.2A$10.A2.A20.3A$10.A.A$10.3A17.2A$29.A2.A$29.A2.A$30.2A
4$7.C$7.C$7.C!
But that problem goes away if we don't arbitrarily demand the closest possible spiral Snark spacing. And it shouldn't be too hard to replace that problematic glider with a trigger glider reflected in from the southwest, anyway. Also possibly there's a 0-degree one-time turner out there, that fits in that space and leaves the block behind, or something that can be converted into the block later.

I wouldn't be at all surprised if a 0-degree construction could beat a freeze-dried 180-degree salvo, all things considered. On the other hand, freeze-dried slow salvos may get surprisingly cheap once they're developed properly, so it might be a fairly close competition.

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Re: Slow salvo seeds

Post by simeks » August 16th, 2016, 1:26 pm

simsim314 wrote:@simeks & @chris_c can you please post your search scripts, just in case someone will want to find more constrained slow salvo (like P2 constrain on gliders or when all the intermediates must be P1 etc. - I don't think anyone needs "clean" search utility, just reference for the future).
Here are the scrips I've been using with a brief description:

The first "script", salvomod.c, looks for ways to modify an existing pattern with slow salvo.

You set the strings "start_spec" and "wanted_spec" to a life history string (without the first line), for example like this, where you select and copy the area just inside the blue borders. A white cell may never die during a search. Green cells in the wanted pattern must be present in the result, Empty cells are "don't care", so any junk is allowed in the result:

Code: Select all

x = 60, y = 21, rule = LifeHistory
28B4.28B$B7.8D11.B4.B26.B$B6.10D10.B4.B26.B$B5.12D9.B4.B26.B$B4.14D8.
B4.B26.B$B3.16D7.B4.B26.B$B2.18D6.B4.B26.B$B.19D6.B4.B26.B$B20D6.B4.B
26.B$B20D6.B4.B26.B$B20D6.B4.B26.B$B19D3.2C2.B4.B22.2A2.B$B13D4.D3.C.
C2.B4.B21.A.A2.B$B12D9.C4.B4.B16.A4.A4.B$B12D2.2A3.2C.4CB4.B16.A2.2A.
4AB$B12D2.A.A.C.C.C2.CB4.B16.A.A.A.A2.AB$B12D4.A.C.C.C3.B4.B16.A.A.A.
A3.B$B.11D4.A.C.2C4.B4.B16.A.A.2A4.B$B2.9D6.C8.B4.B17.A8.B$B3.7D16.B
4.B26.B$28B4.28B!
This script works in three steps:

- Generate slow salvo configurations from a start seed (set to blinker now, but can be changed). The required lane range for each new glider is calculated by the script. Each new configuration must have a bounding box where (width + height <= SLOW_MAX_SIZE).

- Then test each new configuration in all possible places in the allowed search area (the red area), including both phases and mirroring along the salvo glider diagonal. For each placement, try shooting an activating glider in all lanes from SEED_LANE_ON to (SEED_LANE_OFF - 1) and inserted at a timing corresponding to SEED_SAFE_PROGRESION. If the start pattern itself is P2, it needs to be searched as two different problems.

- If the wanted pattern is reached it will be reported as a result, but after that the script runs a verification that the full slow salvo can be executed with the start pattern present. Often this will cause the start pattern to explode. If the verification worked out, this will be reported, and the same slow salvo configuration will not be tried again. If it failed the script will try the same configuration again if it finds another slow salvo that will generate it.

The other script, seeds.c, is much like CatForce - it places objects in a search area. But instead of a fixed active pattern, it shoots gliders at the objects in lanes from LANE_ON to (LANE_OFF - 1) and in both phases if any of the objects is P2.

