Thread For Your Unrecognised CA

For discussion of other cellular automata.
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snowman
Posts: 82
Joined: March 4th, 2023, 3:27 am

Re: Thread For Your Unrecognised CA

Post by snowman » February 16th, 2024, 3:26 am

Here's B2in34-rz5er6ei/S2-cn3-a4ik, one of those longlived OWSS rules, but that doesn't seem to have that spacefiller or any single-engine puffers like some of the others.

5c/30 spaceship:

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x = 4, y = 5, rule = B2in34-rz5er6ei/S2-cn3-a4ik
3bo$o2bo$o2bo$o2bo$3bo!
A less common 6c/12:

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x = 8, y = 5, rule = B2in34-rz5er6ei/S2-cn3-a4ik
7o$o5bo$o6bo$bo5bo$3b2o2bo!
An even less common 2c/20:

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x = 5, y = 5, rule = B2in34-rz5er6ei/S2-cn3-a4ik
obo2$2b3o$bobo$b3o!
p482 RFO:

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x = 3, y = 4, rule = B2in34-rz5er6ei/S2-cn3-a4ik
3o$o$obo$b2o!
p32 shuttle:

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x = 18, y = 13, rule = B2in34-rz5er6ei/S2-cn3-a4ik
bo14bo$2o14b2o$2o14b2o$o16bo2$6b2o$6bo$6b2o2$o16bo$2o14b2o$2o14b2o$bo
14bo!
I spent a long long time trying to get this p152 shuttle to work but it proved too challenging:

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x = 4, y = 15, rule = B2in34-rz5er6ei/S2-cn3-a4ik
b2o$ob2o$o$ob2o$b2o6$b2o$ob2o$o$ob2o$b2o!
Blinker puffer:

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x = 7, y = 13, rule = B2in34-rz5er6ei/S2-cn3-a4ik
b2o2bo$2o$b2o2bo8$b3o$bo4bo$b3o!
Tries to return to its original place in 6660 generations:

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x = 9, y = 5, rule = B2in34-rz5er6ei/S2-cn3-a4ik
bo$o$o$6o$6b3o!
-

EDIT: Two of the common spaceship turn into two of the slow spaceship:

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x = 13, y = 12, rule = B2in34-rz5er6ei/S2-cn3-a4ik
11b2o$12bo$11b2o7$2o$o$2o!

Pocholito
Posts: 11
Joined: January 30th, 2024, 6:03 pm

Re: Thread For Your Unrecognised CA

Post by Pocholito » February 18th, 2024, 7:11 pm

I find B3-knq/S2-n3-cky4nr (which I will refer to as Rule A) and the nearby B3-knq/S2-c3-cky4nr (which I will refer to as Rule B) to be very interesting.

Both share a few oscillators and spaceships.

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x = 70, y = 58, rule = B3-knq/S2-n3-cky4nr
5$11b2o11b2o10b2o8b2o$10b2o11b2o10b2o8b2o$11b2o8bo2b2o10b2o8b2o$7b3o10b
3o10b2o8b2o$7b2o11bobo9b2obo7bobo$43bobo23$2b3o2$bo3bo$b2ob2o$12b2ob4o
b2o7b2ob2o32b2o$12b2obo2bob2o4b2obobobob2o9b2o2b2o14b2o$16b2o8b2o2b3o
2b2o6b2obob2obob2o9bo$4b2o37b2o2b4o2b2o9b2o$2o2bo26b2o32bo$obobo26b2o
14b2o$2bob2o41b2o12b2o$2bo58b2o$b2obo$4b2o!
However, Rule A has a p16 block hassler, a 7-cell p2, and a large variety of natural large still lives (quite a few of the still lives also work in Rule B, but they occur far less commonly due to the lack of the somewhat-common predecessors shown), with the pre-loaf additionally evolving into a p2 that is like a mix between Cyclic and Great On-Off

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x = 62, y = 55, rule = B3-knq/S2-n3-cky4nr
$39b2o$40b2o2b2o$39b2o3bo$46bo$44b3o2$50b3o3$48b2o$48b2o2$5bo$5b2o2$2b
o2b3o2bo$b2obo3bob2o$4bo3bo$4bo3bo$6bo37b3o$44b3o$5b2o20bo15bo3bo$6bo
19b2o15b3obo$25b3o16bo$46b2o$6bo$4bo3bo$4bo3bo$b2obo3bob2o$2bo2b3o2bo
2$6b2o$7bo35bo$42bob2o$25b2o16b2o$25bo17bo$26bobo16b3o$27b2o16bo2bo6$
44b2o$47bo$44bob3o$44bo3bo$45b3o$45b3o$42bo$41bobo$41bobo$42bo!
And Rule B has a 2c/10 orthogontal Pi wave (in which the Pi's can be shifted around a bit), a 2c/10 orthogontal spaceship (that, as shown, can stabilize the Pi wave and pull a block), a c/4 diagonal signal, and a p10 line-of-six hassler, as well as part of CGOL's traffic light sequence being a p2.

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x = 64, y = 122, rule = B3-knq/S2-c3-cky4nr
6$33b2o$31bo4bo$31bo3b2o$31bob2obo5$32b3o$34bo$32b3o2$32b3o$34bo$32b3o
4$32b3o$34bo$32b3o2$32b3o$34bo$32b3o4$32b3o$34bo$32b3o2$32b3o$34bo$32b
3o4$32b3o$34bo$32b3o2$32b3o$34bo$32b3o4$32b3o$34bo$32b3o2$32b3o$34bo$
32b3o5$31bob2obo$31bo3b2o$31bo4bo$26b2o5b2o$26bobo$19b2o8bo$19b2o9bo$
31bo$32bo13b3o$17b6o10bo12bobo$34bo11b3o$35bo4b2o$36bo2b2o$19b2o16bo2b
2o$19b2o17bo$37b2o7$31bob2ob2o$31bo2bo2bo$36b2o5$10b2o24b2o$5bo2bo2bo
19bo2bo2bo$5bob2ob2o19bob2ob2o$23b2o24b2o5b2o$18bo2bo2bo19bo2bo2bo5b2o
$18bob2ob2o19bob2ob2o!
I hope you guys like the rules!

User avatar
unname4798
Posts: 466
Joined: July 15th, 2023, 10:27 am

Re: Thread For Your Unrecognised CA

Post by unname4798 » February 21st, 2024, 10:03 am

confocaloid wrote:
January 15th, 2024, 5:06 am
eRroR_6o6 wrote:
January 14th, 2024, 11:58 pm
Requesting a rule like Life, but if an alive cell has a number of alive (I suggest 8 first) neighbours, then it freezes for 1 tick (treated as off) and then returns to the "alive" state.
I think this should work:

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x = 10, y = 3, rule = TemporaryFreeze
2.A4.A$2A.4A.2A$2.A4.A!

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@RULE TemporaryFreeze

https://conwaylife.com/forums/viewtopic.php?p=175762#p175762

There are three cellstates:
* 0 = a dead cell
* 1 = an alive cell
* 2 = a cell that pretends to be dead for one tick, and then returns to 1

@COLORS

0  48  48  48
1   0 240   0
2   0   0 240

@TABLE
n_states:3
neighborhood:Moore
symmetries:permute

var aa={0,1,2}
var a1=aa
var a2=aa
var a3=aa
var a4=aa
var a5=aa
var a6=aa
var a7=aa
var a8=aa
var cc={0,2}
var c1=cc
var c2=cc
var c3=cc
var c4=cc
var c5=cc
var c6=cc
var c7=cc
var c8=cc

0,  1, 1, 1,c4,c5,c6,c7,c8, 1      # B3
1,  1, 1, 1,c4,c5,c6,c7,c8, 1      # S3
1,  1, 1,c3,c4,c5,c6,c7,c8, 1      # S2
1,  1, 1, 1, 1, 1, 1, 1, 1, 2      # D8 -> state 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 1      # state 2 -> state 1 always
aa,a1,a2,a3,a4,a5,a6,a7,a8, 0      # otherwise -> state 0
TemporaryFreezeLife:
State 0 and 1 cells behave like in Life
Except:
* A state 1 cell becomes state 2 if it has 8 alive neighbours
* State 2 is SI "eternal on" cell
* It becomes state 1 after 1 generation

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#C [[ RANDOMIZE2 ]]
x = 64, y = 64, rule = TemporaryFreezeLife
!
@RULE TemporaryFreezeLife
@TABLE
n_states:3
neighborhood:Moore
symmetries:permute
var a={0,1,2}
var b={0,1,2}
var c={0,1,2}
var d={0,1,2}
var e={0,1,2}
var f={0,1,2}
var g={0,1,2}
var h={0,1,2}
var i={0,1,2}
var j={1,2}
var k={1,2}
var l={1,2}
var m={1,2}
var n={1,2}
var o={1,2}
var p={1,2}
var q={1,2}
0,j,k,l,0,0,0,0,0,1
1,j,k,l,0,0,0,0,0,1
1,j,k,0,0,0,0,0,0,1
1,j,k,l,m,n,o,p,q,2
2,a,b,c,d,e,f,g,h,1
i,a,b,c,d,e,f,g,h,0
@COLORS
0 0 0 0
1 255 255 255
2 0 192 255

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EvinZL
Posts: 854
Joined: November 8th, 2018, 4:15 pm
Location: A tungsten pool travelling towards the sun
Contact:

Re: Thread For Your Unrecognised CA

Post by EvinZL » February 21st, 2024, 2:24 pm

4.5 years ago, I wrote:

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1
11
121
1351
1   1
11  11
121 121
13511351
1   2   1
11  22  11
121 232 121
135124621351
1   3   5   1
11  33  55  11
121 343 565 121
1351351351351351
fake Pascal mod 4 and 6 rules:

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x = 1, y = 1, rule = FakePascalMod4
A!

