b-rules

For discussion of other cellular automata.
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b-engine
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Re: 3-state OTCA

Post by b-engine » April 7th, 2024, 10:07 pm

:roll: Still having some problems:

Code: Select all

x = 32, y = 30, rule = OTWire
.5B$7B$2B3.2B$2B3.2B$2B3.2B$2B3.2B$2B3.2B$7B$.5B23.B$17.BA$8.21B$7.23B
$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B$7.2B19.2B
$7.2B7.14B$7.2B6.14B2.B$7.2B6.2B$7.2B6.2B$7.2B6.2B$7.2B6.2B$7.2B6.2B$
7.10B$8.8B2.B2$7.B!

@RULE OTWire
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122200001
0122000001
1100000000
1122000000
1122200000
1112220000
1112000000
1122220000
1222200002
1222000002
1220000002
2112220000
2120000000
2220000000
2122000000
2222000000
2122200000
EDIT:

Code: Select all

x = 35, y = 28, rule = OTWire
.5B$7B$2B3.2B$2B3.2B$2B3.2B$2B3.2B$2B3.2B25.B$7B13.BA$.5B2.B2.21B$10.
23B$10.2B19.2B$10.2B19.2B$10.2B19.2B$10.2B19.2B$10.2B19.2B$10.2B19.2B
$10.2B19.2B$10.2B7.14B$10.2B6.14B2.B$10.2B6.2B$10.2B6.2B$10.2B6.2B$10.
2B6.2B$10.2B6.2B$10.10B$11.8B2.B2$10.B!

@RULE OTWire
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122200001
0122000001
0111000001
1100000000
1122000000
1122200000
1112220000
1112000000
1122220000
1222200002
1222000002
1220000002
1000000000
1100000000
1111100000
1111110000
1111111000
1111111100
1111111110
2112220000
2120000000
2220000000
2122000000
2222000000
2122200000
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b-engine
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Re: subset of 3-state OTCA

Post by b-engine » April 8th, 2024, 9:45 am

confocaloid wrote:
April 8th, 2024, 5:18 am
...
Further, arrange things so that a cell "knows" its own current state (0, 1, 2), but a cell cannot distinguish state-1 neighbours from state-2 neighbours. (Every cell knows that it is 3-state, but sees the neighbourhood as 2-state.) Then only 2^27 = 134217728 different cellular automata can be defined. (You can apply different survival conditions to "newborn" and "old" cells, but otherwise it's analogous to Life-like cellular automata.)

There are many other possibilities for choosing a sub-rulespace within 3-state R1 Moore OT.

Code: Select all

x = 33, y = 6, rule = S5forB6
29.A$29.A$.3A25.A$A29.3A$A$A!

@RULE S5forB6
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
# I'm tired of making 9 separate variables just for a line, that's why I'm urgent of local variables.
var k = {0,1,2}
var k1 = k
var k2 = k
var k3 = k
var k4 = k
var k5 = k
var k6 = k
var k7 = k
var k8 = k
0,a,a1,a2,0,0,0,0,0,1
0,a,a1,a2,a3,a4,a5,0,0,2
a,a1,a2,k,0,0,0,0,0,a
2,a,a1,a2,0,0,0,0,0,2
2,a,a1,a2,a3,a4,0,0,0,2
k,k1,k2,k3,k4,k5,k6,k7,k8,0
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b-engine
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Re: b-rules

Post by b-engine » April 9th, 2024, 8:04 am

A genius (?) idea:

Code: Select all

x = 13, y = 4, rule = test
11.2B$11.2B$BA$BA!

@RULE test
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0110000001
0112000001
1100000002
1120000002
1122000002
2112000000
2120000001
2220000001

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hotcrystal0
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Re: b-rules

Post by hotcrystal0 » April 9th, 2024, 9:42 pm

Can you fix this problem with SDHI?
hotcrystal0 wrote:
April 7th, 2024, 7:43 pm
b-engine wrote:
March 29th, 2024, 2:14 am
Hybriding 4 well known and new 3-state Life-based OT rules:

Code: Select all

SDHI
Symbiosis isn’t acting right. A red cell still dies when it’s touching exactly one yellow cell and nothing else.
Edit: Can you fix the ruletable on LifeWiki?

Code: Select all

x = 192, y = 53, rule = B3/S23
33$42b4o$41b6o$40b2ob4o$41b2o3$41b2o$39bo6bo$38bo8bo$38bo8bo$38b9o3$42b
4o$41b6o$40b2ob4o$41b2o!

