[HN Gopher] 1D Conway's Life glider found, 3.7B cells long
       ___________________________________________________________________
        
       1D Conway's Life glider found, 3.7B cells long
        
       Author : nooks
       Score  : 249 points
       Date   : 2025-12-03 17:24 UTC (5 hours ago)
        
 (HTM) web link (conwaylife.com)
 (TXT) w3m dump (conwaylife.com)
        
       | martianlantern wrote:
       | Wow this seems very interesting! Can we get a TLDR of how this
       | was achieved?
        
         | adzm wrote:
         | While I understand very little of it, it is still very
         | enjoyable to read the details further in the thread at
         | https://conwaylife.com/forums/viewtopic.php?&p=222136#p22221...
         | 
         | >>>
         | 
         | Unidimensional spaceship can be interpreted as a demonstration
         | of the progress of recent years in slow salvo technology and
         | the various arms that use it.
         | 
         | The project uses 4 construction arms, with the last three
         | sharing principles with the arms used in the RCT15 project. The
         | first arm is newly invented just for this case. I was not part
         | of the community at the time the principles of the first two
         | arms were studied, but let me describe them anyway.
         | 
         | The one line restriction limit us to using blinkers as the
         | basis of the first arm. Interestingly, a small perturbation at
         | the end of some blinker configuration makes the pattern
         | unstable, and several blinker patterns allow the perturbation
         | "fuse" to move in a controlled manner. Various configurations
         | have been discovered that leave no debris but move at different
         | speeds. Some configurations have been found that produce
         | backward-firing mwss (and leave debris), head-on collisions of
         | mwss that transform them into gliders for both glider colors.
         | By combining these configurations, we can trigger a fusion in
         | the middle of a carefully chosen arrangement of blinkers that
         | would synchronize the mwss collisions at the desired time
         | parity at a prescribed x-coordinate and generate a glider with
         | a prescribed phase and trajectory, so that such an arm could
         | create any p2 recipe.
         | 
         | The second arm used is a binary arm, where a pair of
         | synchronized gliders on the same trajectories are used, with
         | one glider always present and the presence of the other gliders
         | allowing modification of the resulting configuration. Careful
         | study of the results of various words using letters "1" and "2"
         | (indicating the presence of the second glider) led to the
         | discovery of specific modifications of the target "anchor"
         | configuration.
         | 
         | Some of them allow you to move the "head" of the anchor stack
         | to move closer/farther from the base of the arm. Some sequences
         | will generate a perpendicular glider. Not all mod 8 phases and
         | colors are known, but with careful "head positioning" any p8
         | recipe could be built with such an arm. The program used for
         | the translation only used single blinker anchor technology,
         | which produces a glider for a cost of around 100 bits
         | ("letters"). The agnosticisation salvas of the p8 recipe to use
         | only the p1/p2 constraints on the glider phases (when possible)
         | greatly reduces the number of bits required. Alternative glider
         | paths also help, leading to the same stable configurations
         | during a slow salvas. Currently, there is an alternative method
         | with around 80 bits per glider using 4 different anchors deep
         | in the "arm target stack". The code could be improved by some
         | form of dynamic programming by compiling the salvo from the
         | parts emitting gliders closest to the arm to the gliders
         | further away from the arm, but there was no need to complete
         | the project.
         | 
         | The third and fourth arms are extreme compression construction
         | arms "ecca", where a programming language interpreter is
         | created and individual incoming letters are interpreted as
         | instructions specifying which phase (mod 2) and line of glider
         | to emit.
         | 
         | We have achieved an optimal encoding that requires about 7-8
         | bits to emit a typical slow p2 salvo of gliders.
         | 
         | The instruction set includes a move direction change option,
         | move4 (repeated), move2, move1, color option, phase option.
         | Stopping the move4 loop results in a glider being fired "near"
         | the current arm position after a defined number of letters. The
         | third arm uses exactly this set of options, while the fourth
         | arm executes move1 after a change of direction, further
         | increasing its efficiency. The fourth arm uses "yellow lane"
         | filtering technology, which allows its components to be
         | recycled, resulting in a more compact and less expensive
         | design. On the contrary ecca1 is built as p1 pattern what
         | allows selecting less expensive options during the build by the
         | binary arm (at few places where p8 restriction would be
         | required in ecca2 build). The arms are capable of firing
         | gliders with 4 combinations of phase mode 8 and color (all four
         | combinations of phase mode 2 and color). This is perfectly fine
         | for slow salvos with a p2 restriction, but building p8 salvos
         | requires limiting the salvos to use only a limited set of
         | "signature" color combinations of glider phases.
         | 
         | This led to a modification of the psamake program (transforming
         | "neo" Spartan configurations for slow salvos that are built
         | from a single block). When a bespoke subsalvo builds a p8
         | pattern (initial call by a single glider), a 0 degree one time
         | turner prefix is optionally allowed for a phase/color
         | correction. Similarly, p2 salvos are transformed to the
         | required p8 phases corresponding to the signature.
         | 
         | There are several other prerequisites for building a ship. We
         | should implement a storage where the bits to be fed into the
         | binary arm and later into the ecca1 and ecca2 arms are encoded.
         | Fortunately, a slow salvo of 8 gliders fired symmetrically into
         | the central "spine" of the track from both sides (the ship
         | cannot lose symmetry) will create 4 blocks near the spine if
         | there was nothing there, or move the blinker from its given
         | position by 2 pixels (east) emitting glider back.
         | 
         | There are a few more requirements to build the ship. We should