@RULE FakePascalMod4

@TABLE
n_states: 7
neighborhood: Moore
symmetries: none

var a = {0,1,2,3,4,5,6}
var b = a

0,b,a,0,0,0,0,0,0,b
0,0,a,0,0,0,0,0,b,b

0,1,a,0,0,0,0,0,1,2
0,2,a,0,0,0,0,0,2,3
0,3,a,0,0,0,0,0,3,4
0,4,a,0,0,0,0,0,4,5
0,5,a,0,0,0,0,0,5,6
0,6,a,0,0,0,0,0,6,1

0,1,a,0,0,0,0,0,2,3
0,2,a,0,0,0,0,0,3,4
0,3,a,0,0,0,0,0,4,5
0,4,a,0,0,0,0,0,5,6
0,5,a,0,0,0,0,0,6,1
0,6,a,0,0,0,0,0,1,2

0,1,a,0,0,0,0,0,6,4
0,2,a,0,0,0,0,0,1,5
0,3,a,0,0,0,0,0,2,6
0,4,a,0,0,0,0,0,3,1
0,5,a,0,0,0,0,0,4,2
0,6,a,0,0,0,0,0,5,3

@COLORS
0 0 0 0
1 128 255 128
2 128 128 255
3 255 128 128
4 255 255 96
5 192 128 255
6 128 255 255

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x = 1, y = 1, rule = FakePascalMod6
A!

@RULE FakePascalMod6

@TABLE
n_states: 14
neighborhood: Moore
symmetries: none

var a = {0,1,2,3,4,5,6,7,8,9,10,11,12,13}
var b = a

0,b,a,0,0,0,0,0,0,b
0,0,a,0,0,0,0,0,b,b

0,1,a,0,0,0,0,0,1,2
0,2,a,0,0,0,0,0,2,3
0,3,a,0,0,0,0,0,3,4
0,4,a,0,0,0,0,0,4,5
0,5,a,0,0,0,0,0,5,6
0,6,a,0,0,0,0,0,6,7
0,7,a,0,0,0,0,0,7,8
0,8,a,0,0,0,0,0,8,9
0,9,a,0,0,0,0,0,9,10
0,10,a,0,0,0,0,0,10,11
0,11,a,0,0,0,0,0,11,12
0,12,a,0,0,0,0,0,12,13
0,13,a,0,0,0,0,0,13,1

0,2,a,0,0,0,0,0,1,3
0,3,a,0,0,0,0,0,2,4
0,4,a,0,0,0,0,0,3,5
0,5,a,0,0,0,0,0,4,6
0,6,a,0,0,0,0,0,5,7
0,7,a,0,0,0,0,0,6,8
0,8,a,0,0,0,0,0,7,9
0,9,a,0,0,0,0,0,8,10
0,10,a,0,0,0,0,0,9,11
0,11,a,0,0,0,0,0,10,12
0,12,a,0,0,0,0,0,11,13
0,13,a,0,0,0,0,0,12,1
0,1,a,0,0,0,0,0,13,2

0,3,a,0,0,0,0,0,1,5
0,4,a,0,0,0,0,0,2,6
0,5,a,0,0,0,0,0,3,7
0,6,a,0,0,0,0,0,4,8
0,7,a,0,0,0,0,0,5,9
0,8,a,0,0,0,0,0,6,10
0,9,a,0,0,0,0,0,7,11
0,10,a,0,0,0,0,0,8,12
0,11,a,0,0,0,0,0,9,13
0,12,a,0,0,0,0,0,10,1
0,13,a,0,0,0,0,0,11,2
0,1,a,0,0,0,0,0,12,3
0,2,a,0,0,0,0,0,13,4

0,5,a,0,0,0,0,0,1,4
0,6,a,0,0,0,0,0,2,5
0,7,a,0,0,0,0,0,3,6
0,8,a,0,0,0,0,0,4,7
0,9,a,0,0,0,0,0,5,8
0,10,a,0,0,0,0,0,6,9
0,11,a,0,0,0,0,0,7,10
0,12,a,0,0,0,0,0,8,11
0,13,a,0,0,0,0,0,9,12
0,1,a,0,0,0,0,0,10,13
0,2,a,0,0,0,0,0,11,1
0,3,a,0,0,0,0,0,12,2
0,4,a,0,0,0,0,0,13,3

0,6,a,0,0,0,0,0,1,12
0,7,a,0,0,0,0,0,2,13
0,8,a,0,0,0,0,0,3,1
0,9,a,0,0,0,0,0,4,2
0,10,a,0,0,0,0,0,5,3
0,11,a,0,0,0,0,0,6,4
0,12,a,0,0,0,0,0,7,5
0,13,a,0,0,0,0,0,8,6
0,1,a,0,0,0,0,0,9,7
0,2,a,0,0,0,0,0,10,8
0,3,a,0,0,0,0,0,11,9
0,4,a,0,0,0,0,0,12,10
0,5,a,0,0,0,0,0,13,11

0,7,a,0,0,0,0,0,1,11
0,8,a,0,0,0,0,0,2,12
0,9,a,0,0,0,0,0,3,13
0,10,a,0,0,0,0,0,4,1
0,11,a,0,0,0,0,0,5,2
0,12,a,0,0,0,0,0,6,3
0,13,a,0,0,0,0,0,7,4
0,1,a,0,0,0,0,0,8,5
0,2,a,0,0,0,0,0,9,6
0,3,a,0,0,0,0,0,10,7
0,4,a,0,0,0,0,0,11,8
0,5,a,0,0,0,0,0,12,9
0,6,a,0,0,0,0,0,13,10

0,10,a,0,0,0,0,0,1,3
0,11,a,0,0,0,0,0,2,4
0,12,a,0,0,0,0,0,3,5
0,13,a,0,0,0,0,0,4,6
0,1,a,0,0,0,0,0,5,7
0,2,a,0,0,0,0,0,6,8
0,3,a,0,0,0,0,0,7,9
0,4,a,0,0,0,0,0,8,10
0,5,a,0,0,0,0,0,9,11
0,6,a,0,0,0,0,0,10,12
0,7,a,0,0,0,0,0,11,13
0,8,a,0,0,0,0,0,12,1
0,9,a,0,0,0,0,0,13,2

0,13,a,0,0,0,0,0,1,7
0,1,a,0,0,0,0,0,2,8
0,2,a,0,0,0,0,0,3,9
0,3,a,0,0,0,0,0,4,10
0,4,a,0,0,0,0,0,5,11
0,5,a,0,0,0,0,0,6,12
0,6,a,0,0,0,0,0,7,13
0,7,a,0,0,0,0,0,8,1
0,8,a,0,0,0,0,0,9,2
0,9,a,0,0,0,0,0,10,3
0,10,a,0,0,0,0,0,11,4
0,11,a,0,0,0,0,0,12,5
0,12,a,0,0,0,0,0,13,6


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b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Thread For Your Unrecognised CA

Post by b-engine » February 24th, 2024, 3:19 am

P180 gun with 3 outputs capped in various ways:

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x = 85, y = 45, rule = B3-kqy4cejr5k6in7c/S2-i3-acky4cinqrz5cek6cn
6bo2$6bo$5b3o2$3bo$ob2o$3bo$64bo2$64bo$63b3o3$68bo$68b2obo$68bo11$47b
o$44bob2o36bo$47bo34b3o$82bo2$50b3o$51bo2$51bo7$67bo$65b3o$65bo!
EDIT:
Amplified the OMOS's spark, not sure if able to make a small gun:

Code: Select all

x = 24, y = 20, rule = B3-kqy4cejr5k6in7c/S2-i3-acky4cinqrz5cek6cn
8b2o$9bo$9b2o9$3bo$ob2o$3bo2$22b2o$6b3o13bo$7bo13b2o2$7bo!
EDIT 2:
Failed gun: :oops:

Code: Select all

x = 15, y = 20, rule = B3-kqy4cejr5k6in7c/S2-i3-acky4cinqrz5cek6cn
8b2o$9bo$9b2o5$14bo$12b3o$12bo2$3bo$ob2o$3bo3$6b3o$7bo2$7bo!
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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Period1GliderGun
Posts: 736
Joined: March 9th, 2022, 1:50 am
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Re: Thread For Your Unrecognised CA

Post by Period1GliderGun » February 24th, 2024, 10:39 pm

b-engine wrote:
February 24th, 2024, 3:19 am
Amplified the OMOS's spark, not sure if able to make a small gun:
Done:

Code: Select all

x = 23, y = 20, rule = B3-kqy4cejr5k6in7c/S2-i3-acky4cinqrz5cek6cn
8b2o$9bo$9b2o8$21b2o$3bo16bobo$ob2o17bo$3bo3$6b3o$7bo2$7bo!
It's OK to abbreviate my username to "P1GG," but never, never, call me "pig."

Code: Select all

x = 36, y = 9, rule = B3/S23
23bobo$21bo3bo$13bo7bo$12b4o4bo4bo8b2o$11b2obobo4bo12b2o$2o8b3obo2bo3b
o3bo$2o9b2obobo6bobo$12b4o$13bo!
[[ STEP 30 ]]

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breaker's glider gun
Posts: 673
Joined: May 23rd, 2021, 10:26 am
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Re: Thread For Your Unrecognised CA

Post by breaker's glider gun » February 25th, 2024, 12:51 am

breaker's glider gun wrote:
February 14th, 2024, 7:42 pm
Haycat2009 wrote: snip

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@RULE MagentaLife
also snip

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x = 14, y = 3, rule = MagentaLife2
A11BA$A10.A.A$11.2A!



@RULE MagentaLife2

@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var a0 = {0,1,2,3}
var l1 = {1,3}
var d1 = {0,2}
var a1 = a0
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
var l2 =  l1
var l3 =  l1
var l4 =  l1
var l5 =  l1
var l6 =  l1
var l7 =  l1
var l8 =  l1
var d2 = d1
var d3 = d1
var d4 = d1
var d5 = d1
var d6 = d1
var d7 = d1
var d8 = d1

0, l1,l2,l3,d4,d5,d6,d7,d8, 1
1, l1,l2,l3,l4,0,0,0,0, 2
1, l1,l2,a3,0,0,0,0,0, 1
2, l1,l2,a3,a4,0,0,0,0, 2
2, a1,a2,a3,a4,a5,a6,a7,a8, 3
3, l1,l2,a3,a4,0,0,0,0, 3
a0, a1,a2,a3,a4,a5,a6,a7,a8, 0

@COLORS
1 255 255 255
2 255   0 200

In the same vein:

Code: Select all

x = 1, y = 1, rule = DoubleBondOrDecayLife6
o!

@RULE DoubleBondOrDecayLife6
@TABLE
n_states:4
neighborhood:Moore
symmetries:permute
var l1  = {1,3}
var l2  = {1,3}
var l3  = {1,3}
var l4  = {1,3}
var l5  = {1,3}
var l6  = {1,3}
var l7  = {1,3}
var l8  = {1,3}
var 02a = {0,2}
var 02b = {0,2}
var 02c = {0,2}
var 02d = {0,2}
var 02e = {0,2}
var 02f = {0,2}
var 02g = {0,2}
var 02h = {0,2}
var 01a = {0,1,3}
var 01b = {0,1,3}
var 01c = {0,1,3}
var 01d = {0,1,3}
var 01e = {0,1,3}
var 01f = {0,1,3}
var 01g = {0,1,3}
var 01h = {0,1,3}
var a1  = {0,1,2,3}
var a2  = {0,1,2,3}
var a3  = {0,1,2,3}
var a4  = {0,1,2,3}
var a5  = {0,1,2,3}
var a6  = {0,1,2,3}
var a7  = {0,1,2,3}
var a8  = {0,1,2,3}
0,l1,l2,l3,02a,02b,02c,02d,02e,1
0,l1,l2,l3,l4,l5,l6,02a,02b,2
1,a1,02a,02b,02c,02d,02e,02f,02g,0
1,l1,l2,l3,l4,a1,a2,a3,a4,0
2,02a,02b,02c,02d,02e,02f,02g,02h,3
2,2,01a,01b,01c,01d,01e,01f,01g,3
3,1,02b,02c,02d,02e,02f,02g,02h,1
3,02a,01a,01b,01c,01d,01e,01f,01g,1
@COLORS
0 0 0 0
1 255 255 255
2 255 0 0
:?: :?: . . . :!:
Give me a suggestion of something to draw here!

User avatar
b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Thread For Your Unrecognised CA

Post by b-engine » February 25th, 2024, 6:59 am

Sierpinski triangle generator:

Code: Select all

x = 48, y = 53, rule = B3-kqy4cejr5k6in7c/S2-i3-acky4cinqrz5cek6cn
4b3o$4b3o$5bo2$2o$3o16bo$2o16bobo$19b2o8$7b2o$7bo$6b2o13$38b2o$38bobo
$39bo10$30bo$28b3o$28bo15bo$44b2obo$44bo3$39b3o$40bo2$40bo!
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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tommyaweosme
Posts: 195
Joined: January 15th, 2024, 9:37 am

Re: Thread For Your Unrecognised CA

Post by tommyaweosme » February 25th, 2024, 9:25 pm

hello i made one called sparkling soda (起泡蘇打水) and you can find it's wiki page here:
https://conwaylife.com/wiki/User:Tommya ... kling_soda
so, what do you think? pretty good?
(warning: this user many mispronounce words/grammar. do not correct. DO NOT CORRECT.)
hello. i run oca critic. if it werent for me, the cgol community wouldnt know about goose goose revolution.

User avatar
H. H. P. M. P. Cole
Posts: 153
Joined: July 15th, 2023, 9:36 pm
Location: Error: 'H. H. P. M. P. Cole' has no attribute 'location'.

Re: Thread For Your Unrecognised CA

Post by H. H. P. M. P. Cole » February 25th, 2024, 9:29 pm

H. H. P. M. P. Cole wrote:
September 19th, 2023, 6:50 am

13 oscillators (p1, p2, p4, p6, p10)

Code: Select all

x = 22, y = 35, rule = B2-an3ceqry4c5a/S1c2-en3-n5a6a7c
2o4b2o4bo5b3o$2o5b2o4b2o4bo$13bo4$2bo12bo3bobo$2o5b2o4b2o$o5bo2bo2bo6b
obo5$bo$o$3bo$2bo3$bo$3bo2bobo$o6bo$2bo5bo4$obo$bobo5$2bo$o3bo$2bo!
I looked back at this rule I created some time ago. Presenting my favourite oscillator so far: a p72.

Code: Select all

x = 6, y = 6, rule = B2-an3ceqry4c5a/S1c2-en3-n5a6a7c
b2o$o2b2o$o3b2o$bo3bo$b2o2bo$2b4o!
This rule is simultaneously very easy and very hard to search at the same time. On one hand, there are many high-period oscillators. On the other hand, there are tiny p2 and p3 'diacritics' that can attach onto the free ends of an oscillator, doubling or tripling the period while making it trivial.

Code: Select all

x = 35, y = 8, rule = B2-an3ceqry4c5a/S1c2-en3-n5a6a7c
o6bo10bo10bo$2o4b2o9b2o9b2o$o6bo10bo10bobo$o6bo10bo10bo2bo$o6bo11bo9b
o$o7b5o4bo2b4o5b6o$o10bo6bo3bo10bo$bo!
There are at least four stabilizations of a free end. T, reflector, siamese tripod, and free tripod.

