Simulation of 1D nonWolfram Automata in Golly?

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 Joined: August 29th, 2017, 6:07 pm
Simulation of 1D nonWolfram Automata in Golly?
Golly is a really nice program; however, it'd be nice to be able to simulate 1D CAs as good as it simulates 2D ones. Are there ways to simulate k state, r range 1D CAs in Golly?
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Re: Simulation of 1D nonWolfram Automata in Golly?
You can make ruletables but it can only go to range 1...
Code: Select all
o3b2ob2obo3b2o2b2o$bo3b2obob3o3bo2bo$2bo2b3o5b3ob4o$3o3bo2bo2b3o3b3o$
4bo4bobo4bo$2o2b2o2b4obo2bo3bo$2ob4o3bo2bo2bo2bo$b2o3bobob2o$3bobobo5b
obobobo$3bobobob2o3bo2bobo!
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Re: Simulation of 1D nonWolfram Automata in Golly?
Or... this is kind of cheating, but it works: you could simulate kstate, rrange CAs with a Python or (preferably) Lua script  turn on cells individually with g.setcells(), or calculate a row at a time and use putcells(). At each stage you'd only have to look at the bottom row of g.getselrect().
1D CAs are much less computationally intensive than 2D CAs, so with a little optimization you could get a reasonably fast script  though it couldn't compete with HashLife, of course.
You could simulate somewhat higher k and/or r with a multistate rule table, up to k*r=256 I suppose, if you built a script to write the appropriate rule table for you, and maybe to set up initial conditions correctly.
1D CAs are much less computationally intensive than 2D CAs, so with a little optimization you could get a reasonably fast script  though it couldn't compete with HashLife, of course.
You could simulate somewhat higher k and/or r with a multistate rule table, up to k*r=256 I suppose, if you built a script to write the appropriate rule table for you, and maybe to set up initial conditions correctly.

 Posts: 2
 Joined: August 29th, 2017, 6:07 pm
Re: Simulation of 1D nonWolfram Automata in Golly?
I see... Is there any chance that they could be implemented in Golly 3.0 similar to how the Wolfram Automata are now?
Re: Simulation of 1D nonWolfram Automata in Golly?
Well, no, not in 3.0, because the finalwehope build is already done.Arhenius77 wrote:I see... Is there any chance that they could be implemented in Golly 3.0 similar to how the Wolfram Automata are now?
It could happen for Golly 3.1, whenever that comes out  if someone wrote and tested all the code for a new algo and contributed it to the project. There haven't been a lot of requests for that particular feature, so that's the most likely way that it would happen (ahead of all the other things that could be done next...!)
Probably best to start with a nice easy Lua script. If huge numbers of fascinating discoveries come out of running the script, that would make eventual native support in Golly a good bit more likely.