Re: A82: Life
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Re: A82: Life
Well! What about the well-known board game from (Parker Brothers? Milton
Bradley? What?)? I'd hit _YOU_!!!
~Adamman
In a message dated 98-03-23 22:00:47 EST, you write:
> i'd hit you if i wasn't in NY and you in Michigan.
>
> EVERY programmer should know what it is, so here's the docs from life.85s
>
> LIFE is: (in the 85 version)
>
> Another addition to the collection of old classic games for TI-85. "Game
> of
> Life" was invented by mathematician John Conway in 1970. I'm sure that
> all
> hackers out there have tried it at least once. If you're smart and
> creative,
> it can be very intellectually stimulating. It's a simulation game which
> can
> generate strange and beautiful patterns, sometimes in complex and
> interesting
> ways. Yet Conway's rules of Life are delightfully simple:
>
> Conway proposed a simple model of growth & decay. If a living cell
> has
> more than 3 living neighbors, it would die (overpopulation? starvation?
> not
> enough privacy?), and if it has less than 2 living neighbors, it also
> dies
> (loneliness? boredom?). Thus a living cell can only survive with exactly
> two
> or three living neighbors. On the other hand, a dead cell will come to
> life
> if it has exactly three living neighbors. Each iteration therefore
> results in
> some cells coming to life, some dying, and some surviving unchanged.
>
> However this version of Life has a little expansion: The Rules of
> Life are
> changeable! The rules say what judgement will a cell have on having X
> neighbor(s). Possible judgements are death, survival and birth. So a
> table
> is constructed it has 9 indexes (0 to 8 neighbors) and contains a boolean
> value that is %00=0 for death, %01=1 for survival, %10=2 for birth and
> %11=3
> for both survival and birth. (The boolean-stuff is an optimization
> hack...)
> The default 'Conway' table is 0,0,1,3,0,0,0,0,0. Ie. no neighbors =
> death,
> one neighbor = death, two neighbors = survival, three neighbors = birth
> and
> survival, four neighbor = death, etc...
>
>
> -Greg
>
> "You know, it's at times like this when I'm trapped in a Vogon
> airlock with a man from Betelgeuse and about to die of asphyxiation in
> deep space that I really wish I'd listened to what my mother told me when
> I was young!"
> "Why, what did she tell you?"
> "I don't know, I didn't listen."
> -- Douglas Adams, "The Hitchhiker's Guide to the Galaxy"
>
> On Mon, 23 Mar 1998 18:53:26 EST ADAMMAN106 <ADAMMAN106@aol.com> writes:
> >
> >Hmm...I haven't tried the game yet, but it doesn't sound too much like
> >the
> >Life I'm used to. Isn't Life that board game where you get a job,
> >have pay
> >days, pay taxes, etc?
> >
> >~Adamman
> >
> >In a message dated 98-03-23 15:20:30 EST, you write:
> >
> >> I wasn't aware that there was an 85 version - but I went to
> >ticalc.org
> >> and found it. It works totally differently than mine does - from
> >what i
> >> could read in the documentation it uses the graph memory as the
> >array,
> >> and then kills or creates life in a cell by counting the number of
> >> neighbors each cell has every generation. Mine represents each
> >cell as
> >> a byte in the APD_BUF - one bit determining if it is alive, another
> >> determining if it will survive to the next generation, and 4 bits
> >> holding the number of neighbors. Each time a cell dies or is born,
> >i
> >> simply increment or decrement the number of neighbors of each of
> >the
> >> surrounding cells. I think it works faster than his algorithm
> >because
> >> it doesn't have to recalculate the number of neighbors every cell
> >has
> >> every generation. Unfortunately, I don't have access to an 85, so
> >i
> >> can't see if I'm right or not. As for it being bloated - the size
> >of
> >> his program is approximately 700 bytes (it is 732 bytes before it
> >is
> >> sent to the calculator). Mine is 635 bytes if you compare the
> >programs
> >> more equally - take the size of the demo program, which doesn't
> >have any
> >> input routines or instructions, and subtract 256 bytes because it
> >> includes a whole sample array. So, although I know my coding isn't
> >the
> >> most compact or efficient, it isn't that bloated. If you want, i
> >could
> >> release a version without a title screen or instructions but still
> >with
> >> the input routine - it would be 943 bytes.
> >>
> >> - Bryan Catanzaro
> >>
> >>
> >> L0rdG0aT, Lord of sodomy and of darkness wrote:
> >> >
> >> > i will look further into the matter... when I get home... i can't
> >access
> >> > any Java-capable computers until i'm home.... i also want to find
> >out who
> >> > made the ti85 version, because i'll either mail you the source &
> >you can
> >> > prot it yourself (great capabilities... draw on the graph
> >screen, and
> >> > then you can run life on the contents... very good verison...)