Code: Select all

x = 20, y = 9, rule = B2-an3ceqry4c5a/S1c2-en3-n5a6a7c
o4bo5bo5bo$2o3b2o4b2o4b2o$o4bo5bo5bo$o4bo5bo5bo$o4bo5bo5bo$o4bo5bo5bo
$o4bo5bo5bo$2o3b2o4b2o5b2o$o5bo3bo7bo!
And a stabilization of a corner:

Code: Select all

x = 9, y = 9, rule = B2-an3ceqry4c5a/S1c2-en3-n5a6a7c
bo$b2o$bo$bo$bo$bo$2o5bo$2b7o$2bo!
Without further ado, here is an oscillator collection for this rule:

p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p12, p13, p14, p16, p17, p20, p22, p72

Code: Select all

x = 105, y = 115, rule = B2-an3ceqry4c5a/S1c2-en3-n5a6a7c
25bo5bo7bo$25b2o4b2o6b2o42b3o$2o4b2o4bo5b3o2b2o4b2o5b3o38bo2b3o3b3o2b
o$2o5b2o4b2o4bo4bo3b2o7bo38b4o3bobo3b4o$13bo66bob2ob2obo$82bobobo$82b
obobo$80bob2ob2obo$2bo25bo9bobo35b4o3bobo3b4o$2o10b2o5b3o4b2o49bo2b3o
3b3o2bo$o10bo2bo3bo2bo3bo12bobo42b3o4$3bo24bo49bo$3o9b3o11b3o47bo3bo$
o10bo3bo9bo52bo5$78b2o$12bo64bo2bo$bo5bo3b2o6bo7b4o3bo42bo$7o6b6o7bo3b
4o44bo4$o6bo3b2o6bo6bo3bo3bo60bo$b6o5b7o8b7o61b4o$bo91b2o4bo$76bo3bo4b
o3bo4bo$26bo48bo5bo2bo5bo3bo5bo$27b4o3bo41bo3bo4bo3bo4bo7bo$30b4o61bo
7bo$97bo5bo$103bo$98bo4b2o$99b4o$bo16bo10bo10bo61bo$o7bob2obo3b2o9b2o
9b2o9b3o2b3o$3bo3b3o2b3o3bo10bo10bobo7bo6bo20bo$2bo15bo10bo10bo2bo6bo
2b2o2bo18bo3bo$18bo11bo9bo11bo2bo19bo5bo$19b5o4bo2b4o5b6o6bo2bo20bo3b
o$22bo6bo3bo10bo5bo2b2o2bo20bo$50bo6bo$50b3o2b3o2$81bo$79b5o$75b4o5b4o
$75bo3b5o3bo$75bo2bo5bo2bo$bo15bo6bo50bo2bo2bo2bo2bo$3bo2bobo3bo2b2o3b
o2bobo49bo2bo5bo2bo$o6bo4b3o6b2o2bo49bo3b5o3bo$2bo5bo16bo49b4o5b4o$13b
2o9bo54b5o$12bo68bo4$26bo$26b2o65bo$b2o2bo9b2o10bo11b3o7b9o23bo10b2o$
2ob3o4b6o11bo11bo2b4o3bo7bo35bo$o5bo3bo7bo7bo12bobo3bo3bob2ob2obo19b2o
b2o11bo$o5bo3bob2o3b2o2b2o2bo13bob3obo3bob2ob2obo19b2o3bo10bo3bo$o5bo
3bob2o3bo4b3o5b3o5bob3obo4bo3bo3bo30bo5b5o$2ob3o4bo3b2obo11bo2b2o4bo3b
obo4bob2ob2obo19bo9b5o2bo$b2o2bo3b2o3b2obo10bo9b4o2bo4bob2ob2obo17bob
o14b8o$9bo7bo9bo14b3o4bo7bo20bo13bobo3bo$12b6o9bo21b9o34bobo$11b2o14b
2o62b2obo$28bo63bob2o$94bo$76bo$76b4o$obo71b2o3bo$bobo71bo5bo$75bo6bo
$75b2o5bo$82bo$26bo10bo39bo4b2o$8bo2bo13b2o9b2o4bo5bo5bo23b4o$7b6o13b
o11b2obo5bo2b3o2bo25bo$4bo21bo11bo8bobo3bobo$3b2ob3o16bo21bo7bo$5bo10b
4o18bo8bobo3bobo$4bo12bo2bo2bo13bo9bo7bo20bo6bo$2bobo20bo21bobo3bobo19b
2o2b2o2b2o$b2obo17bo24bo2b3o2bo21b2o2b2o$2bo21bo2bo2bo17bo5bo24b2o$2b
o25b4o$b2o19bo56b2o$2bo18bo54bo6bo$21bo57b2o$21b2o$21bo57b2o$77b2o2b2o
$75b2o2b2o2b2o$76bo6bo2$b9o4b4o3bo$bo7bo4bo3b5o$bobobobobo4bo2bo$bo7b
o4bo3b4o$bobo3bobo5b3o2bo$bo7bo69b2o$bobobobobo68bo2b2o$bo7bo68bo3b2o
$b9o69bo3bo$79b2o2bo$80b4o!
Harfordson Parker-Cole

Factorio

Haycat2009
Posts: 783
Joined: April 26th, 2023, 5:47 am
Location: Bahar Junction, Zumaland

Re: Thread For Your Unrecognised CA

Post by Haycat2009 » February 25th, 2024, 9:56 pm

H. H. P. M. P. Cole wrote:
February 25th, 2024, 9:29 pm

This rule is simultaneously very easy and very hard to search at the same time. On one hand, there are many high-period oscillators. On the other hand, there are tiny p2 and p3 'diacritics' that can attach onto the free ends of an oscillator, doubling or tripling the period while making it trivial.
Just a question: Do you consider and add oscillators using diacritics to the list you made?
Last edited by Haycat2009 on February 26th, 2024, 3:04 am, edited 1 time in total.
~ Haycat Durnak, a hard-working editor
Also, support Conway and Friends story mode!
I mean no harm to those who have tested me. But do not take this for granted.

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b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Thread For Your Unrecognised CA

Post by b-engine » February 27th, 2024, 5:42 pm

Oh no, another multistate CA...just made it in the free time. Ruletables are easier to create than ruletrees.

Code: Select all

x = 0, y = 0, rule = Particletest
!
@RULE Particletest
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1  = {0,1,2,3}
var a2  = {0,1,2,3}
var a3  = {0,1,2,3}
var a4  = {0,1,2,3}
var a5  = {0,1,2,3}
var a6  = {0,1,2,3}
var a7  = {0,1,2,3}
var a8  = {0,1,2,3}
var t1  = {0,2,3}
var t2  = {0,2,3}

0,1,2,a1,a2,a3,a4,3,0,1
0,1,3,0,a1,a2,a3,a4,a5,1
0,1,0,a1,a2,a3,a4,a5,0,1
0,3,a1,1,a2,3,a3,0,a4,1


1,a1,a2,a3,a4,a5,a6,a7,a8,2
2,a1,a2,a3,a4,a5,a6,a7,a8,0

Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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100th post: 18 November 2023
1000th post: 8 March 2024
10000th post:

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Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

iddi01
Posts: 115
Joined: January 24th, 2024, 5:14 am
Location: B3-n/S1e2-a3-e4e

Introducing: GOBWR rules

Post by iddi01 » February 28th, 2024, 7:01 am

Generations rules are asymmetric on black/white reversal, instead becoming the black/white reversal of another kind of CA,
Namely GOBWR (Generations On Black/White Reversal) rules.

The idea of GOBWR rules is that cells can't die within n number of generations since it was born, in which n is the number defined in the Generations rulestring.

Example: 012345-i6ac78/12345-ik6a78/3

The black/white reversal of that rule is the same as that for B12345-ik6a78/S012345-i6ac78, but cells can't die immediately after being born.

At least for now, that rule is impossible to achieve through rulestring, so i made a rule table (and tree) for it:

Code: Select all

@RULE GOBWR_Original

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2}
var b = {0,1,2}
var c = {0,1,2}
var d = {0,1,2}
var e = {0,1,2}
var f = {0,1,2}
var g = {0,1,2}
var h = {0,1,2}
var i = {1,2}
var j = {1,2}
var k = {1,2}
var l = {1,2}
var m = {1,2}
var n = {1,2}
var o = {1,2}
var p = {1,2}
0,i,0,j,0,0,0,0,0,2
0,i,0,0,j,0,0,0,0,2
0,i,0,0,0,j,0,0,0,2
0,0,i,0,0,0,j,0,0,2
0,0,i,j,k,0,0,0,0,2
2,a,b,c,d,e,f,g,h,1
1,i,0,j,0,0,0,0,0,1
1,i,0,0,j,0,0,0,0,1
1,0,i,0,j,0,0,0,0,1
1,i,0,0,0,j,0,0,0,1
1,0,i,0,0,0,j,0,0,1
1,0,i,j,k,0,0,0,0,1
1,i,0,j,0,0,k,0,0,1
1,i,j,k,l,m,n,o,p,1
1,a,b,c,d,e,f,g,h,0

@TREE
num_states=3
num_neighbors=8
num_nodes=65
1 0 0 1
2 0 0 0
1 2 1 1
2 0 2 2
3 1 3 3
2 2 0 0
3 3 5 5
4 4 6 6
3 5 1 1
4 6 8 8
5 7 9 9
3 1 1 1
4 11 8 8
1 0 1 1
2 13 0 0
3 14 1 1
4 8 15 15
5 12 16 16
6 10 17 17
3 1 5 5
4 19 11 11
3 5 14 14
4 21 11 11
5 20 22 22
2 13 2 2
3 24 1 1
4 25 11 11
4 11 11 11
5 26 27 27
6 23 28 28
7 18 29 29
3 3 1 1
2 2 13 13
3 32 1 1
4 31 33 33
5 34 27 27
3 14 5 5
4 36 11 11
5 37 27 27
6 35 38 38
4 8 11 11
5 40 27 27
5 27 27 27
6 41 42 42
7 39 43 43
8 30 44 44
3 3 32 32
4 46 11 11
5 47 27 27
6 48 41 41
4 15 8 8
5 50 27 27
6 51 42 42
7 49 52 52
4 15 11 11
5 54 40 40
6 55 42 42
2 0 13 13
3 1 57 57
4 11 58 58
5 27 59 59
6 42 60 60
7 56 61 61
8 53 62 62
9 45 63 63

@COLORS
1 255 255 255
2 255 255 0
(It's called GOBWR_Original since it's likely the first GOBWR rule ever published.)

