Thread for basic questions
Re: Thread for basic questions
Thinking of it  this SL might be also an example of not synthesizable SL, that could be provable.
Re: Thread for basic questions
How is the progress on apgmerant going? Is anybody looking into it?
\100\97\110\105
Re: Thread for basic questions
It would be nice to have an example of a provably nonsynthesizable still life  then people could stop trying to work out universal incremental glider synthesis toolkits.simsim314 wrote:Thinking of it  this SL might be also an example of not synthesizable SL, that could be provable.
However, this is all really really difficult territory for finding proofs. It's way too easy to overlook some subtle weird edge case, and end up with a structure that Extrementhusiast can find a recipe for after all.
Re: Thread for basic questions
It straightforwardly reduces to writing a program which can convert a 9input Boolean function into an efficient circuit with a width of at most 13 variables. If you can provide that program, then I could do the rest without too much work.drc wrote:How is the progress on apgmerant going? Is anybody looking into it?
In terms of writing such an algorithm myself, I think my time has already been committed to other projects until October at the very earliest.
What do you do with ill crystallographers? Take them to the monoclinic!
Re: Thread for basic questions
What utilities exist for nontotalistic rules?
Also is there any guide for onfiguring python with Golly because itbrokeonmeagaingoshdarnit
Also is there any guide for onfiguring python with Golly because itbrokeonmeagaingoshdarnit
\100\97\110\105
Re: Thread for basic questions
This might be a stupid question, but are there any known constellations that can convert one glider into two gliders in opposite directions but perpendicular to the original glider's path? I don't care if the constellation itself is destroyed in the process.
"It's not easy having a good time. Even smiling makes my face ache."  Frank N. Furter
 BlinkerSpawn
 Posts: 1938
 Joined: November 8th, 2014, 8:48 pm
 Location: Getting a snacker from RBee's
Re: Thread for basic questions
There's an entire collection of 2SL splitters of a variety of kinds, certain of which will definitely fit your requirement.Ethanagor wrote:This might be a stupid question, but are there any known constellations that can convert one glider into two gliders in opposite directions but perpendicular to the original glider's path? I don't care if the constellation itself is destroyed in the process.
If you want opposite and perpendicular directions subject to some other requirement, however (e.g. opposite directions on the same lane) you might have an issue.
Re: Thread for basic questions
The collection can be found in the Splitters with common SL thread. There's a sorted collection which should make finding what you are looking for easy.BlinkerSpawn wrote:There's an entire collection of 2SL splitters of a variety of kinds, certain of which will definitely fit your requirement.Ethanagor wrote:This might be a stupid question, but are there any known constellations that can convert one glider into two gliders in opposite directions but perpendicular to the original glider's path? I don't care if the constellation itself is destroyed in the process.
If you want opposite and perpendicular directions subject to some other requirement, however (e.g. opposite directions on the same lane) you might have an issue.
The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki.
Re: Thread for basic questions
Since we can do so on square and hexagonal grids, are there any programs that can simulate cellular automata on a triangular grid?
Bored of using the Moore neighbourhood for everything? Introducing the Range2 von Neumann isotropic nontotalistic rulespace!

 Posts: 3138
 Joined: June 19th, 2015, 8:50 pm
 Location: In the kingdom of Sultan Hamengkubuwono X
Re: Thread for basic questions
Readymuzik wrote:Since we can do so on square and hexagonal grids, are there any programs that can simulate cellular automata on a triangular grid?
Airy Clave White It Nay
(Check gen 2)
Code: Select all
x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
Re: Thread for basic questions
See these two threads:muzik wrote:Since we can do so on square and hexagonal grids, are there any programs that can simulate cellular automata on a triangular grid?
viewtopic.php?f=11&t=1023&p=7417
viewtopic.php?f=11&t=1025&p=8246
Brian Prentice
Re: Thread for basic questions
General questions:
 Formal proof for the existence of a glider destruction with n gliders for any finite pattern?
 For any stable finite CGoL pattern, there is at least one cell, live or dead within its environment, for which a change in state results in a lower population once the stability of the new pattern is reached.
 Given an oscillator of period p in a given rule (totalistic or nontotalistic) with a ceil(log_2(p))cell rotor, there a single possible stator to stabilise the rotor.