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b-engine
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Re: b-rules

Post by b-engine » April 9th, 2024, 9:57 pm

hotcrystal0 wrote:
April 9th, 2024, 9:42 pm
Can you fix this problem with SDHI?
Fixed:

Code: Select all

x = 6, y = 2, rule = SDHI
4.A$AB3.B!

@RULE SDHI
@TABLE
n_states:9
neighborhood:Moore
symmetries:permute
# Symbiosis
1,0,0,0,0,0,0,0,0,0
1,1,0,0,0,0,0,0,0,0
0,1,1,1,0,0,0,0,0,1
1,1,1,1,1,0,0,0,0,0
1,1,1,1,1,1,0,0,0,0
1,1,1,1,1,1,1,0,0,0
1,1,1,1,1,1,1,1,0,0
1,1,1,1,1,1,1,1,1,0
2,0,0,0,0,0,0,0,0,0
2,2,0,0,0,0,0,0,0,0
0,2,2,2,0,0,0,0,0,2
2,2,2,2,2,0,0,0,0,0
2,2,2,2,2,2,0,0,0,0
2,2,2,2,2,2,2,0,0,0
2,2,2,2,2,2,2,2,0,0
2,2,2,2,2,2,2,2,2,0
1,2,0,0,0,0,0,0,0,1
2,1,0,0,0,0,0,0,0,2
# DeadlyEnemies
var da={0,1,2,3,4,5,6,7,8}
var db={0,3,4}
var dc=db
var dd=db
var de=db
var df=db
var dg=db
var dh=db
var di={1,2,3,4,5,6,7,8}
var dj=di
var dk=di
0,3,3,di,0,0,0,0,0,3
0,4,4,di,0,0,0,0,0,4
3,3,3,3,0,0,0,0,0,3
4,4,4,4,0,0,0,0,0,4
3,3,3,0,0,0,0,0,0,3
4,4,4,0,0,0,0,0,0,4
di,da,db,dc,dd,de,df,dg,dh,0
# HighAndLowLife
var h1 = {0,1,2,3,4,5,6,7,8}
var h2 = {0,5,6}
var h3 = h2
var h4 = h2
var h5 = h2
var h6 = h2
var h7 = h2
var h8 = h2
var hb = {0,1,2,3,4,5,7,8}
var hc = {0,1,2,3,4,6,7,8}
var hd = {1,2,3,4,5,6,7,8}
5, 5, 5, 0, 0, 0, 0, 0, 0, 5
5, 6, 0, 0, 0, 0, 0, 0, 0, 5
hb, 5, 5, 5, 0, 0, 0, 0, 0, 5
hb, 5, 6, 0, 0, 0, 0, 0, 0, 5
6, 5, 5, 5, 5, 0, 0, 0, 0, 6
6, 5, 5, 6, 0, 0, 0, 0, 0, 6
6, 6, 6, 0, 0, 0, 0, 0, 0, 6
6, 5, 5, 5, 5, 5, 0, 0, 0, 6
6, 5, 5, 5, 6, 0, 0, 0, 0, 6
6, 6, 6, 5, 0, 0, 0, 0, 0, 6
hc, 5, 5, 5, 5, 5, 5, 0, 0, 6
hc, 5, 5, 5, 5, 6, 0, 0, 0, 6
hc, 5, 5, 6, 6, 0, 0, 0, 0, 6
hc, 6, 6, 6, 0, 0, 0, 0, 0, 6
6, 5, 5, 5, 5, 5, 5, 5, 0, 6
6, 5, 5, 5, 5, 5, 6, 0, 0, 6
6, 5, 5, 5, 6, 6, 0, 0, 0, 6
6, 5, 6, 6, 6, 0, 0, 0, 0, 6
hd, h1, h2, h3, h4, h5, h6, h7, h8, 0
# Ignorance
var i = {0,1,2,3,4,5,6,7,8}
var i1 = {0,7,8}
var i2 = i1
var i3 = i1
var i4 = i1
var i5 = i1
var i6 = i1
var i7 = i1
var i8 = i1
var j = {0,1,2,3,4,5,6,8}
var j1 = j
var j2 = j
var j3 = j
var j4 = j
var k = {0,1,2,3,4,5,6,7}
var k1 = k
var k2 = k
var k3 = k
var k4 = k
0,7,7,7,8,8,8,0,0,0
0,7,7,7,j,j1,j2,j3,j4,7
0,8,8,8,k,k1,k2,k3,k4,8
7,7,7,i,j,j1,j2,j3,j4,7
8,8,8,i,k,k1,k2,k3,k4,8
i,i1,i2,i3,i4,i5,i6,i7,i8,0
@NAMES
1 Symbiosis red
2 Symbiosis yellow
3 DeadlyEnemies red
4 DeadlyEnemies yellow
5 HighAndLowLife low
6 HighAndLowLife high
7 Ignorance orange
8 Ignorance blue
@COLORS
1 255 0 0
2 255 255 0
3 192 0 0
4 192 192 0
5 0 128 128
6 0 255 255
7 255 150 0
8 0 92 255
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b-engine
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Re: b-rules