         | implement a storege of bits that will be fed into the binary
         | arm and later into the ECCA1 and ECCA2 arms. Fortunately, a
         | slow salvo of 8 gliders fired symmetrically into the central
         | "spine" track from both sides (the ship cannot lose symmetry)
         | will create 4 blocks near the spine if there is nothing there,
         | or move the blinker from its current position by 2 pixels
         | (east) emitting glider backward.
         | 
         | The fuse arm fires 8 90 degree glider producing switch engines
         | "GPSE90" that fire the slow salvo and convert the blinkers on
         | the spine into a traveling signal.
         | 
         | The signal is then fed into the binary arm by a pair of gliders
         | firing the gliders back. One of the gliders is reflected so
         | that they annihilate on impact. The glider signal from the tape
         | annihilates the glider from one stream (negative signal), so
         | the reflected glider from the other stream is not annihilated
         | at the start of the arm. The ever-present glider of the binary
         | arm is created by a gun of the corresponding period (repeated
         | in the third and fourth arms).
         | 
         | The fuse arm creates a reflector (p8bouncer) and a seed for a
         | pair of corderships so that the first bit read triggers the
         | corderships in synchronized phase to allow annihilation (and
         | reflection).
         | 
         | To trigger the fuse arm, we need a target for the arm gliders
         | to be modified. This is what the pre-fuse does. It releases a
         | glider, travels some distance, and releases a perpendicular
         | lwss on collision course with the glider. The collision leaves
         | behind debris (the target of the fuse arm) and launches two
         | gliders into the spine. One of them hits its mirror image and
         | creates a biblock, while the other triggers the fuse arm in the
         | middle.
         | 
         | We already know what the fuse arm does, the binary arm creates
         | ecca1 and triggers a meteor shower creating a reflector on the
         | input signal path. When the arm's anchor stack is removed,
         | ecca1 starts interpreting the input bits. The goal of the ecca1
         | arm is to clean up the west. It destroys the remnants of the
         | dirty mwss creations and reconstructs the initial bliner
         | configurations shifted 2 pixels to the east (we can't build
         | anything on the spine due to symmetry, but we can modify the
         | already presented content of the spine). It also creates ecca2,
         | the hive needed to transition to the one-dimensional state and
         | the ship needed at the end of the tape cleaning.
         | 
         | Ecca1 finishes its work by destroying its reflector on the
         | input signal path.
         | 
         | Ecca2 is responsible for cleaning up the east. It is built with
         | a destruction seed (computation supported by the gSoD program),
         | which means that one incoming glider on the correct path will
         | cause the pattern to disappear. The destruction seed generates
         | two gliders. One of the goals of ecca2 is to create seeds of
         | destruction of the reflectors on the input path - one
         | destruction seed for the reflectors of ecca1 and one for the
         | reflector, thus triggering the binary arm. The ship created by
         | ecca1 near the spine converts a pair of cleaning mwss into a
         | single glider, which triggers the destruction seed of ecca2.
         | The exit gliders of ecca2 seed of destruction, are navigated by
         | one time reflectors to the destruction seeds of the reflectors
         | of ecca1 and the binary arm.
         | 
         | Ecca2 converts ecca1 into a ship (a disposable turner), which
         | would play its role at the very end of the ship's period (a
         | slow destructive salvo combined with the trivial task of
         | pslmake). (the rest of the blinker of the binary arm stack is
         | also destroyed by ecca2).
         | 
         | ECCA2 should also clean up the remains of the gun used by the
         | binary arm (in the current version we stopped it with ecca1,
         | but it would probably be equally or more efficient to stop it
         | with ecca2) (slow 2 salvo is used there and half honey farm to
         | honey farm slow salvo move collection helps a lot in such
         | design).
         | 
         | The most important task of ecca2 is to stop the tape reading
         | mechanism and clean it up. The salvo of synchronized gliders
         | stops the GPSE90 and the corderabsorbers are assembled in time
         | to stop the cordership pair (as a tool a program was used that
         | automatically combines a pre-calculated splitters and
         | reflectors (consisting of at most two small objects) to create
         | a given pair of synchronized parallel gliders). The glider
         | streams fired from the corderships do not stop at the same
         | time, so the 3 escaping gliders are also stopped by the seed
         | created by ecca2. In order for ecca2 to create a seed to stop
         | the GPSE90, it must clean up the irregularities of the GPSE90's
         | trajectory debris. (destructive salvo calculated into a
         | periodic pattern...). Similarly, the far-end cleanup converts
         | the debris of the stalled GPSE90 into a periodic pattern. Ecca2
         | must send corderfleets cleaning a periodic pattern (of
         | arbitrary length). Therefore, it must create corderabsorbers on
         | the other side (we chose corderabsorbers close, ships
         | travelling from far). (used a program to search for
         | corderfleets cleaning compatible periodic patterns) ... the
         | corderships were created using modern 11 cluster seeds (except
         | for the one closest to the arm, where 12 cluster seeds were
         | used to fit close to the arm)).
         | 
         | The corderfleet was also used to destroy the remnants of a pair
         | of corderships. The last task of ecca2 was to fire a salvo to
         | create two mwss that would clean the blocks created during the
         | tape reading (this would trigger a seed of ecca2 destroyal at
         | the end).
         | 
         | The corderabsorber for the last cordership is modified and
         | instead of annihilating with the cordership it emits a
         | perpendicular glider that hits the boat from the ECCA1
         | conversion to bounce to the behive and converts it into a one-
         | dimensional pattern, starting a new generation.
         | 
         | The ECCA2 compiler used agnosticised lane phase recipes and
         | chose the optimal route from the options (shortening the tape
         | as much as possible). This optimization was not done in ECCA1,
         | binary or fuse arm.
        