Just like salvomod.c it looks for any setup that will convert "start_spec" into "wanted_spec", and these two are set up in exactly the same way as in salvomod.c. All placed objects must fit in the red area.
scripts.zip
(40.58 KiB) Downloaded 324 times
chris_c wrote:EDIT: @simeks those slow-salvo converters are really impressive by the way!
Thanks!
chris_c wrote:If we have recipes for 0-degree gliders directly from the elbow with offsets from -35, ..., +35 it might be possible to build everything in green and we might be able to build the blinker in white in the SW (or any other suitable junk) directly from the elbow at the beginning.
When I search with minimum distance 90 ticks for 0 degree gliders, most of them are close to the original glider lane (mostly -16 to 16), but I think this is in part an artifact of the cost function used to decide which intermediate patterns to keep. I'll try to figure out a better cost function for finding wide 0 degree gliders. There were a few exceptions, like this +41 output, so it should certainly be possible:

Code: Select all

x = 866, y = 868, rule = LifeHistory
4$857.3A2$855.A5.A$855.A5.A$855.A5.A2$857.3A6$850.3A$852.A$851.A35$813.
3A$815.A$814.A78$733.2A$734.2A$733.A78$653.3A$655.A$654.A78$573.3A$575.
A$574.A78$493.3A$495.A$494.A26$465.A$465.2A$464.A.A78$385.A$385.2A$384.
A.A78$305.2A$304.A.A$306.A22$281.2A$282.2A$281.A78$201.2A$202.2A$201.
A78$121.3A$123.A$122.A78$41.3A$43.A$42.A34$5.2A$4.A.A$6.A!
dvgrn wrote:Seems like it will be a bit tricky to build that top eater (shown in yellow below) after the trigger glider goes by, given the lack of space due to the previous Snark in the spiral --
Here are a two ideas:

Code: Select all

x = 96, y = 56, rule = LifeHistory
20.A63.A$18.3A61.3A$17.A63.A$17.2A62.2A7$7.2A62.2A$6.A.A5.2A54.A.A5.
2A$6.A7.2A54.A7.2A$5.2A62.2A2$19.A63.A$.A13.2A.A.A58.2A.A.A$2.A11.A.A
.A.A57.A.A.A.A$3A8.A2.A.A.A.A.2A51.A2.A.A.A.A.2A$11.4A.2A2.A2.A51.4A.
2A2.A2.A$15.A4.2A57.A4.2A$13.A.A61.A.A$13.2A50.A11.2A$66.A$20.D43.3A
17.E$18.3D61.3E$17.D63.E$17.2D62.2E3$7.2A8.2A$6.A2.A6.A.A61.A$6.A2.A
6.2A61.A.A4.A$7.2A3.2A65.A2.A2.A.A$7.2D2.A.A57.2D7.2A4.2A$6.D.D3.A.2D
54.D.D5.2D$6.D7.2D54.D7.2D$5.2D62.2D2$19.A63.A$15.2A.A.A58.2A.A.A$14.
A.A.A.A57.A.A.A.A$11.A2.A.A.A.A.2A51.A2.A.A.A.A.A7.A$11.4A.2A2.A2.A
51.4A.2A3.2A6.A.A$15.A4.2A57.A13.A.A$13.A.A61.A.A14.A$13.2A62.2A6.2A$
84.A2.A$84.A2.A$85.2A$91.3A2$87.2A$86.A2.A$86.A2.A$87.2A!

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BlinkerSpawn
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Re: Slow salvo seeds

Post by BlinkerSpawn » August 16th, 2016, 1:34 pm

The bottommost pond in the final converter doesn't interact in any special way and can be replaced by a block if needed:

Code: Select all

x = 32, y = 38, rule = LifeHistory
20.D$18.3D$17.D$17.2D5$21.A$22.2A$7.2D12.2A$6.D.D5.2A$6.D7.2A$5.2D2$
2A$2A17.2A$13.A6.A$13.A6.A.A7.A$13.A7.2A6.A.A$29.A.A$30.A$21.2A$20.A
2.A$4.3A13.A2.A$4.A.A14.2A$3.A2.A10.2A8.3A$3.A.A11.2A$3.3A7$C$C$C!
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dvgrn
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Re: Slow salvo seeds

Post by dvgrn » August 16th, 2016, 2:06 pm

simeks wrote:When I search with minimum distance 90 ticks for 0 degree gliders, most of them are close to the original glider lane (mostly -16 to 16), but I think this is in part an artifact of the cost function used to decide which intermediate patterns to keep. I'll try to figure out a better cost function for finding wide 0 degree gliders. There were a few exceptions, like this +41 output, so it should certainly be possible...
Impressive! A complete range from -41 to 41, or anything near that, might actually be wide enough to build an entire new Snark elbow with 0-degree gliders starting from a block, without resorting to temporary slow elbows.