 What does this simulate/can these 4e circuits be used to simulate WireWorld?
 Formal proof for the existence of a glider destruction with n gliders for any finite pattern?
 For any stable finite CGoL pattern, there is at least one cell, live or dead within its environment, for which a change in state results in a lower population once the stability of the new pattern is reached.
 Given an oscillator of period p in a given rule (totalistic or nontotalistic) with a ceil(log_2(p))cell rotor, there a single possible stator to stabilise the rotor.
 What does this simulate/can these 4e circuits be used to simulate WireWorld?
Code: Select all
x = 16, y = 9, rule = B4i5c6n/S2ace3qr4acnry5einqr6ck
2bo$bobo$3obo$bobobo5bobo$2bobobo3b3obo$bobobobobobob3o$2bobob3obob3o$
5bobobobobo$8bobo!
Re: Thread for basic questions
I think the answer is 'no'. In particular, we want a pattern of interconnected fuses that looks something like this (rotated by 45 degrees):Rhombic wrote: For any stable finite CGoL pattern, there is at least one cell, live or dead within its environment, for which a change in state results in a lower population once the stability of the new pattern is reached.
oo
Each of the 'o' dumbbells is designed to completely explode if it has been disrupted in any way (thereby causing the '' fuse to burn out). Moreover, if it has been disrupted in one of 17 equivalence classes of fuses caused by adding or deleting a cell in the '' section, it will explode in such a way as to trigger the synthesis of an infinitegrowth pattern.
A scheme such as the following means that we can reduce the problem from 17 equivalence classes to just 1:
Code: Select all
x = 489, y = 491, rule = LifeHistory
487.2A$488.A$487.A$486.A$485.A$484.A$483.A$482.A$481.A$480.A$479.A$
478.A$477.A$476.A$475.A$474.A$473.A$472.A$471.A$470.A$469.A$468.A$
467.A$466.A$465.A$464.A$463.A$462.A$461.A$460.A$459.A$458.A$457.A$
456.A$455.A$454.A$367.2A84.A$367.A84.A$368.A82.A$369.A80.A$370.A78.A$
371.A76.A$372.A74.A$373.A72.A$374.A70.A$375.A68.A$376.A66.A$377.A64.A
$378.A62.A$379.A60.A$380.A58.A$352.2A27.A56.A$352.A29.A54.A$353.A29.A
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$3.A$2.A$.A$A$2A!
Producing something that triggers a switchengine if burned cleanly could be reduced to producing something that produces a glider if burned cleanly (the idea being to construct the switchengine through a slow glider synthesis).
What do you do with ill crystallographers? Take them to the monoclinic!
Re: Thread for basic questions
I don't see how that works, at least as you have it set up. The original problem statement specifies a stable pattern, so you have to start with just the fuses, nothing already burning  and a single cell added to one of the side branch fuses or subtracted from the middle will burn cleanly but produce no glider output:calcyman wrote:I think the answer is 'no'. In particular, we want a pattern of interconnected fuses that looks something like this (rotated by 45 degrees)...Rhombic wrote: For any stable finite CGoL pattern, there is at least one cell, live or dead within its environment, for which a change in state results in a lower population once the stability of the new pattern is reached.
A scheme such as the following means that we can reduce the problem from 17 equivalence classes to just 1...
Code: Select all
x = 68, y = 69, rule = LifeHistory
30.2A$30.A$31.A$32.A$33.A$34.A$35.A$36.A$37.A$38.A$39.A$40.A$41.A$42.
A$43.A$44.A$45.A$46.A$47.A2$49.A$50.A$51.A$52.A$53.A$54.A$55.A$56.A$
57.A$58.A$2A57.A$A59.A$.A59.A$2.A59.A$3.A59.A$4.A59.A$5.A59.A.A$6.A
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20.A$21.A$22.A$23.A$24.A$25.A$26.A$27.A$28.A$29.A$30.A$31.A$32.A$33.A
$34.A$35.A.A$36.2A$38.A!
I was hoping that a nice simple symmetrical pond would turn out to be a counterexample, but turning on any of the eight cells orthogonally adjacent to the pond outside the bounding box unfortunately causes a clean collapse. Most other still lifes of eight bits or less are clearly no good, because removing one cell can collapse them.
