Search found 122 matches

by oblique
July 16th, 2014, 1:05 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Besides the "objects" my program looks for have to be strictly periodic: still lifes, oscillators, ships. On the other hand: if we don't care about the remaining result (which would be labled as "pruned" or "unstable", probably) we could define a switch engine as object to look for (bit kludgy, I t...
by oblique
July 15th, 2014, 1:13 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Sorry, I did not spend much time near any computer for the last few weeks ... With a more expensive way of building the blocks, it's easy to string together a workable 18-glider HWSS seed recipe. Looks like the lack of a decent HWSS recipe has stalled progress on the 31c/240 ship for the last couple...
by oblique
June 28th, 2014, 6:18 pm
Forum: Patterns
Topic: Half-bakery reaction with glider
Replies: 191
Views: 250576

Re: Half-bakery reaction with glider

I'm looking for a good way to record slow salvo elbow operations. Please give me feedback if I'm missing something or you think there's a better way to record them. [...] blinker:1 6:1 traffic_light:-2:-2:0 Start with blinker at (1, 0). Shoot a glider at phase 1 on the lane 6. The result is a traff...
by oblique
June 14th, 2014, 2:33 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Besides: I just noticed that anything but still lifes, P2, and P4 will be a real pain when it comes to getting the DELAY part right. I made sure the bullets of all rakes are in the same x-offset from the track - but since the construction site wanders around, I would have to take the x-component of...
by oblique
June 14th, 2014, 12:58 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Maybe I should extend my Interpret-sscs-recipe.py to go through and build all the recipes in the edge-shooters.life output file. It's pretty easy to spot potential problems by running recipes in LifeHistory. There's already code in oblique's project to build an actual 31c/240 rake for any recipe, b...
by oblique
June 14th, 2014, 12:46 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

And the seed can be built either with a slow salvo or with two independent forerake/backrake pairs (i.e., the pairs of gliders can be sent in either order). Spoke a little too soon. Only the independent-pair construction will work; a slow salvo won't, unless we come up with a new recipe for this se...
by oblique
June 12th, 2014, 1:28 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Here are the seeds of my latest run (20x20, all known back rakes, up to COST=14)
sample_n.pat.gz
(63.48 KiB) Downloaded 841 times
sample_s.pat.gz
(67.91 KiB) Downloaded 807 times
sample_e.pat.gz
(59.92 KiB) Downloaded 818 times
by oblique
June 11th, 2014, 12:35 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Update (I didn't have too much time on my hands lately ...): I ran a such with all your latest back rakes up to a level of 12... Are PRUNE_SX and PRUNE_SY still set at 35 and 28? I'd still be very interested in the results of a search inside a 20x20 bounding box or so, with a somewhat higher maximu...
by oblique
May 27th, 2014, 1:00 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

An now the other two:
sample_e.zip
(75.13 KiB) Downloaded 367 times
sample_s.zip
(90.42 KiB) Downloaded 361 times
by oblique
May 27th, 2014, 12:53 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Update (I didn't have too much time on my hands lately ...): I ran a such with all your latest back rakes up to a level of 12 Level 13 would increase the number of handled reactions somewhere in the range of half a billion ... Alas it would need at least two entire weeks to complete (estimated of co...
by oblique
May 13th, 2014, 1:40 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

The auxiliary-Herschel idea still has a lot of potential -- I've barely even started to work through the possibilities. I'm officially moving my target down to R5, by the way: even R6 has too many possibilities. So I'm hoping at some point I can figure out how to improve on the R6L7F in the current...
by oblique
May 13th, 2014, 1:36 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

I was able to verify this table with the debugging output of sscs. (Minus the surplus 6R version for lane 0 by using R3L4B) Oh, good. I thought I had everything figured out correctly, but it would be easy to make a mistake somewhere. But did you double-check all the lane ratings, too? I'm not seein...
by oblique
May 13th, 2014, 12:42 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

"R" values are the cost in rephasers. 0 through 30 are backrake lane numbers, with 0 being the standard output of a 1R rake. 1R 2R 3R 4R 5R 6R 7R 8R backrake 0 9 18 27 5 R1L0B 14 23 1 10 R4L14B 19 28 6 15 24 R3L19B 2 11 20 29 R1L2B 7 16 25 3 12 R2L7B 21 30 8 17 R5L21B 26 R3L26B 4 13 22 0 R3L4B I in...
by oblique
May 10th, 2014, 8:12 am
Forum: Patterns
Topic: Thread For Your Useless Discoveries
Replies: 4532
Views: 1751697

