Semiperfect Orthogonal Speeds in Life-like CA

For discussion of other cellular automata.
muzik
Posts: 3497
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » July 30th, 2017, 11:37 am

A collection I'll run until we get a rule that can simulate all of these as well.

True speeds:

2c/1: (Impossible without Larger than Life)

Code: Select all

x = 4, y = 4, rule = R3,C3,M0,S0..0,B8..8,NM:T100,100
4A$4A$4B$4B!
2c/3: (Impossible in Life)

Code: Select all

x = 2, y = 3, rule = B2ac3ae/S1c2i3i
bo$3o!
2c/5: (unnamed)

Code: Select all

x = 13, y = 11, rule = b3/s23
4bo8b$3b3o7b$2b2ob2o6b2$bobobobo2bo2b$2o3bo3b3ob$2o3bo6bo$10bobo$8bobo
2b$9bo2bo$12bo!
2c/7: (weekender)

Code: Select all

bo12bob$bo12bob$obo10bobo$bo12bob$bo12bob$2bo3b4o3bo2b$6b4o6b$2b4o4b4o
2b2$4bo6bo4b$5b2o2b2o!
2c/9:

Code: Select all

x = 3, y = 4, rule = B2cin3ajqy4cekwy5i6e/S02cek3ai4cnry5ikq7c
obo3$2bo!
2c/11:

Code: Select all

x = 3, y = 2, rule = B2-ak3-kq4ctw5cein6ik/S01c3in5c
bo$obo!
2c/13:

Code: Select all

x = 3, y = 4, rule = B2-ak3jkqr4jnyz5aciy6ein7e8/S02n3iqr
bo3$obo!
2c/15:

Code: Select all

x = 3, y = 3, rule = B2ei3-cry4-jqw5aijnq6-ik7e/S03ej4acqrwyz5aei6k
obo2$bo!
2c/17:

Code: Select all

x = 3, y = 3, rule = B2-ac3ai4-acjkw5aejy6k7/S01c2-ci3ceijr4-acjrw5ekry6i7c8
obo2$bo!
2c/19:

Code: Select all

x = 1, y = 6, rule = B2ce3aeknq4ejkryz5ain6-ai7e/S01e2a3cy4kn5ae6a7e
o3$o2$o!
2c/21:

Code: Select all

x = 3, y = 4, rule = B2-ak3-ejnq4irw5-jqy678/S03r4y5ir6k
bo3$obo!
2c/23:

Code: Select all

x = 3, y = 2, rule = B2-ai4eitwz5aknq6cin/S01e2cn3-cikr4ceqr5cikq6aci8
obo$o!
2c/25:

Code: Select all

x = 5, y = 3, rule = B2-ak3-acry4-inqwz5ejkqy6i7c8/S01c
2bo2$o3bo!
2c/27:

Code: Select all

x = 3, y = 4, rule = B2-ae3acknq4-akwy5-acin6ce7c8/S02-c3-jn4acjntwz5cjy678
bo3$obo!
2c/29:

Code: Select all

x = 3, y = 3, rule = B2ci3akqy4-cjkqy5-e6-in8/S01e3jq5ij
bo2$obo!

2c/31:

Code: Select all

x = 1, y = 6, rule = B2-ae3acqr4qry5ein6kn7e8/S02c3cejk4-ejqtw5cry6c7c
o2$o3$o!

2c/33:

Code: Select all

x = 3, y = 5, rule = B2-ai3-iny4aeiw5cejn6ik7/S01c3r5j
obo4$bo!
2c/35:

Code: Select all

x = 3, y = 3, rule = B2cek3aey4qw5aein6a/S02k3eiry4-cerz5ejkqy6an7e
obo2$bo!

2c/37:

Code: Select all

x = 3, y = 3, rule = B2ekn3aciy4ceiknt5iqy6a7e/S01c2aei3-aeir4nqrty5cejny6ck78
obo2$bo!

2c/39:

Code: Select all

x = 3, y = 5, rule = B2-ac3-acr4jnrty5-aer6-i8/S01e2e3eky4cekwy5knry6e7e
obo4$bo!
2c/41:

Code: Select all

x = 3, y = 4, rule = B2cik3ary4etwz5cijny6cn7c8/S012e3aijny4ikz5an6k
obo3$bo!

2c/43:

Code: Select all

x = 1, y = 6, rule = B2-ak3-cjnr4ajnryz5-acin6-c7c/S02i3e4jn5ac
o3$o2$o!

2c/45:

Code: Select all

x = 1, y = 7, rule = B2cen3ekry4acij5eky6k/S02kn3jry6n
o4$o2$o!

2c/49:

Code: Select all

x = 3, y = 3, rule = B2cei3iknqr4yz5iy6c_S02aek3j5a
bo2$obo!
2c/51:

Code: Select all

x = 1, y = 4, rule = B2-ae3-cnqy4ciqyz5aiq6c7e/S01e3q4ajrw5cijky6in
o2$o$o!
2c/53:

Code: Select all

x = 8, y = 5, rule = B347/S01568
o6bo$8o$8o$bo4bo$bob2obo!
2c/55:

Code: Select all

x = 1, y = 7, rule = B2cen3cekqr4cjwy5acn6-n7c8/S02i3iq4aceikz5ej6-n7e8
o2$o4$o!
2c/57:

Code: Select all

x = 3, y = 3, rule = B2ce3kr4city6c_S02kn3cy4cty
obo2$bo!
2c/61:

Code: Select all

x = 6, y = 7, rule = B3478/S137
bo2bo$o4bo$o4bo$o4bo2$2b2o$2b2o!
2c/63:

Code: Select all

x = 7, y = 6, rule = B34578/S26
b2ob2o$bo3bo$2o3b2o$3ob3o$ob3obo$2bobo!
2c/65:

Code: Select all

x = 1, y = 6, rule = B2cek3nq4cjnqrz5ajn6c7e/S01c3iqr4aciryz5cejnr6i7e8
o2$o3$o!
2c/69:

Code: Select all

x = 1, y = 6, rule = B2cek3ceiq4-nqtyz5-aen6cik7c8/S02c3ekq4jn5ejkqr6cik7e
o3$o2$o!
2c/71:

Code: Select all

x = 3, y = 5, rule = B2ck3ackny4eir5acjqy6k7e8_S02-ik3-aikn4-kny5-anry6ei7e
obo4$bo!
2c/73:

Code: Select all

x = 3, y = 5, rule = B2cen3cejnq4ciknqtz5ar6i8/S02ein3-aiky4eiknqw5aeknq6ik
$bo3$obo!
2c/95:

Code: Select all

x = 3, y = 5, rule = B2-ai3nry4-ainwz5-ijn6-k7c8_S02ekn3-eijy4-ceity5-ry6kn78
bo4$obo!
2c/97:

Code: Select all

x = 1, y = 6, rule = B2-ak3acekq4cjkry5ijry6cen/S02ik3-acir4aeiryz5cij6ei8
o3$o2$o!
2c/109:

Code: Select all

x = 1, y = 6, rule = B2-ai3knqr4-aeijn5iq6n/S02en4jq
o3$o2$o!
2c/117:

Code: Select all

x = 3, y = 12, rule = B2ei3-acjn4ceijkrt5-ejry6ein7c8/S2-ak3-qr4ntwz5-inr6cin78
bo$bo$bo$bo$3o$3o$obo$bo2$bo2$3o!
Degenerate speeds:

2c/2: (Impossible in Life)

Code: Select all

x = 2, y = 3, rule = B2a3n/S
2o2$bo!
2c/4: (lightweight spaceship)

Code: Select all

x = 4, y = 5, rule = B3/S23
b3o$o2bo$3bo$3bo$obo!
2c/6: (unnamed)

Code: Select all

x = 25, y = 14, rule = B3/S23
6b3o7b3o$2bob2o3bo5bo3b2obo$b3o3bobo5bobo3b3o$o3bo4b2o3b2o4bo3bo$bo6bo
b2ob2obo6bo$7bo3bobo3bo$7bo2bo3bo2bo2$9b2o3b2o$9bobobobo$10b2ob2o$11bo
bo$8b2obobob2o$8bobo3bobo!
2c/8: (unnamed)

Code: Select all

x = 15, y = 21, rule = B3/S23
5bobobo$4b7o$4bo5bo$5bo3bo$5bo3bo$3b2o5b2o$5bo3bo$2bobobobobobo$4bobob
obo$b2obobobobob2o$bo3b2ob2o3bo2$2o3bo3bo3b2o$5bo3bo$6b3o2$4bo4b2o$3bo
bo2b2o$6bo2bobo$3bo2bo2bobo$4bobo3bo!
2c/10:

Code: Select all

x = 1, y = 6, rule = B2cen3a4w5a6e/S02akn3eiqr4cnrz5aky6a7c8
o3$o2$o!
2c/12:

Code: Select all

x = 3, y = 2, rule = B2-a3ceikq4-qryz5aijnq6an7c8/S01e2ace3ejry4a5akn6k8
obo$o!
2c/14:

Code: Select all

x = 1, y = 6, rule = B2cei3cy4aejt5cjky6ae7c8/S02ik3ein4cjryz
o2$o3$o!
2c/16:

Code: Select all

x = 3, y = 2, rule = B2cen3enq4iqr5jn6ak/S01e2-e3-ejn4aekqry5-aiky6-ai8
bo$obo!
2c/18:

Code: Select all

x = 2, y = 4, rule = B2-ac3-jqry4acenyz5einy6-ek7c8/S02i3aik4acnyz5ejr7e
bo$o2$bo!
2c/20:

Code: Select all

x = 3, y = 4, rule = B2cek3cejny4acikqt5-ijkr6e7c/S02e3a4k5n6i
2bo2$bo$o!
2c/22:

Code: Select all

x = 3, y = 3, rule = B2-a3aej4ceijqtw5cejky6ain7c/S01c2-ak3nqy4cert5ai6ack7e
obo2$bo!
2c/24:

Code: Select all

x = 3, y = 2, rule = B2-a3-ai5a6ai/S1e23-ai
obo$bo!
2c/26:

Code: Select all

x = 4, y = 4, rule = B2cin3ajn4ijkny5acij78/S01c2kn3r4ejnr5aq
3bo3$obo!
2c/28:

Code: Select all

x = 4, y = 3, rule = B2cen3cejq4-ijnqz5-aeij6cek7c8/S01c2i3iry4cqt5ikr6aik
o2$o2bo!

2c/30:

Code: Select all

x = 2, y = 4, rule = B2ekn3acijq4ceij5aciry7c/S01e2e4ak5y
o2$bo$o!

2c/32:

Code: Select all

x = 4, y = 3, rule = B2cin3-ijk4aknrtwz5-ainy6-ac7e/S02-in4y5ciq
o2bo2$3bo!
2c/34:

Code: Select all

x = 3, y = 3, rule = B2-a3ckr4q5iknqr6e7e/S02-cn3n4cenw5kny6a
obo2$bo!