           | isoprophlex wrote:
           | If the first Star Trek episodes were written today, they
           | could have very well used GoL terminology as technobabble.
           | The depth of the GoL community lingo always amazes me, as an
           | outsider
        
       | eig wrote:
       | Is there a visualization of the glider in the thread? Would love
       | to see how it evolves with one dimension being time.
        
         | pavel_lishin wrote:
         | My understanding (which could be wildly wrong, I only skimmed
         | the thread) is that it's running in a standard 2-dimensional
         | Game of Life grid, it just happens to start out as a 1x3.7B
         | cell line.
        
           | IAmBroom wrote:
           | Pretty sure the GOL grid has more than one of those lines...
        
         | sebzim4500 wrote:
         | After the first step it isn't 1D any more, so I don't think
         | that visualization is possible
        
           | AlotOfReading wrote:
           | It's possible. It'd just be a 3D visualization and more
           | importantly, stupendously huge. If each cell was a cubic
           | millimeter, the shape would be 3700km wide, and stretch 1/3rd
           | of the way to the moon.
        
             | nomel wrote:
             | I'm having trouble finding a common image file format that
             | has > 32bit resolution fields, fit it in.
        
             | ethmarks wrote:
             | And if each cell was a cubic micrometer (which is a side
             | length 200-300 times smaller than a pixel on a typical
             | screen and 50-100 times thinner than a human hair), it'd
             | still stretch 3.7 kilometers, which is about the length of
             | a commercial airport runway.
        
         | creatonez wrote:
         | The best way to run it is in the software Golly. It has the
         | HashLife algorithm needed to make it run fast enough to see it
         | finish.
        
       | adzm wrote:
       | Notably it only fits within a 1 cell high bounding box during at
       | least one of its phases, not all.
        
         | syncsynchalt wrote:
         | I'm not a GoLtician myself but I don't think that would be
         | possible under the "standard" rules anyway, except the trivial
         | case of stasis/death.
         | 
         | I'm really charmed by the linked thread and all the passion and
         | work it belies. Congrats to those involved!
        
