BSFK rulespace

For discussion of other cellular automata.
c0b0p0
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Joined: February 26th, 2014, 4:48 pm

BSFK rulespace

Post by c0b0p0 » May 14th, 2014, 6:39 pm

Since Generations is usually inadequate for stabilizing rules, I tried to come up with a Generations-like rulespace that would be better for stabilizing explosive rules. This rulespace is expressed in the form of Bb/Ss/Kk/Ff. b and s are sometimes multiple numbers, but k and f are single numbers. Using this, the rule goes as follows.

1. There are three states: living, dead, and destructive.
2. A living cell does not die unless it has k or more destructive neighbors. If it does not have s living neighbors, it becomes a destructive cell in the next generation.
3. If a destructive cell has one or more living neighbors, it dies.
4. A cell is born if it has less than f destructive neighbors and has b living neighbors.

Of course, the natural thing to do would be to try to make a rule like Brian's Brain. B2/S/K1/F2 seems to be the rule most like Brian's Brain, although it has much more oscillator variety. It is somewhat like 2x2 in that you can make arbitarily long period oscillators in this rule.

Code: Select all

x = 192, y = 192, rule = B2SK1F2
.A$A$3.A$2.A$5.A$4.A$7.A$6.A$9.A$8.A$11.A$10.A$13.A$12.A$15.A$14.A$
17.A$16.A$19.A$18.A$21.A$20.A$23.A$22.A$25.A$24.A$27.A$26.A$29.A$28.A
$31.A$30.A$33.A$32.A$35.A$34.A$37.A$36.A$39.A$38.A$41.A$40.A$43.A$42.
A$45.A$44.A$47.A$46.A$49.A$48.A$51.A$50.A$53.A$52.A$55.A$54.A$57.A$
56.A$59.A$58.A$61.A$60.A$63.A$62.A$65.A$64.A$67.A$66.A$69.A$68.A$71.A
$70.A$73.A$72.A$75.A$74.A$77.A$76.A$79.A$78.A$81.A$80.A$83.A$82.A$85.
A$84.A$87.A$86.A$89.A$88.A$91.A$90.A$93.A$92.A$95.A$94.A$97.A$96.A$
99.A$98.A$101.A$100.A$103.A$102.A$105.A$104.A$107.A$106.A$109.A$108.A
$111.A$110.A$113.A$112.A$115.A$114.A$117.A$116.A$119.A$118.A$121.A$
120.A$123.A$122.A$125.A$124.A$127.A$126.A$129.A$128.A$131.A$130.A$
133.A$132.A$135.A$134.A$137.A$136.A$139.A$138.A$141.A$140.A$143.A$
142.A$145.A$144.A$147.A$146.A$149.A$148.A$151.A$150.A$153.A$152.A$
155.A$154.A$157.A$156.A$159.A$158.A$161.A$160.A$163.A$162.A$165.A$
164.A$167.A$166.A$169.A$168.A$171.A$170.A$173.A$172.A$175.A$174.A$
177.A$176.A$179.A$178.A$181.A$180.A$183.A$182.A$185.A$184.A$187.A$
186.A$189.A$188.A$191.A$190.A!
Rakes are not as common in this rule, but they still exist.

Code: Select all

x = 12, y = 11, rule = B2SK1F2
.2A2$A2.A$4.A$5.A$6.A$7.A$8.A$9.A$10.A$11.A!

c0b0p0
Posts: 645
Joined: February 26th, 2014, 4:48 pm

Re: BSFK rulespace

Post by c0b0p0 » May 15th, 2014, 5:59 pm

I underestimated my own rule! Here's a nice p4 shuttle oscillator, a real backrake, and a diagonal ship.

Code: Select all

x = 5, y = 6, rule = B2SF2K1
B3.B2$.A.A3$B3.B!

Code: Select all

x = 5, y = 6, rule = B2SF2K1
3.A$2.A$A3.A$A3.A$2.A$3.A!

Code: Select all

x = 5, y = 4, rule = B2SF2K1
4.A2$3.A$A.A!

bprentice
Posts: 629
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » May 15th, 2014, 7:24 pm

Please post the rule.

Brian Prentice

c0b0p0
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Re: BSFK rulespace

Post by c0b0p0 » May 17th, 2014, 10:18 pm

@bprentice: Here's the rule table.

Code: Select all

@RULE B2SF2K1


@TABLE

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

# colors from
# http://necsi.org/postdocs/sayama/sdsr/java/loops.java
# Color.black,Color.blue,Color.red,Color.green,
# Color.yellow,Color.magenta,Color.white,Color.cyan,Color.orange
1    0    0  255
2  255    0    0
3    0  255    0
Here's a p24 shuttle and a sparky diagonal ship.

Code: Select all

x = 12, y = 12, rule = B2SF2K1
2.B2$11.B$8.A2$10.A$5.A2$5.A.A$B2$9.B!

Code: Select all

x = 7, y = 6, rule = B2SF2K1
4.A$6.A2$4.A$3.A$A.A!

c0b0p0
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Joined: February 26th, 2014, 4:48 pm

Re: BSFK rulespace

Post by c0b0p0 » May 18th, 2014, 9:20 pm

Here's a failed replicator -> glider converter, which might be usable for a gun.

Code: Select all

x = 8, y = 9, rule = B2SF2K1
7.B3$4.A.A2$4.A2$B$.B3.B!

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

Re: BSFK rulespace

Post by bprentice » May 22nd, 2014, 3:20 pm

A Java implementation of the BSFK family of rules is included in the following archive:

http://bprentice.webenet.net/Java%20Squ ... l/BSFK.zip

The program extends my basic Square Cell program which is briefly described in the file "Java Square Cell.html" which is included in the archive. The Java source code together with some example patterns are also included.

The program supports the generation and exploration of new random rules. To generate a new rule, repeatedly hit the N key until an interesting rule is found. Two dialogs are used to control the automaton. The first of these displays or changes the four parameters B, S, F and K. The second determines which parameters are changed by the random rule generator. Either B and S or F and K or B, S, F and K can be changed.

The results are somewhat disappointing. However, alternate definitions of the rule family can easily be explored by recoding the step method in file BSFK.java.

Brian Prentice

c0b0p0
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Joined: February 26th, 2014, 4:48 pm

Re: BSFK rulespace

Post by c0b0p0 » May 23rd, 2014, 8:18 pm

This makes a nice factory which should be able to be turned into a gun.

