0/2/3

For discussion of other cellular automata.
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drc
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0/2/3

Post by drc » March 5th, 2016, 8:36 pm

This rule is pretty amazing.

It has a 4-cell p4 osc, called the mini-anchor:

Code: Select all

x = 2, y = 3, rule = 0/2/3
A$2A$A!
Two MAs combine to create a p14 shown here:

Code: Select all

x = 5, y = 3, rule = 0/2/3
A3.A$2A.2A$A3.A!
A 3-cell p6 osc exists too, called the ship:

Code: Select all

x = 3, y = 3, rule = 0/2/3
2.A$.A$A!
Patterns tend to last longer before stabilizing, like this 3-cell 21-gen methuselah:

Code: Select all

x = 1, y = 3, rule = 0/2/3
A$A$A!
Occasionally, a puffer will form that creates 'strings' every 4 gens:

Code: Select all

x = 8, y = 5, rule = 0/2/3
5.AB$AB2.AB$AB.AB.A$.AB2.AB$6.AB!
A natural p6 moonrake:

Code: Select all

x = 5, y = 8, rule = 0/2/3
.2A$.2B$3.A$3.BA$2.A.B$.ABA$AB.A$B3.A!

drc
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Re: 0/2/3

Post by drc » March 6th, 2016, 8:42 pm

p4 dot puffer:

Code: Select all

x = 9, y = 9, rule = 0/2/3
BA$.BA$2.BA.BA$3.BA.BA$2.B4.BA$2.B4.BA$.A.BA.BA$2.B2.BA$4.BA!
Double-sided wickstretcher from 4 cells:

Code: Select all

x = 2, y = 4, rule = 0/2/3
2A3$2A!
p8 osc:

Code: Select all

x = 4, y = 9, rule = 0/2/3
.A$3A6$.3A$2.A!
Another p8:

Code: Select all

x = 4, y = 4, rule = 0/2/3
.A2$3.A$A!

drc
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Re: 0/2/3

Post by drc » March 25th, 2016, 12:17 am

Code: Select all

@RULE 0_2-k_3-1
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect

var a={0,1,2)
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a
var aa={0,2}
var ab=aa
var ac=aa
var ad=aa
var ae=aa
var af=aa
var ag=aa
var ah=aa

0,1,1,aa,ab,ac,ad,ae,af,1
0,1,aa,1,ab,ac,ad,ae,af,1
0,1,aa,ab,ac,1,ad,ae,af,1
0,aa,1,ab,1,ac,ad,ae,af,1
0,aa,1,ab,ac,ad,1,ae,af,1
1,aa,ab,ac,ad,ae,af,ag,ah,1
1,1,aa,ab,ac,ad,ae,af,ag,0
1,aa,1,ab,ac,ad,ae,af,ag,0
1,a,b,c,d,e,f,g,h,2
2,a,b,c,d,e,f,g,h,0
This is a rule similar to 0/2/3, but without B2k, and state 1 cells with one state 1 neighbor die instead of becoming state 2. it has a c/4 spaceship:

Code: Select all

x = 5, y = 2, rule = 0_2-k_3-1
A.A.A$2.A!
It can eat dots:

Code: Select all

x = 5, y = 5, rule = 0_2-k_3-1
A.A.A$2.A3$2.A!
Two dots can duplicate it:

Code: Select all

x = 5, y = 5, rule = 0_2-k_3-1
A.A.A$2.A3$A3.A!
The minianchor still works:

Code: Select all

x = 2, y = 3, rule = 0_2-k_3-1
.A$2A$.A!
It has a new p6 oscillator, I call the "half-ant":

Code: Select all

x = 2, y = 4, rule = 0_2-k_3-1
.A$2A2$.A!
The breeder from B2-k/S0 is back, but less common with a 6-cell minimum:

Code: Select all

x = 11, y = 2, rule = 0_2-k_3-1
.2A5.2A$A9.A!
A dot puffer:

Code: Select all

x = 5, y = 9, rule = 0_2-k_3-1
2.2A2$.A2.A3$2.A.A$.A$.A$A!
Strange object hasslers that emulate minianchors:

Code: Select all

x = 30, y = 11, rule = 0_2-k_3-1
24.A4$2.A7.A3.A6.A5.A$A.A2.A2.A.A3.A.A2.A.A5.A.A$2.A7.A3.A6.A5.A4$24.
A!
Infact, the blinker looking object is seen in some minianchor interactions:

Code: Select all

x = 7, y = 4, rule = 0_2-k_3-1
.A$2A3.A$.A3.2A$5.A!
**UPDATED RULE TABLE WITH CORRECT NAME**
Last edited by drc on March 25th, 2016, 1:53 pm, edited 1 time in total.

