Thread For Your Unrecognised CA

For discussion of other cellular automata.
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ygh
Posts: 48
Joined: March 18th, 2016, 4:47 pm

Re: Thread For Your Unrecognised CA

Post by ygh » July 30th, 2016, 2:12 pm

Demonstration of this rule's puffers.

Code: Select all

x = 5, y = 5, rule = B2ce3ai678_S1e23
bo$bo$5o$2obo$3obo!

shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: Thread For Your Unrecognised CA

Post by shouldsee » August 2nd, 2016, 1:42 pm

This rule might support pseudo-quadratic replicator. It is also rich of "clean/dirty" rakes. The universe is at the edge of explosion but highly dynamic. It is easy to get a moving head but usually it does not last forever.

Code: Select all

x = 139, y = 81, rule = B0124/S025
32$40bo$37b2o3b5o$37bob6o2bo$37b3ob7o30b2o2b2o2b2o2b2o3bo$37b12obo11bo
9b2o2b19ob2o$29b2o5b13o8b4o10b26obo$28b6ob15o3bo2bob6obo2bo2b27obo$29b
2ob17o3bobob6o2b2obob30obo$29bob21o2bo2b5o3b20o2b14o$30b13ob8o2b9obob
18ob2ob13o$27b15o2b5o2bo4b3o3b16obob2obo3b4o3b4obo$30b12obobobobobo3b
2o2b2o3b12o8b3o3b8obo$28b10obo3b2o10bobo8b2ob7o22bo$30b7ob2o4bo16bo4bo
bo17bo5b3o$29bo2b2o28b2o3bo2b5o$62bo!
I want to name this rule "Mortality", for you never know when it dies.

Another rule exhibit similar phenomena

Code: Select all

x = 27, y = 28, rule = B0134568/S0234
7$20bo$20bobo$19b2obo$19b2o$20bo9$18b3o$18b3o!
This rule is non-explosive until the fuse start to burn, and ashing sideway.

Code: Select all

x = 139, y = 38, rule = B0134568/S0234
7$26b2o$9bo2b3o10b4o$10b5o2bo8b2o$9bob5o10bo$9b8o$8b4o3bobo$9b2o4b5o8b
o$10bo2b6ob4o$11b2ob6ob4o2bo5b2ob2o$11bob12o11b2o$11bob3ob8o13b89o$11b
6ob4ob3o6bo4bob88o$12bo12bo4b3o$30b2o$30b2o$30b2o$15bo14b2obo$30b2o$
13b5o$12b2ob3o$11b6o$12bo5bo!

bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Thread For Your Unrecognised CA

Post by bprentice » August 2nd, 2016, 2:23 pm

shouldsee briefly introduced some ddlab slides in this post:

viewtopic.php?f=11&t=2033#p33386

Here is a rule that was featured:

Code: Select all

@RULE SCRT1
@TREE
num_states=3
num_neighbors=8
num_nodes=104
1 0 0 0
1 1 1 1
2 0 1 0
1 2 2 2
2 1 3 3
2 0 3 0
3 2 4 5
2 3 0 1
2 3 1 3
3 4 7 8
3 5 8 5
4 6 9 10
2 0 0 3
2 1 3 0
3 7 12 13
2 3 0 0
3 8 13 15
4 9 14 16
3 5 15 12
4 10 16 18
5 11 17 19
2 0 3 1
2 3 1 0
3 12 21 22
2 0 0 0
3 13 22 24
4 14 23 25
3 15 24 24
4 16 25 27
5 17 26 28
3 12 24 15
4 18 27 30
5 19 28 31
6 20 29 32
2 3 1 1
2 1 1 0
3 21 34 35
3 22 35 12
4 23 36 37
3 24 12 5
4 25 37 39
5 26 38 40
3 24 5 24
4 27 39 42
5 28 40 43
6 29 41 44
4 30 42 27
5 31 43 46
6 32 44 47
7 33 45 48
2 1 1 1
3 34 50 35
3 35 35 12
4 36 51 52
2 3 3 0
3 12 12 54
4 37 52 55
5 38 53 56
3 5 54 24
4 39 55 58
5 40 56 59
6 41 57 60
3 24 24 24
4 42 58 62
5 43 59 63
6 44 60 64
7 45 61 65
2 0 0 1
3 24 24 67
4 27 62 68
5 46 63 69
6 47 64 70
7 48 65 71
8 49 66 72
2 1 0 0
3 50 74 74
3 35 74 24
4 51 75 76
2 3 0 3
3 12 24 78
4 52 76 79
5 53 77 80
3 54 78 21
4 55 79 82
5 56 80 83
6 57 81 84
3 24 21 2
4 58 82 86
5 59 83 87
6 60 84 88
7 61 85 89
3 24 2 24
4 62 86 91
5 63 87 92
6 64 88 93
7 65 89 94
8 66 90 95
3 67 24 74
4 68 91 97
5 69 92 98
6 70 93 99
7 71 94 100
8 72 95 101
9 73 96 102
@COLORS
 0   0   0   0
 1 255   0   0
 2   0 255   0
It was generated using this Java rule generator which is included in Golly:

Code: Select all

import java.util.*;

public class RuleTreeGen
{
  /* Put your state count, neighbor count, and function here */
  final static int numStates = 3;
  final static int numNeighbors = 8;
  final static int ruleTable[][] =
  {
    {0, 1, 2, 0, 0, 2, 1, 1, 0},
    {0, 2, 1, 2, 1, 1, 1, 0, 0},
    {0, 2, 0, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 2, 2, 0, 0, 0, 0},
    {2, 0, 0, 0, 2, 0, 0, 0, 0},
    {0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 0, 0, 0},
    {1, 0, 0, 0, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 0, 0, 0, 0}
  };

  /* order for nine neighbors is nw, ne, sw, se, n, w, e, s, c */
  /* order for five neighbors is n, w, e, s, c */

  int f(int[] a)
  {
    int sum1 = 0;
    int sum2 = 0;
    for (int i = 0; i < 8; i++)
      if (a[i] == 1)
        sum1++;
      else if (a[i] == 2)
        sum2++;
    return ruleTable[sum2][sum1];
  }

  final static int numParams = numNeighbors + 1;
  HashMap<String, Integer> world = new HashMap<String, Integer>();
  ArrayList<String> r = new ArrayList<String>();
  int[] params = new int[numParams];
  int nodeSeq = 0;

  int getNode(String n)
  {
    Integer found = world.get(n);
    if (found == null)
    {
      found = nodeSeq++;
      r.add(n);
      world.put(n, found);
    }
    return found;
  }

  int recur(int at)
  {
    if (at == 0)
      return f(params);
    String n = "" + at;
    for (int i=0; i<numStates; i++)
    {
      params[numParams-at] = i;
      n += " " + recur(at-1);
    }
    return getNode(n);
  }

  void writeRuleTree()
  {
    System.out.println("@RULE SCRT1");
    System.out.println("@TREE");
    System.out.println("num_states=" + numStates);
    System.out.println("num_neighbors=" + numNeighbors);
    System.out.println("num_nodes=" + r.size());
    for (int i=0; i<r.size(); i++)
      System.out.println(r.get(i));
    System.out.println("@COLORS");
    System.out.println(" 0   0   0   0");
    System.out.println(" 1 255   0   0");
    System.out.println(" 2   0 255   0");
  }

  public static void main(String[] args) throws Exception
  {
    RuleTreeGen rtg = new RuleTreeGen();
    rtg.recur(numParams);
    rtg.writeRuleTree();
  }
}
This is an easy way to generate Golly rules that use k=5 and k=9 neighborhoods.

A rich assortment of guns can be constructed using the common replicator.

Brian Prentice

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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » August 2nd, 2016, 6:26 pm

I have a vague feeling I've worked with this rule before...

Code: Select all

x = 31, y = 31, rule = SCRT1
4.BAB$4.ABA2.3B$4.ABA2.3B6.B$4.BAB$B2AB$A2BA$B2AB3$.2B$.2B$.2B$28.B6$
2.B$28.2B$28.2B$28.2B3$27.B2AB$27.A2BA$27.B2AB$24.BAB$12.B6.3B2.ABA$
19.3B2.ABA$24.BAB!

Code: Select all

x = 17, y = 5, rule = SCRT1
10.3B3.B$BAB8.B4.A$.B4.A4.B4.A$3B3.B3.3B3.B$3B!

Code: Select all

x = 16, y = 18, rule = SCRT1
12.B2AB$4.B3.B2.B$4.A7.2B$4.A$4.B3.B6.B$15.B$15.B$B2AB3$12.B2AB$B$B$B
6.B3.B$11.A$2.2B7.A$4.B2.B3.B$B2AB!

Code: Select all

x = 12, y = 23, rule = SCRT1
.B2AB$.4B$.B2.B$2.3B$2.B.A$2BA2B$2B.BA$A.B.B$B2.2B$A2B3$.2BA$3.B$3.B.
3A$5.ABA$5.B2.B2A$5.A4.B$5.3B2.B$8.2B3$8.B2.B!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

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_zM
Posts: 186
Joined: June 26th, 2016, 3:07 pm

Re: Thread For Your Unrecognised CA

Post by _zM » August 4th, 2016, 5:25 pm

"Loop" rule with only 2 cells in a "loop". Not quite a "loop" but it still reproduces and grows like any loop rule would.

