Thread for your rulespace ideas

For discussion of other cellular automata.
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lemon41625
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Thread for your rulespace ideas

Post by lemon41625 » May 4th, 2020, 3:43 am

I thought I shoud make a thread for rulespaces as I had some ideas but did not want to clog up the forums.

I was inspired by the rule here: https://conwaylife.com/forums/viewtopic.php?f=9&t=4288
I will call it naive rules.

Basically, you update the cells as you go along, rather than updating them all at the same time after all of their next states have been evaluated and stored (basically intentionally making that mistake that many begineers make).

The rulestring would just have 'nn' appended at the back with a number 1 or 2.
For example, b3s23nn1. 'nn' not 'n' to avoid conflicts with hensel notation.
BTW all rules in this rulespace would be non-isotropic.

The number at the end determine how the array is iterated as that would make a difference.

Let's say this is the array,
1 2 3
4 5 6
7 8 9

For 1:
The array is iterated x first.
Basically 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> 8 -> 9

For 2:
The array is iterated y first.
Basically 1 -> 4 -> 7 -> 2 -> 5 -> 8 -> 3 -> 6 -> 9

I am looking for suggestions on how to use make custom ways (spiral...) of iterating through in the array in the rulestring rather than predefining them.

Hopefully, someone can implement a NewCA.lua for this.

I have already tried to implement this rulespace in CAViewer.
This is a gif of b3s245nn2:
Naive.gif
Naive.gif (4.74 MiB) Viewed 5197 times
EDIT: Changes to this rulespace are below
Last edited by lemon41625 on May 6th, 2020, 9:45 am, edited 2 times in total.
Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer

Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...

Hunting
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Joined: September 11th, 2017, 2:54 am

Re: Thread for your rulespace ideas

Post by Hunting » May 4th, 2020, 8:29 am

Non-totalistic rulespace of this neighbourhood:

Code: Select all

x = 5, y = 5, rule = B3/S23
2bo$2bo$2ob2o$2bo$2bo!

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bubblegum
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Re: Thread for your rulespace ideas

Post by bubblegum » May 4th, 2020, 9:25 pm

Hunting wrote:
May 4th, 2020, 8:29 am
Non-totalistic rulespace of this neighbourhood:

Code: Select all

x = 5, y = 5, rule = B3/S23
2bo$2bo$2ob2o$2bo$2bo!
Warning for anybody who tries to create a syntax for this:
Polarisations (polarizations? idk)
that is: standard Hensel notation stops making sense because the corners have to be rotated onto the neighbourhood which leads to corner reflectional asymmetry

[R]AfterEffects: the state of a cell in the next generation is determined by the states of its neighbours in the next generation
par exemple: (i am getting close to typing all my posts in french help)

Code: Select all

x = 3, y = 1, rule = Life
3o!
follows normal Life rules and becomes:

Code: Select all

#C [[ COLOR OFF 0 0 0 COLOR ON 127 127 255 COLOR HISTORY 255 0 127 COLOR MARK1 0 223 255 ]]
x = 1, y = 3, rule = LifeHistory
.A$BCB$.A!
The blue (alive -> alive) cell sees that it will have two alive neighbours in the next generation and stays alive. The pink cells (alive -> dead) see that they will have three and are born, while the lavender ones see one alive and stay dead. (no other forms of communication)
(probably makes no sense)
Each day is a hidden opportunity, a frozen waterfall that's waiting to be realised, and one that I'll probably be ignoring
sonata wrote:
July 2nd, 2020, 8:33 pm
conwaylife signatures are amazing[citation needed]
anything

lemon41625
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Re: Thread for your rulespace ideas

Post by lemon41625 » May 4th, 2020, 10:09 pm

All possible transitions (I hope I did not miss anything)
Also don't understand what bubblegum is trying to say.

Code: Select all

x = 53, y = 95, rule = B/S012345678History
.3C3.2C4.3C3.3C3.C.C3.3C3.3C3.3C3.3C$.C.C4.C6.C5.C3.C.C3.C5.C7.C3.C.C
$.C.C4.C4.3C3.3C3.3C3.3C3.3C5.C3.3C$.C.C4.C4.C7.C5.C5.C3.C.C5.C3.C.C$
.3C3.3C3.3C3.3C5.C3.3C3.3C5.C3.3C2$2.D5.D5.D5.D5.D5.C5.C5.C5.C$2.D5.C
5.C5.C5.C5.D5.D5.D5.C$2D.2D.2D.2D.2D.CD.2D.CD.DC.CD.2C.DC.2C.DC.2C.2C
.2C.2C$2.D5.D5.D5.C5.C5.D5.C5.C5.C$2.D5.D5.D5.D5.D5.C5.C5.C5.C2$8.C5.
D5.C5.D5.D5.C5.D$8.D5.C5.C5.C5.D5.D5.C$6.2D.2D.2D.2D.2D.CD.DC.CD.2C.D
C.2C.2C.2C.2C$8.D5.C5.D5.D5.C5.D5.C$8.D5.D5.D5.C5.C5.C5.C2$14.C5.D5.D
5.C5.D$14.C5.C5.C5.D5.D$12.2D.2D.2D.CD.2C.CD.2C.DC.2C.2C$14.D5.D5.D5.
C5.C$14.D5.C5.D5.D5.C2$14.D5.D5.C5.C5.C$14.C5.C5.C5.D5.D$12.2D.DC.CD.
2D.DC.CD.DC.2C.2C.CD$14.D5.C5.D5.D5.C$14.D5.D5.D5.C5.C2$14.D5.C5.D5.D
5.C$14.C5.C5.C5.D5.D$12.2D.2D.2D.2D.CD.CD.2C.2C.2C.2C$14.D5.C5.D5.D5.
C$14.C5.D5.C5.C5.D2$14.C5.D5.D5.C5.D$14.D5.C5.C5.D5.C$12.2D.DC.CD.2D.
CD.2C.DC.2C.2C.CD$14.D5.D5.D5.C5.C$14.D5.C5.D5.D5.C2$14.C5.D5.C5.C5.D
$14.D5.C5.C5.D5.C$12.2D.2D.CD.DC.CD.CD.DC.CD.2C.2C$14.D5.D5.D5.C5.C$14.
C5.D5.D5.C5.D2$20.C5.C5.D$20.C5.C5.D$18.CD.2D.2D.2C.DC.2C$20.D5.D5.C$
20.D5.D5.C2$20.C5.D5.D$20.D5.C5.C$18.CD.DC.CD.DC.DC.CD$20.D5.C5.C$20.
D5.D5.C2$26.C$26.C$24.2D.2D$26.C$26.C2$26.C$26.C$24.CD.2D$26.C$26.D2$
26.C$26.C$24.CD.DC$26.D$26.D2$26.D$26.C$24.CD.DC$26.D$26.C2$26.C$26.C
$24.CD.2D$26.D$26.C2$26.C$26.D$24.CD.DC$26.D$26.C!

Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer

Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...

Hunting
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Re: Thread for your rulespace ideas

Post by Hunting » May 5th, 2020, 1:50 am

I double checked, it's likely to be correct. Notations, anyone? For now, I suggest calling each row a-p without b.

So, we need one of B1a, B1c, B2d to escape the bounding box, and one of B1a, B1c, B2a, B2d, B2e, B2g, B3c, B3i, B4i to escape the bounding diamond. Can anyone do a Golly ruletable that simulates this neighbourhood with more states?

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yujh
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Re: Thread for your rulespace ideas

Post by yujh » May 5th, 2020, 5:00 am

Hunting wrote:
May 5th, 2020, 1:50 am
I double checked, it's likely to be correct. Notations, anyone? For now, I suggest calling each row a-p without b.

So, we need one of B1a, B1c, B2d to escape the bounding box, and one of B1a, B1c, B2a, B2d, B2e, B2g, B3c, B3i, B4i to escape the bounding diamond. Can anyone do a Golly ruletable that simulates this neighbourhood with more states?
Agree.
I think there’re still something missing.
(Get the cells of the corner to the far edge,
It seems like there’s something missing in 3 and 5)

Code: Select all

1 is the cell itself
I:
x00
010
000
This version
  x
  0
00100
  0
  0
Rule modifier

B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7

Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!

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yujh
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Re: Thread for your rulespace ideas

Post by yujh » May 5th, 2020, 5:04 am

And this:

Code: Select all

 x = 83, y = 809, rule = bs012345678History
8.D71.C$7.3D69.3C$6.2DF2D67.2CF2C$7.3D69.3C$8.D71.C2$2.3F9.D5.D5.D5.D
5.D5.D5.C5.C5.C5.C5.C$4.F8.3D3.3D3.3D3.3D3.C2D3.2CD3.D2C3.3C3.3C3.3C
3.3C$2.3F7.2DF2D.2DF2D.DCF2D.DCF2D.DCF2D.DCF2D.CDF2C.CDF2C.CDF2C.2CF
2C.2CF2C$2.F.F8.3D3.2CD3.2CD3.3C3.3C3.3C3.3D3.3D3.2DC3.2DC3.3C$2.3F9.
C5.D5.D5.D5.D5.D5.C5.C5.C5.C5.D2$14.D5.D5.D5.D5.D5.C5.C5.C5.C5.C5.C$
2.3F8.3D3.3D3.C2D3.CDC3.CDC3.CDC3.DCD3.DCD3.D2C3.3C3.3C$2.F9.2DF2D.2D
F2D.2DF2D.2DF2D.2DF2D.2DF2D.2CF2C.2CF2C.2CF2C.2CF2C.2CF2C$2.3F8.2DC3.
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CDC$20.D5.D5.D5.D5.C5.C5.C5.C5.C2$2.3F15.D5.D5.D5.D5.D5.C5.C5.C5.C$2.
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5.D5.D5.C5.C5.C5.C5.D$19.3D3.2DC3.2DC3.2DC3.DCD3.2CD3.2CD3.2CD3.3C$4.
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2$2.3F15.D5.D5.D5.D5.C5.C5.C5.C5.C$2.F.F14.3D3.2CD3.2CD3.2CD3.3D3.2DC
3.2DC3.2DC3.3C$2.3F13.2DF2D.2DF2D.DCF2D.DCF2D.CDF2C.CDF2C.CDF2C.2CF2C
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D5.D5.C5.C5.C5.C5.D2$2.3F15.D5.D5.D5.D5.C5.C5.C5.C5.C$2.F16.3D3.D2C3.
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3C$2.F17.C5.D5.D5.D5.C5.C5.C5.C5.D2$2.F.F15.D5.D5.D5.D5.D5.C5.C5.C5.C
$2.F.F14.2DC3.CDC3.CDC3.CDC3.CDC3.DCD3.DCD3.DCD3.2CD$2.3F13.CDF2D.2DF
2D.2DF2D.DCFCD.DCFCD.CDFDC.2CF2C.2CF2C.DCF2C$4.F14.3D3.DCD3.2CD3.DCD
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5.D5.D5.C5.C5.C5.C5.D$2.F16.3D3.3D3.3C3.3C3.3C3.3D3.3D3.3C3.3C$2.3F
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2$2.3F21.C5.C5.C5.C5.D5.D5.D$2.F.F20.C2D3.C2D3.C2D3.CDC3.D2C3.D2C3.D
2C$2.3F19.2DF2D.DCF2D.DCF2D.DCF2D.CDF2C.CDF2C.2CF2C$4.F20.DCD3.DCD3.D
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$2.F.F21.D5.D5.D5.C5.C5.C5.C2$2.F23.D5.C5.C5.D5.D5.D5.C$2.F22.DCD3.DC
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2CF2C$2.F.F20.DCD3.DCD3.D2C3.C2D3.C2D3.CDC3.CDC$2.3F21.C5.C5.C5.D5.D
5.D5.D2$3.2F21.C5.C5.C5.C5.D5.D5.D$2.F22.3D3.C2D3.C2D3.C2D3.D2C3.D2C
3.3C$3.F20.2DF2D.2DF2D.CDF2D.CDFDC.DCF2C.2CF2C.2CF2C$4.F20.2DC3.2DC3.
2DC3.2DC3.2CD3.2CD3.2CD$2.2F22.C5.C5.C5.C5.D5.D5.D2$26.D5.D5.C5.C5.D
5.C5.C$2.F.F20.3D3.3D3.3D3.3D3.3C3.3C3.3C$2.F.F19.2DFDC.2DFDC.2DFDC.C
DFDC.2CFCD.2CFCD.2CFCD$2.3F20.D2C3.3C3.3C3.3C3.3D3.3D3.C2D$26.D5.D5.D
5.D5.C5.C5.C2$26.C5.C5.C5.C5.D5.D5.D$2.F.F20.3D3.3D3.3D3.C2D3.3C3.3C
3.3C$2.F.F19.CDF2D.CDFCD.CDFCD.CDFCD.DCFDC.DCFDC.DCF2C$3.F21.2DC3.DCD
3.D2C3.D2C3.C2D3.CDC3.2CD$26.D5.D5.D5.D5.C5.C5.C2$26.D5.C5.C5.C5.D5.D
5.C$2.F.F20.C2D3.3D3.3D3.3D3.3C3.3C3.D2C$3.F20.2DFDC.CDFDC.CDFDC.CDFD
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F.F32.3C3.3C3.3D$3F.3F31.C5.C5.D2$3F.5F29.D5.D5.C$2.F.F.F.F28.C2D3.C
2D3.D2C$3F.F.F.F27.CDF2D.CDF2D.DCF2C$F.F.F.F.F28.3C3.3C3.3D$3F.F.F.F
29.D5.C5.C2$3F.2F2.F29.D5.D5.C$2.F.F.F.F28.3D3.3D3.3C$3F.F.F.F27.CDFD
C.2CFDC.DCFCD$F.F.F.F.F28.D2C3.D2C3.C2D$3F.F2.2F29.C5.C5.D2$3F.3F31.C
5.C5.D$2.F.F.F30.3D3.DCD3.3C$3F.F.F29.DCF2D.DCF2D.CDF2C$F.F.F.F30.3C
3.3C3.3D$3F.3F31.D5.D5.C2$3F.3F31.D5.D5.C$2.F.F.F30.3D3.3D3.3C$3F.3F
29.DCFDC.DCFDC.CDFCD$F.F.F32.3C3.3C3.3D$3F.F33.D5.C5.C2$3F.4F30.D5.D
5.C$2.F.F2.F29.CDC3.CDC3.DCD$3F.F.2F28.CDFDC.CDFDC.DCFCD$F.F.4F29.DCD
3.D2C3.CDC$3F5.F29.D5.D5.C2$3F.3F31.C5.C5.D$2.F.F.F30.3D3.2DC3.3C$3F.