2c/36:

Code: Select all

x = 5, y = 2, rule = B2cei3aekqy4inrz5ainy6-c78/S012c3eikqr4cijnq5jky6ac
obo$4bo!

2c/38:

Code: Select all

x = 7, y = 5, rule = B34/S01
2bobo2$2o3b2o2$o5bo!
2c/40:

Code: Select all

x = 4, y = 6, rule = B348/S1368
4o$4o$o2bo2$4o$b2o!
2c/42:

Code: Select all

x = 4, y = 3, rule = B2ek3-nqr4-ejnty5-inqr6-k7c/S01c2an3j4y
2bo$o$3bo!
2c/44:

Code: Select all

x = 9, y = 4, rule = B3568/S1357
bo5bo$3o3b3o$3o3b3o$obo3bobo!
2c/46:

Code: Select all

x = 3, y = 4, rule = B2ck3ai4ceqr5y/S23
2o$bo$2bo$o!
2c/48:

Code: Select all

x = 8, y = 5, rule = B3678/S1257
3o$o2bo$o$bobo2b2o$bo!
2c/50:

Code: Select all

x = 5, y = 2, rule = B2-a3ciky4aijqtwy5ai6ck7e/S02ain3cjk4ny5knr6ai
2bo$o3bo!
2c/52:

Code: Select all

x = 5, y = 3, rule = B2ckn3aqry4cejq5acy/S012ckn4rtw5r6ek
o2$2bobo!
2c/54:

Code: Select all

x = 3, y = 4, rule = B3/S2-a3-a4-ai5aikny
3o$2bo$2bo$2o!
2c/56:

Code: Select all

x = 4, y = 4, rule = B2n34ew6-n/S2-n34k5c8
2b2o$3bo$o2bo$b2o!
2c/58:

Code: Select all

x = 4, y = 2, rule = B2cek3-iny4ajktwz5eikqy7c/S02ek3eky4cijty5n6ck
bo$o2bo!
2c/60:

Code: Select all

x = 3, y = 5, rule = B2-ai3eknqy4aikqryz5cjkr6k8/S02en3y4nry5ek6e
bo4$obo!
2c/62:

Code: Select all

x = 2, y = 3, rule = B2c3acjr4atz5aqry6c/S012aik3ejnr4eijknq5cinry
bo2$2o!
2c/64:

Code: Select all

x = 5, y = 2, rule = B2cn3-cny4e/S02cn3ny5ae
o$2bobo!
2c/66:

Code: Select all

x = 3, y = 5, rule = B2ei3-aenq4aciknqw5aein6ck/S01e2n3aej4jkwy5ijry6c
2bo2$o2$o!
2c/68: (B0)

Code: Select all

x = 7, y = 6, rule = B038/S0123
o$2bo3bo$3obo$5obo2$3bob2o!
2c/70:

Code: Select all

x = 3, y = 2, rule = B2ce3acr4aiknt5acy6e/S01c2-in3-akny4enrwyz5aijn6-ci8
obo$bo!
2c/72:

Code: Select all

x = 5, y = 3, rule = B2ckn3-inr4aeqrw5aj6ak/S01e2ce3cijky4nwz5any6c7c8
4bo2$o3bo!
2c/74:

Code: Select all

x = 5, y = 4, rule = B2ci3acy4aenqtw5ejn/S02cen3qy4knw5ci
4bo2$4bo$o!
2c/76:

Code: Select all

x = 4, y = 4, rule = B2cek3ky4acikwyz5kry6e7c/S01e2cen3aceqr4eknqrtz5c6ae
bobo3$o!
2c/78:

Code: Select all

x = 4, y = 3, rule = B2en3eiqr4kw5aq6a/S012cn3aejy4aijkqy5c
3bo$bo$o!
2c/80:

Code: Select all

x = 3, y = 4, rule = B2ei3-aj4-iknqw5-acer6ack/S012ikn3-acn4-eiknq5cenq6an7
2bo3$obo!
2c/82:

Code: Select all

x = 6, y = 4, rule = B2cik3acikq4aceryz5acikr6-en8/S02kn3ajkqr4jn5ainry6e7e
5bo3$obo!
2c/84:

Code: Select all

x = 3, y = 4, rule = B3458/S056
2b9o$2o9b2o$2bob5obo$2o9b2o$2bob2ob2obo$bo4bo4bo$3b2obob2o!
2c/86:

Code: Select all

x = 3, y = 4, rule = B2-an3cek4acqz5iq6n7c/S02ain3aiqry4cijnqty5-ijqr6an7c
bo3$obo!
2c/88:

Code: Select all

x = 3, y = 4, rule = B2cek3ckr4-ciwyz5acy6c7c/S01e2-ik3ejq4-eirtz5acenq6-ik7
2bo$o2$2bo!
2c/90:

Code: Select all

x = 4, y = 3, rule = B2-ae3-jq4aijqrz5ijr6ack7e8/S03k4t6k
o2bo2$o!
2c/92:

Code: Select all

x = 1, y = 7, rule = B2cin3-jnqy4-aejyz5-ejkq6kn8/S01e2e3cei
o4$o2$o!
2c/96: (B0)

Code: Select all

x = 9, y = 8, rule = B01367/S
b3ob3o$9o$b7o$b7o$9o$b7o$9o$b7o!
2c/98:

Code: Select all

x = 3, y = 4, rule = B2-ac3ir4cjknqry5knqry6akn7e/S01e2a3-aeiy4qrtw5aiqr
2bo3$obo!
2c/316:

Code: Select all

x = 8, y = 11, rule = B34567/S0456
3b2o$3bob2o$2bo3bo$b3o3bo$3o3bo$b2o4bo$2o4bo$bo4b2o$2o3b2o$2b3obo$2bob
o!