Code: Select all

@RULE TinyLoop2

@TABLE

n_states:4
neighborhood:Moore
symmetries:rotate4

var a={0,1,2,3}
var b=a
var c=a
var d=a
var e=a
var f=a
var g=a
var h=a

var i={2,3}

0,1,2,0,0,0,0,0,0,2
0,2,0,0,0,0,0,0,0,1
0,0,0,0,0,2,1,0,1,2
0,1,0,2,0,0,0,0,0,2

1,0,0,0,0,0,0,0,0,3
3,0,0,0,0,0,0,0,0,0
3,a,b,c,d,e,f,g,h,1

2,a,b,c,d,e,f,g,h,0

Code: Select all

x = 2, y = 1, rule = TinyLoop2
AB!
"loop"
moment

User avatar
Rhombic
Posts: 1072
Joined: June 1st, 2013, 5:41 pm

Re: Thread For Your Unrecognised CA

Post by Rhombic » August 6th, 2016, 1:51 pm

For those who like to tame difficult rules, this one has a lot of potential as a computational one:

Code: Select all

x = 37, y = 105, rule = B2a/S345
33b3o$34bo$33b4o$34b2o32$11b3o$12bo$11b4o$12b2o18$8b3o$9bo$8b4o$9b2o
32$2bo15bo$b3o9bo3b3o$2ob2o8bo2b2ob2o$b3o13b3o$2bo15bo3$9b2o$31bo$10bo
19b3o$9b3o19bo$8b2ob2o$9b3o$10bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Thread For Your Unrecognised CA

Post by drc » August 6th, 2016, 4:18 pm

No idea what happened:

Code: Select all

x = 7, y = 3, rule = B2k35y/S23-a4i5i
3ob3o$obobobo$bo!

User avatar
Rhombic
Posts: 1072
Joined: June 1st, 2013, 5:41 pm

Re: Thread For Your Unrecognised CA

Post by Rhombic » August 7th, 2016, 4:55 am

Rhombic wrote:For those who like to tame difficult rules, this one has a lot of potential as a computational one:

Code: Select all

x = 37, y = 105, rule = B2a/S345
33b3o$34bo$33b4o$34b2o32$11b3o$12bo$11b4o$12b2o18$8b3o$9bo$8b4o$9b2o
32$2bo15bo$b3o9bo3b3o$2ob2o8bo2b2ob2o$b3o13b3o$2bo15bo3$9b2o$31bo$10bo
19b3o$9b3o19bo$8b2ob2o$9b3o$10bo!
Eater for the same rule:

Code: Select all

x = 21, y = 47, rule = B2a/S345
8b3o$9bo$8b4o$9b2o9$8b3o$9bo$8b4o$9b2o9$8b3o$9bo$8b4o$9b2o6$2bo15bo$b
3o9bo3b3o$2ob2o8bo2b2ob2o$b3o13b3o$2bo15bo3$9b2o2$10bo$9b3o$8b2ob2o$9b
3o$10bo!
Smaller eater:

Code: Select all

x = 12, y = 38, rule = B2a/S345
8b3o$9bo$8b4o$9b2o21$bo$3o$bo2bo$bo2bo$3o$bo3$8b2o3$7bo2bo$6b6o$7bo2bo
!
Stabilises after 17196 generations:

Code: Select all

x = 39, y = 46, rule = B2a/S345
4bo15bo$3b3o4bo8b3o$4bo5bo9bo17$bo$3o$bo2bo31bo$bo2bo30b3o$3o33b3o$bo
28bo6bo$30bo6bo$36b3o$35b3o$36bo12$11b2o3$10bo2bo$9b6o$10bo2bo!
First still life eater:

Code: Select all

x = 53, y = 18, rule = B2a/S345
bo4bo$3o2b3o$bo4bo$3b2o$3b2o$3b2o17bobo$3b2o16b4o17bobo$3b2o16b2obo5bo
bo8b4o$3b2o17bo6b4o8b2obo5bobo$3b2o24b2obo9bo6b4o$3b2o25bo18b2obo$3b2o
45bo$3b2o$3b2o$3b2o$bo4bo$3o2b3o$bo4bo!
And interesting gate... but if the spaceship is placed incorrectly, it explodes :(