------------- GOBWR_Original patterns follows ------------
Here are some patterns i've discovered in this rule purely manually:

Code: Select all

x = 117, y = 66, rule = GOBWR_Original
4$64.B$9.B53.A.A$6.A.A.A.A53.A$5.BA2.A2.AB49.A.A.A26.B$6.A.A.A.A55.B
24.3A$9.B57.A26.B$66.A35.B$101.3A$24.A19.A57.B$23.BA19.AB$24.A.AB6.A
6.BA.A$27.BAB.B2A.2AB.BAB$28.B.A7.A.B$29.A.A.A.A.A.A$32.A.A.A$29.3AB
3.B3A$30.B7.B9$13.B$13.A$11.BAB$11.AB2$11.AB$11.BAB$13.A$13.B13$10.B$
9.A.A2.A$15.B$14.A$13.A3$13.A$14.A$15.B$9.A.A2.A$10.B!
apgsearch discoveries (at only 200000 soups):
Total objects: 3.4M
Percentage of the P3 duoplet in all objects: 99.5%
Distinct objects: about 60
Spaceships and linear growths: many different periods, and many types of puffers (highest period 4632), also one type of rake.
Oscillators: mostly high period and sparky (highest period 272), many are RROs.
Full census:
census2.png
census2.png (25.82 KiB) Viewed 859 times
Catagolue page: https://catagolue.hatsya.com/census/x6x ... riginal/C1
------------- End of GOBWR_Original patterns ------------

How to discover a GOBWR rule (skip this part if you don't want to):

1. Start with a normal rulestring (like B3/S23), add S8 to it, and turn it into it's black/white reversal.
2. Turn it into a Generations rule by adding "/3" in the back of it.
3. Draw a random asymmetric pattern (it need not be large), and put it in a torus (500x500 is a good size).
4. Run the pattern, and the tori should be quickly filled by a red or yellow square, with chaos inside it.
5. If you used B3/S23 at the start, right now, you'll see the square being filled with chaos, which means that the rule is explosive. Adjust it until the chaos is able to die out.
6. You have found the black/white reversal of a GOBWR rule! You may adjust it further until it gets interesting, just like you did with 2-state rules.
7. Now, the hardest part is finding the black/white reversal of the rule, because it's impossible using rulestrings. You need to make a rule table or rule tree for it.
(If you don't know how, here's the Tutorials/Creating custom rules. Note: for INT rules, you need to use the rotate4reflect symmetry instead of permute.)
8. Congratulations! you may now explore it, apgsearch it, and/or posting it (in here before a thread for GOBWR rules is created, and in the thread after.)

Unrelated:
b-engine wrote:
February 27th, 2024, 5:42 pm
Ruletables are easier to create than ruletrees.
Yes, ruletrees are definitely harder to create, but there are numerous scripts to convert ruletables into ruletrees.
Wiki: User:iddi01

I'm making a poll. please contribute.

First gun i constructed:

Code: Select all

x = 69, y = 69, rule = B3-n/S1e2-a3-e4e
2$32b3o$32bobo$32bobo$32b3o27$63b4o$b4o58bo2bo$bo2bo23bo4b2o28b4o$b4o
21bobo$28bo21$35bo$34b3o6$33b3o$33bobo$33bobo$33b3o!

qqd
Posts: 425
Joined: September 10th, 2022, 4:24 pm

Re: Thread For Your Unrecognised CA

Post by qqd » February 28th, 2024, 1:30 pm

b-engine wrote:
February 27th, 2024, 5:42 pm
Oh no, another multistate CA...just made it in the free time. Ruletables are easier to create than ruletrees.

Code: Select all

x = 0, y = 0, rule = Particletest
!
@RULE Particletest
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1  = {0,1,2,3}
var a2  = {0,1,2,3}
var a3  = {0,1,2,3}
var a4  = {0,1,2,3}
var a5  = {0,1,2,3}
var a6  = {0,1,2,3}
var a7  = {0,1,2,3}
var a8  = {0,1,2,3}
var t1  = {0,2,3}
var t2  = {0,2,3}

0,1,2,a1,a2,a3,a4,3,0,1
0,1,3,0,a1,a2,a3,a4,a5,1
0,1,0,a1,a2,a3,a4,a5,0,1
0,3,a1,1,a2,3,a3,0,a4,1


1,a1,a2,a3,a4,a5,a6,a7,a8,2
2,a1,a2,a3,a4,a5,a6,a7,a8,0

p4 gun + 20x period multiplier = p80 gun:

Code: Select all

x = 34, y = 16, rule = Particletest
3.C$.2C.C$C3.C9.C$.CAB10.C$.C.C$2.C2$33.C$7.C25.C$7.C5.C14.C4.C$19.C7.
C5$19.2C!
@RULE Particletest
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1  = {0,1,2,3}
var a2  = {0,1,2,3}
var a3  = {0,1,2,3}
var a4  = {0,1,2,3}
var a5  = {0,1,2,3}
var a6  = {0,1,2,3}
var a7  = {0,1,2,3}
var a8  = {0,1,2,3}
var t1  = {0,2,3}
var t2  = {0,2,3}

0,1,2,a1,a2,a3,a4,3,0,1
0,1,3,0,a1,a2,a3,a4,a5,1
0,1,0,a1,a2,a3,a4,a5,0,1
0,3,a1,1,a2,3,a3,0,a4,1


1,a1,a2,a3,a4,a5,a6,a7,a8,2
2,a1,a2,a3,a4,a5,a6,a7,a8,0

My new p2p:

Code: Select all

x = 20, y = 13, rule = B3/S23
4bo5b2obo$2b3o5bob2o$bo14b2o$bo2b3o4b3o2bobo$2obo3bo2bo3bobobo$3bo3b4o
3bobob2o$3bo3bo2bo3bobobo$4b3o4b3o2bobo$16b2o$4b3o4b3o$4bo2bo3bo2bo$6b
obo4bobo$7bo6bo!

User avatar
tommyaweosme
Posts: 195
Joined: January 15th, 2024, 9:37 am

Re: Thread For Your Unrecognised CA

Post by tommyaweosme » February 28th, 2024, 2:35 pm

skeleton stuck inside wall 10 hours (rulestring: B34i/S245)
p3:

Code: Select all

x = 6, y = 5, rule = B34i/S245
2b2o$o4bo$2b2o$o4bo$2b2o!
p4:

Code: Select all

x = 3, y = 3, rule = B34i/S245
2bo$3o$bo!
another p4:

Code: Select all

x = 3, y = 5, rule = B34i/S245
bo$bo$obo$bo$bo!
c/7 diagonal:

Code: Select all

x = 3, y = 3, rule = B34i/S245
3o$b2o$2bo!
special p2:

Code: Select all

x = 3, y = 3, rule = B34i/S245
bo$3o$bo!
c/5 orthagonal:

Code: Select all

x = 3, y = 3, rule = B34i/S245
3o$2o$3o!
blinker 2:

Code: Select all

x = 7, y = 3, rule = B34i/S245
5b2o$5b2o$5b2o!
i love this rule
(warning: this user many mispronounce words/grammar. do not correct. DO NOT CORRECT.)
hello. i run oca critic. if it werent for me, the cgol community wouldnt know about goose goose revolution.