Work in progress
Last edited by muzik on August 15th, 2017, 2:49 pm, edited 29 times in total.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

User avatar
toroidalet
Posts: 1018
Joined: August 7th, 2016, 1:48 pm
Location: my computer
Contact:

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by toroidalet » July 30th, 2017, 11:51 am

Why are you using suboptimal B3/S23 ships?
2c/4:

Code: Select all

x = 2, y = 3, rule = B2ce3ei/S1e2ac
o$bo$o!
2c/5:

Code: Select all

x = 2, y = 3, rule = B2ekn3aei/S02cek
o$bo$o!
2c/13:

Code: Select all

x = 4, y = 3, rule = B2-ak3jkqr4jnyz5aciy6ein7e8/S02n3iqr
o$3bo$o!
2c/14:

Code: Select all

x = 6, y = 1, rule = B2cei3cy4aejt5cjky6ae7c8/S02ik3ein4cjryz
o2bobo!
2c/15:

Code: Select all

x = 3, y = 3, rule = B2ei3-cry4-jqw5aijnq6-ik7e/S03ej4acqrwyz5aei6k
2bo$o$2bo!
2c/16:

Code: Select all

x = 2, y = 3, rule = B2cen3enq4iqr5jn6ak/S01e2-e3-ejn4aekqry5-aiky6-ai8
o$bo$o!
2c/17:

Code: Select all

x = 3, y = 3, rule = B2-ac3ai4-acjkw5aejy6k7/S01c2-ci3ceijr4-acjrw5ekry6i7c8
2bo$o$2bo!
2c/18:

Code: Select all

x = 4, y = 2, rule = B2-ac3-jqry4acenyz5einy6-ek7c8/S02i3aik4acnyz5ejr7e
o2bo$2bo!
2c/19:

Code: Select all

x = 6, y = 1, rule = B2ce3aeknq4ejkryz5ain6-ai7e/S01e2a3cy4kn5ae6a7e
obo2bo!
2c/20:

Code: Select all

x = 4, y = 3, rule = B2cek3cejny4acikqt5-ijkr6e7c/S02e3a4k5n6i
o$bo$3bo!
2c/21:

Code: Select all

x = 4, y = 3, rule = B2-ak3-ejnq4irw5-jqy678/S03r4y5ir6k
o$3bo$o!
2c/22:

Code: Select all

x = 3, y = 3, rule = B2-a3aej4ceijqtw5cejky6ain7c/S01c2-ak3nqy4cert5ai6ack7e
2bo$o$2bo!
2c/23:

Code: Select all

x = 2, y = 3, rule = B2-ai4eitwz5aknq6cin/S01e2cn3-cikr4ceqr5cikq6aci8
2o2$bo!
2c/24:

Code: Select all

x = 2, y = 3, rule = B2-a3-ai5a6ai/S1e23-ai
bo$o$bo!
2c/25:

Code: Select all

 x = 3, y = 5, rule = B2-ak3-acry4-inqwz5ejkqy6i7c8/S01c
o2$2bo2$o!
2c/26:

Code: Select all

x = 4, y = 4, rule = B2cin3ajn4ijkny5acij78/S01c2kn3r4ejnr5aq
o2$o$3bo!
2c/27:

Code: Select all

x = 4, y = 3, rule = B2-ae3acknq4-akwy5-acin6ce7c8/S02-c3-jn4acjntwz5cjy678
o$3bo$o!
2c/43:

Code: Select all

x = 5, y = 9, rule = B346/S1468
2o$2bo$2bo$2bobo$obobo$2bobo$2bo$2bo$2o!
2c/45:

Code: Select all

x = 9, y = 5, rule = B34/S036
bo3bo$3b2o$3ob2o2bo$3b2o$bo3bo!
2c/46:

Code: Select all

x = 4, y = 3, rule = B2ck3ai4ceqr5y/S23
o2bo$2b2o$bo!
2c/54:

Code: Select all

x = 4, y = 3, rule = B3/S2-a3-a4-ai5aikny
o2bo$o2bo$b3o!
2c/56:

Code: Select all

x = 4, y = 4, rule = B2n34ew6-n/S2-n34k5c8
bo$o$o2bo$b3o!
2c/70:

Code: Select all

x = 3, y = 4, rule = B3-n4aw5a/S2-k3-a4a
b2o$2bo$obo$2o!
2c/117:

Code: Select all

x = 12, y = 3, rule = B2ei3-acjn4ceijkrt5-ejry6ein7c8/S2-ak3-qr4ntwz5-inr6cin78
o4b3o$obobob6o$o4b3o!
2c/316:

Code: Select all

x = 11, y = 8, rule = B34567/S0456
2bobobo$2b6o$2o3b4o$bo5bob2o$2o8bo$2bo6bo$b4obob2o$3bobobo!
"Build a man a fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life."