Code: Select all

x = 58, y = 78, rule = B2a/S345
27b3o$28bo$27b4o$28b2o23$26b3o$27bo$26b4o$27b2o10$26b3o$27bo$26b4o$27b
2o18$bo4bo44bo4bo$3o2b3o42b3o2b3o$bo4bo44bo4bo$3b2o48b2o$3b2o48b2o$3b
2o48b2o$3b2o48b2o$3b2o48b2o$3b2o23bo24b2o$3b2o23bo24b2o$3b2o48b2o$3b2o
48b2o$3b2o48b2o$3b2o48b2o$3b2o48b2o$bo4bo44bo4bo$3o2b3o42b3o2b3o$bo4bo
44bo4bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

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BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » August 7th, 2016, 10:07 am

B2k tames the rule slightly:

Code: Select all

x = 54, y = 28, rule = B2ak/S345
33b2o4$5b2o$4b4o4b2o6b2o29b2o$5bo23b2o10b2o8b2o$4b3o4bo2bo4bobo6b4o8b
3o7bo2bo$29bo3b2o6b2o8b2o$28b4o19b2o$30bo6$13b2o$12bobo$13bo$12bobo$
10bo5bo$8bo7bobo$8bobo9bo$b2o17bo$4o22b2o$2bo22b4o$b3o22bo$25b3o!
EDIT:@drc: B2k35yS23-a4i5i has a bad case of the "small natural quadratic growth":

Code: Select all

x = 5, y = 4, rule = B2k35y/S23-a4i5i
3b2o$2obo$o2bo$b3o!
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

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Rhombic
Posts: 1072
Joined: June 1st, 2013, 5:41 pm

Re: Thread For Your Unrecognised CA

Post by Rhombic » August 9th, 2016, 8:45 am

Another tLife-like rule, LambdaLife (there are many loaves).

Interesting still life appears at gen 284 but then reacts off.

Code: Select all

x = 10, y = 18, rule = B3-k/S2-i3-k4cen
o$b2o$2o3$2b2o$bobo$3bo8$7b3o$7bo$8bo!
3G synthesis of Octagon 2, fairly common:

Code: Select all

x = 11, y = 8, rule = B3-k/S2-i3-k4cen
2bo5bo$3bo4bobo$b3o4b2o3$bo$b2o$obo!
3G synthesis of 4x4-net:

Code: Select all

x = 15, y = 11, rule = B3-k/S2-i3-k4cen
12bobo$12b2o$13bo5$o$b2o2bo$2o3bobo$5b2o!
OH MY GOD! THIS SYNTHESIS IS CRAZY!

Code: Select all

x = 8, y = 8, rule = B3-k/S2-i3-k4cen
7bo$5b2o$2o4b2o$2o3$3b2o$3b2o!
Natural honeycomb at honeycomb:

Code: Select all

x = 20, y = 20, rule = B3-k/S2-i3-k4cen
obo4bo3bo3b5o$5bobo2b2ob2ob3o$b2obo3b3o3bob4o$2bobobo6bob5o$ob2o2bo6bo
bo2bo$2bo3b4o2b3ob2obo$bob2o2b3ob3ob3o$3o2bobob3o2b2o$bobo5bobo3bo2b2o
$2obobob2o3bob6o$5o3bobobobo2b3o$bo2bo5b2obo3b3o$3b3ob5obobob3o$o2b4ob
o2b2o2b2o$5obobo3b2o2bo2bo$o4bo3bo5b2obo$bob2o2b2o2bobo$bobo4bobob8o$b
5o2b3o3bob3o$ob4o2b3ob2obobobo!
Natural preblock on tub:

Code: Select all

x = 20, y = 20, rule = B3-k/S2-i3-k4cen
2b2obo3bo2b3o3b2o$b2o2b3ob2o2bobo3bo$2obob2o2bo3b2obo2bo$ob2obo3bob2ob
ob4o$5o6bob2obobo$3bobo2b3ob4ob2o$bob3obo3b4o3bo$b2o3b2ob2ob4ob2o$3bo
6b2ob7o$4ob4obobo2bobobo$ob3obob2obob2ob4o$2ob2o2bo4b3obo2bo$bobobobo
3b2obob4o$b4o4b3obo4b2o$2b2ob2ob3o3b3obo$3ob2obo2bob3o$obo2bo2b2ob4o2b
2o$2o4bo4bobo2bo2bo$4obo2bob6o$2b2o4b2o3bob2o2bo!
A heisenburp:

Code: Select all

x = 7, y = 7, rule = B3-k/S2-i3-k4cen
bo$2bo$3o2$5b2o$4b3o$5b2o!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Thread For Your Unrecognised CA

Post by drc » August 11th, 2016, 11:56 am

EXTENDED LFOD-------

This rule, B24j5y/S0, allows extended varieties of objects, like this 2 close dot puffer:

Code: Select all

x = 8, y = 5, rule = B24j5y/S0
3b2o$2bo2bo$3b2o$bo4bo$o6bo!
Or this really cool sparky spaceship:

Code: Select all

x = 12, y = 13, rule = B24j5y/S0
5b2o$4bo2bo$5b2o$3bo4bo$2bob4obo$bobo4bobo$2bo6bo$2o8b2o$b3o4b3o$2bo6b
o2$bobo4bobo$o3bo2bo3bo!
Just a rule i thought was worth sharing.