User avatar
H. H. P. M. P. Cole
Posts: 153
Joined: July 15th, 2023, 9:36 pm
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Re: Thread For Your Unrecognised CA

Post by H. H. P. M. P. Cole » March 1st, 2024, 1:37 am

I tried making a ruletable. It was originally designed to be a 'loop without the loop' kind of rule, but I failed in doing so and instead created this mess:

Code: Select all

@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
There are three basic particles: the photon, dot, and domino.

Code: Select all

x = 20, y = 2, rule = ColePhotons
A$B9.C7.2C!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
Here are several photon interactions with a dot or domino. From left to right, top to bottom: orthogonal push (0,1), orthogonal push (1,0), four eating reactions, two splitters, and a 90-degree reflector.

Code: Select all

x = 95, y = 49, rule = ColePhotons
56.C13.C$.C13.C12.2C12.2C12.C13.C16$A12.A13.A12.A14.A12.A$B12.B13.B12.
B14.B12.B12$55.C37.2C$C54.C15$94.A$A54.A38.B$B54.B!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
PLEASE NOTE THAT THE NEXT FEW PATTERNS HAVE DEFORMED PHOTONS DUE TO THE SIZE OF THE LOOP.

The splitter can create adjustable guns: here is the smallest loop that turns into a gun. It can accommodate two photons:

Code: Select all

x = 6, y = 6, rule = ColePhotons
4.C$C2.A.A$4.B$.B$A.A2.C$.C!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
Larger loops can accommodate more photons:

Code: Select all

x = 12, y = 6, rule = ColePhotons
10.C$C3.AB3.A.A$10.B$.B$A.A3.BA3.C$.C!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
Of course, one can use reflectors instead of splitters to create smaller oscillators or to reduce the number of barrels in a splitter-based gun.

Code: Select all

x = 47, y = 6, rule = ColePhotons
C3.2C11.C9.2C12.C3.C$C2.A13.C3.AB3.A14.C2.A.A$4.B22.B17.B$.B16.B23.B$
2.A2.C13.A3.BA3.C14.A2.C$2C3.C11.2C9.C12.2C3.C!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
Based on this, any period >=4 oscillator can be created.

Other stuff:

From top to bottom: p6 gun, p6 gun 2, p3 osc

Code: Select all

x = 3, y = 17, rule = ColePhotons
BCB2$BCB4$.C$.C$.C5$.C$.C$.C$.C!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
This means that any oscillator with period >=3 is possible. I don't think p2 is possible.

Wickstretcher, or alternatively, 'impenetrable wall generator'

Code: Select all

x = 3, y = 2, rule = ColePhotons
CAC$CBC!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
The three photon streams it gives out are period 6, coincidentally.

Please let me know if you can construct anything else in this rule!

EDIT1: the rule is explosive, so you can't search in this rule AFAIK.
Harfordson Parker-Cole

Factorio

User avatar
b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Thread For Your Unrecognised CA

Post by b-engine » March 1st, 2024, 5:37 am

H. H. P. M. P. Cole wrote:
March 1st, 2024, 1:37 am
I tried making a ruletable. It was originally designed to be a 'loop without the loop' kind of rule, but I failed in doing so and instead created this mess:

...
I modified your rule to let it computationally universal (AND gate and NOT gate is sufficient, since OR gate can been built using NAND gates):

Code: Select all

x = 28, y = 37, rule = ColePhotons
8.C8.2C$8.C7$3.C$C17.C$3.C14.C2$7.2C8$8.C17.2C$8.C5$12.C$3.C8.C6.C$C21.
C$3.C15.C6$27.C$10.2C15.C!

@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,3,1,0,1,0,0, 1
0, 2,0,1,3,2,0,0,0, 1
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
@NAMES
1 Photon head
2 Photon tail
3 Dot logics
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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100th post: 18 November 2023
1000th post: 8 March 2024
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Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

User avatar
H. H. P. M. P. Cole
Posts: 153
Joined: July 15th, 2023, 9:36 pm
Location: Error: 'H. H. P. M. P. Cole' has no attribute 'location'.

Re: Thread For Your Unrecognised CA

Post by H. H. P. M. P. Cole » March 1st, 2024, 8:50 am

b-engine wrote:
March 1st, 2024, 5:37 am
I modified your rule to let it computationally universal (AND gate and NOT gate is sufficient, since OR gate can been built using NAND gates):
Nice work! I, however, have found a simpler modification (one transition only) which allows NOT and AND gates, and also a neat little bounce reaction (on the right):

(In the diagram below state 0 is represented by a dot where the photon head should be, and state 1 is represented by a photon. This is to allow easy reference in case one wants to build a more complicated circuit.)

Code: Select all

x = 102, y = 36, rule = ColePhotons
9.B27.B$9.A27.A5$4.C26.BA14$89.BA9.AB13$6.C20.C20.C20.C$6.C20.C20.C20.
C$C11.C8.C11.AB6.BA11.C7.BA11.AB!

@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
0, 0,1,0,1,0,0,0,0, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
Honestly, I don't know why I haven't discovered this modification earlier as it is rather simple.

New ColePhotons ruletable (can this be added to LifeWiki if possible?):

Code: Select all

@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
0, 0,1,0,1,0,0,0,0, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
TODO:
- create a W110 emulator
- create an engineered slow ship (if possible?)

EDIT: another p6 elementary gun:

Code: Select all

x = 3, y = 3, rule = ColePhotons
C$.B$2.C!
@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
0, 0,1,0,1,0,0,0,0, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
Last edited by H. H. P. M. P. Cole on March 1st, 2024, 9:23 pm, edited 1 time in total.
Harfordson Parker-Cole

Factorio

User avatar
b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Thread For Your Unrecognised CA

Post by b-engine » March 1st, 2024, 9:03 am

H. H. P. M. P. Cole wrote:
March 1st, 2024, 8:50 am
Nice work! I, however, have found a simpler modification (one transition only) which allows NOT and AND gates, and also a neat little bounce reaction (on the right):

(In the diagram below state 0 is represented by a dot where the photon head should be, and state 1 is represented by a photon. This is to allow easy reference in case one wants to build a more complicated circuit.)

...

TODO:
- create a W110 emulator
- create an engineered slow ship (if possible?)
I made a rather bulky OR gate, but this isn't necessary needed in W110 emulator:

Code: Select all

x = 98, y = 43, rule = ColePhotons
8.B11.B21.B11.B22.B11.B$8.A11.C21.C11.A22.A11.A17$4.C7.C3.C7.C13.C7.C
3.C7.C14.C7.C3.C7.C$4.C7.C3.C7.C13.C7.C3.C7.C14.C7.C3.C7.C$8.C11.C21.
C11.C22.C11.C3$8.C11.C21.C11.C22.C11.C$8.C11.C21.C11.C22.C11.C2$4.2C5.
2C3.2C5.2C13.2C5.2C3.2C5.2C14.2C5.2C3.2C5.2C3$3.C8.C3.C8.C11.C8.C3.C8.
C12.C8.C3.C8.C$C2.C4.BA2.C3.C2.AB4.C2.C5.C2.C4.BA2.C3.C2.AB4.C2.C6.C2.
C4.BA2.C3.C2.AB4.C2.C$3.C21.C11.C21.C12.C21.C3$11.B2.C2.B27.B2.C2.B28.
B2.C2.B$11.A2.C2.A27.A2.C2.A28.A2.C2.A2$10.2C5.2C25.2C5.2C26.2C5.2C2$
14.B33.B34.B$9.C5.A2.C24.C5.A2.C25.C5.A2.C$6.C2.C4.BA2.C21.C2.C4.BA2.
C22.C2.C4.BA2.C$9.C33.C34.C!

@RULE ColePhotons
@TABLE
n_states:4
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3}
var a2 = a1
var a3 = a1
var a4 = a1
var a5 = a1
var a6 = a1
var a7 = a1
var a8 = a1
0, 0,0,0,0,0,0,1,0, 1
1, a1,a2,a3,a4,a5,a6,a7,a8, 2
1, 1,a1,a2,a3,a4,a5,a6,a7, 0
2, a1,a2,a3,a4,a5,a6,a7,a8, 0
0, 0,3,0,1,0,0,0,0, 1
0, 0,3,0,0,1,0,0,0, 1
0, 3,0,1,0,0,0,0,0, 1
0, 3,1,0,0,0,0,0,0, 3
3, 3,0,2,0,0,0,0,0, 0
3, 2,0,3,0,2,0,0,0, 0
3, a1,3,a3,a4,a5,a6,a7,a8, 1
0, a1,3,a3,3,a5,a6,a7,a8, 1
0, a1,3,a3,a4,3,a6,a7,a8, 1
0, a1,3,a3,a4,a5,3,a7,a8, 1
0, 0,1,0,1,0,0,0,0, 1
@COLORS
1 0 255 255
2 0 128 255
3 0 0 255
@NAMES
1 Photon head
2 Photon tail
3 Catalyst
Also I uploaded the ruletable. ColePhotons ruletable got rid soon!
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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1000th post: 8 March 2024
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User avatar
tommyaweosme
Posts: 195
Joined: January 15th, 2024, 9:37 am

tommy's ant family

Post by tommyaweosme » March 2nd, 2024, 7:53 pm

while trying to make my opus maximus i was playing around with these rules hoping to make a "tommy's ant" rule. it was gonna be like busybeaver but langton's ant. i found myself mostly changing 8 values, so here you go! the values are 2-5. feel free to play around until you make a ground-breaking discovery.