Code: Select all

x = 28, y = 6, rule = B2SF2K1
3.22B2$B23.A2.B$B23.A2.B2$3.22B!

c0b0p0
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Re: BSFK rulespace

Post by c0b0p0 » May 24th, 2014, 10:15 pm

Here's a nice lightspeed diagonal spaceship rake and a p16.

Code: Select all

x = 226, y = 61, rule = B2SF2K1
223.A.A$222.A2$208.A.A10.A$207.A2$193.A.A10.A$192.A2$178.A.A10.A$177.
A2$163.A.A10.A$162.A2$148.A.A10.A$147.A2$133.A.A10.A$132.A2$118.A.A
10.A$117.A2$103.A.A10.A$102.A2$88.A.A10.A$87.A2$73.A.A10.A$72.A2$58.A
.A10.A$57.A2$43.A.A10.A$42.A2$28.A.A10.A$27.A$49.A$26.A21.A$16.A.A10.
A18.A30.A$24.A.3A5.B.B.B7.B30.A$18.A7.A11.B38.A24.A$2.A10.A12.A2.B8.B
4.B6.B4.B6.B4.B6.B4.A20.A$A3.A3.B16.4A2.B68.A$A12.A.A9.2A18.A3.B11.B
11.B11.B11.B4.A31.AB$2.A34.B5.A5.B11.B4.A6.B11.B11.B35.AB6.AB$3.A26.B
2.B21.B9.A67.ABA3.AB$.A26.A26.A35.B23.B23.AB$.A23.A17.A9.A3.A5.B5.A
17.B23.B23.B5.AB$2.A23.A.A13.A2.A22.A$45.A7.A3.A$42.A6.B5.A5.B23.B23.
B19.AB$43.A.A9.B71.AB$71.B4.A50.AB$74.A54.AB$74.A$76.A!

Code: Select all

x = 9, y = 12, rule = B2SF2K1
3.3B2$5.A2.B$8.B$5.A$B$B$5.A$8.B$.A3.A2.B2$3.3B!

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simsim314
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Re: BSFK rulespace

Post by simsim314 » May 25th, 2014, 9:09 am

This is very explosive rule. Two cells are enough for quadratic growth:

Code: Select all

x = 1, y = 2, rule = B2SF2K1
A$A!
As for linear growth it requires 4 cells (at least of what I could find):

Code: Select all

x = 4, y = 2, rule = B2SF2K1
A2.A$A2.A!

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simsim314
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Re: BSFK rulespace

Post by simsim314 » May 25th, 2014, 10:03 am

Here is a series of linear puffers:

Code: Select all

x = 69, y = 24, rule = B2SF2K1
5$4.2A11.2A$3.A12.A$6.A8.A3.A14.2A11.2A13.2A$20.A12.A$7.A10.A13.A3.A
9.A2.A11.A2.A$31.A18.A$7.A22.A17.A11.A$15.A13.A3.A$3.A3.A24.A27.A3.A$
31.A$4.A.A54.A.A!
Here is p24:

Code: Select all

x = 16, y = 11, rule = B2SF2K1
$7.B$6.3A$7.B$4.A.A.A.A$3.BAB2.ABABA$4.A3.B3AB$7.3A.3A$8.B3AB$8.ABABA
$10.A!
And here is a series of extendable oscillators:

Code: Select all

x = 457, y = 90, rule = B2SF2K1
31$431.A$432.A$429.A$430.A$377.A49.A$325.A52.A49.A$326.A48.A49.A$323.
A52.A49.A$273.A50.A48.A49.A$274.A46.A52.A49.A$231.A39.A50.A48.A49.A$
232.A39.A46.A52.A49.A$189.A39.A39.A50.A48.A49.A$147.A42.A39.A39.A46.A
52.A49.A$148.A38.A39.A39.A50.A48.A49.A$115.A29.A42.A39.A39.A46.A52.A
49.A$116.A29.A38.A39.A39.A50.A48.A49.A$113.A29.A42.A39.A39.A46.A52.A
49.A$114.A29.A38.A39.A39.A50.A48.A49.A$111.A29.A42.A39.A39.A46.A52.A
49.A$81.A30.A29.A38.A39.A39.A50.A48.A49.A$82.A26.A29.A42.A39.A39.A46.
A52.A49.A$59.A19.A30.A29.A38.A39.A39.A50.A48.A49.A$60.A19.A26.A29.A
42.A39.A39.A46.A52.A49.A$37.A19.A19.A30.A29.A38.A39.A39.A50.A48.A49.A
$38.A19.A19.A26.A29.A42.A39.A39.A46.A52.A49.A$35.A19.A19.A30.A29.A38.
A39.A39.A50.A48.A49.A$36.A19.A19.A26.A29.A42.A39.A39.A46.A52.A49.A$
23.A9.A19.A19.A30.A29.A38.A39.A39.A50.A48.A49.A$24.A9.A19.A19.A26.A
29.A42.A39.A39.A46.A52.A49.A$21.A9.A19.A19.A30.A29.A38.A39.A39.A50.A
48.A49.A$22.A9.A19.A19.A99.A39.A39.A99.A49.A!
It can be extended to this direction:

Code: Select all

x = 54, y = 34, rule = B2SF2K1
5$41.A$42.A$39.A3.A$40.A3.A$37.A3.A$38.A3.A$35.A3.A$36.A3.A$13.A19.A
3.A$14.A19.A3.A$11.A3.A15.A3.A$12.A3.A15.A3.A$9.A3.A15.A3.A$10.A3.A
15.A3.A$7.A3.A15.A3.A$8.A3.A15.A3.A$9.A19.A$10.A19.A!
For some reason not all of the "lengths" survive. And what survive or not, is kinda mystery for me.

And here are some diagonal patterns:

Code: Select all

x = 35, y = 41, rule = B2SF2K1
12$27.A2$27.A$26.A$22.A10$7.A.A$6.A2$5.A$14.A2$14.A$13.A$11.A!
And here is some interesting pattern but it needs to be "stubilized":

Code: Select all

x = 4, y = 4, rule = B2SF2K1
.A$3.A$2.2A!