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Rhombic
Posts: 1072
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Re: Thread For Your Unrecognised CA

Post by Rhombic » August 12th, 2016, 12:25 pm

b-heptomino is an orthogonal spaceship:

Code: Select all

x = 4, y = 3, rule = B3/S2-i3-a4nq
2bo$b3o$2obo!
Has a small and funny backrake:

Code: Select all

x = 5, y = 4, rule = B3/S2-i3-a4nq
2b2o$3b2o$b3o$3o!
Which cleanly destroy each other:

Code: Select all

x = 18, y = 13, rule = B3/S2-i3-a4nq
16b2o$15b2o$16b2o$17bo6$2b2o$3b2o$b3o$3o!
The wing is a p48 rotating oscillator:

Code: Select all

x = 4, y = 4, rule = B3/S2-i3-a4nq
2b2o$bobo$o2bo$b2o!
Useless reaction:

Code: Select all

x = 10, y = 13, rule = B3/S2-i3-a4nq
o$b2o$2o$8bo$7b3o$6b2obo4$7bo$6bob2o$6bob2o$8bo!
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: Thread For Your Unrecognised CA

Post by shouldsee » August 13th, 2016, 2:53 pm

I mean, this rule is explosive, but interesting.
We got spontaneous puffers, combinations, guns, and possibly breeders. I would say the emergence here is fairly strong and non-trivial. It feels like "someone" is doing soupsearch/construction behind the scene.

It will be quite challenging to discriminate interesting objects automatically.

EDIT: I've just found out that many rules I mentioned were already included on David Eppinstein's page of interesting rules. Nevertheless I want to promote more exploration on them. It would also help if we can build an API/search engine to check for nearest neighbor of a given interested rule/pattern/string, which would supposedly avoid futile re-research and accelerate the exploration.

Code: Select all

x = 191, y = 326, rule = B01378/S01
18$119bobo7bo$127bo3bo$121bo9bo$127bo$119bo2$116bo14bobo$133bo$118bo
12bo2$116b2o$113bo2$113bo25$119bobo2$131bo$113bo17bo3bo$111bo21bo3bo$
105bo5bo25bo$119bo3bo11bo$119bo$121bo$113bobo9bobo13$125bo2$107bobo13b
o$97bobo13bobo13bobo$125bo7bo2$129bo3bo3bo$135bo3bo$135bo3bo$129bo3bo
3bo2$125bo7bo$97bobo13bobo13bobo$107bobo13bo2$125bo72$120bo2$119bobo3$
118bo7bo$116bo3bo7bo$116bo3bo7bo$118bo7bo3$119bobo2$120bo27$38bo11bo$
36bo3bo$50bo$34bobo5bo5bo$20bo7bo$22bo7bobo7bo5bo2bo$16bo5bo3bo3bo7bo
15bo$14bo3bo5bo15bo9bobo3bo$14bo3bo5bo15bo9bobo3bo$16bo5bo3bo3bo7bo15b
o$22bo7bobo7bo5bo2bo$20bo7bo$34bobo5bo5bo$50bo$36bo3bo$38bo11bo36$122b
obo2$132bobobobo$140bo$140bo$132bobobobo2$122bobo5$132bo$130bo3bo$132b
obo34$71bobo$69bo$74bo2bo$65bo3bo7bo$63bo3bo5bobo$63bo3bo$65bo3bo$69bo
9bobo$75bo$80bo$75bo$80bo2$85bo2$87bo2$85b2o!

shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: Thread For Your Unrecognised CA

Post by shouldsee » August 14th, 2016, 12:53 pm

Slogan: "Explosive, yet interesting"