           | pohl wrote:
           | Why do you think it would not be possible?
        
             | smallerize wrote:
             | To make a new cell "live" it must be neighbored by three
             | live cells. And in 2d, a cell only has two neighbors.
        
               | metalliqaz wrote:
               | s/2d/1d/ right?
        
               | smallerize wrote:
               | Oh, right.
        
               | pohl wrote:
               | I see what you're saying, but I think it's a
               | misunderstanding. 1D here only means that there's some
               | state where the active cells are confined to one row --
               | but one row within the ordinary 2D GoL plane. I'm sure
               | the next iteration leaps off the line immediately. Search
               | for "Blinker" here to imagine how it could start
               | spreading off the line.
               | 
               | https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
        
               | IAmBroom wrote:
               | The GP understood that.
        
               | smallerize wrote:
               | Right, but that's not what adzm was asking about.
        
       | gdevillers wrote:
       | What are the rules in 1d ?
        
         | pavel_lishin wrote:
         | It only starts out 1-dimensionally, it continues to evolve on a
         | standard GoL grid.
        
           | syncsynchalt wrote:
           | Then, importantly, it collapses itself back down to a
           | 1-dimensional copy of its starting representation, but
           | translated.
        
             | boothby wrote:
             | Specifically, after 133_076_755_768 steps, the
             | 1-dimensional pattern reoccurs translated by two pixels. On
             | skimming the thread I haven't determined if that shift is
             | parallel or perpendicular to the line.
        
               | josh11b wrote:
               | I think it has to be parallel by symmetry.
        
             | postalrat wrote:
             | Can it leave other bits behind after it moves?
        
               | syncsynchalt wrote:
               | By definition of a pure spaceship / glider, no it can't.
               | If it emits persistent "exhaust" that's a "smoking
               | ship"[0].
               | 
               | [0] https://conwaylife.com/wiki/Types_of_spaceships#Smoki
               | ng_ship
        
       | pavel_lishin wrote:
       | Hah, and a forum bug further down in the thread:
       | 
       | > _Seems there is a bug in the forum, when more people write a
       | post at the same time the post sometimes vanishes._
        
       | pkilgore wrote:
       | So it starts as a line, explodes into a huge 2D complex mess, and
       | eventually, after many generation, returns to form the same 3.7B
       | cells long line?
       | 
       | That's kind of amazing. I wish someone unpacked the units of
       | abstraction/compilation that must surely exist here.
       | 
       | Surely they aren't developing this with 1 or 0 as the abstraction
       | level!
        
         | layer8 wrote:
         | See here:
         | https://conwaylife.com/forums/viewtopic.php?f=2&t=2040&start...
         | 
         | It's also a relatively sparse line, as the number of live cells
         | is less than a hundredth of the line's extent:
         | https://conwaylife.com/wiki/Unidimensional_spaceship_1
        
           | dkural wrote:
           | Only about 1.5% of the human genome is protein coding. The
           | human genome is about 3 billion base pairs long.
        
             | levocardia wrote:
             | Game of life indeed!
        
           | H8crilA wrote:
           | _> Work started in 2016 and was completed on December 1,
           | 2025._
           | 
           | Almost 10 years of development.
        
             | IAmBroom wrote:
             | Development, idle hacking when someone got bored at work;
             | potato, potahto...
        
           | tantalor wrote:
           | How many steps is the period? How far does it travel in that
           | period? What direction does it go? Does it clean up after
           | itself?
        
             | layer8 wrote:
             | As the wiki page states, the period is 133076755768, and it
             | moves by two cells in that time. Spaceships in GoL by
             | definition don't leave anything behind, they produce the
             | exact same configuration, just shifted across the grid.
             | 
             | Given that it starts as a single line, it is symmetric in
             | the axis implied by that line, and hence can't possibly
             | move diagonally or orthogonal to the line. Hence it moves
             | in the direction of the line.
        
               | tantalor wrote:
               | Thanks!
               | 
               | I was a bit confused by that wiki page because it says
               | "Direction Orthogonal" but like you said that can't be.
        
               | layer8 wrote:
               | Yeah, "orthogonal" here just means "not diagonal". Since
               | GoL configurations don't have a distinguished orientation
               | (you can rotate and/or mirror them however you like), it
               | wouldn't make sense to specify up/down/left/right, at
               | least not without first fixing an (arbitrary)
               | orientation.
        