Code: Select all

x = 6, y = 5, rule = B2SF2K1
4.2A$2.A$A$A$2.A!
EDIT

Here is interesting diagonal ship:

Code: Select all

x = 10, y = 9, rule = B2SF2K1
A$4.A$A$.A3$3.A4.A$4.A$8.A!
Synthesis of diagonal rake from "large" glider:

Code: Select all

x = 22, y = 20, rule = B2SF2K1
8$17.A$16.A$4.B10.A$15.A$17.A3$8.B!
Another orthogonal puffer:

Code: Select all

x = 23, y = 13, rule = B2SF2K1
3$10.A2$7.A$5.A3.6A2.A$5.A$6.A5.A2.A!
p8 oscillator:

Code: Select all

x = 8, y = 8, rule = B2SF2K1
2$3.A$4.A2$2.A.A!
And finally 3 cell methuselah (defined as pattern that stops to grow in population after N generations):

Code: Select all

x = 3, y = 3, rule = B2SF2K1
A2$A.A!
stabilizes after 147 generations.

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simsim314
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Re: BSFK rulespace

Post by simsim314 » May 25th, 2014, 3:51 pm

Here are some interesting glider syntheses:

Code: Select all

x = 372, y = 146, rule = B2SF2K1
253.BA$255.BA5.2A$255.BA$253.BA6.A2.A5$368.B2.B$368.A2.A$369.2B$369.
2A5$365.B2.B$365.A2.A$366.2B$366.2A13$366.2A2$365.A2.A5$161.A$51.A
111.A$A52.A109.A156.A$2.A50.A56.A50.A160.A$2.A48.A60.A98.A110.A$A111.
A100.A107.A$110.A102.A106.A$211.A$63.2A104.2A$10.2A$62.A2.A102.A2.A
149.2A$9.A2.A109.2A$218.2A100.A2.A$121.A2.A$217.A2.A38$219.A2.A2$220.
2A$162.A2.A2$163.2A5$159.B2.B56.A2.A$159.A2.A$160.2B58.2A$160.2A7$
219.A2.A2$220.2A$254.A2.A2$255.2A$160.2A2$159.A2.A2$219.A2.A2$220.2A$
254.B2.B3$219.B2.B32.2B$219.A2.A$220.2B$220.2A13$220.2A2$219.A2.A!

wildmyron
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Joined: August 9th, 2013, 12:45 am

Re: BSFK rulespace

Post by wildmyron » May 26th, 2014, 3:58 am

simsim314 wrote:And here is some interesting pattern but it needs to be "stubilized":

Code: Select all

x = 4, y = 4, rule = B2SF2K1
.A$3.A$2.2A!

Code: Select all

x = 6, y = 5, rule = B2SF2K1
4.2A$2.A$A$A$2.A!
A variation of the first pattern which isn't explosive, but creates many high period oscillators:

Code: Select all

x = 12, y = 12, rule = B2SF2K1
8.BA$9.ABA$9.ABA$8.ABA$7.ABA$6.ABA$5.ABA$4.ABA$B2.ABA$3ABA$.2BA$.2A!
In the dot field left behind on the NW front by the second pattern, there are some interesting objects propagating, e.g. this one, which is normally a chaotic rake / puffer but is tamed by a row of dots:

Code: Select all

x = 73, y = 22, rule = B2SF2K1
B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B2$67.A3.A$67.A
$69.A13$B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B2$67.A
3.A$67.A$B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B3.B4.A!
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.

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simsim314
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Re: BSFK rulespace

Post by simsim314 » May 26th, 2014, 8:38 am

wildmyron wrote:A variation of the first pattern which isn't explosive, but creates many high period oscillators:
Nice! This comes out to be sort of sawtooth with linear minimums and quadratic maximums.

Sphenocorona
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Joined: April 9th, 2013, 11:03 pm

Re: BSFK rulespace

Post by Sphenocorona » May 26th, 2014, 4:39 pm

I was thinking that the statement of "destructive cells die if they have 1 or more living neighbors" was a bit arbitrary. So I was thinking that maybe there could be a larger super-set rulespace BSFKL of the format Bb/Ss/Ff/Kk/Ll where rule 3 is replaced by the following:

"A destructive cell only survives if it has l living neighbors. If it does not, it dies."

With this change, Bb/Ss/Ff/Kk rules would be equivalent to Bb/Ss/Ff/Kk/L0.

(just a thought)

c0b0p0
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Re: BSFK rulespace

Post by c0b0p0 » May 27th, 2014, 10:46 pm

@Sphenocorona: Good idea, but to make the thing more general, I suggest that F, K, and L be changed to groups of numbers, so B2/S/F2/K1 would be B2/S/F2345678/K12345678/L0. Note than in the original notation, F1 stabilizes almost all rules, since a single destructive dot is an indestructible pattern.
@simsim314: All of the lengths can be expressed in the form (2^n - 2), where n is an integer.

Code: Select all

[M2] (golly 2.5)
#R B2SF2K1
1 0 0 1 0
2 0 0 0 1
3 0 0 0 2
1 0 1 0 0
2 1 4 4 1
2 1 4 4 0
3 2 5 5 6
4 0 3 3 7
5 0 0 0 8
2 0 1 1 4
2 0 0 1 0
2 4 1 0 4
2 4 0 0 0
3 10 11 12 13
4 0 0 0 14
3 0 2 2 5
2 0 4 0 0
3 0 2 0 17
3 5 6 6 0
4 0 16 18 19
5 15 20 0 0
2 1 0 4 1
3 22 0 6 0
3 2 5 17 6
4 23 3 0 24
3 6 0 0 0
4 7 26 26 0
5 25 27 0 0
6 0 9 21 28
3 2 22 5 6
4 30 0 26 0
5 0 0 31 0
6 32 0 0 0
7 29 33 0 0
Here's a (real) diagonally moving rake. If this rule can be proven to have universal construction, a breeder would be proven possible.

Code: Select all

x = 46, y = 41, rule = B2SF2K1
A.A$3.A$3.A2$6.B3$6.B7$24.A2$24.A$25.2A2$28.2A$25.A4.A$26.A$30.A10$
39.A2$39.A$40.2A2$43.2A$40.A4.A$41.A$45.A!

c0b0p0
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Joined: February 26th, 2014, 4:48 pm

Re: BSFK rulespace

Post by c0b0p0 » May 28th, 2014, 9:35 pm

Here's a one-time failed replicator -> puffer converter.

Code: Select all

x = 4, y = 5, rule = B2SF2K1
3.A2$.A.A2$B!

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

Re: BSFK rulespace

Post by bprentice » June 1st, 2014, 9:46 am

c0b0p0 wrote:to make the thing more general, I suggest that F, K, and L be changed to groups of numbers
This was a very good suggestion!

With reference to this post:

viewtopic.php?f=11&t=1381#p12045

I have added BSFKL.zip here:

http://bprentice.webenet.net/Java%20Squ ... /BSFKL.zip

This archive contains a Java program which implements this suggestion. I expect to add more example rules and patterns from time to time.