-Terry Pratchett

muzik
Posts: 3497
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » July 30th, 2017, 12:03 pm

toroidalet wrote:Why are you using suboptimal B3/S23 ships?
Because that's what's going to be appearing in the mashup eventually.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

muzik
Posts: 3497
Joined: January 28th, 2016, 2:47 pm
Location: Scotland

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » July 31st, 2017, 10:55 am

Currently have all speeds up to 2c/40, with the exception of 2c/1 (which would require a Larger than Life rule and as such would be extremely difficult to include within a mashup), 2c/32, 2c/33 and 2c/39.

EDIT: 2c/1 down.

EDIT2: Added a B0 2c/32
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

Saka
Posts: 3138
Joined: June 19th, 2015, 8:50 pm
Location: In the kingdom of Sultan Hamengkubuwono X

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by Saka » August 1st, 2017, 5:55 am

Oh god only 1 of my spaceships I need to get back in my game.

I believe this is smaller by population...?
2c/14

Code: Select all

x = 5, y = 4, rule = B2-a3enq4cetz/S123ai
2bo$o3bo2$bobo!
Probably not

Oh and
2c/35

Code: Select all

x = 4, y = 3, rule = B3-n/S2-i34k6c
2b2o$3o$bo!
Airy Clave White It Nay

Code: Select all

x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
(Check gen 2)

muzik
Posts: 3497
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Location: Scotland

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » August 1st, 2017, 9:37 am

Saka wrote:I believe this is smaller by population...?
2c/14

Code: Select all

x = 5, y = 4, rule = B2-a3enq4cetz/S123ai
2bo$o3bo2$bobo!
Probably not
quite clearly correct.
Saka wrote:Oh and
2c/35

Code: Select all

x = 4, y = 3, rule = B3-n/S2-i34k6c
2b2o$3o$bo!
Isn't that 4c/50?
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by Saka » August 1st, 2017, 9:44 am

muzik wrote:
Saka wrote:Oh and
2c/35

Code: Select all

x = 4, y = 3, rule = B3-n/S2-i34k6c
2b2o$3o$bo!
Isn't that 4c/50?
Wait what I probably mistyped it when making the post :oops:
Airy Clave White It Nay

Code: Select all

x = 17, y = 10, rule = B3/S23
b2ob2obo5b2o$11b4obo$2bob3o2bo2b3o$bo3b2o4b2o$o2bo2bob2o3b4o$bob2obo5b
o2b2o$2b2o4bobo2b3o$bo3b5ob2obobo$2bo5bob2o$4bob2o2bobobo!
(Check gen 2)

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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » August 2nd, 2017, 3:03 pm

Currently have all speeds up to 2c/50, except for 2c/47 and 2c/49.

I probably won't be counting the 2c/even speeds (aside from 2c/2 and the ones already in Life) in the mashup, since that would bring the file size up too much, and they can be roughly estimated with the adjustable c/even ships. Also won't be counting 2c/1.
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » August 2nd, 2017, 6:26 pm

I have enumerated all speeds up to 2c/100 that I could find, as well as splitting up the true new speeds and the degenerate speeds.

This leaves these undiscovered true speeds below 100:

Code: Select all

2c/47
2c/59
2c/67
2c/75
2c/77
2c/79
2c/81
2c/83
2c/85
2c/87
2c/89
2c/91
2c/93
2c/99
--------
FOUND: 2c/53
FOUND: 2c/61
FOUND: 2c/63
FOUND: 2c/55
FOUND: 2c/49
FOUND: 2c/57
FOUND: 2c/71
FOUND: 2c/95
alongside these degenerate speeds:

Code: Select all

2c/68 (B0)
2c/94
2c/96 (B0)
2c/100
Last edited by muzik on August 15th, 2017, 2:44 pm, edited 4 times in total.
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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wwei23
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by wwei23 » August 2nd, 2017, 7:29 pm

My script turned this up:
2c/25285

Code: Select all

x = 68 , y = 1 , rule = B3/S23:T68,1
booobobbboooobbbbbbbbbooobbobbbbbbbobbbooobobbbbobbbbbooooobbbobbbbb
EDIT:
And it's a hash collision.
HighLife is MUCH more conductive to the old spaceship on a torus.Hopefully, muzik accepts spaceships on tori.

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drc
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by drc » August 2nd, 2017, 7:46 pm

wwei23 wrote:My script turned this up:
2c/25285

Code: Select all

x = 68 , y = 1 , rule = B3/S23:T68,1
booobobbboooobbbbbbbbbooobbobbbbbbbobbbooobobbbbobbbbbooooobbbobbbbb
That's not even a spaceship. Unless you can find something to stabilize it (a very impossible challenge considering the speed of computers today), it's useless.
This post was brought to you by the letter D, for dishes that Andrew J. Wade won't do. (Also Daniel, which happens to be me.)
Current rule interest: B2ce3-ir4a5y/S2-c3-y

muzik
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » August 2nd, 2017, 7:51 pm

2c/53, 2c/61 and 2c/63 found in the glider database. Anyone willing to search for anything over 2c/100?
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by AforAmpere » August 2nd, 2017, 8:01 pm

2c/55, found in a search that I am currently running:

Code: Select all

x = 7, y = 1, rule = B2cen3cekqr4cjwy5acn6-n7c8/S02i3iq4aceikz5ej6-n7e8
o3bobo!
EDIT, 2c/106:

Code: Select all

x = 4, y = 14, rule = B3578/S01457
bo$o$bobo$obo$o2$o$o2$o$obo$bobo$o$bo!
Last edited by AforAmpere on August 2nd, 2017, 8:10 pm, edited 1 time in total.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

muzik
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » August 2nd, 2017, 8:09 pm

AforAmpere wrote:a search that I am currently running:
Ah, so that's how you managed to find all the microscopic ships with preposterously high periods.