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TheoSwartz
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Re: 0/2/3

Post by TheoSwartz » March 25th, 2016, 12:54 pm

Noob question here, but how do I read "0/2/3"? Usually when I see rules it's states in which cells survive and then states in which cells are born, but the thread title has three separate categories instead of two.

Maybe I can figure this out just by messing around in golly.
My simple pleasure is naming patterns.

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BlinkerSpawn
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Re: 0/2/3

Post by BlinkerSpawn » March 25th, 2016, 1:44 pm

TheoSwartz wrote:Noob question here, but how do I read "0/2/3"? Usually when I see rules it's states in which cells survive and then states in which cells are born, but the thread title has three separate categories instead of two.

Maybe I can figure this out just by messing around in golly.
Generations Rules are set up as "Survival Conditions/Birth Conditions/Total States"
Do I need to explain the meaning of the different states as well?
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TheoSwartz
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Re: 0/2/3

Post by TheoSwartz » March 25th, 2016, 3:13 pm

BlinkerSpawn wrote:Generations Rules are set up as "Survival Conditions/Birth Conditions/Total States"
Do I need to explain the meaning of the different states as well?
Thanks BlinkerSpawn, that makes sense. I didn't quite understand what generations meant before now. No need to explain the states, I have it down.

I DO have a question about the naming of the rules in this thread. Isn't the 2nd one Daniel posted actually 0/2/3? There doesn't seem to be anything non totalistic in it, so why the extra -k and -1 in the name? Shouldn't the original rule be something more complicated instead? They seem mixed up to me.

EDIT: Never mind, I just realized cells aren't spawning in the "knight" zone, therefore the -k. All good on that front! is it common to write negative rule notation like that? I'm still not sure what "-1" means, in the states section.
Last edited by TheoSwartz on March 25th, 2016, 4:56 pm, edited 2 times in total.
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TheoSwartz
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Re: 0/2/3

Post by TheoSwartz » March 25th, 2016, 4:50 pm

Here are some things I found in 0_2-k_3-1.

Oscillators

p4 Conjoined Anchor

Code: Select all

x = 4, y = 3, rule = 0_2-k_3-1
A2.A$4A$A2.A!
p28 Mini Anchor on "Close Anchor" (combined periods)

Code: Select all

x = 9, y = 3, rule = 0_2-k_3-1
A3.A3.A$2A2.2A.2A$A3.A3.A!
Puffers

Big c p3 Double Dot Puffer

Code: Select all

x = 8, y = 8, rule = 0_2-k_3-1
.2A2.2A2$.2A2.2A2$A2.2A2.A2$2.4A$2.A2.A!
c p4 Double Dot Puffer

Code: Select all

x = 7, y = 3, rule = 0_2-k_3-1
.2A2.2A$A2.A$5.A!
c p6 Quad Dot Puffer

Code: Select all

x = 12, y = 3, rule = 0_2-k_3-1
.2A6.2A$5.2A$A2.A4.A2.A!
c p9 Double Dot Puffer

Code: Select all

x = 9, y = 3, rule = 0_2-k_3-1
6.2A$.2A5.A$A!
c p12 Double "Dot Anchor" Puffer (also leaves dots)

Code: Select all

x = 12, y = 6, rule = 0_2-k_3-1
5.2A$.2A6.2A$4.A2.A$A10.A2$.A8.A!
Spaceships

The obvious extensible moon ships:

Code: Select all

x = 30, y = 9, rule = 0_2-k_3-1
24.2A$23.A2BA$22.AB2.BA$21.AB4.BA$20.AB6.BA$19.AB$9.2A7.AB$.2A5.A2BA
5.AB$A2BA3.AB2.BA3.AB!
Reactions

Moon + 2 Dots = both die

Code: Select all

x = 4, y = 4, rule = 0_2-k_3-1
A2.A2$.2A$A2.A!
Moon + 2 Dots = shift dots down 2 (tractor beam if a Moon gun was possible)

Code: Select all

x = 6, y = 4, rule = 0_2-k_3-1
A4.A2$2.2A$.A2.A!
Moon + 2 Dots = c p3 Double Dot Puffer (The tiny, natural one)

Code: Select all

x = 4, y = 5, rule = 0_2-k_3-1
2.A$A2$.2A$A2.A!
Moon + Dot = Dot Anchor

Code: Select all

x = 4, y = 4, rule = 0_2-k_3-1
A2$.2A$A2.A!
Moon + Moon = Conjoined Anchor

Code: Select all

x = 4, y = 5, rule = 0_2-k_3-1
A2.A$.2A2$.2A$A2.A!
This "Fat Anchor" eats dots. Dunno if it's interesting though.