2F30.2DFDC.2DFDC.2CFCD$F.F.F.F30.D2C3.D2C3.C2D$3F.F.F31.C5.C5.D2$3F.
3F31.D5.D5.C$2.F.F32.CDC3.CDC3.DCD$3F.3F29.CDF2D.CDF2D.DCF2C$F.F3.F
30.D2C3.3C3.C2D$3F.3F31.D5.D5.C2$3F.3F31.C5.C5.D$2.F2.F31.CDC3.CDC3.D
CD$3F2.F30.2DF2D.2DFCD.2CF2C$F.F2.F31.D2C3.D2C3.C2D$3F2.F32.D5.D5.C2$
3F.F.F31.D5.D5.C$2.F.F.F30.CDC3.CDC3.DCD$3F.F.F29.2DFDC.DCFDC.2CFCD$F
.F.F.F30.D2C3.D2C3.C2D$3F.3F31.D5.D5.C2$3F.F.F31.D5.D5.C$2.F.F.F30.3D
3.3D3.3C$3F.F.F29.CDF2D.2CF2D.DCF2C$F.F.F.F30.3C3.3C3.3D$3F2.F32.C5.C
5.D2$3F.F.F.F29.C5.C5.D$2.F.F.F.F28.3D3.3D3.3C$3F.F.F.F27.2CF2D.2CF2D
.2DF2C$F.F.F.F.F28.DCD3.2CD3.CDC$3F.5F29.C5.C5.D2$3F.F.F31.C5.C5.D$2.
F.F.F30.3D3.3D3.3C$3F2.F30.DCFDC.DCFDC.CDFCD$F.F.F.F30.DCD3.2CD3.CDC$
3F.F.F31.C5.C5.D2$3F.F.F31.D5.C5.C$2.F.F.F30.3D3.3D3.3C$3F.3F29.2CF2D
.2CF2D.2DF2C$F.F2.F31.D2C3.D2C3.C2D$3F2.F32.C5.C5.D2$3F.3F31.C5.D5.D$
2.F3.F30.3D3.CDC3.3C$3F.3F29.DCF2D.DCF2D.CDF2C$F.F.F32.D2C3.D2C3.C2D$
3F.3F31.C5.C5.D2$3F.3F31.C5.C5.D$F.F3.F30.3D3.DCD3.3C$3F.3F29.2CF2D.
2CF2D.2DF2C$F.F.F.F30.D2C3.D2C3.C2D$F.F.3F31.D5.D5.C2$3F.F33.D5.C5.C$
F.F.F32.3D3.3D3.3C$3F.3F29.DCFDC.DCFDC.CDFCD$F.F.F.F30.D2C3.D2C3.C2D$
F.F.3F31.C5.C5.D2$3F35.D5.D5.C$F.F.3F30.DCD3.DCD3.CDC$3F.F31.DCFDC.DC
FDC.CDFCD$F.F.3F30.D2C3.3C3.C2D$F.F35.D5.D5.C2$3F3.F31.C5.C5.D$F.F3.F
30.2DC3.2DC3.2CD$3F.3F29.2CF2D.2CF2D.2DF2C$F.F.F.F30.DCD3.DCD3.CDC$F.
F.3F31.D5.C5.C2$3F.3F31.D5.C5.C$F.F.F.F30.DCD3.DCD3.CDC$3F.3F29.2CF2D
.2CF2D.2DF2C$F.F.F32.2CD3.2CD3.2DC$F.F.3F31.D5.D5.C2$3F2.2F31.D5.D5.C
$F.F2.F31.2DC3.D2C3.2CD$3F.3F29.DCF2D.DCF2D.CDF2C$F.F2.F31.D2C3.D2C3.
C2D$F.F.2F32.C5.C5.D2$3F.3F31.D5.D5.C$F.F.F.F30.DCD3.DCD3.CDC$3F.3F
29.DCFDC.DCFDC.CDFCD$F.F3.F30.2CD3.2CD3.2DC$F.F.3F31.D5.C5.C2$3F.F33.
D5.D5.C$F.F.F32.2CD3.2CD3.2DC$3F.3F29.CDF2D.CDFCD.DCF2C$F.F.F.F30.D2C
3.D2C3.C2D$F.F.F.F31.D5.D5.C2$3F2.F32.C5.C5.D$F.F34.C2D3.C2D3.D2C$3F
2.F30.2DFDC.2DFDC.2CFCD$F.F2.F31.CDC3.3C3.DCD$F.F2.F32.D5.D5.C2$3F3.F
31.C5.C5.D$F.F34.C2D3.C2D3.D2C$3F3.F29.2DF2D.2DFCD.2CF2C$F.F3.F30.D2C
3.D2C3.C2D$F.F.3F31.C5.C5.D2$3F.F.F37.D$F.F.F.F36.C2D$3F.2F36.CDFDC$F
.F.F.F36.2CD$F.F.F.F37.C2$3F.F39.C$F.F.F38.C2D$3F.F37.2DFDC$F.F.F.F
36.2CD$F.F.3F37.C2$3F41.C$F.F.5F34.C2D$3F.F.F.F33.CDFDC$F.F.F.F.F34.
2CD$F.F41.D2$3F41.D$F.F.3F36.DCD$3F.F.F35.2CFDC$F.F.F.F36.2CD$F.F41.D
2$3F41.C$F.F.3F36.DCD$3F.F.F35.DCFDC$F.F.3F36.2CD$F.F41.D2$3F.3F37.C$
F.F.F.F36.CDC$3F.2F36.2DFDC$F.F.F38.D2C$F.F.F39.D2$3F.3F37.D$F.F.F.F
36.CDC$3F.3F35.2DF2D$F.F3.F36.3C$F.F41.C2$3F.3F37.D$F.F.F38.DCD$3F.F
37.DCFDC$F.F.F38.D2C$F.F.F39.C2$3F2.2F37.C$F.F.F38.CDC$3F2.F36.2DF2D$
F.F3.F36.3C$F.F.2F38.D2$3F.F39.C$F.F.F38.DCD$3F.3F35.DCFDC$F.F.F38.D
2C$F.F.3F37.D2$3F41.C$F.F.F.F36.CDC$3F.F.F35.2DF2D$F.F.3F36.D2C$F.F
41.C2$3F41.C$F.F.F.F36.CDC$3F.F.F35.CDF2D$F.F2.F37.D2C$F.F41.D2$3F41.
C$F.F.F.F.F34.2CD$3F.F.F.F33.DCFDC$F.F.5F34.C2D$F.F41.D2$3F41.D$F.F.F
.F36.CDC$3F2.F36.2DFDC$F.F.F.F36.D2C$F.F41.C2$3F.F.F37.C$F.F.F.F36.CD
C$3F.3F35.CDF2D$F.F3.F36.DCD$F.F.3F37.C2$3F.2F38.D$F.F3.F36.C2D$3F2.F
36.2CF2D$F.F.F38.3C$F.F2.2F37.D2$3F.3F37.C$F.F.F.F36.2CD$3F.3F35.DCF
2D$F.F.F.F36.CDC$F.F.F.F37.D2$3F.3F37.D$F.F.F.F36.C2D$3F.2F36.2DFDC$F
.F.F.F36.3C$F.F.3F37.C2$3F.3F37.D$F.F.F38.C2D$3F.F37.DCFDC$F.F.F38.D
2C$F.F.3F37.C2$3F.2F38.D$F.F.F.F36.3D$3F.F.F35.2CFDC$F.F.F.F36.3C$F.F
.2F38.D!
Rule modifier