           | Retr0id wrote:
           | I'm barely able to follow, but this part was fun:
           | 
           | > The third and fourth arms are extreme compression
           | construction arms "ecca", where a programming language
           | interpreter is created and individual incoming letters are
           | interpreted as instructions specifying which phase (mod 2)
           | and line of glider to emit.
        
       | herodoturtle wrote:
       | Can someone please ELI5 what this means? Thanks in advance.
        
         | cpfohl wrote:
         | Someone figured out how to create a glider that starts and ends
         | as a long string of cells on a single line. Gliders are figures
         | in the game of life that move themselves in a direction by
         | repeated patterns that result in movement. For more game of
         | life/glider context you can read the pretty decent Wikipedia
         | articles:
         | 
         | Conway's game of life:
         | https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
         | 
         | Gliders:
         | https://en.wikipedia.org/wiki/Glider_(Conway%27s_Game_of_Lif...
        
           | herodoturtle wrote:
           | Thank you ^_^
        
           | NooneAtAll3 wrote:
           | spaceship*
           | 
           | glider is one specific spaceship, but name for moving
           | patterns is _spaceship_
        
           | zahlman wrote:
           | As noted by others, the title is mistaken; this is a
           | spaceship, not a glider. (As explained in the Wikipedia
           | article, "glider" refers to a specific 5-cell pattern
           | discovered very early on.)
           | 
           | > So finally 2/133076755768 ship of starting bounding box
           | 3707300605x1 is here
           | 
           | My understanding is that 2/133076755768 is the speed, in
           | (number of cells translated) / (number of generations to
           | repeat).
        
       | bezko wrote:
       | "History Doesn't Repeat Itself, but It Often Rhymes" - Mark Twain
       | 
       | Looking forward to the impending AI and crypto crash and have
       | people run GoL simulations on expensive computer systems like
       | it's 1972 again.
        
         | munchler wrote:
         | Off-topic, but like a lot of quotes attributed to Twain,
         | there's no evidence he said that.
         | 
         | https://quoteinvestigator.com/2014/01/12/history-rhymes/
        
           | btilly wrote:
           | As Mark Twain also said, _" A lie can travel halfway around
           | the world before the truth can get its boots on."_
           | 
           | Of course he didn't say that one either:
           | https://quoteinvestigator.com/2014/07/13/truth/
        
             | IAmBroom wrote:
             | But he did call Mae West "my little chickadee", right?
        
       | flufluflufluffy wrote:
       | Me: oh cool, this is interesting, I don't quite understand what
       | exactly that means, let me read the thread to learn more...
       | 
       | The thread: > Replacing ECCA1 by version with step after the
       | direction change could save something like 1% of the ecca1 bits
       | size. Compiling agnosticized program instead of fixed lane
       | program by ecca1 could save something like 1% as well (just
       | guesses). Build of smaller ECCA1 would shorten binary portion,
       | but it would be hardly seen in the ship size.
       | 
       | > Using agnosticized recipe in the fuse portion would definitely
       | reduce its size. Better cordership seed and better salvo for
       | gpse90 would help...
       | 
       | Dear lord I had no idea there's this much jargon in the game of
       | life community. Gonna be reading the wiki for hours
        
         | falcor84 wrote:
         | Their free book "Conway's Game of Life: Mathematics and
         | Construction" is a great starting point -
         | https://conwaylife.com/book/conway_life_book.pdf
        
         | IncreasePosts wrote:
         | Once a year or so I find myself on those forums and I'm always
         | astounded how many people there are that dedicate massive
         | amounts of time and brain power to this.
        
           | tombert wrote:
           | I think it appeals to the same itch that languages like
           | Brainfuck scratch.
           | 
           | There's something exceedingly interesting about how you can
           | model complexity with something extremely simple. Brainfuck
           | is fun because it forces you to think _extremely_ low level,
           | because ultimately it is basically just a raw implementation
           | of a Turing machine. I wouldn 't want to write a big program
           | in it, but it is fun to think about _how_ you might express a
           | complicated algorithm with it.
           | 
           | Similarly with CGOL, it is really interesting to see how far
           | you can stretch really simple rules into something really
           | complex.
           | 
           | I've written CGOL dozens of times, it's a common project that
           | I do to "break in" a language I've learned, since it's not
           | _completely_ trivial but it 's simple enough to not be
           | frustrating, and I completely understand why
           | math/computability-theory folks find it something to dedicate
           | brain power to.
        
