Blink is another ant that uses a random number generator. It behaves like a normal ant, but every 10 frames it has a 40% chance to teleport to a random friendly pixel.
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@1d-cellular-automata
Blink is another ant that uses a random number generator. It behaves like a normal ant, but every 10 frames it has a 40% chance to teleport to a random friendly pixel.

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I'm reluctant to use random number generators for anything other than the initial state of a simulation because their inclusion elsewhere makes the end result no longer deterministic. Despite that I have a few ants whose behavior is random, showcased here.
Stumble picks a random direction and a random duration, then moves in a straight line until that duration elapses before repeating.
Drift is a little more involved. It uses 8-directional movement, including diagonals. It chooses a random direction, then for the next 10 frames its movement per frame is either in that direction or the direction +/- 45 degrees. This makes it sway around while following a general trend.
Fortify is a novel behavior that necessitated a near-total rewrite of the Ant object class. It initially claims pixels in black/gray, then when passing over a friendly pixel again it updates it to the purple "reinforced" state. Enemy ants moving over reinforced pixels revert them to their non-reinforced state without changing their active/passive state or claiming them.
Basically, it takes two friendly updates to reinforce a pixel and two hostile updates to claim it after it's been fortified.
Warp is a hybrid of skip and launch. It uses Launch's "fuel" behavior, but upon leaving friendly territory it spends all its fuel at once to teleport that many pixels straight ahead.
Launch is another nerfed descendant of Voyager. It has the same "go straight on passive/hostile pixels" rule, but it has a limited amount of "fuel" to use to do so.
Each frame spent on friendly territory gains 1 fuel, each frame spend going straight spends 1 fuel. If it runs out of fuel, it reverts to basic ant behavior until it can generate more.

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Glitch is a variant of skip that I tweaked to produce a different pattern. It follows the normal ant behavior but jumps two pixels per move. If it starts on an active pixel, it jumps three pixels.
Glitch's non-contiguous territory proves an effective counter to Conqueror's behavior, locking it to mostly following standard ant patterns.
Conqueror is a tuned-down variant of Voyager that behaves normally on friendly or neutral pixels, but never changes direction on hostile ones.
Skip is a variant that moves two spaces instead of one. However, it still only flips the color of its starting pixel.
The next variant is Voyager. The inverse of Highway, Voyager ONLY changes direction on friendly pixels.
...I had a feeling it would be overpowered.
Another ant race showcasing another ant variant.
Highway never changes direction on friendly pixels. Other than that it behaves like a normal ant.
The two initial ants got stuck in an inter-colony death spiral until their comrades arrived to remind them of their objective.

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New thing I coded, technically one dimension too many for this blog but whatever. It's a competition between ants to see which team can claim the most territory. Brown team is the classic Langton's Ant and Blue team is a variant I modified to add diagonal movement.
To keep things interesting, each team gets a new ant every 250 frames.
Rather than having all cells in a binary black/white state, each cell is either passive(white) or active(black) as well as belonging to the team that most recently updated it. This allows all ants to interact with all cells normally while tracking how much territory each team controls.
Variations on the evolving ruleset automaton, having it update its rules more frequently:
Every 5 generations:
Every other generation:
Every generation:
My latest creation, a 1-D cellular automaton with an evolving ruleset:
Here's how it works:
Another one
My latest creation, a 1-D cellular automaton with an evolving ruleset:
Here's how it works:
I tweaked the script to have it make up random rules for the states, this is what it came up with after a little fine tuning

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This is an experimental automaton I just made, probably a one-off since it doesn't really produce many interesting patterns.
EDIT: there was a mistake in the code, using modulo 9 in all cases meant state 9 will never emerge. Fixing it later...
Here's how it works: The state of each cell determines the size of the neighborhood it will look at. State 0 looks at itself and the cell directly to the right (state 0 can't have neighborhood size 0 or no cells could be born). State 1 looks at itself and the next two cells, state 2 itself and the next three cells, and so on. To determine the next state, sum all the cells in the neighborhood, divide by 9 and keep the remainder.
Here's what it looks like:
It looks mostly green because I used yellow, yellow-geeen and green as states and they all sort of blend together.
I ran it again, this time color coding for even and odd, but still (almost) no patterns emerged:
Maybe I'll play around with this if I can think of a way to make it a little more interesting