rule tree /rule table

  • _kinloch_
    11th Mar 2012 Member 0 Permalink
    If there could be a way to set the rule of different celuar automata types(life) then different rules could be used like JvN or Nobili32  or WWE(wire world extended) etc...these would be determined by a rule table /rule tree(this is how cellular automata rules are determine in golly,a cellular automata simulator)
    If this is added then you could make self replicating life patterns(this can be done with GOL but for that you would need a universal constructor with a huge data-tape for the instructions to replicate).
    with the Hutton32 rule a replicator could be made that could fit on the powder toy's screen with room for other things.
    A large list of rules is at http://code.google.com/p/ruletablerepository/
    also on this website is a link to a c++ thing for reading the rule tables into your own project.
    could that potentially be used for TPT? (I heard TPT was being ported to c++. correct me if I am wrong)

    If this could be added then It would be possible to do things no none could do with life before.


    another thing that would be nice is life changes color based on its state(a bit like wire's three colors(3 states))

    what do you think of these ideas?
  • limelier
    11th Mar 2012 Member 0 Permalink
    A disruption in the paragraph field feel I.
    But the idea does sound pretty good, too bad I'm to stupid to understand most of it. *bad poker face*
  • _kinloch_
    11th Mar 2012 Member 0 Permalink
    @tudoreleuu (View Post)
    sorry I will try to put it into paragraphs
    edit:have put it in paragraphs does it look better or worse now?
    edit 2:It didn't work :(
  • billion57
    11th Mar 2012 Member 0 Permalink
    Okay, you know how the rule for Life is generally:
    Born with X neighbors
    Dies with Y neighbors
    Lives for Z generations?
    Well, what if we could edit X, Y, and Z (X and Y usually take more than one value)?
    That's what he's talking about (right?).
  • _kinloch_
    11th Mar 2012 Member 0 Permalink
    Thats not exactly what I meant.
    there are different types of cellular automata.

    first life like which is born with X and survives with Y. this is the type that most of the cellular automata is.(REPL,GOL and a lot of the others)
    life like is fairly simple.

    then there is generations which is like life but has an extra value W which is how many states it has.
    when a cell dies it goes down one state.(a bit like a trail). this is useful for spaceships and other moving things.
    example(rule-string = 6/246/3(x=246,y=6,3 states(0,1,2)):
    000000000
    000210000 
    000210000
    000000000

    this is a spaceship from bran
    the front will die every generation but will turn into the next state down which is the tail

    then there is more complex rules like wire wire has 4 states 0=off,1=wire,2=electron-head,3=electron-tail
    any wire touching electron heads(if the number is 1 2 4 i think(I may be wrong)) will turn into electron head and any electron head will turn into tail and tail will turn into wire.
    even more complex cellular automata exists like JvN
    JvN has loads of states each with complex proporties
    there is up wire, down wire, left wire, right wire, up signal, down sinal, left signal, right signal, and all of them again but active.
    then there are the construction states (about 3 to 4 i think) and then there is the pulsers(maby called repeaters) states(2 to 4 I think)
    signals will go along the direction they are pointing along wires when they go on a wire they will point the same direction as the wire there are more complex things that it does.
    all of these rules(except one called something that I cant remember) can be made with rule tables and rule trees
    the difference between JvN and ordinary life is that they are directional and different states will do things in different directions

    If anyone wants more info then golly,a cellular automata simulator that uses rule tables and rule trees, has a website that has some info but the best thing would be to download it and it has info on the different patterns and rules.
    also the link i put in my first post explains how rule tables work.

    sorry if I made it sound more complex than it is :(
    also sorry if my feeble attempts at paragraphing failed.
    also sorry for any bad spelling-I don,t have time to check it as (at the time of writing)I have loads of jobs to do.
    also sorry if I made a mistake. Most of what I said was from memory and may not be 100% accurate.
  • Catelite
    11th Mar 2012 Former Staff 0 Permalink
    Cracker was considering this, but for some reason it was never implemented. \o