Search found 88 matches
- June 25th, 2017, 6:20 pm
- Forum: Scripts
- Topic: C# Extended Neighborhood Emulator Script
- Replies: 7
- Views: 5899
Re: C# Extended Neighborhood Emulator Script
Updated the Script to 0.2.0. Sorry that it took so long. The internet was down for about a week and we had to switch ISPs. The full change-log is in the repository. The biggest change is that the script is extremely fast and the rule tables are much smaller. wildmyron's rule went from 1,456KB to 200...
- June 8th, 2017, 2:24 pm
- Forum: Scripts
- Topic: C# Extended Neighborhood Emulator Script
- Replies: 7
- Views: 5899
Re: C# Extended Neighborhood Emulator Script
Rather than trying to detect if a transition is a rotation / reflection of a previous transition, it might be possible to modify PermuteBits() to only return permutations which aren't rotations / reflections of each other. Another idea might be to pregenerate all the transitions for each rule condi...
- June 6th, 2017, 10:42 pm
- Forum: Scripts
- Topic: C# Extended Neighborhood Emulator Script
- Replies: 7
- Views: 5899
Re: C# Extended Neighborhood Emulator Script
I believe I now fixed the script now. Turns out that it was an off-by-1 bug that caused it. I also reduced the size tremendously by removing all of the duplicate lines. The first rule posted went from 286KB to 72KB and the second one went from 10,833KB to 1,456KB. Golly can also run the rule a lot q...
- June 6th, 2017, 4:46 pm
- Forum: Scripts
- Topic: C# Extended Neighborhood Emulator Script
- Replies: 7
- Views: 5899
Re: C# Extended Neighborhood Emulator Script
Taking advantage of the rotate4reflect symmetry will certainly help a lot. Is there possibly more redundancy in the ruletable which could be removed to reduce the size? Detecting whether transitions are rotations/reflections of another transition seems hard to do, but I'll still try. I've also noti...
- June 5th, 2017, 11:12 pm
- Forum: Scripts
- Topic: C# Extended Neighborhood Emulator Script
- Replies: 7
- Views: 5899
C# Extended Neighborhood Emulator Script
This script will generate a rule-table that emulates any totalistic rule in a radius-2 disc (radius 2 Moore without corners) neighborhood. There's still a few things that need to be fixed, such as the rule table being excessively big. Keep in mind that mixing the on-state with count-states will resu...
- December 20th, 2016, 5:23 pm
- Forum: Other Cellular Automata
- Topic: FreeDrift
- Replies: 5
- Views: 4100
Re: FreeDrift
In this test rule, certain elements can bind together forming molecules. Molecules can react with each other. Basically, molecules with compatible elements will merge. Molecules become unstable when there are 2 or more incompatible elements within that molecule. Unstable molecules will eventually de...
- July 26th, 2016, 6:29 pm
- Forum: Scripts
- Topic: Wormloop Applet
- Replies: 10
- Views: 6649
Re: Wormloop Applet
Updated the applet to v1.2. The change-log for this version is long and is found at the repository.
The biggest change I believe is that JSON is used instead of pickling which makes sharing save files safer.
The biggest change I believe is that JSON is used instead of pickling which makes sharing save files safer.
- July 20th, 2016, 9:40 pm
- Forum: Scripts
- Topic: Wormloop Applet
- Replies: 10
- Views: 6649
Re: Wormloop Applet
Just installed pygame with pip as the pygame msi installer doesn't work for some reason. (I think it couldn't find python3 in my home directory.) I believe in order for those to work, the python directory has to be C:\Python35 for python 3.5 and etc. I'm not 100% sure on that. And wow! You have a d...
- July 18th, 2016, 5:07 pm
- Forum: Scripts
- Topic: Wormloop Applet
- Replies: 10
- Views: 6649
Re: Wormloop Applet
Edit: I get this error: Error Windows 10, 32bit, installed the latest pygame(1.9.1, I think.) I think one possibility is that your using the wrong version of pygame. Here's the link to the latest versions of pygame: https://bitbucket.org/pygame/pygame/downloads. (3.4 version) Other than that, I don...
- July 16th, 2016, 10:14 pm
- Forum: Scripts
- Topic: Wormloop Applet
- Replies: 10
- Views: 6649
Re: Wormloop Applet
I updated the applet to v1.1.0. the screen will now only update the ends of each worm instead of the entire screen which helped improved performance by a lot. For some reason the link didn't show the latest version which I fixed. I think you would like Cython if you are using C inside python. (Seems...