             | __del__ wrote:
             | for those who think brainfuck is too pedestrian, have a
             | browse through the esolang wiki:
             | 
             | https://esolangs.org/wiki/Language_list
        
           | DesiLurker wrote:
           | if you find that fascinating then you'll be blown away by
           | something called 'Wolfarm physics project'. it basically is
           | trying to recreate entire physics using such baseline 'graph
           | update' rules like 'Game of Life'. So far no predictions yet
           | but very interesting.
        
             | chuckadams wrote:
             | Wolfram is kind of obsessed with cellular automata, even
             | went and wrote a whole book about them titled "A New Kind
             | of Science". The reception to it was a bit mixed. CA are
             | Turing-complete, so yeah, you can compute anything with
             | them, I'm just not sure that in itself leads to any greater
             | Revealed Truths. Does make for some fun visualizations
             | though.
        
               | jacquesm wrote:
               | The question really ultimately resolves to whether the
               | universe can be quantized at all levels or whether it is
               | analog. If it is quantized I demand my 5 minutes with
               | god, because I would see that as proof of all of this
               | being a simulation. My lack of belief in such a being
               | makes me hope that it is analog.
        
               | azeirah wrote:
               | A new kind of science is one of my favorite books, I read
               | the entirety of the book during a dreadful vacation when
               | I was 19 or 20 on an iPod touch.
               | 
               | It goes much beyond just cellular automata, the thousand
               | pages or so all seem to drive down the same few points:
               | 
               | - "I, Stephen Wolfram, am an unprecedented genius" (not
               | my favorite part of the book) - Simple rules lead to
               | complexity when iterated upon - The invention of field of
               | computation is as big and important of an invention as
               | the field of mathematics
               | 
               | The last one is less explicit, but it's what I took away
               | from it. Computation is of course part of mathematics,
               | but it is a kind of "live" mathematics. Executable
               | mathematics.
               | 
               | Super cool book and absolutely worth reading if you're
               | into this kind of thing.
        
         | culi wrote:
         | That's because it's not "game of life jargon", it's "cellular
         | automata" jargon. Which is a field of math and comes along with
         | a bunch of math jargon from related fields.
        
           | dooglius wrote:
           | I searched several of these terms and they are all
           | specifically jargon of game of life enthusiasts, (i.e. search
           | reaults are all on fansites related to game of life) not
           | general cellular automata jargon.
        
             | IAmBroom wrote:
             | I assume there's fanfic shipping of automata...
             | 
             | (If you don't recognize that use of "shipping", don't
             | google it at work.)
        
           | pepinator wrote:
           | mmmh I don't think so. I've read several papers on cellular
           | automata and I don't recognize the terms
        
       | wrs wrote:
       | Reading a long explanation on a GoL forum is a great way to
       | experience what it's like for my spouse to listen to my work
       | conversations on Zoom. This jargon is fantastic.
        
         | ekjhgkejhgk wrote:
         | More or less like this?
         | 
         | https://www.youtube.com/watch?v=eMJk4y9NGvE
        
           | johanvts wrote:
           | It's technobabble https://youtu.be/RXJKdh1KZ0w
        
         | tomcam wrote:
         | However much karma this comment scored, it's underrated
        
         | IAmBroom wrote:
         | One exception: You are actually enthused about the topic you
         | don't understand.
         | 
         | Your SO is likely only enthused to the degree that it affects
         | your mood. "So this RISC architecture isn't compliant with
         | ADA-1056 after all? And you were right all along? Wow, that's
         | great, honey!"
        
       | dcel wrote:
       | Sometimes I feel a deep sense of loss of the old web that grew up
       | with -full of niche interests, unashamedly earnest and rich in
       | subcultures- has been lost in a sea of corporate slop and
       | clickbait social media.
       | 
       | Then occasionally I come across something like this and it feels
       | like all is not lost. Conway's GoL was one of the first C
       | programmes I ever wrote and I've long been distantly fascinated
       | by cellular automata but I had no idea that there was such a
       | depth of research (work, experimentation, collaboration? how do
       | you even describe this kind of collective endeavour?) into GoL
       | lurking out there all these years.
        
       | londons_explore wrote:
       | This seems like a great task as a test for AI.
       | 
       | The result is easily verify-able, yet the techniques to design
       | such a glider are very complex and some might not have been
       | discovered yet.
        