Brian Prentice

bprentice
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Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » June 10th, 2014, 3:22 pm

Sixteen rules from the family BSFKL have been briefly explored and the results are in the updated archive here:

http://bprentice.webenet.net/Java%20Squ ... /BSFKL.zip

These rules were randomly generated by Square Cell.

Rule trees for three of these rules were generated by RuleTreeGen.java which is included with Golly. The rule file together with an example gun for each of these follow.

Code: Select all

@RULE B01378S07F1234567K036L01234578

@TREE

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

Code: Select all

x = 103, y = 97, rule = B01378S07F1234567K036L01234578
4.5A$4.A.A.A$4.B.A.B2$2AB$A$3A29.5A$A31.A.A.A$2AB11.B2A15.B.A.B$16.
A$14.3A11.2AB$16.A11.A$14.B2A11.3A$28.A$8.B.A.B15.2AB11.B2A$8.A.A.A
31.A$8.5A29.3A$44.A$42.B2A2$36.B.A.B$24.2A10.A.A.A$.2AB19.2A11.5A$.
A20.2A.AB$.3A18.A.AB$.A22.B$.2AB13$8.B31.B31.B$6.A.AB28.A.AB28.A.AB
$6.2A.AB27.2A.AB27.2A.AB$7.2A.AB27.2A.AB27.2A.AB$8.2A.AB27.2A.AB27.
2A.AB$9.2A.AB27.2A.AB27.2A.AB$10.2A.AB27.2A.AB27.2A.AB$11.2A.A28.2A
.A28.2A.A$12.3A29.3A29.3A$8.5A$8.A.A.A70.2A$8.B.A.B69.2A.B$81.2A.B$
14.B2A63.2A.B$16.A62.2A.B$14.3A35.B.B.B.B19.2A.B$16.A34.A25.2A.B$2A
B11.B2A34.8A.B16.A.B$A57.A18.A$3A55.A.B$A46.2A9.A$2AB43.B.A9.A.B$48.
A9.A$4.B.A.B37.B.A9.A.B$4.A.A.A39.A9.2A$4.5A37.B.A$48.A$46.B.8A$55.
A$48.B.B.B.B2$62.3A$64.2A$63.B.A$65.A8$83.2A$46.B.B.B.B29.2A.B4.B.B
.B.B$45.A35.2A.B12.A$45.8A.B25.2A.B4.B.8A$52.A26.2A.B7.A$52.A.B23.2A
.B6.B.A$41.2A9.A24.2A.B9.A9.2A$40.B.A9.A.B22.A.B8.B.A9.A.B$42.A9.A24.
A12.A9.A$40.B.A9.A.B33.B.A9.A.B$42.A9.2A35.2A9.A$40.B.A57.A.B$42.A16.
9A32.A$40.B.8A9.A7.A25.8A.B$49.A10.B.B.B.B26.A$42.B.B.B.B45.B.B.B.B!

Code: Select all

@RULE B27S678F01378K1678L0123467

@TREE

num_states=3
num_neighbors=8
num_nodes=108
1 0 2 0
1 0 0 0
2 0 0 1
1 1 2 0
2 0 3 1
2 1 1 0
3 2 4 5
1 1 0 0
2 3 0 7
2 1 7 0
3 4 8 9
2 0 0 0
3 5 9 11
4 6 10 12
2 7 1 0
3 8 2 14
3 9 14 11
4 10 15 16
3 11 11 11
4 12 16 18
5 13 17 19
1 0 2 2
2 0 21 1
3 2 22 5
2 0 0 3
3 14 5 24
4 15 23 25
2 0 3 0
3 11 24 27
4 16 25 28
5 17 26 29
3 11 27 11
4 18 28 31
5 19 29 32
6 20 30 33
1 0 1 0
1 0 0 2
2 21 35 36
2 1 36 0
3 22 37 38
3 5 38 11
4 23 39 40
2 3 0 0
3 24 11 42
4 25 40 43
5 26 41 44
3 27 42 11
4 28 43 46
5 29 44 47
6 30 45 48
3 11 11 2
4 31 46 50
5 32 47 51
6 33 48 52
7 34 49 53
1 1 1 0
2 35 55 1
2 36 1 21
3 37 56 57
2 0 21 0
3 38 57 59
4 39 58 60
3 11 59 11
4 40 60 62
5 41 61 63
3 42 11 11
4 43 62 65
5 44 63 66
6 45 64 67
4 46 65 50
5 47 66 69
6 48 67 70
7 49 68 71
2 1 1 1
3 2 2 73
4 50 50 74
5 51 69 75
6 52 70 76
7 53 71 77
8 54 72 78
1 0 1 2
2 55 80 7
2 1 7 35
3 56 81 82
2 21 35 21
3 57 82 84
4 58 83 85
3 59 84 59
4 60 85 87
5 61 86 88
4 62 87 62
5 63 88 90
6 64 89 91
4 65 62 50
5 66 90 93
6 67 91 94
7 68 92 95
5 69 93 75
6 70 94 97
7 71 95 98
8 72 96 99
3 73 73 73
4 74 74 101
5 75 75 102
6 76 97 103
7 77 98 104
8 78 99 105
9 79 100 106

Code: Select all

x = 72, y = 79, rule = B27S678F01378K1678L0123467
60.A$52.A14.BA$50.A.A14.BA$12.AB6.A27.AB14.A.A$12.AB6.A.A25.AB14.A$
14.A.A6.BA31.A$16.A7.B$21.B3.A$21.AB$25.2A2$70.2A$70.2B$23.2A44.A2$
2A22.A43.A$2B23.2B42.2B$2.A22.2A44.A2$2.2A66.2A$68.B2.B$68.2A2$2A66.
A$4.BA63.2B$.A3.B65.A$2.B7.A$2.AB6.A.A57.A$4.A.A6.BA53.2B$6.A6.BA53.
2A23$56.AB4.A$56.AB3.B2.A$58.A2.B3.BA$60.A4.B.A$64.A3B$65.A2.A2$69.
A$67.2B$66.A2$67.A$68.2B$43.2A23.2A$43.2B$45.A2$46.A$44.2B$43.A2$44.
A2.A$45.3BA$45.A.B4.A$46.AB3.B2.A$48.A2.B3.BA$50.A4.BA!

