run pattern to stabilisation
optionally run pattern some amount of generations more (to lower density if it's expanding)
check density (50% soup is roughly 2%=.02)
if density < 0.001 (change based on preference)
//spaceships or puffers probably exist. lower threshold to decrease p-value (you can just skip this step if you want)
return true
else
save dimensions of bounding box
run 10000 (also arbitrary, probably too small) generations
if new length - old length > 300 (probably too large) || new width - old width > 300
return true
else
return false
//for those who want to make sure
return [new length - old length, new width - old width]
Macbi wrote:What's the easiest way in a Golly script to run a pattern to stabilization, detecting any escaping gliders?
Macbi wrote:I actually had a clever idea for shrinking the size of the "seed" still life, down to only 110 cells!
Whatever complicated circuitry is needed, we can no doubt construct it using a (not slow) single channel salvo. So instead of actually using that circuitry as our seed, we can use a rectifier loop (population 110) large enough to store that recipe. Then we can begin our construction by loading our recipe into the loop, as slowly as we like. Then to get our elbow block and hand we explode one of the rectifiers by inserting a glider into the loop too close to another one.
Macbi wrote:I haven't actually done the hard work yet of trying each possible explosion to find one that places an elbow correctly without any escaping gliders, but I'm sure it won't be that hard. Considering that we can also have gliders in the loop take part in the explosion, there are thousands of possibilities. So I think it's very likely that one of them works.
I believe the toolkit in this post is sufficient. It uses a traffic-light as an elbow, but that still shouldn't be too hard to arrange.dvgrn wrote:However, the rectifier has a repeat time of 106, whereas current single-channel recipes go down to 90-tick separation. We have simeks' assurance that higher repeat times are no problem -- probably to up above 200 ticks, let alone 150 or 106 -- but I'm not sure we have enough recipes available right now to prove universality.
KittyTac wrote:Is it feasible to make a unit cell that has 2 or more states, using a sparser flow of gliders/spaceships to represent state 2 (or 3 or 4 or 5)?
Another question: Imagine that an AI hooked up to a UC emerged from complex switch engine interactions in a Sparse Life universe. What would be the best way for it to defend against switch engines and gliders flying in its direction? Building walls? Shooting *WSSs in random directions?
KittyTac wrote:What would be the best way for it to defend against switch engines and gliders flying in its direction? Building walls? Shooting *WSSs in random directions?
Apple Bottom wrote:KittyTac wrote:What would be the best way for it to defend against switch engines and gliders flying in its direction? Building walls? Shooting *WSSs in random directions?
Building IceNine, clearly.
Redstoneboi wrote:Apple Bottom wrote:KittyTac wrote:What would be the best way for it to defend against switch engines and gliders flying in its direction? Building walls? Shooting *WSSs in random directions?
Building IceNine, clearly.
I know this is a joke, but building IceNine would just be a suicide bombing.
gameoflifemaniac wrote:Have any irrational-speed spaceships been constructed?
danny wrote:gameoflifemaniac wrote:Have any irrational-speed spaceships been constructed?
I don't quite think so, but it doesn't seem that hard considering how awesome technology is nowadays...a spaceship that computes the digits of pi using a computer, and replicates itself n units away, where n is the next digit of pi, would be irrationally speeded...sped? spode? i don't know.
EDIT: By the way, interesting question!
Macbi wrote:If we wanted to make an irrational speed "spaceship" that actually grew slightly each period, what's the slowest growth rate it could have? Is it log(t)?
gameoflifemaniac wrote:Have any irrational-speed spaceships been constructed?
calcyman wrote:gameoflifemaniac wrote:Have any irrational-speed spaceships been constructed?
Yes, if you include the Penrose tiling gliders by Imai and me..
calcyman wrote:Yes, if you include the Penrose tiling gliders by Imai and me...
danny wrote:gameoflifemaniac wrote:Have any irrational-speed spaceships been constructed?
I don't quite think so, but it doesn't seem that hard considering how awesome technology is nowadays...a spaceship that computes the digits of pi using a computer, and replicates itself n units away, where n is the next digit of pi, would be irrationally speeded...sped? spode? i don't know.
EDIT: By the way, interesting question!
77topaz wrote:I'm fairly though not completely sure it would only be possible to have irrational-speed ships in aperiodic tilings like the Penrose tiling; the von Neumann neighbourhood, like the Moore neighbourhood, uses a simple square grid which is periodic, so it couldn't support such ships.
I wrote:which are aperiodic
KittyTac wrote:Can I have a link to the Penrose tiling gliders?
calcyman wrote:gameoflifemaniac wrote:Have any irrational-speed spaceships been constructed?
Yes, if you include the Penrose tiling gliders by Imai and me..
wwei23 wrote:What is the Penrose tiling gliders rule?
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