There could possibly theoretically still be a surprising case of some smallish still life that always explodes when altered, though. Might it be worth running a quick search up to 16 bits or so, to make sure there's nothing easy along those lines? Seems like it gets less likely fast as the number of bits increases, though.
Re: Thread for basic questions
Is there a consistent algorithm to create an "inverse" of a rule, i.e. one that has the same behaviour as the original when all "on" cells are turned off and all "off" cells are turned on?
"It's not easy having a good time. Even smiling makes my face ache."  Frank N. Furter
Re: Thread for basic questions
Yes. The algorithm looks simple for Bxxxx/Sxxxx Lifelike rules, and then more complicated for isotropic nontotalistic rules.Ethanagor wrote:Is there a consistent algorithm to create an "inverse" of a rule, i.e. one that has the same behaviour as the original when all "on" cells are turned off and all "off" cells are turned on?
For Lifelike rules, let's define the "oppositecount" of a neighbor count: oppositecount(x) = 8x. To make an antirule, just have
 births on the oppositecount of all the neighbor counts that don't survive in the original rule, and
 survival for the oppositecount of all the numbers that don't have births in the original rule.
So B03/S238 => B123478/S0123467, because the numbers that aren't there in "03" are "1245678", and subtracting each of those from 8 gives you "7643210", so reorder those and put an "S" in front. Then the numbers that aren't there in "238" are "014567", and subtracting each of those from 8 gives you "874321", so reorder and put a "B" in front, and there's your new rule.
For isotropic rules, see this post if you want all the horrible details.
But then it turns out to be simple again when you get to the 2^512 mostlyanisotropic nontotalistic rules that can be encoded with LifeViewer's MAP syntax. A MAP rule is just an encoding of a string of 512 bits. To get the inverse rule you just have to reverse and then invert the bit string  write it in the opposite order, and then replace every 0 with a 1 and every 1 with a 0. Someone should have thought of that years ago...!
Re: Thread for basic questions
Okay, now I have a basic question: has anyone ever done any investigation of Snoitareneg rules  the inverse of Generations rules? In Generations, a cell that dies stops getting counted as a neighbor immediately, but only disappears and gets out of the way after upto255 ticks. In Snoitareneg rules, a cell would be born slowly instead: it would start taking up space immediately, but would only start getting counted after upto255 ticks.
This seems like an obvious generalization of Generations, but offhand I can't find any mention of it, or any known interesting rules along these lines.
Here's the Snoitareneg version of Brian's Brain, /2/3, just for a random trial  assuming I got the rule table right:
This particular experiment doesn't seem terribly interesting right away  it's still just kind of Seedslike and explody  though there are some odd effects with the beingborn cells getting out of phase with large areas of ON cells:
Seems to me I should be able to emulate this kind of rule directly by a Generations rule in Golly, by using a bounded grid of allON cells and the inverse of the rule I want.
For example, if the Brian's Brain rule is /2/3  i.e., B2/S with 3 states  then the antirule would be B012345628/S01234578. So "Brain's Brian" ought to be emulated by 01234578/012345678/3. Only Golly 2.9b1 has any chance of supporting that, though, due to the "B0"  and so far it's not working out the way I want it to. How am I thinking wrong here?
This seems like an obvious generalization of Generations, but offhand I can't find any mention of it, or any known interesting rules along these lines.
Here's the Snoitareneg version of Brian's Brain, /2/3, just for a random trial  assuming I got the rule table right:
Code: Select all
@RULE BrainsBrian
A Snoitareneg rule  inverse Generations  for Brian's Brain, /2/3
state 0: OFF
state 1: turning ON
state 2: ON
@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}
var j={0,1}
var k={0,1}
var l={0,1}
var m={0,1}
var n={0,1}
# cells are born (gradually) if they have 2 ON neighbors
0,2,2,i,j,k,l,m,n,1
# to ON after one tick
1,a,b,c,d,e,f,g,h,2
# all ON cells die
2,a,b,c,d,e,f,g,h,0
@COLORS
1 0 128 0
2 216 255 216
Code: Select all
x = 110, y = 154, rule = BrainsBrian
24.A2.A52.A2.A2$25.2A54.2A46$52.A2.A2$53.2A$53.2B69$105.A$107.A$107.A
$105.A6$105.A$107.AB$107.AB$105.A6$105.A$B106.BA$2.B.A102.BA$2.B.A
100.A$B4$105.B$105.B.B$105.2B.B$104.B.B2.B$109.B$108.B$107.B$103.B!