Code: Select all

@RULE B12367S147F145678K1267L0125

@TREE

num_states=3
num_neighbors=8
num_nodes=128
1 0 2 0
1 0 1 0
1 0 0 0
2 0 1 2
1 1 0 0
2 1 0 4
2 2 4 2
3 3 5 6
1 0 2 2
2 0 8 4
2 4 4 2
3 5 9 10
2 2 2 0
3 6 10 12
4 7 11 13
1 0 1 2
1 1 0 2
2 8 15 16
2 4 16 2
3 9 17 18
2 2 2 1
3 10 18 20
4 11 19 21
2 0 1 0
3 12 20 23
4 13 21 24
5 14 22 25
1 0 0 2
2 15 0 27
2 16 27 27
3 17 28 29
2 2 27 0
3 18 29 31
4 19 30 32
1 1 1 0
2 1 0 34
3 20 31 35
4 21 32 36
5 22 33 37
2 0 34 0
3 23 35 39
4 24 36 40
5 25 37 41
6 26 38 42
2 0 8 2
2 27 2 27
3 28 44 45
2 27 27 8
3 29 45 47
4 30 46 48
1 1 2 0
2 0 8 50
3 31 47 51
4 32 48 52
5 33 49 53
2 34 50 34
3 35 51 55
4 36 52 56
5 37 53 57
6 38 54 58
2 0 34 2
3 39 55 60
4 40 56 61
5 41 57 62
6 42 58 63
7 43 59 64
2 2 16 2
3 44 17 66
2 27 2 15
3 45 66 68
4 46 67 69
1 1 2 2
2 8 15 71
3 47 68 72
4 48 69 73
5 49 70 74
2 50 71 50
3 51 72 76
4 52 73 77
5 53 74 78
6 54 75 79
2 34 50 4
3 55 76 81
4 56 77 82
5 57 78 83
6 58 79 84
7 59 80 85
3 60 81 6
4 61 82 87
5 62 83 88
6 63 84 89
7 64 85 90
8 65 86 91
2 15 8 16
2 16 16 27
3 17 93 94
3 66 94 31
4 67 95 96
2 15 0 15
3 68 31 98
4 69 96 99
5 70 97 100
2 71 15 71
3 72 98 102
4 73 99 103
5 74 100 104
6 75 101 105
2 50 71 4
3 76 102 107
4 77 103 108
5 78 104 109
6 79 105 110
7 80 106 111
2 4 4 4
3 81 107 113
4 82 108 114
5 83 109 115
6 84 110 116
7 85 111 117
8 86 112 118
2 2 4 0
3 6 113 120
4 87 114 121
5 88 115 122
6 89 116 123
7 90 117 124
8 91 118 125
9 92 119 126

Code: Select all

x = 24, y = 24, rule = B12367S147F145678K1267L0125
A16.A.A$.A15.B.B$A16.A.A2$21.3A2$21.3A16$21.A.A$22.B!
Brian Prentice

c0b0p0
Posts: 645
Joined: February 26th, 2014, 4:48 pm

Re: BSFK rulespace

Post by c0b0p0 » June 10th, 2014, 7:04 pm

@bprentice: Something must be wrong with your rule. The updated rule definiton was as follows.
1. There are three states: living, dead, and destructive.
2. A living cell does not die unless it has k destructive neighbors. If it does not have s living neighbors, it becomes a destructive cell in the next generation.
3. If a destructive cell does not have l living neighbors, it dies.
4. A cell is born if it does not have f destructive neighbors and has b living neighbors.
Row 1 evolves into Row 2. It should evolve into Row 3.
x = 25, y = 16, rule = B12367S147F145678K1267L0125
.A11.B8.2A6$.B20.2A7$3A18.4A$ABA10.B7.4A$3A18.4A!

bprentice
Posts: 629
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » June 10th, 2014, 8:33 pm

c0b0p0 wrote:Something must be wrong with your rule.
This rule family is expressed in the form of Bb/Ss/Ff/Kk/Ll.
Each of b, s, f, k and l can be multiple unique numbers in the range 0 to 8.

A cell can be in one of three states: live, dead or destructive.
A live cell dies if it has k destructive neighbors.
If a live cell does not have k destructive neighbors but does have s live neighbors it remains alive.
If a live cell has neither k destructive neighbors nor s live neighbors it becomes a destructive cell.
A destructive cell dies if it has l live neighbors and remains a destructive cell otherwise.
A cell is born if it has f destructive neighbors and b live neighbors.

Here is the Java Step method code:

Code: Select all

  public int step(int row, int column)
  {
    int neighbors[] =
    {
      squareCell.getNeighbor(row - 1, column - 1),
      squareCell.getNeighbor(row    , column - 1),
      squareCell.getNeighbor(row + 1, column - 1),
      squareCell.getNeighbor(row - 1, column    ),
      squareCell.getNeighbor(row + 1, column    ),
      squareCell.getNeighbor(row - 1, column + 1),
      squareCell.getNeighbor(row    , column + 1),
      squareCell.getNeighbor(row + 1, column + 1)
    };
    int cell = squareCell.getNeighbor(row, column);
    int count1 = 0;
    int count2 = 0;
    for (int i = 0; i < 8; i++)
      if (neighbors[i] == 1)
        count1++;
      else if (neighbors[i] == 2)
        count2++;
    if (cell == 1)
      if (k[count2] == 1)
        return 0;
      else
      {
        if (s[count1] == 1)
          return 1;
        return 2;
      }
    else if (cell == 2)
      if (l[count1] == 1)
        return 0;
      else
        return 2;
    else
      if ((f[count2] == 1) && (b[count1] == 1))
        return 1;
    return 0;
  }
 
Since no rules have been published using your revised definition I suggest we use mine.

Brian Prentice

bprentice
Posts: 629
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » June 12th, 2014, 12:11 pm

Two more rules have been added to the archive here:

http://bprentice.webenet.net/Java%20Squ ... /BSFKL.zip

This brings the total to eighteen. The BSFKL rule family seems to be rich in interesting rules and with Square Cell they are easy to find.