Post by b-engine » April 11th, 2024, 2:17 am

Random scribble VS LWSS:

Code: Select all

x = 129, y = 15, rule = LifeBurning34
118.7B$116.2B7.2B$115.B5.2B4.B$115.B3.2B.B4.B$114.B3.B4.3B2.B$114.B6.
2B.5B$114.B5.4B3.B$114.B.8B.2B$114.2B3.B2.3B$116.6B$.4A114.B$A3.A81.B
32.B$4.A80.2B.B31.9B$3.A80.2B2.B$86.B!


@RULE LifeBurning34
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a = {0,1,2}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var b = {0,2}
var b1 = b
var b2 = b
var b3 = b
var b4 = b
var b5 = b
var c = {0,1}
b,2,2,2,b1,0,0,0,0,2
2,1,a1,a2,a3,a4,a5,a6,a7,1
a,1,1,1,b,b1,b2,b3,b4,1
1,1,1,b,b1,b2,b3,b4,b5,1
a,a1,a2,a3,a4,a5,a6,a7,a8,0
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b-engine
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Re: b-rules

Post by b-engine » April 12th, 2024, 7:59 am

Code: Select all

x = 10, y = 3, rule = BasicWorm
.9B$B.8A$.9B!

@RULE BasicWorm
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122000002
0222220002
0222222201
0122222002
1222222200
2122220001
2122200000
EDIT:
Omniperiodic:

Code: Select all

x = 36, y = 21, rule = OTOP
33.A.A$33.2A$34.A2$5.2A$4.2A13.A$5.A11.BA.AB$18.2A3$2.7B$.9B12.A.A$2B
2.BA3.2B11.2A$2BA5.3B12.A$3B5.A2B$2B2.3A2.2B10.2A$2B7.2B9.BA.AB$2B7.2B
11.A$2B4.AB.2B$.9B$2.7B!

@RULE OTOP
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
0122200001
0122220001
0111000001
1222200002
1000000000
1100000000
1111100000
1111110000
1111111000
1111111100
1111111110
2122200000
My rules
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b-engine
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Re: NotStickyAtAll

Post by b-engine » April 15th, 2024, 7:15 am

I'm trying to combine NoTimeAtAll and Sticky for "easier" universality.
Forgive me if I have bad habit of making reader-unfriendly ruletables

Code: Select all

# Ruletable not finished yet - I need to look over the ruletables of NTAA and Sticky.
x = 30, y = 4, rule = NSAA
DB.DB.DB.DB.DB.DB.DB.DB2$DB.DB.DB.DB.DB.DB.DB.DB6.A$28.A!

@RULE NSAA
@TABLE
n_states:5
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3,4}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
var w = {0,1}
var w1 = w
var w2 = w
var w3 = w
var w4 = w
var w5 = w
var w6 = w
var w7 = w
var s = {2,3}
var t = {0,4}
0,0,1,s,s,0,0,0,0,s
0,0,4,s,1,0,0,0,0,s
0,s,w,a,a1,w2,a3,a4,w1,s
s,s,a1,a2,a3,s,a4,a5,a6,4
s,s,a,a1,a2,4,a3,a4,a5,4
s,s,0,1,0,s,0,4,0,4
s,s,0,4,0,1,0,1,0,4
4,t,w,w1,w2,s,w3,w4,w5,4
4,a,a1,a2,a3,a4,a5,a6,a7,0

@COLORS
1 100 100 128
2 128 255 128
3 255 128 128
4 128 128 128
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b-engine
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Re: b-rules

Post by b-engine » April 18th, 2024, 10:10 am

The signals only follow the rule B12/S/C3 when contained in steaths. They're more well-behaved outside the steaths:

Code: Select all

x = 52, y = 20, rule = SteathWorld
41.9A$.A.A33.CB10.2A$.ABA14.2A21.8A.A$.A.A8.CB3.A.2A27.A.A$.A.A13.2A.
2A26.A.A$.A.A14.2A.4A23.A.A$A.A.A14.2A.A.2A22.A.A$A3.A15.2A.A.2A20.2A
.2A$2A.2A14.2A.A.A.2A22.A$.A.A14.2A.5A.A$.A.A15.2A.3A.2A$.A.A16.2A.A.
2A$.A.A17.2A.A.2A$22.4A.2A$23.A.2A.2A$26.2A.A17.A.A$27.2A17.2A.A$48.2A
$47.2A$47.A!
@RULE SteathWorld
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2,3}
var a1 = a
var a2 = a
var a3 = a
var a4 = a
var a5 = a
var a6 = a
var a7 = a
var a8 = a
0,3,2,1,0,0,0,0,0,0
0,2,1,1,a,a1,a2,1,1,2
0,1,2,a1,a2,a3,a4,a5,a6,2
0,2,0,a1,a2,a3,a4,a5,0,2
2,a1,a2,a3,a4,a5,a6,a7,a8,3
3,a1,a2,a3,a4,a5,a6,a7,a8,0
@COLORS
1 255 128 0
2 0 0 255
3 255 255 255
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b-engine
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Re: b-rules

Post by b-engine » May 1st, 2024, 12:54 am

Spaceships and lot of tagalongs:

Code: Select all

# The left 8 are the spaceships and their respective tagalongs, 
# while the right one is the most common and the first known puffer.
x = 60, y = 6, rule = B1/S0V|B3/S02V|B2e/S012eV
A5.A6.A7.A7.A7.A7.A3.A5.A$A.A3.A.A4.A.A5.A.A3.A.A.A3.A.A.A3.A.A.A.A.A
3.A.A$19.A39.A$55.A$6.A6.A23.A19.A$11.A!
@RULE B1/S0V|B3/S02V|B2e/S012eV
@TABLE
n_states:4
neighborhood:vonNeumann
symmetries:rotate4reflect
010002
100002
110000
111000
110100
111100
111110
022203
222003
220203
200003
220000
222200
222220
300001
033001
330001
333001
330300
333300
333330
@COLORS
1 255 220 220
2 220 255 220
3 200 200 255
It supports some Margolus oscillators, but the sad news is on the right: :cry:

Code: Select all

x = 81, y = 8, rule = B1/S0VIB3/S02VIB2e/S012eV
80.A$62.A15.A$46.A13.A15.A$32.A11.A13.A15.A$20.A9.A11.A13.A15.A$10.A7.
A9.A11.A13.A15.A$2.A5.A7.A9.A11.A13.A15.A$A5.A7.A9.A11.A13.A15.A!
EDIT:
There're some still lifes and eaters, but that's cheating:

Code: Select all

x = 49, y = 5, rule = B1/S0VIB3/S02VIB2e/S012eV
9.A7.A10.A8.A7.A2$CB6.2A6.2A2.A6.2A7.2A6.2A2.A2$29.A7.A7.A!
However there're legitimate ones even if periodic:

Code: Select all

x = 46, y = 5, rule = B1/S0VIB3/S02VIB2e/S012eV
10.A7.A7.A7.A7.A2$2A7.2A6.2A2.A3.2A6.2A6.2A2.A2$27.A6.A7.A!
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Re: Ignorance

Post by b-engine » May 3rd, 2024, 12:09 am

Is this color changing or color changing?

Code: Select all

x = 14, y = 11, rule = Ignorance
.2B$B2AB$BA2BA$.B2ABA$2.A2BA$3.2A3$11.3A$11.A$12.A!
EDIT:
Color changing color preserving OTT (but a little bit dirty):

Code: Select all

x = 16, y = 7, rule = Ignorance
13.A$.2B10.A.A$B2AB9.2A$BA2BA$.B2ABA$2.A2BA$3.2A!
EDIT 2:
I want a reflector made of this:

Code: Select all

x = 17, y = 21, rule = Ignorance
14.A$14.A.A$14.2A15$.2BA$B2ABA$BA2BA$.B2A!
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Re: b-rules

Post by b-engine » May 4th, 2024, 8:30 pm

:oops:

Code: Select all

x = 17, y = 21, rule = Ignorance
14.A$14.A.A$14.2A15$.2BA$B2ABA$BA2BAB$.B2A2B!

Code: Select all

x = 17, y = 21, rule = B3/S23Investigator
14.A$14.A.A$14.2A15$.2EA$E2AED$EA2EAE$.E2A2E!
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