> >> >
> >> > as for yours, it's a great version, but I believe that there's
> >something
> >> > wrong with the coding... also, why is it that the game is
> >bloated? are
> >> > your routines built in, or did you enhance the game in any way?
> >> >
> >> > -Greg
> >> >
> >> > On Mon, 23 Mar 1998, Bryan Catanzaro wrote:
> >> >
> >> > >
> >> > > If you visit this address and put in the pattern that you
> >showed into
> >> > > his java applet (i don't even know who he is), it does exactly
> >the same
> >> > > thing as mine. It would be strange to make the same bug twice
> >in 2
> >> > > different languages...
> >> > >
> >> > > http://www.student.uwa.edu.au/~kameleon/GameOfLife2.html
> >> > >
> >> > > - Bryan Catanzaro
> >> > >
> >> > >
> >> > >
> >> > > L0rdG0aT, Lord of sodomy and of darkness wrote:
> >> > > >
> >> > > > ok, i have a little thing to put up to the author of this
> >game...
> >> > > >
> >> > > > great game, except one thing... the virus thingy doesn't
> >work!! (
> >> example:)
> >> > > >
> >> > > > xx xx xx xx xx
> >> > > > xx xx xx xx xx
> >> > > >
> >> > > > xx xx xx xx xx
> >> > > > xx xx xx xx xx
> >> > > >
> >> > > > xx xx xx xx xx
> >> > > > xx xx xx xx xx
> >> > > > 0
> >> > > > xx xx xx xx xx
> >> > > > xx xx xx xx xx
> >> > > >
> >> > > > xx xx xx xx xx
> >> > > > xx xx xx xx xx
> >> > > >
> >> > > > now, that life scheme will NOT change (the x's). if i put
> >another
> >one,
> >> > > > near the center (denoted by 0), it'd kill off everything...
> >but in
> >> this
> >> > > > version, it stays the same. your algorithim, (how does one
> >spell
> >that
> >> > > > word? i'm having an argument about it) is, um, not the real
> >LIFE
> >one.
> >> > > > it'd kill everything.
> >> > > >
> >> > > > -Greg
> >> > > >
> >> > > > On Mon, 23 Mar 1998, Greg Milewski wrote:
> >> > > >
> >> > > > >
> >> > > > > oh, really? my version of juno (or maybe the list server)
> >xlates it
> >> to
> >> > > > > uue and puts it into the message. (version 1.49)
> >> > > > >
> >> > > > > as for the game, i was wondering when someone would make
> >it...
> >> > > > >
> >> > > > > -Greg
> >> > > > >
> >> > > > > "You know, it's at times like this when I'm trapped
> >in a
> >> Vogon
> >> > > > > airlock with a man from Betelgeuse and about to die of
> >asphyxiation
> >> in
> >> > > > > deep space that I really wish I'd listened to what my
> >mother told
> >me
> >> when
> >> > > > > I was young!"
> >> > > > > "Why, what did she tell you?"
> >> > > > > "I don't know, I didn't listen."
> >> > > > > -- Douglas Adams, "The Hitchhiker's Guide
> >to the
> >> Galaxy"
> >> > > > >
> >> > > > > On Mon, 23 Mar 1998 06:24:46 EST kouri@juno.com (Kouri
> >Rosenberg)
> >> writes:
> >> > > > > > Um, why don't you post it at ticalc or something. I can't
> >get
> >> > > > > >attached
> >> > > > > >files thru Juno.
> >> > > > > >
> >> > > > > >On Mon, 23 Mar 1998 02:07:40 -0700 Bryan Catanzaro
> >> > > > > ><natrium@cs.byu.edu>
> >> > > > > >writes:
> >> > > > > >>
> >> > > > > >>I wrote the classic life simulation for ASH... here it is
> >in case
> >> > > > > >>anyone
> >> > > > > >>is interested.
> >> > > > > >>
> >> > > > > >>
> >> > > > > ><snip>
> >> > > > >
> >>____________________________________________________________________
> >> _
> >> > > > > >You don't need to buy Internet access to use free Internet
> >e-mail.
> >> Get
> >> > > > > >completely free e-mail from Juno at http://www.juno.com Or
> >call
> >> Juno
> >> > > > > >at (800) 654-JUNO [654-5866]
> >> > > > >
> >> > > > >
> >_____________________________________________________________________
> >>
> >> > > > > You don't need to buy Internet access to use free Internet
> >e-mail.
> >> > > > > Get completely free e-mail from Juno at http://www.juno.com
> >> > > > > Or call Juno at (800) 654-JUNO [654-5866]
> >> > > > >
> >> > >
> >
> >
> >
> >
> >
> >
> >
>
> _____________________________________________________________________
> You don't need to buy Internet access to use free Internet e-mail.
> Get completely free e-mail from Juno at http://www.juno.com
> Or call Juno at (800) 654-JUNO [654-5866]