- July 14th, 2016, 5:07 pm
- Forum: Scripts
- Topic: Wormloop Applet
- Replies: 10
- Views: 6649
Re: Wormloop Applet
Hmm! I know nothing about pygame, but this tutorial says that updating only the changed parts makes it faster. I never knew updating the entire screen would slow down the applet down much, and it'll only take a few lines of codes to fix it. Thanks for the advise. Also, it may be faster if the main ...
- July 14th, 2016, 12:34 am
- Forum: Scripts
- Topic: Wormloop Applet
- Replies: 10
- Views: 6649
Wormloop Applet
I wrote a python applet of the worm-loop rule. The reason why I did so was because I had a hard time fixing the mutation rate so that worms had an equal chance of becoming bigger or smaller. I wanted to see the actual outcome of the rule and know whether or not worms will truly become more complex o...
- May 29th, 2016, 2:29 pm
- Forum: Other Cellular Automata
- Topic: FreeDrift
- Replies: 5
- Views: 4100
FreeDrift
Here's something I was working on for some time. In this rule, objects can slowly move across the board. Whenever a photon passes through the object, the object is pulled away from the photon's direction. The number of objects are also conserved in this rule. Here's the rule: @RULE FreeDrift May 29 ...
- May 27th, 2016, 6:15 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
I think the easiest approach would be to add maybe 3/4 more states, and have the food generator states be different from the photon states that can bounce around off worms and other things. Yeah just two extra photon states should be enough to prevent explosion. I'm not sure why I haven't replied t...
- May 15th, 2016, 8:19 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Here's my thoughts on that: I don't think having deliberately explosive food added to a rule is a good idea. It's only explosive in a contained bounding grid where there's reflective material. It also has to be explosive so that it can produce an endless and pseudorandom supply of photons. As for i...
- May 14th, 2016, 1:14 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
multiple individual worms that work together to contain and carry exploding food in order to proliferate without an external food source. Getting worms to work together and reflect photons back and forth seems like an interesting concept if that's what you mean. I'm not how sure how one could imple...
- April 23rd, 2016, 3:58 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Any plans to write a "zookeeper" script to collect specimens of new worm species, as they make an appearance? Looks like this rule would produce quite a menagerie, fairly quickly! I don't know how to write scripts in golly. I only started learning programming a few weeks ago. I could still see how ...
- April 20th, 2016, 4:21 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Here's another pre-release with a lot of changes. It turns out that worms not getting bigger was due to a bug. This will probably be the last pre-release. @RULE WormLoop-pre2 original version pre-release version 2 1 empty-wire 2 left-signal 3 right-signal 4 forward-signal 5 double-forward (causes wo...
- April 16th, 2016, 2:10 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Sorry it took a bit long. I wasn't able to do any changes for about a week due to school and other things. Here's a pre-release version of the rule table. I do need some feedback. There's a problem with the rule where it's hard to see if worms are becoming more complex or not over time. It might be ...
- March 26th, 2016, 2:38 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Any status updates? New demo? I'm still working on it. I did a lot of major changes to the rule since the demo such as removing the random signal. It might take a few weeks for me to release the full version. I'm also trying to make the rule easy to understand so it wouldn't be hard for others to m...
- March 22nd, 2016, 5:17 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
In the 'outside signal transfer' section, there are a few occurrences of 00 that should be d1. d1 is just a variable that was no longer is in use. It'll be in use once I release the entire rule-table. Also why does state 9 exist? Its purpose was to influence what movement the random signal will tak...
- March 21st, 2016, 5:39 pm
- Forum: General Discussion
- Topic: Thread for basic questions
- Replies: 4788
- Views: 1227114
Re: Thread for basic questions
Sorry if this was asked before, but I was wondering if it would be practical to use multiple layers of glider stream used to protect an object from stray gliders. It can also be used to detect whenever gliders hit the stream using the gaps it leaves behind. Here's a pattern to show what I mean: x = ...
- March 21st, 2016, 5:03 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Excited to see it! Have you release it yet? Not yet. It's mostly done but I'm still doing some tweaks to it. I might still have to do some major changes to it later on. I don't want to release the entire rule too early as I don't want to have to update it later just to have posted patterns to chang...
- March 16th, 2016, 6:32 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
There's a few things that would be difficult to figure out or implement such as how to get DNA will replicate or how DNA would move on it's own. A chemistry-like rule might be better done in an extended-neighborhood rule where objects can interact with each other at a distance instantly. I'm current...
- February 29th, 2016, 9:47 pm
- Forum: Other Cellular Automata
- Topic: Complexity in loop rules?
- Replies: 39
- Views: 25928
Re: Complexity in loop rules?
Here's a very lengthy list of things that could be used: Photons or Food Particles Both can be used to give an advantage to larger loops at a certain point. The ideal loop size would depend on food/photon scarcity. I've already created a rule with food particles called foodshapeloops. I've also expe...