A Golly rule tree has been generated for one of the new rules and this rule file together with a diagonal gun and some diagonal ships are here:

Code: Select all

@RULE B136S0248F124568K04567L01278

@TREE

num_states=3
num_neighbors=8
num_nodes=120
1 0 0 0
1 0 1 0
2 0 0 1
1 1 2 0
2 0 0 3
2 1 3 1
3 2 4 5
1 0 0 2
2 0 7 1
2 3 1 3
3 4 8 9
3 5 9 5
4 6 10 11
1 1 2 2
2 7 7 13
2 1 13 1
3 8 14 15
1 0 2 0
2 3 1 17
3 9 15 18
4 10 16 19
2 1 17 0
3 5 18 21
4 11 19 22
5 12 20 23
1 0 1 2
2 7 7 25
2 13 25 13
3 14 26 27
3 15 27 15
4 16 28 29
1 1 0 0
2 17 1 31
3 18 15 32
4 19 29 33
5 20 30 34
2 0 31 0
3 21 32 36
4 22 33 37
5 23 34 38
6 24 35 39
1 0 2 2
2 7 7 41
2 25 41 25
3 26 42 43
2 13 25 41
3 27 43 45
4 28 44 46
2 1 41 0
3 15 45 48
4 29 46 49
5 30 47 50
2 31 0 31
3 32 48 52
4 33 49 53
5 34 50 54
6 35 51 55
3 36 52 36
4 37 53 57
5 38 54 58
6 39 55 59
7 40 56 60
2 7 0 13
2 41 13 41
3 42 62 63
3 43 63 43
4 44 64 65
1 1 0 2
2 41 25 67
3 45 43 68
4 46 65 69
5 47 66 70
2 0 67 0
3 48 68 72
4 49 69 73
5 50 70 74
6 51 71 75
3 52 72 52
4 53 73 77
5 54 74 78
6 55 75 79
7 56 76 80
4 57 77 57
5 58 78 82
6 59 79 83
7 60 80 84
8 61 81 85
2 0 0 17
2 13 17 13
3 62 87 88
3 63 88 63
4 64 89 90
2 25 41 7
3 43 63 92
4 65 90 93
5 66 91 94
2 67 7 67
3 68 92 96
4 69 93 97
5 70 94 98
6 71 95 99
3 72 96 72
4 73 97 101
5 74 98 102
6 75 99 103
7 76 100 104
2 31 0 0
3 52 72 106
4 77 101 107
5 78 102 108
6 79 103 109
7 80 104 110
8 81 105 111
3 36 106 2
4 57 107 113
5 82 108 114
6 83 109 115
7 84 110 116
8 85 111 117
9 86 112 118

Code: Select all

x = 47, y = 78, rule = B136S0248F124568K04567L01278
4.B.2A9.2A.B$4.B2.B9.B2.B$4.2A.B9.B.2A2$B.2A17.2A.B$B2.B17.B2.B$2A.
B17.B.2A2$2A.B17.B.2A$B2.B17.B2.B$B.2A17.2A.B2$4.2A.B9.B.2A$4.B2.B9.
B2.B$4.B.2A9.2A.B18$20.2A.B$20.B2.B$20.B.2A2$24.2A.B$24.B2.B$24.B.2A
$19.2A.B$19.B2.B$19.B.2A2$23.2A.B$23.B2.B$23.B.2A18$26.B.2A9.2A.B$26.
B2.B9.B2.B$26.2A.B9.B.2A2$22.B.2A17.2A.B$22.B2.B17.B2.B$22.2A.B17.B
.2A2$22.2A.B17.B.2A$22.B2.B17.B2.B$22.B.2A17.2A.B2$26.2A.B9.B.2A$26.
B2.B9.B2.B$26.B.2A9.2A.B!

Code: Select all

x = 103, y = 40, rule = B136S0248F124568K04567L01278
.A44.A44.A$A2.A41.A2.A41.A2.A$2.2A43.2A43.2A$3A7.B34.3A7.B34.3A7.B$
10.B44.B44.B$9.2A43.2A43.2A3$96.A2B$96.A$98.A$96.2BA$100.A2B$100.A$
102.A$100.2BA$59.A2B$59.A$61.A$59.2BA$63.A2B$63.A$65.A$63.2BA9$30.A
2B$30.A$32.A$30.2BA$34.A2B$34.A$36.A$34.2BA!
Brian Prentice

bprentice
Posts: 629
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » June 12th, 2014, 12:37 pm

The rule B2SK1F2, which started this thread, is also a member of the BSFKL rule family. It is rule B2SF01K12345678L12345678 in that family. Here is the Golly rule tree:

Code: Select all

@RULE B2SF01K12345678L12345678

@TREE

num_states=3
num_neighbors=8
num_nodes=60
1 0 2 2
1 0 2 0
1 0 0 2
2 0 1 2
1 1 2 0
1 0 0 0
2 1 4 5
2 2 5 2
3 3 6 7
1 1 0 0
2 4 1 9
2 5 9 5
3 6 10 11
3 7 11 7
4 8 12 13
2 1 1 5
2 9 5 5
3 10 15 16
2 5 5 5
3 11 16 18
4 12 17 19
3 7 18 7
4 13 19 21
5 14 20 22
3 15 15 18
3 16 18 18
4 17 24 25
3 18 18 18
4 19 25 27
5 20 26 28
4 21 27 21
5 22 28 30
6 23 29 31
4 24 24 27
4 25 27 27
5 26 33 34
4 27 27 27
5 28 34 36
6 29 35 37
5 30 36 30
6 31 37 39
7 32 38 40
5 33 33 36
5 34 36 36
6 35 42 43
5 36 36 36
6 37 43 45
7 38 44 46
6 39 45 39
7 40 46 48
8 41 47 49
6 42 42 45
6 43 45 45
7 44 51 52
6 45 45 45
7 46 52 54
8 47 53 55
7 48 54 48
8 49 55 57
9 50 56 58
Unfortunately, no gun or replicator has yet been found in this rule so here is a diagonal ship:

Code: Select all

x = 63, y = 70, rule = B2SF01K12345678L12345678
51.A.A$50.A3.A2$48.B.A3.A$47.2A2.A.A$49.A$46.A10.A2$56.A2$57.A$58.A
.A8$50.2A$52.A$49.A13$53.2A$55.A$52.A11$45.A$47.A$48.A7.2A$58.A$48.
A6.A2$40.A$48.B$6.A34.A$4.A37.A.A$3.BA43.B2.B$5.A15.A$.A.A15.A$A3.A
14.A31.B2.B$20.A15.A$A3.A29.A$.A.A30.A19.B2.B$35.A15.A7.2A$8.A40.A11.
A$6.A3.A38.A8.A$11.A38.A$59.A$11.A48.A.A!
Brian Prentice

c0b0p0
Posts: 645
Joined: February 26th, 2014, 4:48 pm

Re: BSFK rulespace

Post by c0b0p0 » June 12th, 2014, 10:37 pm

Here is a rake which shoots only to one side.