Code: Select all

x = 170, y = 181, rule = B01478/S0
5$29b49o15b62o$29b50o13b64o$28b49o15b62o$28b50o13b64o$27b28o3b18o15b
13o3b46o$27b50o13b64o$26b49o15b62o$26b49o14b64o$25b50o14b62o$25b51o12b
64o$24b32ob19o12b17ob44o$24b32ob20o10b18ob45o$23b33ob21o9b18ob43o$23b
53o10b64o$22b55o9b62o$22b53o10b64o$7bo13b55o9b62o$21b53o10b64o$7bo12b
35o3b17o9b20o3b39o$19b54o10b64o$21b53o9b62o$20b52o10b64o$22b51o8b63o$
21b50o12b62o$23b33ob15o10b23ob37o$22b34ob13o14b21ob38o$24b32ob14o12b
22ob36o$23b46o16b58o$25b45o14b57o$24b44o18b56o$26b43o16b55o$25b30o3b9o
20b54o$27b28o3b10o18b18o3b32o$26b30ob9o22b52o$28b27o3b9o20b51o$27b27o
5b6o24b50o$29b26o3b8o22b49o$28b25o7b4o26b48o$30b24o5b6o24b16ob30o$29b
23o9b2o28b14ob31o$31b22o7b4o26b15ob29o$30b21o10b2o29b44o$32b19o40b13o
3b27o$31b20o42b10o5b27o$33b19o40b12o3b26o$32b20o42b8o7b25o$34b19o40b
10o5b24o$33b20o42b6o9b23o$35b19o40b8o8b21o$34b20o42b4o10b22o$36b19o40b
6o8b21o$36b19o42b2o10b22o$36b20o40b4o8b21o$35b21o41b2o9b22o$35b22o50b
21o$34b23o50b22o$34b24o48b21o$33b25o48b22o$33b26o46b21o$32b27o46b22o$
32b28o44b21o$31b29o44b22o$30b31o42b21o$32b29o42b22o$31b31o40b21o$33b
29o40b22o$32b31o38b21o$34b29o38b22o$33b31o36b21o$35b29o35b23o$34b31o
36b19o$36b29o35b21o$35b31o36b17o$37b29o35b19o$36b31o36b15o$38b29o35b
17o$37b31o36b13o$39b29o35b15o$38b31o36b11o$40b29o36b12o$39b31o35b10o$
41b29o34b12o$40b31o33b10o$42b29o32b12o$41b31o31b10o$43b29o30b12o$42b
31o29b10o$44b29o28b12o$43b31o27b10o$45b29o26b12o$44b31o25b10o$46b29o
24b12o$45b31o23b10o$47b29o22b12o30b2o$46b31o21b10o32b2o$48b29o20b12o
30b4o$47b31o19b10o32b4o$49b29o18b12o30b6o$48b31o17b10o32b6o$50b29o16b
12o30b8o$49b31o15b10o32b8o$51b29o14b12o30b10o$50b31o13b10o32b10o$52b
30o11b12o30b12o$51b29o13b10o32b12o$53b28o11b12o30b14o$52b27o13b10o32b
14o$54b26o11b12o30b16o$53b25o13b10o32b16o$55b23o12b12o30b18o$54b24o12b
10o32b18o$56b23o10b12o30b20o$15b2o38b24o10b10o32b20o$57b23o8b12o30b22o
$15b2o39b24o8b10o32b22o$15b2o41b23o6b12o30b24o$14b4o39b24o6b10o32b25o$
14b4o41b23o4b12o30b24o$13b6o39b24o4b10o32b25o$12b7o41b23o2b12o30b24o$
14b6o39b36o32b25o$13b7o41b35o30b24o$15b6o39b34o32b25o$14b7o41b33o30b
24o$16b6o39b32o32b25o$15b7o41b31o30b24o$17b6o39b30o31b26o$16b7o41b29o
32b22o$18b6o39b28o33b24o$17b7o41b27o34b20o$19b6o39b26o35b22o$18b7o41b
25o36b18o$20b6o39b24o37b20o$19b7o41b23o38b16o$21b6o39b22o39b18o$20b7o
41b21o40b14o$22b6o39b20o41b16o$21b7o41b19o42b12o$23b6o39b18o43b14o$22b
7o41b17o44b10o$24b6o39b16o45b12o$23b7o41b14o47b8o$25b6o39b15o46b10o$
24b7o41b14o47b6o$26b6o39b15o46b8o$25b7o41b14o47b4o$27b6o39b15o46b6o$
26b7o41b14o47b2o$28b6o39b15o47b2o$27b8o40b14o$29b4o41b16o$28b6o42b12o$
30b2o43b14o$29b4o44b10o$30b2o44b12o$78b8o$77b10o$79b6o$78b8o$80b4o$79b
6o$81b2o$80b4o$81b2o!

User avatar
Rhombic
Posts: 1072
Joined: June 1st, 2013, 5:41 pm

Re: Thread For Your Unrecognised CA

Post by Rhombic » August 14th, 2016, 4:21 pm

B36-in/S23 and B36-n/S2-i34q
SoL : FreeElectronics : DeadlyEnemies : 6a-ite : Rule X3VI
what is “sesame oil”?

shouldsee
Posts: 406
Joined: April 8th, 2016, 8:29 am

Re: Thread For Your Unrecognised CA

Post by shouldsee » August 16th, 2016, 4:10 am

B013468/S023

Code: Select all

x = 4, y = 4, rule = B013468/S023
b2o$o2bo$o$bo!