For example, if the Brian's Brain rule is /2/3  i.e., B2/S with 3 states  then the antirule would be B012345628/S01234578. So "Brain's Brian" ought to be emulated by 01234578/012345678/3. Only Golly 2.9b1 has any chance of supporting that, though, due to the "B0"  and so far it's not working out the way I want it to. How am I thinking wrong here?
Code: Select all
x = 512, y = 512, rule = 01234578/012345678/3:T512,512
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$254A.257A$253A2.257A$254A2.256A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A
$512A$512A!
Re: Thread for basic questions
The Square Cell 'Rule Table' family of rules are controlled by two dialogs. The first specifies a rule's parameters and the second specifies a rule's options such as number of states. An example of the parameter dialog set for the Snoitareneg version of Brian's Brain is shown below.dvgrn wrote:Okay, now I have a basic question: has anyone ever done any investigation of Snoitareneg rules  the inverse of Generations rules?
Notice that S2 is set to 1 and S1 is set to 0 in the State Weights panel. To specify the Brian's Brain rule simply reverse these parameters by setting S1 to 1 and S2 to 0.
The following is a puffer running in the Snoitareneg version of Brian's Brain.
You might try using Square Cell to quickly find interesting rules and then write a Golly rule table for any rule that warrants a more serious exploration.
Brian Prentice
Re: Thread for basic questions
The way I understand what you're saying, when a live cell is 'born', it first has to go through one or more states during which time it is counted as dead. If this is so, consider the fact that in a reverse generations (or Snoitareneg) rule with n states, the speed limit for spaceships must be <= c/(n1).dvgrn wrote:Seems to me I should be able to emulate this kind of rule directly by a Generations rule in Golly, by using a bounded grid of allON cells and the inverse of the rule I want.
For example, if the Brian's Brain rule is /2/3  i.e., B2/S with 3 states  then the antirule would be B012345628/S01234578. So "Brain's Brian" ought to be emulated by 01234578/012345678/3. Only Golly 2.9b1 has any chance of supporting that, though, due to the "B0"  and so far it's not working out the way I want it to. How am I thinking wrong here?
As such, your idea of simulating Snoitareneg rules with generations rules is impossible. A refractory cell in the generations rule would be treated as state 0, which would be state 1 in the emulated Snoitareneg rule, so it's contrary to how they should act. By the way, Lifeviewer and Golly (even 2.9b1) can't run your rule anyway because it has B0. My software can. Here it is after 50 generations:
Code: Select all
x = 512, y = 512, rule = 01234578/012345678/3:T512,512