Code: Select all

x = 197, y = 181, rule = B2SF2K1
A.A$3.A3.A$8.A$8.A$22.A$4.A2.B15.A$23.A$21.A15.A$7.B2.B27.A$38.A$36.A
15.A$10.B2.B39.A$53.A$6.A44.A15.A$3.A9.B2.B7.A43.A$4.2A62.A$24.A41.A
15.A$16.B2.B5.2A56.A$83.A$25.B55.A15.A$19.B2.B75.A$98.A$30.A.A63.A15.
A$22.B90.A$30.A.A80.A$111.A15.A$25.B102.A$128.A$9.A116.A15.A$6.A21.B
114.A44.A$7.2A134.A$141.A15.A30.A$31.B7.A118.A30.2A$158.A$39.A116.A
15.A16.B$34.B5.2A131.A$173.A$40.B130.A15.A6.A.A$37.B150.A$188.A5.A.A$
45.A.A138.A2$45.A.A$12.A$9.A$10.2A13$15.A$12.A$13.2A13$18.A$15.A$16.
2A13$21.A$18.A$19.2A13$24.A$21.A$22.2A13$27.A$24.A$25.2A13$30.A$27.A$
28.2A13$33.A$30.A$31.2A13$36.A$33.A$34.2A13$39.A$36.A$37.2A!

bprentice
Posts: 629
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » June 13th, 2014, 10:20 am

Here is a rule that was fun to explore:

Code: Select all

@RULE B2358S04567F0456K2567L01235

@TREE

num_states=3
num_neighbors=8
num_nodes=122
1 0 1 0
1 0 2 0
2 0 1 0
1 1 2 0
2 1 3 1
1 0 0 0
2 0 1 5
3 2 4 6
2 3 3 1
2 1 1 5
3 4 8 9
2 5 5 0
3 6 9 11
4 7 10 12
1 0 1 2
2 3 14 1
3 8 15 9
2 5 5 1
3 9 9 17
4 10 16 18
3 11 17 2
4 12 18 20
5 13 19 21
1 1 1 0
2 14 23 14
2 1 14 5
3 15 24 25
3 9 25 17
4 16 26 27
2 1 1 1
3 17 17 29
4 18 27 30
5 19 28 31
3 2 29 6
4 20 30 33
5 21 31 34
6 22 32 35
2 23 14 0
1 0 0 2
2 14 0 38
3 24 37 39
2 5 38 1
3 25 39 41
4 26 40 42
2 1 1 3
3 17 41 44
4 27 42 45
5 28 43 46
2 1 3 5
3 29 44 48
4 30 45 49
5 31 46 50
6 32 47 51
2 5 5 5
3 6 48 53
4 33 49 54
5 34 50 55
6 35 51 56
7 36 52 57
2 14 14 14
2 0 14 5
3 37 59 60
2 38 5 14
3 39 60 62
4 40 61 63
2 1 14 3
3 41 62 65
4 42 63 66
5 43 64 67
1 1 0 0
2 3 3 69
3 44 65 70
4 45 66 71
5 46 67 72
6 47 68 73
2 5 69 5
3 48 70 75
4 49 71 76
5 50 72 77
6 51 73 78
7 52 74 79
3 53 75 53
4 54 76 81
5 55 77 82
6 56 78 83
7 57 79 84
8 58 80 85
1 1 2 2
2 14 87 14
2 14 14 38
3 59 88 89
2 5 38 0
3 60 89 91
4 61 90 92
2 14 0 14
3 62 91 94
4 63 92 95
5 64 93 96
2 3 14 69
3 65 94 98
4 66 95 99
5 67 96 100
6 68 97 101
2 69 69 69
3 70 98 103
4 71 99 104
5 72 100 105
6 73 101 106
7 74 102 107
3 75 103 75
4 76 104 109
5 77 105 110
6 78 106 111
7 79 107 112
8 80 108 113
3 53 75 11
4 81 109 115
5 82 110 116
6 83 111 117
7 84 112 118
8 85 113 119
9 86 114 120
It is Rule 019 in the updated achieve here:

http://bprentice.webenet.net/Java%20Squ ... /BSFKL.zip

The following two ships show the rhythms in the rule:

Code: Select all

x = 153, y = 35, rule = B2358S04567F0456K2567L01235
57.A$56.BA11.BA$9.A45.2BA12.A53.A$8.BA11.BA32.2B12.BA52.BA11.BA$7.2B
A12.A41.A57.2BA12.A$7.2B12.BA99.2B12.BA$16.A33.A80.A$49.BA$2.A45.2B
A21.A$.BA45.2B25.ABA5.ABA$2BA21.A32.A7.A9.ABA5.ABA53.A$2B25.ABA5.AB
A34.A69.ABA5.ABA$9.A7.A9.ABA5.ABA104.ABA5.ABA$24.A114.A$78.AB14.AB14.
AB3.BA$78.AB14.AB14.AB4.A$30.AB14.AB14.AB14.AB14.AB14.AB4.A$30.AB14.
AB14.AB14.AB14.AB14.AB.A3.A4.A2.A4.A2.A$30.AB14.AB14.AB14.AB14.AB14.
AB4.A$78.AB14.AB14.AB4.A$78.AB14.AB14.AB3.BA$24.A114.A$9.A7.A9.ABA5.
ABA104.ABA5.ABA$2B25.ABA5.ABA34.A69.ABA5.ABA$2BA21.A32.A7.A9.ABA5.A
BA53.A$.BA45.2B25.ABA5.ABA$2.A45.2BA21.A$49.BA$16.A33.A80.A$7.2B12.
BA99.2B12.BA$7.2BA12.A41.A57.2BA12.A$8.BA11.BA32.2B12.BA52.BA11.BA$
9.A45.2BA12.A53.A$56.BA11.BA$57.A!