B34kz5e7c8/S23-a4ityz5k
b2n3-q5y6cn7s23-k4c8
B3-kq6cn8/S2-i3-a4ciyz8
B3-kq4z5e7c8/S2-ci3-a4ciq5ek6eik7

Bored of Conway's Game of Life? Try Pedestrian Life -- not pedestrian at all!

lemon41625
Posts: 344
Joined: January 24th, 2020, 7:39 am
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Re: Thread for your rulespace ideas

Post by lemon41625 » May 5th, 2020, 5:31 am

For notations I think we should also omit g, f, k, l, d and m to support deficient, extended generations, normal generations, BSFKL and double totalistic rulespaces.

So the notation letters would be acehijnopqrtuvw.

Also for my naive rules rulespace,
I will change the number after nn to be any number from 0-7 both inclusive.
Using the array
1 2 3
4 5 6
7 8 9

Then the way it is iterated through is
0: 1, 2, 3, 4, 5, 6, 7, 8, 9
1: 1, 4, 7, 2, 5, 8, 3, 6, 9
2: 9, 8, 7, 6, 5, 4, 3, 2, 1
3: 9, 6, 3, 8, 5, 2, 7, 4, 1
4: 7, 8, 9, 4, 5, 6, 1, 2, 3
5: 3, 6, 9, 2, 5, 8, 1, 4, 7
6: 3, 2, 1, 6, 5, 4, 9, 8, 7
7: 7, 4, 1, 8, 5, 2, 9, 6, 3
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BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...

lemon41625
Posts: 344
Joined: January 24th, 2020, 7:39 am
Location: 小红点 (if you know where that is)

Re: Thread for your rulespace ideas

Post by lemon41625 » May 6th, 2020, 8:13 am

lemon41625 wrote:
May 5th, 2020, 5:31 am
For notations I think we should also omit g, f, k, l, d and m to support deficient, extended generations, normal generations, BSFKL and double totalistic rulespaces.

So the notation letters would be acehijnopqrtuvw.
Sorry for double posting. Anyway, are there any comments on this notation for isotropic non-totalistic range 2 cross neighbourhood rules?

Also for naive rules,
I have decided to change the parameters after nn again.
There will be 3 characters after nn, let them be C, D, XY.

C is a number from 0-3 representing the 4 corners of the array and where the iteration should start.
D is the direction of iteration, either "o" for orthogonal or "d" for diagonal.
XY is the starting direction of iteration either 0 or 1.

So given the array,
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16

The 0th corner is where 1 is, the 1st corner is where 4 is, the 2nd corner if where 13 is and the 3rd corner is where 16 is.
For orthogonal iterations,
0 means start by iterating in the x - direction (1 -> 2 -> 3 -> 4, 4 -> 3 -> 2 -> 1, 13 -> 14 -> 15 -> 16, 16 -> 15 -> 14 -> 13) for corners 0, 1, 2, 3 respectively.
1 means start by iterating in the y - direction (1 -> 5 -> 9 -> 13, 4 -> 8 -> 12 -> 16, 13 -> 9 -> 5 -> 1, 16 -> 12 -> 8 -> 4) for corners 0, 1, 2, 3 respectively.

Afterwards, the iterations continues in the row/column to the right/left in the same direction depending on the corner you start from.

For diagonal iterations,
0 means the iteration goes downwards.
1 means the iteration goes upwards.

For example,
nn0d0, 1 -> 2 -> 5 -> 3 -> 6 -> 9 -> 4 -> 7 -> 10 -> 13 -> 8 -> 11 -> 14 -> 12 -> 15 -> 16
nn0d1, 1 -> 5 -> 2 -> 9 -> 6 -> 3 -> 13 -> 10 -> 7 -> 4 -> 14 -> 11 -> 8 -> 15 -> 12 -> 16
nn1d0, 4 -> 3 -> 8 -> 2 -> 7 -> 12 -> 1 -> 6 -> 11 -> 16 -> 5 -> 10 -> 15 -> 9 -> 14 -> 13
nn1d1, 4 -> 8 -> 3 -> 12 -> 7 -> 2 -> 16 -> 11 -> 6 -> 1 -> 15 -> 10 -> 5 -> 14 -> 9 -> 13

I hope that this is not too confusing.

I am looking for comments on this rulespace as well as the notation proposed for the isotropic non-totalistic range 2 cross rulespace that is mentioned above.
Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer

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And some others...

lemon41625
Posts: 344
Joined: January 24th, 2020, 7:39 am
Location: 小红点 (if you know where that is)

Re: Thread for your rulespace ideas

Post by lemon41625 » May 18th, 2020, 11:03 am

B2e3/S2j34-qt5p6 is one of the interesting rules I have found while exploring the Cross INT Rulespace.
There are many common weird growth patterns and wickstrechers as well as many P2 oscillators. 2c signals also frequently form and travel up the wicks produced by the wickstrechers, sometimes "burning the wick" and destroying the wickstrecher.