512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$256A2B254A$256A2.254A$255A.2A.253A$254AB4AB252A$253AB.B3A.B251A$252AB3AB.254A$251AB.3A.4AB250A$254A2.5A.250A$250AB2A.3ABA.2A.249A$249AB.3A.2A.BA2BAB248A$255A2.B4AB.B247A$248ABAB3A.AB2ABAB250A$248A.A2B2A.B2AB2.4AB246A$247A.A.B7A.3A2.A.246A$246AB2A.7A3BAB2A.A.245A$246A.2A.BAB5A.2A.A.3AB244A$239A2B3AB.4AB4ABA.2A.4ABA.B243A$238AB2.2AB.3A.A.ABA.AB6AB248A$241A.B2AB5A.2AB.BABA.8AB242A$237AB13A2.2AB.B3A3.B4A.242A$237A.A2B3A2.A4B.AB7A.ABABA.2A.241A$236A.2AB3.3ABA.B15A.2A2BAB240A$235ABAB3A.A.2A.A.3A2.B2A2BAB2AB2.B3AB.B239A$234AB.BAB3A3B2A.A.3BA.B6AB.5AB242A$237A2B5A.A2.2A.2ABA.3AB2A2B2A3.4AB238A$233AB2A2.9ABA.3A.7AB.BAB4A2.A.238A$233A.A3.2A2BA3.3A.9A3B.ABAB3ABA.A.237A$232A.A.A.AB4A2.2A.3A2B6A.3B.2BA.B3AB2AB236A$231AB2ABA.B9A.2A2B6A.A.B2A2B2A.BA3BA.B235A$230AB.B10A.4A.2AB5A.3BA.2AB246A$235AB4A2BA.13AB3A.2A2B11AB234A$229AB3A2.AB8A2.BA4B4AB3AB2A.AB.2A2B5A.234A$228AB.3A2.8A.2ABAB2AB4A.B2ABA2.4AB3A3B.2A.233A$227AB5A2.6A.2A.11A.B2A7.ABAB5A2BAB232A$227A.6A.5A.3AB2AB.3B8AB17AB.B231A$233A3.3A2B.6A2BAB5AB254A$235A.10A.A.BAB.A.2A.4AB4A2B.11AB230A$231A2.BA.5AB4A2.2B.B2A.7AB7A3.4A3.A.230A$231A.2AB3A2.2AB3A.AB6AB6AB2ABAB2.2A3.2B3A.A.229A$226AB3A.AB2A.9ABA.B8AB4ABAB2A.10A2.3AB228A$225AB4A.4AB4A2B3A.B5AB6A2B2ABABA2BA4.7ABA.B227A$224AB3A.5A2B4A.B3AB2AB.4AB3ABAB3AB2.AB.2A.A.3A2B232A$224A.A.BA4BA.AB3A3BA.AB2ABA3.B3A2B4A.ABAB.2A.A.10AB226A$223A.A.3AB.2A.2A2B.2AB.2A2.A2BA2.4A.5ABABA2B3A.8A3.A.226A$222AB2A.3ABA.3AB3ABA.6A.2B3A4.10A.A.A2.4ABAB.2A.A.225A$221AB.A2.6A.3AB3A.7A.2A.2ABA.2A2B5AB3A.4ABA2.3A.A.2AB224A$236A.3A.6A.A.AB3AB2AB14AB2AB.A2BA.2A.A.B223A$220ABAB13A.A3.4AB3A2B3AB12AB.2B.AB6A3.BA.226A$220A.AB3A2.3AB4A3.A5.2B14A2B.2B.A2B.2B.5A2BABAB.A.B223A$220ABA2B7A2B10A.2AB11AB4AB.2A.A3BA2B2ABA3BAB3AB224A$224A.2A2.2A.2AB.B5AB.3A2BA.8A3.4A.AB2A2BA.AB9A.225A$221AB.A.A.A.2A.7A4B5A2.ABAB5A2.6A.BABA2.BAB8A.226A$222AB7A.A.B4A.A2.2A.4A2.B15A.B5AB2ABA2BA2BAB226A$223A.7A.ABA.2BA.2A2.5A3B3A.7AB2A3B2AB7ABAB230A$224A.AB3AB2AB8A.A2B11A.A3BAB4AB3AB.2ABAB3.A.B227A$224ABAB2A.2A.9A2.2A2B4AB2AB2.AB6A2BA.A3BA2.2A.3AB228A$228A.2AB4AB11A2BAB.2AB2A.7A.2A3.B2A.6A.229A$225AB.A3.3A2B2A2.3AB5A.2A.B2AB2A2.4A.BAB.2A.8A.230A$226AB5A3.A.A.9A4.B7A.3A.10A2BA2BAB230A$227A.4A.2A.8AB2A.A.5AB4A.ABA.2AB6AB237A$228A.AB3A.AB19A.3A2.4B.B.A.AB4A.A.B231A$228ABAB4ABAB7A2BA.4A.3B2A.3AB2ABABA2.ABAB3AB232A$232A2.A2B2AB6AB3ABABA.2B3AB.4ABA.9A.233A$229AB.A.2A.3ABAB2A.4ABAB2AB.12AB.3AB3A.234A$230AB9AB7AB4AB2AB15AB2ABAB234A$231A.6A3.B3AB2AB2A2.B2AB4A.3A2.BAB.2AB238A$232A.2AB2A.3ABABA.6A2BA.5ABA3.2AB2A2.A.B235A$232ABA2B4A.2ABAB.9A2.5AB6A.4AB236A$236A.7ABAB3A.B4A.A.B5AB2A.A.3A.237A$233AB.A.3AB4AB4A2B2ABABA2B5AB.A3B2A.238A$234AB3ABA.3A.B3.AB.AB.BABAB4AB6ABAB238A$238A3.A2.3B3A.A2B.2B.5AB2A3.243A$235AB.10ABA.2A4BA.AB6A.A2.A.B239A$236AB.5AB3A.A.4AB2A2B4ABA2.4AB240A$238A.5A3BA.A.19A.241A$238ABA2BAB2.2A.10AB6A2BA.242A$242AB2A.A.A.8A2.7ABAB242A$239AB.A2.5A.13AB2.246A$240AB6A.3BA2B3A.4ABA2.A.B243A$244AB4AB2AB.A.11AB244A$241AB.AB2ABA.3A.2A.A3B5A.245A$242AB.6A4.4AB3AB2A.246A$244A.A.BA2B12ABAB246A$244AB3A2B3AB258A$248A2.3BAB6A.A.B247A$245AB.A.A.A.5A2B3AB248A$246AB6AB8A.249A$247A.13A.250A$248A.B2AB3.3ABAB250A$248ABABAB5.254A$249A.9A.B251A$250A.8AB252A$250AB3A2.2A.253A$251AB.A2BA.254A$252AB4AB254A$253A.2A.255A$254A2.256A$254A2B256A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A$512A!