Any guesses as to how much more efficient a minimum distance of 43 ticks would be, compared to min.dist.90?
simeks wrote:Here are ... two ideas:

Code: Select all

x = 96, y = 56, rule = LifeHistory
20.A63.A$18.3A61.3A$17.A63.A$17.2A62.2A7$7.2A62.2A$6.A.A5.2A54.A.A5.
2A$6.A7.2A54.A7.2A$5.2A62.2A2$19.A63.A$.A13.2A.A.A58.2A.A.A$2.A11.A.A
.A.A57.A.A.A.A$3A8.A2.A.A.A.A.2A51.A2.A.A.A.A.2A$11.4A.2A2.A2.A51.4A.
2A2.A2.A$15.A4.2A57.A4.2A$13.A.A61.A.A$13.2A50.A11.2A$66.A$20.D43.3A
17.E$18.3D61.3E$17.D63.E$17.2D62.2E3$7.2A8.2A$6.A2.A6.A.A61.A$6.A2.A
6.2A61.A.A4.A$7.2A3.2A65.A2.A2.A.A$7.2D2.A.A57.2D7.2A4.2A$6.D.D3.A.2D
54.D.D5.2D$6.D7.2D54.D7.2D$5.2D62.2D2$19.A63.A$15.2A.A.A58.2A.A.A$14.
A.A.A.A57.A.A.A.A$11.A2.A.A.A.A.2A51.A2.A.A.A.A.A7.A$11.4A.2A2.A2.A
51.4A.2A3.2A6.A.A$15.A4.2A57.A13.A.A$13.A.A61.A.A14.A$13.2A62.2A6.2A$
84.A2.A$84.A2.A$85.2A$91.3A2$87.2A$86.A2.A$86.A2.A$87.2A!
I like the option on the right much better, but only because of vague memories of unexpected difficulties trying to push blocks into tight corners (when I was shooting past an obstruction on one side, as in this case). Probably there's plenty of room here to keep the cost reasonable, though, so I guess it's just whichever option turns out to be less expensive overall.

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Re: Slow salvo seeds

Post by simeks » August 16th, 2016, 4:43 pm

BlinkerSpawn wrote:The bottommost pond in the final converter doesn't interact in any special way and can be replaced by a block if needed:
That is not all that surprising, because the pattern with the two ponds is the result of a slow salvo search, that finds all patterns that can be generated by shooting 8 gliders on a blinker (with some constraints).So in this context the pond is actually cheaper than the block.

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simsim314
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Re: Slow salvo seeds

Post by simsim314 » August 16th, 2016, 4:49 pm

@simeks @chris - thx for the scripts and the explanations you've posted, they're very useful.

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Re: Slow salvo seeds

Post by gmc_nxtman » September 4th, 2016, 2:36 pm

Possible lead on another tail-adding component:

Code: Select all

x = 18, y = 11, rule = B3/S23
bo$obo6bo$bo7bobo$10bobo3b2o$10bo2bo2b2o$10bobo$9bobo$2b2o5bo$bo2bo$bo
bo$2bo!

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Re: Slow salvo seeds

Post by dvgrn » September 11th, 2016, 8:24 am

Just happened to see a cheap clean 3sL tub-with-tail seed, in an email from Karel Suhajda from way back in January 2004. It looks surprisingly modern, considering that it showed up several months before the first prototype slow-salvo construction arm:

Code: Select all

x = 33, y = 25, rule = LifeHistory
.BA$ABAB$.2A2B16.2B$2.4B12.2A3B$3.4B10.B2A4B$4.4B9.7B$5.4B7.8B$6.4B5.
8B$7.4B4.7B$8.4B3.7B$9.7B.5B$9.16B$8.18B2D2.BA$6.21BD2BABA$5.22BDBDAB
A$5.23BDBDA$4.25BDB$4.26B$3.24B$4.24B$4.6B.B.15B$7.2B4.5B2A8B$14.3B.
2A7B$23.4B$24.2B!

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