2c Signal on a wick

Code: Select all

x = 8, y = 136, rule = B2e3/S2j34-qt5p6
8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$A.A.A.A.$8.$2.A.A3.$A.A.A.A.$8.$.2A.2A2.$2.3A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.1$!
One of the weird growths (it emits objects similiar itself and then those go on to more similiar things, probably a breeder, also leave behind various debris)

Code: Select all

x = 23, y = 33, rule = B2e3/S2j34-qt5p6
23.$23.$6.A16.$23.$6.A16.$23.$10.A12.$7.A3.A11.$9.A3.A9.$6.2A3.A.2A8.$7.A2.A.A10.$5.A.A.A13.$11.A.2A8.$4.A.A2.A4.A8.$3.6A3.2A9.$2.A.A4.A3.2A8.$5.A.2A2.A11.$3.4A3.2A.2A8.$5.A.2A4.A9.$5.2A3.2A.A.A7.$7.2A.2A.A9.$8.A5.A.A6.$12.2A9.$11.A11.$14.A.A6.$9.A.2A10.$13.A2.A6.$11.3A2.A6.$12.3A.A6.$13.2A.A6.$23.$23.$23.1$!
Wickstrecher

Code: Select all

x = 8, y = 33, rule = B2e3/S2j34-qt5p6
8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$8.$2.A.A3.$2.A.A3.$2.A.A3.$8.$8.1$!
4c/4 Spaceship

Code: Select all

x = 8, y = 13, rule = B2e3/S2j34-qt5p6
8.$8.$2.A.A3.$2.A.A3.$2.A.A3.$2.A5.$2.A5.$8.$8.$4.A3.$8.$8.$8.1$!
Interesting P2

Code: Select all

x = 9, y = 11, rule = B2e3/S2j34-qt5p6
9.$9.$4.A4.$2.A2.A3.$2.A6.$3.A5.$4.A4.$2.A2.A3.$9.$9.$9.1$!
P6

Code: Select all

x = 7, y = 7, rule = B2e3/S2j34-qt5p6
7.$.2A.A2.$2.2A3.$7.$2.A4.$7.$7.1$!
Another P6

Code: Select all

x = 10, y = 6, rule = B2e3/S2j34-qt5p6
10.$.A.A.A.A2.$3.A.A4.$.A.A.A.A2.$10.$10.1$!
INT.gif
INT.gif (6.45 MiB) Viewed 4860 times
Hunting wrote:
May 5th, 2020, 1:50 am
Can anyone do a Golly ruletable that simulates this neighbourhood with more states?
I could try but could someone give me an idea of how to do this?
Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer

Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...

Hunting
Posts: 4395
Joined: September 11th, 2017, 2:54 am

Re: Thread for your rulespace ideas

Post by Hunting » May 19th, 2020, 12:48 am

lemon41625 wrote:
May 18th, 2020, 11:03 am
Hunting wrote:
May 5th, 2020, 1:50 am
Can anyone do a Golly ruletable that simulates this neighbourhood with more states?
I could try but could someone give me an idea of how to do this?
See KnightLife for an old but similar experience. That one's inefficient, though, so I except a better plan to come up here.

lemon41625
Posts: 344
Joined: January 24th, 2020, 7:39 am
Location: 小红点 (if you know where that is)

Re: Thread for your rulespace ideas

Post by lemon41625 » May 21st, 2020, 4:19 am

To make naive rules easier to simulate for me and CAViewer and not let certain rules like B2e3-p4w8/S2h3-ace4-qt5p6/D1-1/NN0o0 instanteaously fill an infinitely long line on the grid, the cells that will be evaluated are the cells that changed in the previous generation in the order specified by the parameters after NN. I just realised that unlike in classical cellular automaton, this will actually make a difference.

EDIT: Nvm that's a bad idea (leads to weird stuff happening like patterns not be transferrable). Any better suggestions to stop this from happenning? (Why is it so hard to come up with a good definition for these rules?)

EDIT2: I'll just go with this and embrace the weird behaviour until I think of something better. (I can't be bothered to reimplement naive rules anyway)
Download CAViewer: https://github.com/jedlimlx/Cellular-Automaton-Viewer

Supports:
BSFKL, Extended Generations, Regenerating Generations, Naive Rules, R1 Moore, R2 Cross and R2 Von Neumann INT
And some others...

User avatar
muzik
Posts: 5612
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Re: Thread for your rulespace ideas

Post by muzik » July 18th, 2020, 2:03 pm

So it's possible to colour the hexagonal tiling with a uniform 3 colours:

Code: Select all

x = 29, y = 29, rule = //3H
17.AB$16.AB.A$15.AB.AB$14.AB.AB.AB$13.AB.AB.AB.A$12.AB.AB.AB.AB$11.AB
.AB.AB.AB.AB$10.AB.AB.AB.AB.AB.A$9.AB.AB.AB.AB.AB.AB$8.AB.AB.AB.AB.AB
.AB.AB$7.AB.AB.AB.AB.AB.AB.AB.A$6.AB.AB.AB.AB.AB.AB.AB.AB$5.AB.AB.AB.
AB.AB.AB.AB.AB$4.AB.AB.AB.AB.AB.AB.AB.AB$3.AB.AB.AB.AB.AB.AB.AB.AB$2.
AB.AB.AB.AB.AB.AB.AB.AB$.AB.AB.AB.AB.AB.AB.AB.AB$AB.AB.AB.AB.AB.AB.AB
.AB$B.AB.AB.AB.AB.AB.AB.AB$.AB.AB.AB.AB.AB.AB.AB$3.AB.AB.AB.AB.AB.AB$
3.B.AB.AB.AB.AB.AB$4.AB.AB.AB.AB.AB$6.AB.AB.AB.AB$6.B.AB.AB.AB$7.AB.A
B.AB$9.AB.AB$9.B.AB$10.AB!
[[ COLOR 0 255 0 0 COLOR 1 0 255 0 COLOR 2 0 0 255 ZOOM 64 ]]
and it's also possible to divide the hexagonal neighbourhood by three:

Code: Select all

x = 3, y = 3, rule = //4H
BA$C.C$.AB!
[[ GRID COLOR 3 255 0 0 COLOR 1 0 255 0 COLOR 2 0 0 255 ZOOM 64 ]]
how about a rulespace where the colour of a hexagonal cell influences its neighbourhood? Depending on what colour the cell is, it would have one of the three following neighbourhoods:

Code: Select all

x = 12, y = 3, rule = //4H
5.B5.A$C.C$7.B3.A!
[[ GRID COLOR 3 255 0 0 COLOR 1 0 255 0 COLOR 2 0 0 255 ZOOM 36 ]]

kaarel
Posts: 31
Joined: August 19th, 2019, 7:23 pm

Re: Thread for your rulespace ideas

Post by kaarel » August 23rd, 2020, 4:40 am

A generalization of generations/snoitareneg. The rules are expressed in the form Bxyz/Sxyz/Gx/Fx,y,z, where:
B: Numbers of "fertile" neighbors required for birth
S: Numbers of fertile neighbors required for a fertile cell to not change state
G: Number of states
F: Fertile states
For example, B34/S5/G5/F2,3 is a rule where cells have a 2 generation delay to be born (3 or 4 neighbors) like 3 state snoitareneG, are alive for 2 generations (or more when they have 5 neighbors), and die in 2 generations like 3 state generations.

Rule table for messing around, currently configured for B3/S03678/G5/F2,3

Code: Select all

@RULE extgens

@TABLE

neighborhood: Moore
symmetries: permute
n_states:5

var a1={0,1,2,3,4}
var a2=a1
var a3=a1
var a4=a1
var a5=a1
var a6=a1
var a7=a1
var a8=a1

var d1={0,1,4}
var d2=d1
var d3=d1
var d4=d1
var d5=d1
var d6=d1
var d7=d1
var d8=d1

var f1={2,3} #Add "fertile" states here
var f2=f1
var f3=f1
var f4=f1
var f5=f1
var f6=f1
var f7=f1
var f8=f1
var f9=f1

#0,d1,d2,d3,d4,d5,d6,d7,d8,1 #B0
#0,f1,d2,d3,d4,d5,d6,d7,d8,1 #B1
#0,f1,f2,d3,d4,d5,d6,d7,d8,1 #B2
0,f1,f2,f3,d4,d5,d6,d7,d8,1 #B3
#0,f1,f2,f3,f4,d5,d6,d7,d8,1 #B4
#0,f1,f2,f3,f4,f5,d6,d7,d8,1 #B5
#0,f1,f2,f3,f4,f5,f6,d7,d8,1 #B6
#0,f1,f2,f3,f4,f5,f6,f7,d8,1 #B7
#0,f1,f2,f3,f4,f5,f6,f7,f8,1 #B8

f9,d1,d2,d3,d4,d5,d6,d7,d8,f9 #S0
#f9,f1,d2,d3,d4,d5,d6,d7,d8,f9 #S1
f9,f1,f2,d3,d4,d5,d6,d7,d8,f9 #S2
#f9,f1,f2,f3,d4,d5,d6,d7,d8,f9 #S3
#f9,f1,f2,f3,f4,d5,d6,d7,d8,f9 #S4
#f9,f1,f2,f3,f4,f5,d6,d7,d8,f9 #S5
f9,f1,f2,f3,f4,f5,f6,d7,d8,f9 #S6
f9,f1,f2,f3,f4,f5,f6,f7,d8,f9 #S7
f9,f1,f2,f3,f4,f5,f6,f7,f8,f9 #S8

1,a1,a2,a3,a4,a5,a6,a7,a8,2 #Cycling, extend when you add more states
2,a1,a2,a3,a4,a5,a6,a7,a8,3
3,a1,a2,a3,a4,a5,a6,a7,a8,4
4,a1,a2,a3,a4,a5,a6,a7,a8,0

@COLORS
0 0 0 0
1 0 255 0
2 255 255 0
3 128 128 0
4 255 0 0

Code: Select all

x = 17, y = -54, z = sdsds, x="'\n ,.b3s, :?:dfsf, rule = B33-33-/s2cekain32-3-232cekain322-323-1-ce6-cekain
b2o$2o$bo999999b!

Yoel
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Re: Thread for your rulespace ideas

Post by Yoel » September 8th, 2020, 3:02 pm

I am actively researching a very large rulespace, which I invented in July 2020. I call it "multistate cyclical rules". Besides the ground empty state, the rules in this space may have up to 8 live states, corresponding to the number of neighbors in the Moore neighborhood. If all states of every live cell in any pattern are changed cyclically, e.g R->G; G->B; B->R for 3 live states (R, G, B), the pattern must behave exactly the same, which implies the same behavior for all cyclical state shifts, e.g R->B; G->R; B->G. Rules with just one live state, a small subset of this rulespace, are identical to the regular Life-like totalistic rules.

I also invented a notation for such rules and a little program written in Common Lisp that takes these notations with some parameters (comments, rule names) and produces a ruletable for Golly, Here is the Github repository of this project.

The invention of this rulespace was inspired by my ongoing research of rules that have c/1 spaceships, but do not explode like Seeds and don't have limitations like non-existence of p2 oscillators in Generations, or lack of stable patterns in non-totalistic rules with c/1 spaceships (I have pattern collections of such rules in my repository too).

Note that this rulespace allows to augment any Life-like rule with additional features that are only enacted when different live states meet each other. For example, each state "phase" may act identical to Conway's Game of Life, as long as the states/phases/colors don't interact, but may change radically, if they do, e.g. they may start acting like Class 1, 2 or 3 rules.

Below are my threads on some "tricolor" (3 live states) cyclical rules. The most promising seems to be Gluons. It has oscillators of all periods, guns of periods 6, 8, 12 and any p>=14, efficient stable reflectors and splitters, from which is very easy to build logic gates, memory cells, etc.