Re: Thread For Your Useless Discoveries

I call this a "stalled glider" or "delayed glider" ...
(Found on the tiles on my bathroom)

Code: Select all

x = 4, y = 3, rule = LifeHistory
.C$2.2C$2CD!
single step twice ...
by oblique
May 10th, 2014, 5:05 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

I will incorporate theese new rakes soon(TM). As a sidenote: my program can output the cost table of the rakes it loaded easily (it calculates this anyway). And it is able to note if there are more then one way to reach a given lane with a given cost - for this makes choosing the best path to follow...
by oblique
May 8th, 2014, 3:02 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

You would probably want to disallow all ships in the search results, too. You had me worried for a moment there, because I was thinking of the six-cell stable "ship" object, and wondering why they weren't already excluded... Yes, best to disallow spaceships in the output. I wasn't too wide awake wh...
by oblique
May 8th, 2014, 2:18 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

EDIT: Oops, and here's another forward rake, using a double kickback to subtract two from the output lane. The same trick should work to adjust any of the current set of forward rakes, so that should give us EDIT THE EDIT: R3L16F, R4L22F, and R6L6F (if we want it). I think I'll arbitrarily stop loo...
by oblique
May 7th, 2014, 12:50 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

Ooops - you mean non-atomic push reactions? ... Trickier, but you could use some joins ... I must think ... Yes, that's the idea. I was thinking of something more like MariaDB [gol]> select rId, offX, offY, min_cost from reaction where initial_tId = 2; Seems as if that ought to find a whole pile of...
by oblique
May 6th, 2014, 5:03 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

... deleted for space - I will take a sharp at it look tomorrow. Five different block locations -- (-9,-9), (-9,-8), (7,8), (7,6), and two different timings on the same lanes produce (6,7). Four honeyfarm locations -- ( -2,4), (-2,-1), (-1,0)x2 and ( -1,3)x2. Four blinkers -- (-7,-6), (-8,-12), (-1...
by oblique
May 5th, 2014, 1:50 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

EDIT: Here's a nice one that doesn't need any conversion -- reaction 71705321: x = 31, y = 103, rule = LifeHistory 4.2A$4.2A3$A16.A$.2A14.A$2A15.A5$9.2A6.A$8.A2.A5.A$8.A2.A5.A$9.2A$13. 3A49$24.A$23.3A$23.A.2A$24.3A$24.2A3$26.A$25.3A$25.A.2A$26.3A$26.2A3$ 28.A$27.3A$27.A.2A$28.3A$28.2A16$23.3A$22.A2...
by oblique
May 3rd, 2014, 2:27 am
Forum: General Discussion
Topic: Hierarchies in the Game of Life
Replies: 4
Views: 4635

Re: Hierarchies in the Game of Life

I'd like to learn more about the hierarchical complexity of structures that can arise in Conway's Game of Life (GoL). I know several generic kinds of patterns -- still-lifes, oscillators, spaceships, guns and puffer trains -- (each of rather low hierarchical complexity), and that these patterns can...
by oblique
May 1st, 2014, 10:25 am
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

BTW: I could provide the recipe in the comments to each pattern in the next stamp collection. ...Followed by the pattern of the final seed+trigger collision (id=144832073 in the above example. This should be enough to rebuild it without having access to the DB. That would be handy. Does the recipe ...
by oblique
April 30th, 2014, 4:58 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

This seed is pretty cool, yes. But it does leave plenty of mess ... and partly in the very lane of the resulting ship ... It's not in the upship lane, it's safely behind it -- won't get in the way at all. We'll just have to see how many gliders it takes to whittle the junk down to a couple of block...
by oblique
April 30th, 2014, 3:01 pm
Forum: Scripts
Topic: Prototype / demo for a (weighted) collision search program
Replies: 137
Views: 153660

Re: Prototype / demo for a (weighted) collision search program

I like this seed a lot, actually -- x = 7, y = 21, rule = B3/S23 4b2o$4b2o14$o$b2o$2o3$4b3o! -- because you don't even have to build it with a slow salvo. Might be just as cheap to build the block and blinker with separate forerake/backrake pairs. The next question is how many gliders it takes to c...