succ
Re: Thread for basic questions
Thanks! Works like a charm.
Unrelated question: I just finally got APGsearch to work,mbut I can't figure out how to change the symmetries, as it always says the symmetry is invalid. Which symmetries are valid?
Unrelated question: I just finally got APGsearch to work,mbut I can't figure out how to change the symmetries, as it always says the symmetry is invalid. Which symmetries are valid?
"It's not easy having a good time. Even smiling makes my face ache."  Frank N. Furter
Re: Thread for basic questions
They're listed here: https://catagolue.appspot.com/census/b38s23 (everything after the slash, such as 'C1', is the symmetry).Ethanagor wrote:Which symmetries are valid?
What do you do with ill crystallographers? Take them to the monoclinic!
Re: Thread for basic questions
@Tropylium introduced the idea of "Nascent" cells 5 years ago: GenerationsLike Rules: Rulespace Overview but I can't find any further mention of rules which explored this cell type. A similar idea was introduced in DelayedBirth Rules, which I mistook for nascent cells, but in this case the conditions for a cell to become live are more complex.dvgrn wrote:Okay, now I have a basic question: has anyone ever done any investigation of Snoitareneg rules  the inverse of Generations rules? In Generations, a cell that dies stops getting counted as a neighbor immediately, but only disappears and gets out of the way after upto255 ticks. In Snoitareneg rules, a cell would be born slowly instead: it would start taking up space immediately, but would only start getting counted after upto255 ticks.
This seems like an obvious generalization of Generations, but offhand I can't find any mention of it, or any known interesting rules along these lines.
The latest version of the 5S Project contains over 226,000 spaceships. There is also a GitHub mirror of the collection. Tabulated pages up to period 160 (out of date) are available on the LifeWiki.
Re: Thread for basic questions
Alright, another newbie question. I might have a few of these as I am working out how to use APGSearch.
I started a search, and set it to report the census after five million soups. However, I am going to have to end the search prematurely, though it is only currently at 2.5 million soups. Is there a way to report the census anyway?
Also, is there a way to change the default settings so that I don't have to reenter information every time?
I started a search, and set it to report the census after five million soups. However, I am going to have to end the search prematurely, though it is only currently at 2.5 million soups. Is there a way to report the census anyway?
Also, is there a way to change the default settings so that I don't have to reenter information every time?
"It's not easy having a good time. Even smiling makes my face ache."  Frank N. Furter
Re: Thread for basic questions
Pressing q on apgsearch (golly/python). Apgnano and apgmera don't have a function for this.Ethanagor wrote:Alright, another newbie question. I might have a few of these as I am working out how to use APGSearch.
I started a search, and set it to report the census after five million soups. However, I am going to have to end the search prematurely, though it is only currently at 2.5 million soups. Is there a way to report the census anyway?
Also, is there a way to change the default settings so that I don't have to reenter information every time?
\100\97\110\105
Re: Thread for basic questions
Wasn't there a browser Golly called 'Molly' or something? I can't find it but I seem to remember it was a little thing.
\100\97\110\105