Code: Select all

x = 26, y = 18, rule = B013468/S023
8$21b2o$20bo$2bo$3bo$3bo$2bo!

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Thread For Your Unrecognised CA

Post by drc » August 16th, 2016, 6:01 pm

Found a fun little rule with things like this:

Code: Select all

x = 40, y = 13, rule = B2-k3cy/S2-k
2bo$2bo$3o4$39bo$39bo$39bo2$11bo27bo$10bo28bo$11bo27bo!
Edit: This too!:

Code: Select all

x = 7, y = 20, rule = B2-k3cy/S2-k
6bo$2bo3bo$2bo$obo7$6bo$2bo3bo$2bo$obo3$2bo$3bo$3bo$2bo!

bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Thread For Your Unrecognised CA

Post by bprentice » August 18th, 2016, 12:46 pm

This rule supports ships with any odd length greater than one.

Code: Select all

x = 15, y = 50, rule = b2a3qjr4aiyrt5iq6k7e/s2ka3qj4ar5q6kn
2.A$A.A7$2.A.A$A.A.A7$2.A.A.A$A.A.A.A7$2.A.A.A.A$A.A.A.A.A7$2.A.A.A
.A.A$A.A.A.A.A.A7$2.A.A.A.A.A.A$A.A.A.A.A.A.A7$2.A.A.A.A.A.A.A$A.A.
A.A.A.A.A.A!
Can guns be constructed for any of them?

Brian Prentice

User avatar
_zM
Posts: 186
Joined: June 26th, 2016, 3:07 pm

Re: Thread For Your Unrecognised CA

Post by _zM » August 18th, 2016, 3:19 pm

Smaller rake:

Code: Select all

x = 5, y = 4, rule = B2-k3cy/S2-k
b2o$4bo$o3bo$2bo!
moment

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Thread For Your Unrecognised CA

Post by drc » August 18th, 2016, 7:52 pm

p28 ship in a related rule:

Code: Select all

x = 8, y = 7, rule = B34/S23-a
o2bo2$2b6o$7bo$2bo4bo$2bo3bo$3b2o!

wildmyron
Posts: 1542
Joined: August 9th, 2013, 12:45 am
Location: Western Australia

Re: Thread For Your Unrecognised CA

Post by wildmyron » August 18th, 2016, 10:40 pm

bprentice wrote:This rule supports ships with any odd length greater than one.

Code: Select all

<ships>
Can guns be constructed for any of them?
These oscillators are as far as I've come in this endeavour:

Code: Select all

x = 116, y = 29, rule = B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn
6b3o27b3o9b3o25b3o27b3o$6bobo27bobo9bobo25bobo27bobo3$11b2o28b2ob2o35b
2o28b2o$12bo29bobo37bo29bo$2o9b2o17b2o9b2ob2o9b2o13b2o9b2o17b2o9b2o$o
29bo25bo13bo29bo13b2o$2o28b2o23b2o13b2o28b2o13bo$114b2o2$4bobo27bobo
13bobo21bobo27bobo$4b3o27b3o13b3o21b3o27b3o$114b2o2$78b3o33b2o$78bobo
23b3o$104bobo2$83b2o29b2o$84bo15b2o13bo$72b2o9b2o15bo13b2o$72bo27b2o9b
2o$72b2o38bo$111b2o2$76bobo$76b3o27bobo$106b3o!
This reaction might be useful:

Code: Select all

x = 18, y = 13, rule = B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn
6b3o8bo$6bobo8bo3$11b2o$12bo$2o9b2o$o$2o3$4bobo$4b3o!
The 5S project (Smallest Spaceships Supporting Specific Speeds) is now maintained by AforAmpere. The latest collection is hosted on GitHub and contains well over 1,000,000 spaceships.

Semi-active here - recovering from a severe case of LWTDS.

bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Thread For Your Unrecognised CA

Post by bprentice » August 19th, 2016, 6:33 am

wildmyron wrote:These oscillators are as far as I've come in this endeavour:
Here is one:

Code: Select all

x = 63, y = 63, rule = B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn
6.3A9.A.A3.A.A3.A.A3.A.A3.A.A9.3A$6.A.A9.A.A3.A.A3.A.A3.A.A3.A.A9.A
.A$11.A3.A31.A3.A$6.A.A9.A.A3.A.A3.A.A3.A.A3.A.A9.A.A$6.3A9.A.A3.A.
A3.A.A3.A.A3.A.A9.3A2$2A.2A53.2A.2A$A3.A53.A3.A$2A.2A53.2A.2A3$2.A57.
A4$2.A57.A3$2A.2A53.2A.2A2$2A.2A53.2A.2A4$2A.2A53.2A.2A2$2A.2A53.2A
.2A4$2A.2A53.2A.2A2$2A.2A53.2A.2A4$2A.2A53.2A.2A2$2A.2A53.2A.2A4$2A
.2A53.2A.2A2$2A.2A53.2A.2A3$2.A57.A4$2.A57.A3$2A.2A53.2A.2A$A3.A53.
A3.A$2A.2A53.2A.2A2$6.3A9.A.A3.A.A3.A.A3.A.A3.A.A9.3A$6.A.A9.A.A3.A
.A3.A.A3.A.A3.A.A9.A.A$11.A3.A31.A3.A$6.A.A9.A.A3.A.A3.A.A3.A.A3.A.
A9.A.A$6.3A9.A.A3.A.A3.A.A3.A.A3.A.A9.3A!
There are probably many more.

Brian Prentice

User avatar
BlinkerSpawn
Posts: 1992
Joined: November 8th, 2014, 8:48 pm
Location: Getting a snacker from R-Bee's

Re: Thread For Your Unrecognised CA

Post by BlinkerSpawn » August 19th, 2016, 8:12 am

bprentice wrote:
wildmyron wrote:These oscillators are as far as I've come in this endeavour:
Here is one:

Code: Select all

rle
There are probably many more.

Brian Prentice
The rule could also be modified rather severely if other close rules prove workable: the ships that started the discussion of this rule should work in most rules with B2a3r4i and without any of B012c3n/S01.
LifeWiki: Like Wikipedia but with more spaceships. [citation needed]

Image

bprentice
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Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Thread For Your Unrecognised CA

Post by bprentice » August 19th, 2016, 10:34 am

BlinkerSpawn,

Rule B2a3jqr4airty5iq6k7e/S2ak3jq4ar5q6kn was randomly generated. My challenge was to construct guns using the rhythms of this rule. The exploration of simple or "rather severe" modifications to the rule is an entirely different exercise.

Brian Prentice

drc
Posts: 1664
Joined: December 3rd, 2015, 4:11 pm

Re: Thread For Your Unrecognised CA

Post by drc » August 19th, 2016, 3:21 pm

Not really a life variant, since it is vastly different from life: B35y/S236c.

First, a traffic light predecessor turns into a huge spark:

Code: Select all

x = 3, y = 3, rule = B35y/S236c
2bo$obo$2bo!
It can be hassled:

Code: Select all

x = 14, y = 3, rule = B35y/S236c
2o4bobo3b2o$o4bob2o3b2o$6bobo!

Code: Select all

x = 16, y = 7, rule = B35y/S236c
14b2o$12bo2bo$2o3bobo4b3o$2o3b2obo$5bobo4b3o$12bo2bo$14b2o!
It also has a very small 6c/14 block puffer:

Code: Select all

x = 3, y = 4, rule = B35y/S236c
3o$obo$bo$3o!
Long barges are more common:

Code: Select all

x = 3, y = 4, rule = B35y/S236c
bo$2o$obo$bo!
There's a p10 oscillator from just 6 cells, i've named it the "decathlon" although pentadecathlon doesn't work, sadly:

Code: Select all

x = 1, y = 6, rule = B35y/S236c
6o!
In fact, a row of 10 cells demonstrates how near-exploding this rule can be:

Code: Select all

x = 10, y = 1, rule = B35y/S236c
10o!
So I'm split between Life Variants, this thread, and near-exploding rules. Damn. Anyway, this rule has another weird oscillator with a massive p58 spark. It's not that rare either:

Code: Select all

x = 8, y = 5, rule = B35y/S236c
3o$b2o2bo$5b2o$6b2o$5b2o!
Here's a p58 gun:

Code: Select all

x = 28, y = 7, rule = B35y/S236c
3o$b2o2bo$5b2o14b2o$6b2o13b2o2bo$5b2o15b2o3bo$24b2obo$25b3o!
And another:

Code: Select all

x = 15, y = 19, rule = B35y/S236c
4bo$3b2o$3b2o3$ob2o$3o$bo7$8b2o$8b2o2bo$9b2o3bo$11b2obo$12b3o!
Speaking of ships, here's all the natural ones:

Code: Select all

x = 42, y = 7, rule = B35y/S236c
b3o4b3o5b3o5b3o4bo3bo3b3o$o2bo3bo2bo4bo2bo5bobo3b3ob3o4bo$3bo6bo7bo13b
obo5bo$3bo6bo3bo3bo4b2ob2o4bobo$obo7bo3bo3bo12b2ob2o$7bobo8bo$15bobo!

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