         | culi wrote:
         | It's already being done. Has been done for decades now.
         | Definitely wouldn't be a good use of an LLM-type model if
         | that's what you're proposing
         | 
         | If you look at the placement of Journal of Cellular Automata in
         | SciMago's Shape of Science visualization[0] you'll see that
         | it's completely surrounded by machine learning/AI journals
         | 
         | [0] https://www.scimagojr.com/shapeofscience/
        
         | btilly wrote:
         | You can change "might not" to "have not".
         | 
         | The Game of Life is Turing complete. And therefore a complete
         | analysis of how to write programs in it would imply a solution
         | to the Halting problem. Which is impossible.
        
           | londons_explore wrote:
           | Turing completeness relies on infinite state.
           | 
           | With finite state, one could theoretically brute force search
           | every possible 1D sequence to find a glider shorter than the
           | one discovered here.
           | 
           | Obviously that's impractical, but turns the whole thing into
           | a search problem - find the best/a good solution in a huge
           | search space.
        
       | NooneAtAll3 wrote:
       | 1D spaceship*
       | 
       | glider is a specific spaceship, but name for "moving pattern" is
       | _spaceship_
        
         | rtkwe wrote:
         | Their own wiki points out they're sometimes used
         | interchangably.
         | 
         | https://conwaylife.com/wiki/Spaceship
        
       | ekjhgkejhgk wrote:
       | I love it that there are people obsessed enough to spend their
       | time on this and our society can support it.
        
       | Dwedit wrote:
       | RIP John Conway, a victim of Covid.
        
       | 7373737373 wrote:
       | Two of the most fascinating open questions about the Game of Life
       | are in my opinion:
       | 
       | 1. What is the behavior of Conway's Game of Life when the initial
       | position is random? Paraphrasing Boris Bukh's comment on the post
       | linked below, the Game of Life supports self-replication and is
       | Turing-complete, and therefore can support arbitrarily
       | intelligent programs. So, will a random initial position (tend
       | to) be filled with super-intelligent life forms, or will the
       | chaos reign?
       | 
       | There exist uncountably infinitely many particular initial
       | configurations out of which a random one may be drawn, which
       | makes this more difficult (a particular infinite grid
       | configuration can be represented as the binary digits (fractional
       | part) of a real number, spiraling outwards from a given center
       | coordinate cell: 0.0000... represents an empty infinite grid,
       | 0.1111... a fully alive infinite grid).
       | 
       | https://mathoverflow.net/questions/132402/conways-game-of-li...
       | 
       | 2. Relatedly, does a superstable configuration exist? One that
       | continues to exist despite any possible external interference
       | pattern on its border? Perhaps even an expanding one?
       | 
       | https://mathoverflow.net/questions/132687/is-there-any-super...
        
         | Legend2440 wrote:
         | One problem is that, even though it is turing-complete, many
         | practical operations are very difficult. Patterns tend towards
         | chaos and they tend towards fading out, which are not good
         | properties for useful computation. Simply moving information
         | from one part of the grid to another requires complex
         | structures like spaceships.
         | 
         | You might have better luck with other variants. Reversible
         | cellular automata have a sort of 'conservation of mass' where
         | cells act more like particles. Continuous cellular automata
         | (like Lenia) have less chaotic behavior. Neural cellular
         | automata can be trained with gradient descent.
        
         | Someone wrote:
         | > the Game of Life supports self-replication and is Turing-
         | complete, and therefore can support arbitrarily intelligent
         | programs.
         | 
         | I think people will disagree about whether "Turing-complete" is
         | powerful enough for supporting intelligence but let's assume it
         | does.
         | 
         | > So, will a random initial position (tend to) be filled with
         | super-intelligent life forms, or will the chaos reign?
         | 
         | Even if it doesn't, it might take only one intelligent life
         | form for the space to (eventually) get filled with it (the game
         | of life doesn't heave energy constraints that make it hard to
         | travel over long distances, so I don't see a reason why it
         | wouldn't. On the other hand, maybe my assumption that all
         | intelligent life would want to expand is wrong), and in an
         | infinite plane, it's likely (?certain?) one will exist.
         | 
         | On the other hand it's likely more than one exists, and they
         | might be able to exterminate each other.
        
