## Push- and Pull-Ships

For discussion of other cellular automata.
2718281828
Posts: 738
Joined: August 8th, 2017, 5:38 pm

### Push- and Pull-Ships

This a thread for push and pull ships. Examples are below.

Definition:
A pull and push ships are spaceships. They are pattern that must results from a collision of a spaceship (X) with a constellation of still lifes/oscillators (Y). After some generations the pattern recover a state before the collision but shifted along the travel line of the spaceship X. If the resulting ship has the same direction than the spaceship X then we call it push-ship, if it has the opposite direction then pull ship.

I hope this definition is clear and precise.
Push- and pull-ships are somehow related to SMOS.

Orthogonal push-ships (+ X, Y left):

Code: Select all

x = 15, y = 6, rule = B2ek3aei4kr5q7c/S02-n3ij4krw5r6ik
obo3bo5bobo$3o9b3o4$12bo!


Code: Select all

x = 15, y = 6, rule = B2c3ajkn4knry5ci6c7c/S01c2ak3ceknq4aijny5ceij6in
2bo3bo7bo$b2o10b2o$obo9bobo3$12bo!  Orthogonal pull-ship: Code: Select all x = 15, y = 8, rule = B2cek3acij4nr5an7e/S12ikn3iq4art5cnq 6bo$3o3bo$bo10b3o$13bo3$12bo$12bo!

Diagonal push-ship:

Code: Select all

x = 15, y = 6, rule = B2ce3ace4rwz5ci6ak/S02ace3aen4iktwy5jn
b2o5bo4b2o$obo9bobo4$14bo!

Knight push-ship:

Code: Select all

x = 16, y = 7, rule = B2ek3air4jrwy5cnq6c/S12-in3ikq4ijryz5cinr6en7e
2bo4b2o$3o12bo$13b3o4$13b2o! Macbi Posts: 715 Joined: March 29th, 2009, 4:58 am ### Re: Push- and Pull-Ships 2718281828 wrote:Push- and pull-ships are somehow related to SMOS. In particular I'd say that oscillators and still lifes are just a special kind of spaceship (in the same way that squares are just a special kind of rectangle). So a push or pull-ship is just a special kind of SMOS. It might be interesting to search for a push or pull ship that goes faster than its constituent ship. Saka Posts: 3138 Joined: June 19th, 2015, 8:50 pm Location: In the kingdom of Sultan Hamengkubuwono X ### Re: Push- and Pull-Ships Macbi wrote: 2718281828 wrote:Push- and pull-ships are somehow related to SMOS. In particular I'd say that oscillators and still lifes are just a special kind of spaceship (in the same way that squares are just a special kind of rectangle). So a push or pull-ship is just a special kind of SMOS. I dont think these can be considered as SMOS. SMOS stands for "Spaceships Made of Other Spaceships", and their definition is (according to the wiki) "a spaceship in a cellular automaton, consisting of multiple other spaceships colliding with each other, causing a reaction to place on where all of the spaceships are regenerated separately, but with a displacement value." Since these are not made of multiple spaceships crashing into each other, rather a spaceship crashing into a non-moving object or a constellation of them, I would not consider these "SMOS". Airy Clave White It Nay Code: Select all x = 17, y = 10, rule = B3/S23 b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!

(Check gen 2)

2718281828
Posts: 738
Joined: August 8th, 2017, 5:38 pm

### Re: Push- and Pull-Ships

Macbi wrote:It might be interesting to search for a push or pull ship that goes faster than its constituent ship.
Here, we go, no problem at all even to go much faster:

Code: Select all

x = 15, y = 9, rule = B2cei3any4ir5y/S02ei3ain4aikt6c7e
13bo2$12bobo$bo5bo2$obo3$13bo!


Code: Select all

x = 16, y = 11, rule = B2ci3ajr4aekrtw5ae6k7c/S1e2ai3ny4ajnz5einq6ac7e
13b3o2$13bobo3$7b2o$3o2$obo2$13b2o!  Code: Select all x = 16, y = 9, rule = B2cek4aijknt5acj6an8/S01e2ace3cen4nrwyz5aijry6kn7 14b2o$15bo$13bobo$8bo$b2o$2bo$obo2$14bo!

They can move with orthogonal speeds of at least c/5, the crashing ship (X) can be quite slow, e.g. c/19 in the latter example.

