For discussion of other cellular automata.
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Hdjensofjfnen
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by Hdjensofjfnen » January 16th, 2019, 5:26 pm
Here's a rule I'd like to create a thread for. It has several small p2 c/2's, shown below. The last two can perhaps be called SMOSes:
Code: Select all
x = 7, y = 43, rule = B2e3-a4a/S23-ay
4b2o$6bo$4b2o3$5bo$6bo$6bo$5bo3$5bo$6bo$3bo2bo$3bobo3$5bo$6bo$6bo$6bo$
5bo3$5bo$6bo$6bo$6bo$4b2o3$2bo3bo$3bob2o$o2bob2o$3bo2bo$2bo3$2bo3bo$3b
ob2o$3bob2o$3bo2bo$b2o!
EDIT: Removed the last ship from the collection, was actually trivial
The rule also has four natural oscillators (2p2,3p2,4p3,6p10), the last of which I would not have discovered without the synthesis provided.
Code: Select all
x = 25, y = 5, rule = B2e3-a4a/S23-ay
19bo3bo$5bo3bo8bo4b2o$o4bo4bo6bo5b2o$bo3bo5bo11bo$12bo!
Code: Select all
x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!
Code: Select all
x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!
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cvojan
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by cvojan » January 16th, 2019, 6:03 pm
Here's a puffer I found out of some ash:
Code: Select all
x = 7, y = 5, rule = B2e3-a4a/S23-ay
bo3bo$obobobo$obobobo2$2bo!
Here's another puffer, which is infinitely extensible:
Code: Select all
x = 15, y = 4, rule = B2e3-a4a/S23-ay
bo3bo3bo3bo$obobobobobobobo$obobobobobobobo$4bobobobo!
Code: Select all
x = 23, y = 4, rule = B2e3-a4a/S23-ay
bo3bo3bo3bo3bo3bo$obobobobobobobobobobobo$obobobobobobobobobobobo$4bob
obobobobobobo!
Last edited by
cvojan on January 16th, 2019, 7:19 pm, edited 2 times in total.
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Hdjensofjfnen
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by Hdjensofjfnen » January 16th, 2019, 6:23 pm
cvojan wrote:Here's a puffer I found out of some ash:
Code: Select all
x = 7, y = 5, rule = B2e3-a4a/S23-ay
bo3bo$obobobo$obobobo2$2bo!
Nice find! Must have slipped through my sights.
EDIT: How the heck did I miss this? It's the first non-p2 c/2.
Code: Select all
x = 7, y = 4, rule = B2e3-a4a/S23-ay
bo3bo$obobobo$obobobo$2bobo!
EDIT: Infinitely extensible:
Code: Select all
x = 11, y = 4, rule = B2e3-a4a/S23-ay
bo3bo3bo$obobobobobo$obobobobobo$4bobo!
EDIT: The puffer, though, is not.
Code: Select all
x = 11, y = 5, rule = B2e3-a4a/S23-ay
bo3bo3bo$obobobobobo$obobobobobo2$2bo3bo!
Code: Select all
x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!
Code: Select all
x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!
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2718281828
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by 2718281828 » January 16th, 2019, 7:36 pm
Hdjensofjfnen wrote:Here's a rule I'd like to create a thread for. It has several small p2 c/2's, shown below. The last two can perhaps be called SMOSes:
Code: Select all
x = 7, y = 43, rule = B2e3-a4a/S23-ay
4b2o$6bo$4b2o3$5bo$6bo$6bo$5bo3$5bo$6bo$3bo2bo$3bobo3$5bo$6bo$6bo$6bo$
5bo3$5bo$6bo$6bo$6bo$4b2o3$2bo3bo$3bob2o$o2bob2o$3bo2bo$2bo3$2bo3bo$3b
ob2o$3bob2o$3bo2bo$b2o!
EDIT: Removed the last ship from the collection, was actually trivial
There is no SMOS in there in an SMOS two ships need different displacements (e.g. different spaceship speeds, or same speeds but front/side-collisions are involved.)