Code: Select all

@RULE tommys-ant-family-template

@TABLE
n_states:6
neighborhood:vonNeumann
symmetries:none

#make rule here
var v1=
var v2=
var v3=
var v4=
var v5=
var v6=
var v7=
var v8=

# developer stuff
var a={0,1}
var c={0,1}

var b1={0,1,2,3,4,5}
var b2=b1
var b3=b1
var b4=b1

a, 0,a,0,2, v1
a, 0,a,0,4, v2
a, 0,c,0,2, v3
a, 0,c,0,4, v4
a, 0,3,0,a, v5
a, 0,3,0,c, v6
a, 0,5,0,a, v7
a, 0,5,0,c, v8
2, b1,b2,b3,b4, 0
3, b1,b2,b3,b4, 1
4, b1,b2,b3,b4, 1
5, b1,b2,b3,b4, 0

@NAMES
0 off
1 on
2 ant 1
3 ant 2
4 ant 3
5 ant 4

@COLORS
0 0 0 0
1 255 255 255
2 255 0 0
3 0 0 255
4 255 255 0
5 0 255 255
i found dotmakers, spaceships, and oscillators.

edit: oops i didnt mean to put permute
(warning: this user many mispronounce words/grammar. do not correct. DO NOT CORRECT.)
hello. i run oca critic. if it werent for me, the cgol community wouldnt know about goose goose revolution.

Haycat2009
Posts: 783
Joined: April 26th, 2023, 5:47 am
Location: Bahar Junction, Zumaland

Re: Thread For Your Unrecognised CA

Post by Haycat2009 » March 3rd, 2024, 5:21 am

Determination (B2a3i/S12) is a rule rich in tech and math proofs. Found anything interesting?
~ Haycat Durnak, a hard-working editor
Also, support Conway and Friends story mode!
I mean no harm to those who have tested me. But do not take this for granted.

User avatar
b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Thread For Your Unrecognised CA

Post by b-engine » March 3rd, 2024, 5:36 am

Trying to upgrade OmniperiodicWorld:

Code: Select all

x = 50, y = 50, rule = OPWorld+
.F27.F$FD27.G$48.F$20.F20.F5.FEF$20.G20.E.BA.BA$40.AF$24.F9.F5.B$24.G
4.G4.G$40.A$40.B$12.F16.C$12.G4.GF21.A$40.B2$6.F16.FGBA2.C2.ABGF4.A$5.
FEF32.B$12.G4.G2.DF$6.B33.A$6.A33.B$32.F$6.B18.C3.D2.DF6.A$6.A5.G4.GF
21.B$12.F$6.B22.F5.F4.A$6.A21.FD2.D2.DF3.B2$6.B26.F6.A$6.A33.B2$6.B33.
A$6.A14.G18.B$28.FD2.D2.D$6.B22.F2.F2.F3.FEF$6.A33.F$17.G3.E3.G$6.B$6.
A2$6.B14.G$6.A$5.F$4.FE37.G$5.F37.F$14.F11.F12.F$8.FAF2.F.AF2.F3.BA2.
F2.F3.BA4.F$14.F11.F12.F$47.G2$FD45.GF$.F!


@RULE OPWorld+
@TABLE
n_states:8
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2,3,4,5,6,7}
var a2 = {0,1,2,3,4,5,6,7}
var a3 = {0,1,2,3,4,5,6,7}
var a4 = {0,1,2,3,4,5,6,7}
var a5 = {0,1,2,3,4,5,6,7}
var a6 = {0,1,2,3,4,5,6,7}
var a7 = {0,1,2,3,4,5,6,7}
var a8 = {0,1,2,3,4,5,6,7}

0,1,0,a1,a2,a3,a4,a5,0,1
0,a1,1,3,1,a2,a3,a4,a5,1
0,0,1,4,6,6,a1,a2,a3,0
0,4,1,a1,a2,a3,a4,a5,a6,1
0,5,a1,a2,a3,a4,a5,a6,a7,1
0,a1,0,7,1,a2,a3,a4,a5,1

2,6,0,6,0,6,0,1,0,0
2,0,6,1,6,0,0,a1,0,1
2,6,0,a1,0,6,0,a2,0,1
1,2,a1,0,0,6,0,0,a1,1


1,a1,a2,a3,a4,a5,a6,a7,a8,2
2,a1,a2,a3,a4,a5,a6,a7,a8,0

@NAMES
0 Dead
1 Signal head
2 Signal tail
3 AND
4 OR
5 NOT
6 Block
7 XOR

@COLORS
1 255 255 255
2 0 0 255
3 0 255 0
4 255 255 0
5 255 0 0
6 0 255 255
7 255 0 255
EDIT:
10c/662:

Code: Select all

x = 19, y = 9, rule = 23xy/3678xy/4L
$12.2A4.C$.2AB3.A3.2A2B2A$.2A4B.A.C2.2BA2B$2.A3.B.CB2.A3.3B$2.C5.AC2B
5.A$5.C2.A2.A4.C$11.C4.B$14.C!
2 RROs:

Code: Select all

x = 71, y = 19, rule = 2389xyz/36789xyz/5L
6.D2$6.D$4.D2.CD$.A.A3.B$.A3BCA$4.B2A2$59.A$58.B2AB$53.A4.D3C3.3A$51.
A3B4.B5.A2C$52.B2AB9.A2C$51.A.3BA7.D3A$54.A2$69.C$67.B3D$67.C2D!
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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100th post: 18 November 2023
1000th post: 8 March 2024
10000th post:

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Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

iddi01
Posts: 115
Joined: January 24th, 2024, 5:14 am
Location: B3-n/S1e2-a3-e4e

GOBWRlife

Post by iddi01 » March 7th, 2024, 9:15 am

iddi01 wrote: Generations rules are asymmetric on black/white reversal, instead becoming the black/white reversal of another kind of CA,
Namely GOBWR (Generations On Black/White Reversal) rules.

The idea of GOBWR rules is that cells can't die within n number of generations since it was born, in which n is the number defined in the Generations rulestring.
I've discovered the GOBWR variant of CGoL (black/white reversal 012345-aijn678/1234-q5ceiky78/3), which behaves similar to CGoL and has the properties and potentials of it:

Code: Select all

x = 65, y = 66, rule = GOBWRlife
4$3.2A3.A5.3A.A$3.3A.4A2.A.2A$3.2A.A2.2A.A.3A.A$3.A.A4.A.2A2.A.A$4.A.
A.2A5.A2.A$3.A2.A2.A.A3.2A$3.A4.A.A3.A2.A$3.A.3A2.A.2A.4A$3.3A2.A2.A
2.A.3A$3.A.2A2.A.5A.A$7.3A.A.A4.A35.A$4.2A.2A2.4A.3A35.A$5.A.A.A.2A3.
A.A5.3A27.A$4.A.A.4A3.A.A5.A2.A27.A$3.A.A.A3.A.A2.A.A4.3A28.A$5.2A.A.
3A.3A$3.A.A.A3.A.A2.A.A$4.A.A.4A3.A.A$5.A.A.A.2A3.A.A$4.2A.2A2.4A.3A$
7.3A.A.A4.A$3.A.2A2.A.5A.A$3.3A2.A2.A2.A.3A$3.A.3A2.A.2A.4A$3.A4.A.A
3.A2.A$3.A2.A2.A.A3.2A$4.A.A.2A5.A2.A$3.A.A4.A.2A2.A.A$3.2A.A2.2A.A.
3A.A$3.3A.4A2.A.2A$3.2A2.2A2.2A.3A.2A$4.2A.A2.A.A3.A2.A$4.A.A.A.2A.A
5.A$5.A.A2.2A5.A$4.A2.2A3.A2.A2.A$4.A3.2A.A.3A2.A$5.2A2.A2.2A2.2A$4.
2A.A.A2.A2.5A$4.A.A3.2A6.A$4.A.A5.3A2.3A$6.2A3.4A2.A.A$6.A4.A2.A3.2A$
6.A4.A.A4.A$8.2A.A3.A.A$4.A2.3A2.A.2A.A$4.2A.A4.A.3A.2A$4.A2.3A2.A.2A
.A$8.2A.A3.A.A$6.A4.A.A4.A$6.A4.A2.A3.2A$6.2A3.4A2.A.A$4.A.A5.3A2.3A$
4.A.A3.2A6.A$4.2A.A.A2.A2.5A$5.2A2.A2.2A2.2A$4.A3.2A.A.3A2.A$4.A2.2A
3.A2.A2.A$5.A.A2.2A5.A$4.A.A.A.2A.A5.A$4.2A.A2.A.A3.A2.A$4.A2.A3.2A6.
A!
A collection of all notable patterns discovered yet (mostly by apgsearch at only 100000 soups) which includes all known oscillator periods, a wickstrecher, and the largest still life to occur natually:

Code: Select all

x = 180, y = 30, rule = GOBWRlife
4$9.2A$9.2A2$7.6A$6.A.4B.A$6.AB4.BA26.AB14.AB$3.2A.AB.2A.BA.2A22.2A
15.2AB$3.2A.AB.2A.BA.2A21.A18.2A$6.AB4.BA23.2A19.A$6.A.4B.A23.B19.A
19.2A3.A$7.6A43.A19.A2.A.A.A32.2A$55.A20.2A.A2.A32.A2.A$9.2A44.2A23.A
18.2A15.A.A22.A$9.2A67.A2.A17.A17.A22.A.A2.A21.2A$78.A2.A15.2A3.A38.A
4.A14.2A4.2A$80.A16.A3.2A15.3A25.A14.2A2.A$76.2A.A2.2A16.A16.A3.A20.
4A18.A.5A$76.A2.A.A2.A14.2A17.3A20.A21.2A6.A$77.2A3.2A57.A.A19.A2.A.A
.2A$116.2A24.2A20.2A.A.2A2.A$116.A.A53.A.A$117.A54.A.A$173.A!
Catagolue census at: https://catagolue.hatsya.com/census/x4x ... bwrlife/C1
Ruletable (and tree):

Code: Select all

@RULE GOBWRlife

@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a = {0,1,2}
var b = {0,1,2}
var c = {0,1,2}
var d = {0,1,2}
var e = {0,1,2}
var f = {0,1,2}
var g = {0,1,2}
var h = {0,1,2}
var i = {1,2}
var j = {1,2}
var k = {1,2}
var l = {1,2}
var m = {1,2}
var n = {1,2}
var o = {1,2}
var p = {1,2}
0,0,i,j,k,0,0,0,0,2
0,i,j,k,0,0,0,0,0,2
0,i,0,j,k,0,0,0,0,2
0,0,i,0,j,k,0,0,0,2
2,a,b,c,d,e,f,g,h,1
1,i,j,0,0,0,0,0,0,1
1,i,0,j,0,0,0,0,0,1
1,i,0,0,j,0,0,0,0,1
1,0,i,0,j,0,0,0,0,1
1,i,0,0,0,j,0,0,0,1
1,0,i,0,0,0,j,0,0,1
1,i,j,k,0,0,0,0,0,1
1,i,j,0,k,0,0,0,0,1
1,i,j,0,0,k,0,0,0,1
1,i,j,0,0,0,k,0,0,1
1,i,0,j,k,0,0,0,0,1
1,0,i,j,0,k,l,0,0,1
1,a,b,c,d,e,f,g,h,0

@TREE
num_states=3
num_neighbors=8
num_nodes=75
1 0 0 1
2 0 0 0
1 0 1 1
2 0 2 2
3 1 3 3
2 2 0 0
3 3 5 5
4 4 6 6
3 5 1 1
4 6 8 8
5 7 9 9
1 2 1 1
2 2 11 11
3 3 12 12
3 12 5 5
4 13 14 14
2 2 2 2
2 11 0 0
3 16 17 17
3 1 1 1
4 18 19 19
5 15 20 20
6 10 21 21
3 16 1 1
3 17 1 1
4 23 24 24
5 15 25 25
1 2 0 1
2 2 27 27
3 28 17 17
4 29 24 24
4 19 19 19
5 30 31 31
6 26 32 32
7 22 33 33
3 5 5 5
4 13 35 35
4 18 24 24
5 36 37 37
2 27 0 0
3 12 39 39
4 40 19 19
4 24 19 19
5 41 42 42
6 38 43 43
3 16 16 16
4 45 8 8
4 8 8 8
5 46 47 47
5 31 31 31
6 48 49 49
7 44 50 50
8 34 51 51
4 6 14 14
5 53 37 37
3 16 5 5
4 55 23 23
4 35 19 19
5 56 57 57
6 54 58 58
3 12 1 1
3 39 1 1
4 60 61 61
5 62 42 42
6 63 49 49
7 59 64 64
3 5 17 17
4 66 24 24
4 61 19 19
5 67 68 68
6 69 49 49
6 49 49 49
7 70 71 71
8 65 72 72
9 52 73 73

@COLORS
1 255 255 255
2 255 255 0
Discovering the rule is harder than i thought, due to having to eliminate a very common puffer while not distorting the mechanics.

This rule does have some differences from CGoL though, most notably still lives being more versatile, tends to settle at higher density, and there is no relatively common orthogonal spaceship.

However, this is the closest i can get with GOBWR rules.

If anyone discovered an even-closer-to-CGoL GOBWR rule, please post it here.
Wiki: User:iddi01

I'm making a poll. please contribute.

First gun i constructed:

Code: Select all

x = 69, y = 69, rule = B3-n/S1e2-a3-e4e
2$32b3o$32bobo$32bobo$32b3o27$63b4o$b4o58bo2bo$bo2bo23bo4b2o28b4o$b4o
21bobo$28bo21$35bo$34b3o6$33b3o$33bobo$33bobo$33b3o!

User avatar
b-engine
Posts: 1390
Joined: October 26th, 2023, 4:11 am
Location: Somewhere on earth

Re: Banks-V when

Post by b-engine » March 7th, 2024, 10:09 am

Since Banks-3 is the state reduction over Banks-2, I bet that Banks-5 will have 1 state less than Banks-4:

Code: Select all

# WARNING: Unfinished

x = 16, y = 21, rule = Banks-V
2.B.B6.B.B$2.B.B6.B.B$3B.8B.3B$3.B8.B$3B.8B.3B$2.B.B6.B.B$2.B.B6.B.B$
2.B.B6.B.B$2.B.B6.B.B$2.B.B6.B.B$2.B.B6.B.B$3B.BA6B.3B$3.B2.A5.B$3B.B
A6B.3B$2.B.B6.B.B$2.B.B6.B.B$11.B.B$11.B.B$11.B.B$11.B.B$11.B.B!

@RULE Banks-V
@TABLE
n_states:3
neighborhood:Moore
symmetries:rotate4reflect
var a1 = {0,1,2}
var a2 = {0,1,2}
var a3 = {0,1,2}
var a4 = {0,1,2}
var a5 = {0,1,2}
var a6 = {0,1,2}
var a7 = {0,1,2}
0,1,2,2,a1,a2,a3,2,2,1
1,0,1,a1,a2,a3,a4,a5,1,0
1,0,0,2,0,2,0,1,2,1
1,0,2,0,1,2,0,2,0,1
1,0,2,2,0,2,0,1,2,0
2,1,0,2,0,2,0,0,2,1
0,0,2,2,0,2,1,2,2,1
0,0,2,2,2,1,1,2,2,1
2,1,0,1,0,a1,a2,a3,a4,1
1,2,a1,a2,a4,2,a4,a5,a6,2
1,1,0,0,0,0,0,0,0,2
1,a4,1,0,0,1,a1,a2,a3,2
1,2,a1,a2,a3,a4,a5,a6,a7,2
Most LtL patterns under 8x8 bounding box and smallest LtL camelship
My rules

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100th post: 18 November 2023
1000th post: 8 March 2024
10000th post:

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Do not capitalize my username. Also you can edit quotes cause I don't like very long quotes.

User avatar
calcyman
Moderator
Posts: 2938
Joined: June 1st, 2009, 4:32 pm

Re: Banks-V when

Post by calcyman » March 7th, 2024, 2:08 pm

b-engine wrote:
March 7th, 2024, 10:09 am
Since Banks-3 is the state reduction over Banks-2, I bet that Banks-5 will have 1 state less than Banks-4:
Serizawa's rule has 3 states, rotate4reflect symmetry, the von Neumann neighbourhood, and is capable of universal computation and construction:

https://onlinelibrary.wiley.com/doi/abs ... 4690180404
What do you do with ill crystallographers? Take them to the mono-clinic!

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