2718281828
Posts: 738
Joined: August 8th, 2017, 5:38 pm

### Re: Push- and Pull-Ships

I think the definition requires some adjustments. We should talk about shifting-ships or something like this, with pull and push ships beeing a special case. As the resulting ship can go in any direction:

Code: Select all

x = 16, y = 9, rule = B2-an3n4ajy5q/S012a3cen5c6e
13bo$15bo$13bobo$7bo$o$2bo$obo2$13bo!  Code: Select all x = 16, y = 8, rule = B2ek3aein4j5nry6c8/S01c2ace3jn4ai5acjk 14bo$13b3o$7bo2$bo$3o2$13bo!

Code: Select all

x = 16, y = 9, rule = B2k3ai4a5qry7e/S01e2ce3ijnr4eknr5anq6c
14bo$13bo$13b3o$7bo$bo$o$3o2$13bo! Edit1: Also rakes exist: Code: Select all x = 27, y = 21, rule = B2-an3acekr4air5enq6i/S12cek3n4krtw5y6ci 25bo$25bo4$25bo$24b3o$13bo10b3o$12bobo4$bo5bo$obo4bo17bo$24bobo5$13bo
11bo$13bo11bo!  Hunting Posts: 1504 Joined: September 11th, 2017, 2:54 am ### Re: Push- and Pull-Ships Code: Select all x = 10, y = 5, rule = B2-a3i8/S1e2i3-a4e8 2bo4bo$9bo$2obo3bo$9bo$2bo4bo!  This post was brought to you by the Element of Magic. Plz correct my grammar mistakes. I'm still studying English. Working on: Nothing. Favorite gun ever: Code: Select all #C Favorite Gun. Found by me. x = 4, y = 6, rule = B2e3i4at/S1c23cijn4a o2bo$4o3$4o$o2bo!

A for awesome
Posts: 1950
Joined: September 13th, 2014, 5:36 pm
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Contact:

### Re: Push- and Pull-Ships

The quintessential example:

Code: Select all

x = 3, y = 12, rule = B3/S135
bo$bo7$bo$bo$obo$obo$obo!
x₁=ηx
V ⃰_η=c²√(Λη)
K=(Λu²)/2
Pₐ=1−1/(∫^∞_t₀(p(t)ˡ⁽ᵗ⁾)dt)

$$x_1=\eta x$$
$$V^*_\eta=c^2\sqrt{\Lambda\eta}$$
$$K=\frac{\Lambda u^2}2$$
$$P_a=1-\frac1{\int^\infty_{t_0}p(t)^{l(t)}dt}$$

http://conwaylife.com/wiki/A_for_all

Aidan F. Pierce

Hdjensofjfnen
Posts: 1481
Joined: March 15th, 2016, 6:41 pm
Location: r cis θ

### Re: Push- and Pull-Ships

A for awesome wrote:The quintessential example:

Code: Select all

x = 3, y = 12, rule = B3/S135
bo$bo7$bo$bo$obo$obo$obo!
I was surprised to find that the rule has two far more common ships:

Code: Select all

x = 15, y = 6, rule = B3/S135
2bo9bo$b3o7b3o$bobo7bobo$o3bo9bo$bobo10bo$o3bo!  EDIT: By over a factor of 55! "A man said to the universe: 'Sir, I exist!' 'However,' replied the universe, 'The fact has not created in me A sense of obligation.'" -Stephen Crane Code: Select all x = 7, y = 5, rule = B3/S2-i3-y4i 4b3o$6bo$o3b3o$2o$bo!  Moosey Posts: 3069 Joined: January 27th, 2019, 5:54 pm Location: A house, or perhaps the OCA board. Or [click to not expand] Contact: ### Re: Push- and Pull-Ships 2718281828 wrote:I think the definition requires some adjustments. We should talk about shifting-ships or something like this, with pull and push ships beeing a special case. As the resulting ship can go in any direction: Code: Select all two contradicting spaceships  Code: Select all more different direction push ships Code: Select all etc. Edit1: Also rakes exist: Code: Select all rakes  Don’t forget that bestfriends diagonal ship! I am a prolific creator of many rather pathetic googological functions My CA rules can be found here Also, the tree game Bill Watterson once wrote: "How do soldiers killing each other solve the world's problems?" Gustone Posts: 599 Joined: March 6th, 2019, 2:26 am ### Re: Push- and Pull-Ships neckropost aletr Code: Select all x = 27, y = 8, rule = B34t/S235i bo13bo9bo$3o4b3o4b3o7b3o5$24b3o$14b3o!

My favourite oscillator of all time

Code: Select all

x = 15, y = 13, rule = B3/S23
7bo2$3b2o5b2o$b2o4bo4b2o$5b2ob2o$bobo7bobo$bo2bobobobo2bo$5obobob5o$o 4bo3bo4bo$b3obobobob3o$3bob2obo2bo$8bobo\$8b2o!