Some more ships (the small c/3 should be natural and synthesisable, likely gunable if there is a gun for any ship, maybe even the c/5 diagonal as well):
Code: Select all
x = 185, y = 49, rule = B2e3-a4a/S23-ay
3$96bo2b2o3b2o2bo$96bo11bo$96b4o5b4o$61bo3bo32bo7bo$61bobo2bo30bobo5bo
bo$58b6o32b5o3b5o$60bo39b2ob2o$59bo2bobo34b2o3b2o$62bo35bo7bo$62bo30bo
3bo9bo3bo$62bob3o27b2o13b2o$97bo9bo$65bo31b2o7b2o$62bo34bo9bo$61bo4bo$
63b3o30bo11bo57b2o$96bo11bo60b2o$62bo3bo29bo11bo60b3o$40bo20b2ob2o29b
3ob2o3b2ob3o53bo3b2o3bo$38b2o21b3o31b2o2bobobobo2b2o53bo2bo3b2o$37bo
25bo30bo2b4o3b4o2bo55bo3b2o$36b4o23bo100b2o4bo$35bo22bo3b3o33bo7bo44bo
12b2ob4o$34bo3bobo18bo2bobo32b2o2bobo2b2o41bo15bob2o$33b3o3bo20b2obo
12b7o15b2obobob2o46bob3o8bo$11bo2b2o5b2o2bo8bo25bobo13b7o14bobobobobob
o46b4o$12b2o9b2o21bo25bo3b7o3bo9bo4bobo4bo37bo3b2o5bo$65bo5bo15bo12bo
3bo16bo7bo19bo2b2obobo$15b3ob3o39b4o8b5o3b5o16bo18bobo3bobo15bo3bo5bo$
45b3o12b3o15bobo16b3o2bo2b3o10bob2o7b2obo17bo8bo$14bo7bo21bo3bo12b3o
12b2o3b2o18b3o15bo4b3o4bo15bo2bo4b6o$15bobobobo21b3ob3o11bob2o11bo5bo
17b5o19b3o21bo5bobo2b3o$17bobo24bo3bo11b3o10b3o7b3o12b2o5b2o40b2ob2obo
2bo4bo$14b2obobob2o49bo2b9o2bo12bo5bo18bobo20b2o4b4o2b2o$11b2o4bobo4b
2o19b3o14b2o9b4o5b4o9b2o2bo5bo2b2o10b2o7b2o16b4o2bo5bo$7bobo2bo4bobo4b
o2bobo16bo12b3o2bo8bo11bo8b6obobob6o6bob5o3b5obo19bo$7b3o4bo2bobo2bo4b
3o30bo3bo7bo2b2o5b2o2bo6b6o7b6o5b4obob3obob4o18b3ob2o$9bobobobobobobob
obobo8bo9bo11bob4o13bo3bo17bo5bo14b3o5b3o22b2obo$11bob2o2bobo2b2obo8b
5o5b5o9b2o3b3o5bo3bo2b3o2bo3bo8bo2bo5bo2bo12bo3bo3bo24b2o$11b2o2bobobo
bo2b2o36b5o5bo3bo5bo3bo9b3o7b3o16bo$15bobobobo11bobobobo3bobobobo13b2o
9b2o7b2o12b2o7b2o17bo$14b4ob4o11bo3bo5bo3bo12b3o11bo7bo15b3ob3o!
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Hdjensofjfnen
- Posts: 1743
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by Hdjensofjfnen » January 17th, 2019, 5:55 pm
2718281828 wrote:
There is no SMOS in there in an SMOS two ships need different displacements (e.g. different spaceship speeds, or same speeds but front/side-collisions are involved.)
There is a front-back collision every two generations in both ships I provided.
Code: Select all
x = 5, y = 9, rule = B3-jqr/S01c2-in3
3bo$4bo$o2bo$2o2$2o$o2bo$4bo$3bo!
Code: Select all
x = 7, y = 5, rule = B3/S2-i3-y4i
4b3o$6bo$o3b3o$2o$bo!
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Saka
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by Saka » January 17th, 2019, 7:01 pm
Hdjensofjfnen wrote:
There is a front-back collision every two generations in both ships I provided.
Yes, but the ships in that "SMOS" are both the same speed, so actually there is no proper collision, and the front ship is left unaffected.
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dani
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by dani » January 17th, 2019, 7:07 pm
I would usually side with Hdjens but then there would be infinitely many SMOSes (SMOS'? SMOS's? SMOSi? SMOSae? SsMOS?) in rules with sparky spaceships e.g. this would be a SMOS:
Code: Select all
x = 8, y = 11, rule = B3/S23
b6o$o5bo$6bo$o4bo$2b2o2$3b2o$bo4bo$7bo$bo5bo$2b6o!
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2718281828
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by 2718281828 » January 17th, 2019, 7:14 pm
I think part of the SMOS definition is that the SMOS must result of a glider collision of the individual spaceships. Therefore the individuals can't travel in the same direction with the same speed.
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Majestas32
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by Majestas32 » February 1st, 2019, 2:03 pm
That would be a flotilla not an SMOS
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