Code: Select all

x = 118, y = 114, rule = B2358S04567F0456K2567L01235
BA$.A9.BA$BA10.A$11.BA$3.A19$27.3A$27.B.B17$69.BA$17.BA50.BA11.BA$18.
A11.BA37.BA12.A$17.BA12.A36.ABA11.BA$30.BA37.AB7.A$20.A$10.BA16.2A21.
3A9.A$2.BA7.A16.2B21.B.B8.BA$3.A6.BA16.2A33.A14.2B6.A$2.BA32.A25.BA
14.2A10.A7.A$13.A28.A.B.A15.AB6.A7.2A10.A7.A$21.A20.A.B.A31.2B6.A30.
A$36.A79.BA$28.3A86.A$28.3B12.2A15.A8.A11.A11.A11.A11.A$28.2AB3.BA.
AB3.BA25.AB6.A2B2AB10.AB10.AB10.A$28.2AB3.BA.AB3.BA25.AB6.A2B2AB10.
AB10.AB10.A$28.3B12.2A15.A8.A11.A11.A11.A11.A$28.3A86.A$36.A79.BA$21.
A20.A.B.A31.2B6.A30.A$13.A28.A.B.A15.AB6.A7.2A10.A7.A$2.BA32.A25.BA
14.2A10.A7.A$3.A6.BA16.2A33.A14.2B6.A$2.BA7.A16.2B21.B.B8.BA$10.BA16.
2A21.3A9.A$20.A$30.BA37.AB7.A$17.BA12.A36.ABA11.BA$18.A11.BA37.BA12.
A$17.BA50.BA11.BA$69.BA17$27.B.B$27.3A19$3.A$11.BA$BA10.A$.A9.BA$BA!
Brian Prentice

bprentice
Posts: 629
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: BSFK rulespace

Post by bprentice » June 14th, 2014, 7:30 am

Here is Rule 024:

Code: Select all

@RULE B1S34F12467K2346L0123568

@TREE

num_states=3
num_neighbors=8
num_nodes=119
1 0 2 0
2 0 0 0
1 1 2 0
2 0 0 2
1 0 0 0
2 0 2 4
3 1 3 5
1 0 1 0
2 0 7 0
1 1 0 0
2 2 0 9
3 3 8 10
2 4 9 4
3 5 10 12
4 6 11 13
1 0 1 2
2 7 15 7
2 0 7 4
3 8 16 17
2 9 4 4
3 10 17 19
4 11 18 20
2 4 4 4
3 12 19 22
4 13 20 23
5 14 21 24
2 15 0 15
2 7 15 4
3 16 26 27
3 17 27 22
4 18 28 29
2 4 4 9
3 19 22 31
4 20 29 32
5 21 30 33
2 4 9 0
3 22 31 35
4 23 32 36
5 24 33 37
6 25 34 38
1 0 0 2
2 15 0 40
3 26 1 41
2 4 40 4
3 27 41 43
4 28 42 44
3 22 43 22
4 29 44 46
5 30 45 47
2 9 4 0
3 31 22 49
4 32 46 50
5 33 47 51
6 34 48 52
2 0 0 4
3 35 49 54
4 36 50 55
5 37 51 56
6 38 52 57
7 39 53 58
1 0 2 2
2 0 60 0
3 1 61 54
2 40 4 40
3 41 54 63
4 42 62 64
3 43 63 43
4 44 64 66
5 45 65 67
2 4 4 0
3 22 43 69
4 46 66 70
5 47 67 71
6 48 68 72
2 0 0 9
3 49 69 74
4 50 70 75
5 51 71 76
6 52 72 77
7 53 73 78
3 54 74 35
4 55 75 80
5 56 76 81
6 57 77 82
7 58 78 83
8 59 79 84
2 60 0 60
2 0 60 4
3 61 86 87
3 54 87 22
4 62 88 89
3 63 22 63
4 64 89 91
5 65 90 92
2 4 40 7
3 43 63 94
4 66 91 95
5 67 92 96
6 68 93 97
3 69 94 17
4 70 95 99
5 71 96 100
6 72 97 101
7 73 98 102
2 9 4 2
3 74 17 104
4 75 99 105
5 76 100 106
6 77 101 107
7 78 102 108
8 79 103 109
2 0 2 0
3 35 104 111
4 80 105 112
5 81 106 113
6 82 107 114
7 83 108 115
8 84 109 116
9 85 110 117
It supports numerous small objects that emit streams of gliders. Here are some examples:

Code: Select all

x = 6, y = 8, rule = B1S34F12467K2346L0123568
2A$2A.B$5.B$5.B$4.2A2$.2A$.2A!

Code: Select all

x = 9, y = 8, rule = B1S34F12467K2346L0123568
7.2A$.2A4.2A$.2A3.A$5.A$5.A2B2$2A$2A!

Code: Select all

x = 19, y = 16, rule = B1S34F12467K2346L0123568
7.2A$.2A4.2A$.2A$6.B$6.2A2$2A8.A$2A6.2BA7$17.2A$17.2A!

Code: Select all

x = 23, y = 21, rule = B1S34F12467K2346L0123568
3.B3.2A$.2A4.2A$.2A3.A2$8.B$2.A5.B$2A5.2A$2A4$15.B$15.B$14.2A5$21.2A
$15.2A4.2A$15.2A!

Code: Select all

x = 19, y = 21, rule = B1S34F12467K2346L0123568
6.2A$2A4.2A$2A8$10.B$10.B$9.2A6$17.2A$11.2A4.2A$11.2A!

Code: Select all

x = 6, y = 3, rule = B1S34F12467K2346L0123568
5.A$3.ABA$2BA!

Code: Select all

x = 5, y = 6, rule = B1S34F12467K2346L0123568
2A$B$B3.A$3.B$3.B$4.A!
The rule also has a diagonal replicator from which oscillators and guns can be constructed. Here is an example:

Code: Select all

x = 112, y = 60, rule = B1S34F12467K2346L0123568
84.2BA11.A2B$86.A11.A$84.A15.A$84.A2B11.2BA3$78.2BA23.A2B$80.A23.A$
78.A27.A$69.2A8.2B23.2B$70.B4.3B29.3B$70.B$69.3A3.B33.B$65.3A5.B2.B
31.B2.B$66.B6.B2.A31.A2.B$63.2A.B$64.B.2A5.B2.A31.A2.B$64.B8.B2.B31.
B2.B$63.3A9.B33.B$59.3A$60.B14.3B29.3B$10.2BA3.A2B38.2A.B18.2B23.2B
$12.A3.A41.B.2A16.A27.A$10.A7.A39.B21.A23.A$10.A2B3.2BA38.3A18.2BA23.
A2B$6.2BA11.A2B30.3A$8.A11.A33.B$6.A15.A28.2A.B29.A2B11.2BA$6.A2B11.
2BA29.B.2A28.A15.A$52.B33.A11.A$51.3A30.2BA11.A2B$2BA23.A2B18.3A$2.
A23.A21.B$A27.A19.B$A2B23.2BA19.2A12$A2B23.2BA$A27.A$2.A23.A$2BA23.
A2B3$6.A2B11.2BA$6.A15.A$8.A11.A$6.2BA11.A2B$10.A2B3.2BA5.B$10.A7.A
5.B$12.A3.A7.2A$10.2BA3.A2B!
Brian Prentice

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