Does it search randomly, or can you define a speed you want?
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by AforAmpere » August 2nd, 2017, 8:12 pm

It is random rules, Wildmyron wrote it, it is pretty fast, and searches for three-cell ships. He did make a mod for four cell ships, but I haven't used it yet.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

muzik
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by muzik » August 2nd, 2017, 8:26 pm

Although I highly doubt I'll be able to get it to work, can I have a link to it?
Bored of using the Moore neighbourhood for everything? Introducing the Range-2 von Neumann isotropic non-totalistic rulespace!

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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by AforAmpere » August 2nd, 2017, 8:27 pm

I'm not going to release it until Wildmyron does, I asked him about it a while ago, and he said it was not done, maybe he is working on a better or faster version, and wants to release it then.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

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wwei23
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by wwei23 » August 3rd, 2017, 9:25 am

Peer review, anyone?Yes, I will gladly post gigantic files for peer review.
T96.txt
(216.06 KiB) Downloaded 143 times
T72.txt
(187.39 KiB) Downloaded 138 times
T48.txt
(189.34 KiB) Downloaded 124 times
Usually, if a spaceship is reported twice, it is generally an actual spaceship, and vice versa, but still check anyway.
2c/42:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
bbbooobooobbbobbbobbbobbbobooobobbbooobbbbbbobbbbbbobooobooobooobooobooobbbobbbbbbobbbbbooobooob
2c/50:

Code: Select all

x = 68 , y = 1 , rule = B36/S23:T68,1
bbbobooooooboooooooobobbbobbobbbobbbobooobooobooobobbbbobbbobbbobbbo
2c/66:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
bbbooobooobooobbobbbobbbobbbobbbobbbobbbobbbobbbobooobobbboooooobbbobbbobbbbbbobbbobbbobbbobooob
2c/86:

Code: Select all

x = 48 , y = 1 , rule = B36/S23:T48,1
bbobooobbbbbbobbbobbbooobbbbbbooobobbbbbbbbobbob
2c/90:

Code: Select all

x = 68 , y = 1 , rule = B36/S23:T68,1
bobbbbobobbbobbbobbobbbobbbobooobbbbbbobbbobbbobbbooobbbbooobbbbbobb
2c/94:

Code: Select all

x = 72 , y = 1 , rule = B36/S23:T72,1
bbobbbobbobbbobbbooobobbbbbbobooobbbobbobooobooobooobooobbobbbobbbobbbob
2c/110:

Code: Select all

x = 72 , y = 1 , rule = B36/S23:T72,1
bbbooobbbobbbbobbbobbbobbbobbbobbbobbbobbobbbobbbobbbobbbobbbooobbooobbb
2c/118:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
bobbbobbbobbbobbboooooobbbobooobooobbbbooobooobooobooobobbbbobbbobooobooobooobobbbobbbobbooobobb
2c/134:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
bbbobbbobbbobbbobbbobobbbbbbooobobbbobbbooobooobooobooobooobooobobbobbbooobbbbooobbbobbobooobooo
2c/170:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
bbbobbbbbbobbbobbboboooboooooobooobbbobbbobbbobbooobobbbobbbobbbobbbobbbobbbobbbobbboooooobobbbo
2c/242:

Code: Select all

x = 200 , y = 1 , rule = B36/S23:T200,1
booobooobooobooobbbbooobooobooobooobbboooobooobobbbooobooobooobbbbooobooobooobbbbbobbboooooobbbobooobobbbobbbobbbbbbobbbobbbobooobbbobbbobbbbbbobbbobbbobbbobbbobbbobbobbbobbbobbboooboooboooooobooobobb
2c/250:

Code: Select all

x = 48 , y = 1 , rule = B36/S23:T48,1
bbooobooobobbbobbbbooobbbbbbooobobbboooobobbbobb
2c/654:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
booobooobobbboooboooooobooobbboobbbobbbobobbbbobbbobbbobbbobbbboboooooboooooobooobooobbbobooobbb
2c/988:

Code: Select all

x = 72 , y = 1 , rule = B36/S23:T72,1
bbobbobbbobbbobbbobbbobbboobbbbbobbbobbbbbbobbbobooobobbbooobbbbooobbbob
2c/1034:

Code: Select all

x = 68 , y = 1 , rule = B36/S23:T68,1
booobobbobooobbbobbbobbobbbobbbbbooobooobbbbooobooobbboboooooobooobb
2c/1472:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
obbbobbbobbbobbbbooobbbobbbobbbobbbooobobbbooobboooboooboooboooooobooobooobbbobbbobbbobbbobbobbb
2c/2162:

Code: Select all

x = 68 , y = 1 , rule = B36/S23:T68,1
bbooobobbobooobbbobbbobbobbbobbbbbooobooobbbbooobooobbboboooooobooob
2c/2254:

Code: Select all

x = 68 , y = 1 , rule = B36/S23:T68,1
obbbobbbooobooobooobobbbobbbobbbbbbobbbooobobbobooooobbbbooobbbbbobb
2c/7020:

Code: Select all

x = 72 , y = 1 , rule = B36/S23:T72,1
booobooobooobobbbbbbbboobbbobbbbobobbbobbbooobbbbooobbbbbobbbooobobbbobb
Also, a purported 2c/13885 evolves into/is actually a 3c/1036:

Code: Select all

x = 93, y = 1, rule = B36/S23:T96,1
3ob6obo3b3ob3ob3ob6ob3ob3ob3o3bob3o4b3obo3b3ob3obo3bo2bo3bob3o3bo!
Same with a not-actually-despite-being-reported-as-a-2c/12114, also ends up as a 3c/1036:

Code: Select all

x = 96 , y = 1 , rule = B36/S23:T96,1
oooboooooobobbboooboooboooboooooobooobooobooobbbobooobbbbooobobbbooobooobobbbobbobbbobooobbbobbb
Also, the slowest spaceship I've ever seen was a c/11947.
Also, my script:

Code: Select all

# Oscar is an OSCillation AnalyzeR for use with Golly.
# Author: Andrew Trevorrow (andrew@trevorrow.com), March 2006.
# Modified to handle B0-and-not-S8 rules, August 2009.

# This script uses Gabriel Nivasch's "keep minima" algorithm.
# For each generation, calculate a hash value for the pattern.  Keep all of
# the record-breaking minimal hashes in a list, with the oldest first.
# For example, after 5 generations the saved hash values might be:
#
#   8 12 16 24 25,
#
# If the next hash goes down to 13 then the list can be shortened:
#
#   8 12 13.
#
# When the current hash matches one of the saved hashes, it is highly likely
# the pattern is oscillating.  By keeping a corresponding list of generation
# counts we can calculate the period.  We also keep lists of population
# counts and bounding boxes; they are used to reduce the chance of spurious
# oscillator detection due to hash collisions.  The bounding box info also
# allows us to detect moving oscillators (spaceships/knightships)
import golly as g
LENGTH=LENGTH=int(g.getstring("Supply a torus width","72"))
RULE="B36/S23"
from glife import rect, pattern
from time import time
filename=g.opendialog("Choose Spaceship File")
f=open(filename,"a")
f.write("----------NEW HAUL----------\n")
f.close()
g.setrule(RULE+":T"+str(LENGTH)+",1")
g.select([-LENGTH/2,0,LENGTH,1])
g.randfill(50)
# --------------------------------------------------------------------

# initialize lists
hashlist = []        # for pattern hash values
genlist = []         # corresponding generation counts
poplist = []         # corresponding population counts
boxlist = []         # corresponding bounding boxes

# --------------------------------------------------------------------

def show_spaceship_speed(period, deltax, deltay):
    # we found a moving oscillator
    if period == 1:
        g.show("Spaceship detected (speed = c)")
    elif (deltax == deltay) or (deltax == 0) or (deltay == 0):
        speed = ""
        if (deltax == 0) or (deltay == 0):
            # orthogonal spaceship
            if (deltax > 1) or (deltay > 1):
                speed += str(deltax + deltay)
        else:
            # diagonal spaceship (deltax == deltay)
            if deltax > 1:
                speed += str(deltax)
        g.show("Spaceship detected (speed = " + speed + "c/" +str(period) + ")")
    else:
        # deltax != deltay and both > 0
        speed = str(deltay) + "," + str(deltax)
        g.show("Knightship detected (speed = " + speed + "c/" + str(period) + ")")
    rle="x = "+str(LENGTH)+" , y = 1 , rule = "+g.getrule()+"\n"
    for x in range(-LENGTH/2,LENGTH/2):
        if g.getcell(x,0) == 1:
            rle = rle+"o"
        else:
            rle = rle+"b"
    if speed == "2":
        g.show("2c/n period spaceship found. Testing new soup and writing spaceship.")
        f=open(filename,"a")
        f.write("2c/"+str(period)+"\n"+rle+"\n")
        f.close()
    else:
        g.show("Bad period spaceship found. Testing new soup.")
    
# --------------------------------------------------------------------

def oscillating():
    # return True if the pattern is empty, stable or oscillating

    # first get current pattern's bounding box
    prect = g.getrect()
    pbox = rect(prect)
    if pbox.empty:
        g.show("The pattern is empty.")
        g.select([-LENGTH/2,0,LENGTH,1])
        g.randfill(50)
        return False

    # get current pattern and create hash of "normalized" version -- ie. shift
    # its top left corner to 0,0 -- so we can detect spaceships and knightships
    ## currpatt = pattern( g.getcells(prect) )
    ## h = hash( tuple( currpatt(-pbox.left, -pbox.top) ) )

    # use Golly's hash command (3 times faster than above code)
    h = g.hash(prect)

    # check if outer-totalistic rule has B0 but not S8
    rule = g.getrule().split(":")[0]
    hasB0notS8 = rule.startswith("B0") and (rule.find("/") > 1) and not rule.endswith("8")