Code: Select all

x = 7, y = 9, rule = 0_2-k_3-1
3.A3$.A3.A$2A3.2A$.A3.A3$3.A!
Mini Anchor + Dot = c4 Spaceship

Code: Select all

x = 4, y = 3, rule = 0_2-k_3-1
3.A$A.2A$3.A!
EDIT: Rule name fix
Last edited by TheoSwartz on March 25th, 2016, 8:11 pm, edited 3 times in total.
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SuperSupermario24
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Re: 0/2/3

Post by SuperSupermario24 » March 25th, 2016, 7:09 pm

TheoSwartz wrote:Here are some things I found in 0_2-k_3-1.

-snip-
dunno how but every single one of these has the wrong rule name
you put 0_2k_3-1 instead of 0_2-k_3-1
EDIT: oh apparently it had the wrong name originally, that explains it

Code: Select all

bobo2b3o2b2o2bo3bobo$obobobo3bo2bobo3bobo$obobob2o2bo2bobo3bobo$o3bobo3bo2bobobobo$o3bob3o2b2o3bobo2bo!

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TheoSwartz
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Re: 0/2/3

Post by TheoSwartz » March 25th, 2016, 7:47 pm

SuperSupermario24 wrote: dunno how but every single one of these has the wrong rule name
you put 0_2k_3-1 instead of 0_2-k_3-1
EDIT: oh apparently it had the wrong name originally, that explains it
Argh! Haha, it looks like I saw this thread before Daniel edited it. Now to go back and edit the post. And all the files...
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BlinkerSpawn
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Re: 0/2/3

Post by BlinkerSpawn » March 25th, 2016, 7:52 pm

TheoSwartz wrote: EDIT: Never mind, I just realized cells aren't spawning in the "knight" zone, therefore the -k. All good on that front! is it common to write negative rule notation like that? I'm still not sure what "-1" means, in the states section.
The -1 indicates that the decay states (or, in this case, state) are not entered from S1.
As of right now, B2-k/S0/C3-1 (an alternate but identical way of writing the rule) is the only place this notation is used.
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drc
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Re: 0/2/3

Post by drc » March 25th, 2016, 11:47 pm

I would recommend for the colours 0=black 1=white 2=grey

cool p4 c ship:

Code: Select all

x = 9, y = 3, rule = 0_2-k_3-1
A3.A3.A$2A2.2A.2A$A3.A3.A!
Initially unstable weird puffer:

Code: Select all

x = 43, y = 10, rule = 0_2k_3-1
A2.A16.A.A16.A2.A$18.A.A.A.A$.2A10.A.A11.A.A10.2A$14.B2.B7.B2.B$.2A
10.A3B2.A3.A2.3BA10.2A$15.B2.A5.A2.B2$16.2A7.2A2$16.2A7.2A!
Tubs can be used in the place of minianchors, as long as it is barred by two-other MAs:

Code: Select all

x = 3, y = 10, rule = 0_2k_3-1
.A$3A4$.A$A.A$.A$.A$3A!
All of these components together. I will call these "branches:

Code: Select all

x = 15, y = 3, rule = 0_2k_3-1
3.A2.A4.A2.A$A2.3A.A3.4A$3.A2.A4.A2.A!
Potential p8:

Code: Select all

x = 13, y = 8, rule = 0_2k_3-1
6.A$5.3A4$.A4.A4.A$2A3.A.A3.2A$.A4.A4.A!

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TheoSwartz
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Re: 0/2/3

Post by TheoSwartz » March 26th, 2016, 1:00 am

I think you may have accidentally posted the code for the p28 oscillator instead of your c p4 ship. I was looking forward to seeing it because I like spaceships the best!
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Re: 0/2/3

Post by drc » March 26th, 2016, 8:50 am

TheoSwartz wrote:I think you may have accidentally posted the code for the p28 oscillator instead of your c p4 ship. I was looking forward to seeing it because I like spaceships the best!
Well, crap. I lost it. It left behind plus sparks, and was D2_+1 symmetric. Looking for this, I found some other stuff.