         | jmsgwd wrote:
         | Your first question is discussed in the book The Recursive
         | Universe by William Poundstone (1984).
         | 
         | One of the chapters asks "what is life?". It considers (and
         | rejects) various options, and finally settles upon a definition
         | based on Von Neumann-style self-replicating machines using
         | blueprints and universal constructors, and explains why this is
         | the most (only?) meaningful definition of life.
         | 
         | Later, it talks about how one would go about creating such a
         | machine in Conway's Game of Life. When the book was written in
         | 1984, no one had actually created one (they need to be very
         | large, and computers weren't really powerful enough then). But
         | in 2010 Andrew J. Wade created Gemini, the first successful
         | self-replicating machine in GoL, which I believe meets the
         | criteria - and hence is "alive" according to that definition
         | (but only in the sense that, say, a simple bacteria is alive).
         | And I think it works somewhat like how it was sketched out in
         | the book.
         | 
         | Another chapter estimated how big (and how densely populated) a
         | randomly-initialized hypothetical GoL universe would need to be
         | in order for "life" (as defined earlier) to appear by chance. I
         | don't recall the details - but the answer was mind-boggling
         | big, and also very sparsely populated.
         | 
         | All that only gives you life though, not intelligence. But life
         | (by this definition) has the potential to evolve through a
         | process of natural selection to achieve higher levels of
         | complexity and eventually intelligence, at least in theory.
        
       | wffurr wrote:
       | Anyone have a recording of what this thing looks like? I'm very
       | curious to see it and didn't see any obvious links in the thread.
        
         | metalliqaz wrote:
         | My understanding is that, it is so large and takes so long to
         | run, there is really no way to visualize it
        
           | IAmBroom wrote:
           | There is of course a way to visualize it, but it would be
           | more boring than a Tommy Wiseau film... with a less
           | reasonable plot.
        
       | pugworthy wrote:
       | How in the world do people even discover these things? Certainly
       | not by clicking cells to set up an initial population then hit
       | "Go". Brute force approach works I suppose.
        
       | zkmon wrote:
       | In 1995, I received an email from someone named Conway asking me
       | for more details about some silly thing I wrote in sci.math
       | usenet group. Later I came to know more abut him as John Conway.
       | Sadly I lost access to those emails.
       | 
       | Now, I'm unaware of this strange GoL world with amazing work
       | people are doing. Sometimes I wonder which frontiers of progress,
       | should we as human race be utilizing this amazing creative
       | potential of the current generations.
        
       | DesiLurker wrote:
       | makes me wonder if its possible to get natural numbers like pi/e
       | using a geometric structure in GoL. it would be interesting to
       | derive them from an emerging order based on fixed set of automata
       | rules. If possible it might lead credence to simulated universe
       | hypothesis.
        
         | terlisimo wrote:
         | well...
         | 
         | 1) GoL is turing complete
         | 
         | 2) there are algorithms that calculate digits of Pi or e.
         | 
         | so... yes?
         | 
         | but if I just took any old Pi-digits algorithm and encoded it
         | on GoL, its appearance would not be meaningful or "elegant" to
         | our senses. You're probably asking "what does the shortest/most
         | elegant program to calculate Pi in GoL look like, and does it
         | maybe have some unexpected relation to other mathematical terms
         | like, I dunno, Euler's identity or... Mandelbrot set?" And then
         | you would probably need to answer the question "Well, how would
         | you like the digits encoded and represented?".
         | 
         | All of a sudden your question becomes a bit ambiguous. Or did I
         | misunderstand what you meant?
         | 
         | I mean.... I think I feel what you're asking, like... is there
         | some primal version of Pi that can be encoded in GoL initial
         | condition with as few bits as possible but I'm afraid that the
         | answer is something like "well, that depends on what you mean
         | by [...]"
        
       | nilslindemann wrote:
       | I would like to see a video.
        
         | IAmBroom wrote:
         | Since the video screen would be larger than 1 Bpxl wide, I
         | would accept a FHD scaled-out video.
        
         | avhon1 wrote:
         | If each step was 1 frame, and the video played at 240 frames
         | per second, the video would last about 17.5 years
        
       | cool_dude85 wrote:
       | Can someone who knows a bit more about this help me understand
       | how structures like this are produced? Is there some kind of
       | computer search, perhaps guided? Is this a clever combination of
       | sub-structures, timing mechanisms, etc. that are then fit
       | together like Legos?
        
         | OscarCunningham wrote:
         | Right. Interesting small patterns can be found using clever
         | search algorithms. There's also the approach of running
         | trillions of random 'soups' and scanning the results for
         | interesting patterns. These small patterns are then pieced
         | together to build the larger structures.
        
       | jacquesm wrote:
       | How on earth did they find this? It's akin to creating a genome
       | out of thin air and expecting a living creature to pop out at the
       | other end.
        
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