    # determine where to insert h into hashlist
    pos = 0
    listlen = len(hashlist)
    while pos < listlen:
        if h > hashlist[pos]:
            pos += 1
        elif h < hashlist[pos]:
            # shorten lists and append info below
            del hashlist[pos : listlen]
            del genlist[pos : listlen]
            del poplist[pos : listlen]
            del boxlist[pos : listlen]
            break
        else:
            # h == hashlist[pos] so pattern is probably oscillating, but just in
            # case this is a hash collision we also compare pop count and box size
            if (int(g.getpop()) == poplist[pos]) and \
                (pbox.wd == boxlist[pos].wd) and \
                (pbox.ht == boxlist[pos].ht):
                period = int(g.getgen()) - genlist[pos]

                if hasB0notS8 and (period % 2 > 0) and (pbox == boxlist[pos]):
                    # ignore this hash value because B0-and-not-S8 rules are
                    # emulated by using different rules for odd and even gens,
                    # so it's possible to have identical patterns at gen G and
                    # gen G+p if p is odd
                    return False

                if period == 1:
                    if pbox == boxlist[pos]:
                        g.show("Oscillator, not spaceship. Filling with new soup.")
                        g.select([-LENGTH/2,0,LENGTH,1])
                        g.randfill(50)
                        return False
                    else:
                        show_spaceship_speed(1, 0, 0)
                elif pbox == boxlist[pos]:
                    g.show("Oscillator, not spaceship. Filling with new soup.")
                    g.select([-LENGTH/2,0,LENGTH,1])
                    g.randfill(50)
                    return False
                else:
                    deltax = abs(boxlist[pos].x - pbox.x)
                    deltay = abs(boxlist[pos].y - pbox.y)
                    show_spaceship_speed(period, deltax, deltay)
                return True
            else:
                # look at next matching hash value or insert if no more
                pos += 1

    # store hash/gen/pop/box info at same position in various lists
    hashlist.insert(pos, h)
    genlist.insert(pos, int(g.getgen()))
    poplist.insert(pos, int(g.getpop()))
    boxlist.insert(pos, pbox)

    return False

# --------------------------------------------------------------------

def fit_if_not_visible():
    # fit pattern in viewport if not empty and not completely visible
    r = rect(g.getrect())
    if (not r.empty) and (not r.visible()): g.fit()

# --------------------------------------------------------------------
g.show("Checking for oscillation... (hit escape to abort)")
    
oldsecs = time()
while True:
    
    
    while not oscillating():
        g.run(1)
        newsecs = time()
        if newsecs - oldsecs >= 1.0:     # show pattern every second
            oldsecs = newsecs
            fit_if_not_visible()
            g.update()

    hashlist = []        # for pattern hash values
    genlist = []         # corresponding generation counts
    poplist = []         # corresponding population counts
    boxlist = []         # corresponding bounding boxes

    g.select([-LENGTH/2,0,LENGTH,1])
    g.randfill(50)
    
    fit_if_not_visible()
3c/826:

Code: Select all

x = 72 , y = 1 , rule = B36/S23:T72,1
obbbobbbobbbbbbobbbobbbobbbobbbbooobbboboooboooooobooobooobbbobbbbbbobbb
Evolves into 6c/98:

Code: Select all

x = 72 , y = 1 , rule = B36/S23:T72,1
oooboooboooooobooobooobbbooobbooobooobooobbbobbbbbbobbbobbbobooobbbbobbb

NoLongerBreathedIn
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Joined: March 25th, 2015, 5:57 pm

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by NoLongerBreathedIn » January 5th, 2018, 4:04 pm

None of those are spaceships. They're all oscillators. Try doing things on an infinite plane, that'll avoid errors.

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KittyTac
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by KittyTac » January 6th, 2018, 9:53 pm

I call the 2c/316 "The Pillbug".

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wwei23
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Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by wwei23 » April 1st, 2018, 5:54 pm

NoLongerBreathedIn wrote:None of those are spaceships. They're all oscillators. Try doing things on an infinite plane, that'll avoid errors.
I don’t understand. I ran the first one for 42 generations, and when it was done, it had shifted by 2 cells!

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by AforAmpere » April 1st, 2018, 5:58 pm

wwei23 wrote: I don’t understand. I ran the first one for 42 generations, and when it was done, it had shifted by 2 cells!
If you run it for 2016 generations, it goes back to the original position.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

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wwei23
Posts: 936
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Location: The (Life?) Universe

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by wwei23 » April 1st, 2018, 6:00 pm

AforAmpere wrote:
wwei23 wrote: I don’t understand. I ran the first one for 42 generations, and when it was done, it had shifted by 2 cells!
If you run it for 2016 generations, it goes back to the original position.
That’s the thing about spaceship agars. They loop back to the starting position eventually.

AforAmpere
Posts: 1049
Joined: July 1st, 2016, 3:58 pm

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by AforAmpere » April 1st, 2018, 6:01 pm

wwei23 wrote: That’s the thing about spaceship agars. They loop back to the starting position eventually.
You've just described an oscillator. There is no spaceship, as it can't run without being on a torus and it repeats.
I and wildmyron manage the 5S project, which collects all known spaceship speeds in Isotropic Non-totalistic rules.

Things to work on:
- Find a (7,1)c/8 ship in a Non-totalistic rule
- Finish a rule with ships with period >= f_e_0(n) (in progress)

User avatar
wwei23
Posts: 936
Joined: May 22nd, 2017, 6:14 pm
Location: The (Life?) Universe

Re: Semiperfect Orthogonal Speeds in Life-like CA

Post by wwei23 » April 1st, 2018, 6:28 pm

AforAmpere wrote:
wwei23 wrote: That’s the thing about spaceship agars. They loop back to the starting position eventually.
You've just described an oscillator. There is no spaceship, as it can't run without being on a torus and it repeats.
This is how I see it.
As an OSCILLATOR, it repeats with period 2016.
As an AGAR, it exists on a torus.
As a PATTERN, it exists on a torus of width 96.
As a SPACESHIP, it moves 2 cells every 42 generations.
96 cells divided by 2 cells per shift equals 48 shifts.
48 shifts back to the starting point times 42 generations per shift equals 2016, the period as an OSCILLATOR.

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