A different but similar p4 ship:

Code: Select all

x = 11, y = 6, rule = 0_2-k_3-1
2.A5.A$5.B$4.3B$2.3A.3A$AB7.BA$.2A5.2A!
Removing two cells gives a cool looking p8 dot puffer:

Code: Select all

x = 9, y = 6, rule = 0_2-k_3-1
2A5.2A$B7.B$.3A.3A$3.3B$4.B$.A5.A!
And attaching an anchor to two... well, I won't ruin the surprise:

Code: Select all

x = 21, y = 16, rule = 0_2-k_3-1
2A5.2A2$4A.4A$3.3B$4.B4$12.2A5.2A2$12.4A.4A$A7.A6.3B$16.B2$10.A$8.A.A
.A!
More tub hasslers:

Code: Select all

x = 20, y = 11, rule = 0_2-k_3-1
6.A5.A5.A$5.3A4.2A4.2A$3A9.A5.A$.A12.A$3.A9.A.A$2.A.A9.A$3.A8.A5.A$.A
10.2A4.2A$3A9.A5.A$5.3A$6.A!
Whismurr puffer:

Code: Select all

x = 18, y = 16, rule = 0_2-k_3-1
5.2A4.2A$8.2A$6.A4.A$4.A3.2A3.A3$5.A6.A$4.3A4.3A$5.A6.A3$.2A4.A2.A4.
2A$A2.A2.6A2.A2.A$6.A4.A$7.A2.A$7.4A!
Image

p12 puffer emitting a few dots along with one of the p4s:

Code: Select all

x = 4, y = 8, rule = 0_2-k_3-1
3.A$.A$.A2$3.A$A$A$3.A!

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Saka
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Re: 0/2/3

Post by Saka » March 27th, 2016, 1:00 am

A glide symmetric version of that p4 ship

Code: Select all

x = 11, y = 8, rule = 0_2-k_3-1
.2A5.2A$AB7.BA$2.3A.3A$4.3B$5.B$2.A5.A$7.3A$8.A!

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Re: 0/2/3

Post by M. I. Wright » March 27th, 2016, 2:55 am

Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.

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Saka
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Re: 0/2/3

Post by Saka » March 27th, 2016, 8:22 am

M. I. Wright wrote:Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
Errrrrr... what color is black?

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Re: 0/2/3

Post by BlinkerSpawn » March 27th, 2016, 9:58 am

Saka wrote:
M. I. Wright wrote:Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
Errrrrr... what color is black?
0, 0, 0
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drc
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Re: 0/2/3

Post by drc » March 27th, 2016, 12:18 pm

M. I. Wright wrote:Sliiightly off-topic, but what's the point of setting state 0 to black? I find it annoying and harsher than gray on the eyes, and it makes it harder for others to use their own preferred background color (set in Golly's preferences). If you think black looks better as a background color, you should set Golly to use it, but it should be standard practice to leave it alone in the ruletable.
It's not that hard to change black to grey, most of the time. Just select all except the color portions (most are only two states). Plus, a lot of people on this forum say that black is better, including me

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Re: 0/2/3

Post by M. I. Wright » March 27th, 2016, 12:50 pm

drc wrote: Plus, a lot of people on this forum say that black is better, including me
Not sure where that came from or why it's valid. I could say that a lot of people on this forum say that the default gray is better, including me, the creators of Golly, and everyone who's decided against changing it in their Preferences menu.
It's not that hard to change black to grey, most of the time.
Right, but as I said it adds an unnecessary step, whereas if you left the state 0 color alone everyone (including you) would be able to display it with their own preferred background color without tweaking the rule file at all.
Last edited by M. I. Wright on March 27th, 2016, 7:31 pm, edited 1 time in total.

drc
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Re: 0/2/3

Post by drc » March 27th, 2016, 5:28 pm

The creator of Golly (Andrew) has done things in golly that he disagrees with. For example, he said that red is a bad color for ruleloader. The fact that I add "0 0 0 0" is just out of habit. Stop nitpicking. If you want to have your rule tables, make your own.

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TheoSwartz
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Re: 0/2/3

Post by TheoSwartz » March 27th, 2016, 7:28 pm

Yeah ultimately this argument is pointless. It would be better to keep things as the deafult in my opinion, but let's not worry too much about it and focus on the rule that the thread was made for. :)
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Re: 0/2/3

Post by BlinkerSpawn » March 27th, 2016, 7:40 pm

You guys do know it's rather trivial to change the colors yourselves, right?
(If you don't know what RGB values you want just spend a minute in Paint)
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Re: 0/2/3

Post by drc » March 27th, 2016, 7:45 pm


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