Another promising rule-set auditioning for the library. The 100 most popular rule-sets will be included with the planned "Hexagon-Multiverse" phone app. This one was found by randomly splicing together binary strings (of ones and zeroes) taken from known rule-sets currently published on this channel. To vote for this new rule-set to be include in the library, just slap the Like button.
2-Dimensional cellular automata, hexagonal array,
Color-coding of cells age/life-status:
All colored cells are alive except blue-colored cells.
yellow = just born (state = 1),
red = alive 2 or more time-steps (state = 1),
blue = fading "ghost" of cell that died (state = 0),
black = empty space (state = 0),
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General Procedure:
STEP 1). Make a 2-dimensional grid (array) of "cells" which can each have a value of 0 (off/dead) or 1 (on/alive). Conway's famous "Game of Life" cellular automaton uses a square grid, but here we use a hexagonal grid (chicken-wire or honeycomb). Initialize the grid by filling it with all zeros. This is the "main grid".
STEP 2). Add a starting "seed" pattern to the main grid by changing some of the cell values to "1" (on/alive). Sometimes specific compact seeds are used, alternatively sometimes they are a random unstructured spread of ones that II call "primordial soup".
STEP 3). The program then looks at every cell in the entire main grid, one-by-one. When examining each cell, the total number of live neighbor cells is counted among its 6 immediately adjacent neighbor cells (if using "totalistic" rules). The program then consults the rule-set to decide if the central cell will be alive (1, on) or dead (0, off) in the next time-step. In order to not disturb the cell pattern that is being updating, all of these new values are accumulated on a separate "temporary grid".
STEP 4). After every cell is updated on the temporary grid, the main grid is re-initialized to all zeros, and then the temporary grid is copied to the main grid
STEP 5). Repeat Steps 3 & 4 for hundreds or thousands of iterations. The result of each iteration serves as the input for the next iteration. The grid is finite, so the live cell pattern will eventually go repeat or go extinct, although this could take thousands of time-steps.
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Note: this "Hexagon-Multiverse" (HMCA) cellular automaton is similar to Conway's famous "Game of Life" in the sense that both are 2-dimensional, have binary cell states, and are synchronous and deterministic. But the Game of Life uses a square grid, while the HMCA uses a more natural (common in nature) and more symmetrical hexagonal grid. Additionally, the HMCA achieves interesting results using a variety of rule-sets, whereas the Game of Life is limited to a single rule-set.
Hexagonal Cell Array: remains constant at 160 columns x 160 rows.
Periodic boundary conditions: horizontal & vertical dimensions wrap across opposite edges, giving a finite closed continuous surface equivalent to a 2-torus (the surface of a standard 3-d ring donut).
Neighborhood: semi-totalistic (details to be published at a future date),
Rule-set 419 full designation: 81212 - 3840 - 276 - 325237,
This rule-set was found by using the "Splice Elite Formatted" method for combining "genetic material" (binary strings of ones and zeroes) from 4 different parent rule-sets randomly chosen from rule-sets presently published on the KZitem channel).
Time: 281 steps (display rate 5 fps). The first & final frames are shown for 1 & 2 seconds, respectively.
Live cell population: starts at 13, and reaches a maximum of 4300 on time-step 246, and then ends with 3736 on the final time-step 281.
Resolution: 2578 screen pixels per cell,
Program: "Hexagon-Multiverse 1.0" (unpublished), PHP language.
Platform: MacBook Pro (M1), Sonoma 14.1.1 OS, Safari 17.1 browser.
Негізгі бет Hex Automata: "Yay or Nay?" Rule 419 + Seed 13.601
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