A spaceship that works by laying tracks at its front
end. The first example constructed was a p270 17c/45 spaceship built
by Gabriel Nivasch in December 2004, based on work by himself, Jason
Summers and David Bell. This Caterpillar has a population of about
12 million in each generation and was put together by a computer
program that Nivasch wrote. At the time it was by far the largest
and most complex Life object ever constructed, and it is still one of
the largest in terms of population.
The 17c/45 Caterpillar is based on the following reaction between a
pi-heptomino and a blinker:
In this reaction, the pi moves forward 17 cells in the course of 45
generations, while the blinker moves back 6 cells and is rephased.
This reaction has been known for many years, but it was only in
September 2002 that David Bell suggested that it could be used to
build a 17c/45 spaceship, based on a reaction he had found in which
pi-heptominoes crawling along two rows of blinkers interact to emit a
glider every 45 generations. Similar glider-emitting interactions
were later found by Gabriel Nivasch and Jason Summers. The basic
idea of the spaceship design is that streams of gliders created in
this way can be used to construct fleets of standard spaceships
which convey gliders to the front of the blinker tracks, where they
can be used to build more blinkers.
A different Caterpillar may be possible based on the following
reaction, in which the pattern at top left reappears after 31
generations displaced by (13,1), having produced a new NW-travelling
glider. In this case the tracks would be waves of backward-moving
gliders.
The Game of Life is not your typical computer game. It is a cellular
automaton, and was invented by Cambridge mathematician John Conway.
This game became widely known when it was mentioned in an article
published by Scientific American in 1970. It consists of a grid of
cells which, based on a few mathematical rules, can live, die or
multiply. Depending on the initial conditions, the cells form various
patterns throughout the course of the game.
Rules
For a space that is populated:
Examples
Each cell with one or no neighbors dies, as if by solitude.
Each cell with four or more neighbors dies, as if by
overpopulation.
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