Gluons

Gluonic

Morse

Extensions of CGOL:

Sealife

Triple_Swamps and Triple_Behavior_Life

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muzik
Posts: 5612
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Location: Scotland

Re: Thread for your rulespace ideas

Post by muzik » April 24th, 2021, 2:11 pm

Since range 2 might be a bit too big, how about range 1.5 isotropic non-totalistic rules?

Code: Select all

x = 99, y = 198, rule = LifeHistory
23$7.4B36.4A$7.4B36.4A$7.4B36.4A$7.4B36.4A2$12.A3B2.2A2B14.2B2A2.B3A$
12.4B2.4B14.4A2.4A$12.4B2.4B14.4A2.4A$12.4B2.4B14.4A2.4A3$12.4B2.ABAB
14.BABA2.4A$12.A3B2.4B3.2A.2A.2A3.4A2.B3A$12.4B2.4B3.2A.2A.2A3.4A2.4A
$12.4B2.4B14.4A2.4A3$12.4B2.A2BA14.B2AB2.4A$12.BA2B2.4B14.4A2.AB2A$
12.4B2.4B14.4A2.4A$12.4B2.4B14.4A2.4A3$18.A3B14.B3A$18.3BA14.3AB$18.
4B14.4A$18.4B14.4A3$18.A3B14.B3A$18.4B14.4A$18.3BA14.3AB$18.4B14.4A3$
18.A3B14.B3A$18.4B14.4A$18.4B14.4A$18.3BA14.3AB3$18.B2AB14.A2BA$18.4B
14.4A$18.4B14.4A$18.4B14.4A3$18.BA2B14.AB2A$18.3BA14.3AB$18.4B14.4A$
18.4B14.4A3$18.BA2B14.AB2A$18.4B14.4A$18.3BA14.3AB$18.4B14.4A3$18.BA
2B14.AB2A$18.4B14.4A$18.4B14.4A$18.3BA14.3AB3$18.BA2B14.AB2A$18.4B14.
4A$18.4B14.4A$18.2BAB14.2ABA3$18.BA2B14.AB2A$18.4B14.4A$18.4B14.4A$
18.BA2B14.AB2A3$18.BA2B14.AB2A$18.4B14.4A$18.4B14.4A$18.A3B14.B3A3$
18.A3B14.B3A$18.BA2B14.AB2A$18.4B14.4A$18.4B14.4A3$18.A3B14.B3A$18.2B
AB14.2ABA$18.4B14.4A$18.4B14.4A3$18.A3B14.B3A$18.4B14.4A$18.2BAB14.2A
BA$18.4B14.4A3$18.BA2B14.AB2A$18.BA2B14.AB2A$18.4B14.4A$18.4B14.4A3$
18.BA2B14.AB2A$18.2BAB14.2ABA$18.4B14.4A$18.4B14.4A3$18.BA2B14.AB2A$
18.4B14.4A$18.2BAB14.2ABA$18.4B14.4A3$18.BA2B14.AB2A$18.4B14.4A$18.BA
2B14.AB2A$18.4B14.4A3$18.4B14.4A$18.B2AB14.A2BA$18.4B14.4A$18.4B14.4A
3$18.4B14.4A$18.BA2B14.AB2A$18.2BAB14.2ABA$18.4B14.4A!
I don't know how many transitions this would need. Rules on this would behave like block CA (which are effectively range 0.5 isotropic non-totalistic rules) do, with the parity of the grid switching on alternate generations.

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PHPBB12345
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Re: Thread for your rulespace ideas

Post by PHPBB12345 » April 30th, 2021, 4:39 am

muzik wrote:
April 24th, 2021, 2:11 pm
Since range 2 might be a bit too big, how about range 1.5 isotropic non-totalistic rules?

Code: Select all

RLE
I don't know how many transitions this would need. Rules on this would behave like block CA (which are effectively range 0.5 isotropic non-totalistic rules) do, with the parity of the grid switching on alternate generations.
What is the center?
EDIT: 8548 transitions
Last edited by PHPBB12345 on April 30th, 2021, 4:53 am, edited 2 times in total.

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muzik
Posts: 5612
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Location: Scotland

Re: Thread for your rulespace ideas

Post by muzik » April 30th, 2021, 4:47 am

PHPBB12345 wrote:
April 30th, 2021, 4:39 am
muzik wrote:
April 24th, 2021, 2:11 pm
Since range 2 might be a bit too big, how about range 1.5 isotropic non-totalistic rules?

Code: Select all

RLE
I don't know how many transitions this would need. Rules on this would behave like block CA (which are effectively range 0.5 isotropic non-totalistic rules) do, with the parity of the grid switching on alternate generations.
What is the center?
Would be defined pretty much as a higher-range analogue of block CA, which can be considered range-0.5 (transitions for the 2x2 rule for example):

Code: Select all

x = 34, y = 16, rule = B/S012345678History
4D3.D2.4D6.2A2D3.D2.4D$4D.4D.4D6.2A2D.4D.4D$4D.4D.4D6.2D2A.4D.4D$4D3.
D2.4D6.2D2A3.D2.4D3$2A2D3.D2.4D6.4A3.D2.4D$2A2D.4D.4D6.4A.4D.4D$4D.4D
.4D6.2A2D.4D.4D$4D3.D2.4D6.2A2D3.D2.4D3$2A2D3.D2.4D6.4A3.D2.4D$2A2D.
4D.D2AD6.4A.4D.4D$2A2D.4D.D2AD6.4A.4D.4D$2A2D3.D2.4D6.4A3.D2.4D!

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