% collisions2.tiles % generals V-shaped boundary with random barcode pattern, % then copies the barcode until 1's collide and cancel out. % The barcode uses pairs of 1's and 0's. % for aTAM, try % xgrow collisions2 T=2 update_rate=100 % for kTAM, try % xgrow collisions2 Gmc=17.5 Gse=9 update_rate=10000 tile edges matches {{N E S W}*} num tile types=25 num binding types=15 binding type names={ A B0 B1 z0a z0b o1a o1b t1x t1y t2x t2y t3x t3y t4x t4y } tile edges={ {0 A A 0} (red) % seed tile {A z0a B0 0} (lightgreen) % zero vertical boundary {B0 z0b A 0} (lightgreen) % zero vertical boundary {A o1a B1 0}[.4] (darkblue) % one vertical boundary, low concentration {B1 o1b A 0}[.4] (darkblue) % one vertical boundary, low concentration {0 B0 z0a A} (lightgreen) % zero horizontal boundary {0 A z0b B0} (lightgreen) % zero horizontal boundary {0 B1 o1a A}[.4] (darkblue) % one horizontal boundary, low concentration {0 A o1b B1}[.4] (darkblue) % one horizontal boundary, low concentration {z0a t1x t1x z0a} (white) % no signals {t1x t1y z0a z0b} (white) % no signals {z0b z0a t1y t1x} (white) % no signals {t1y z0b z0b t1y} (white) % no signals {o1a t2x t2x z0a} (darkgray) % vertical signal {t2x t2y o1a z0b} (darkgray) % vertical signal {o1b z0a t2y t2x} (darkgray) % vertical signal {t2y z0b o1b t2y} (darkgray) % vertical signal {z0a t3x t3x o1a} (darkgray) % horizontal signal {t3x t3y z0a o1b} (darkgray) % horizontal signal {z0b o1a t3y t3x} (darkgray) % horizontal signal {t3y o1b z0b t3y} (darkgray) % horizontal signal {o1a t4x t4x o1a} (magenta) % colliding signals {t4x t4y z0a o1b} (darkgray) % colliding signals {o1b z0a t4y t4x} (darkgray) % colliding signals {t4y z0b z0b t4y} (magenta) % colliding signals } binding strengths={ 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 } seed=5,5,1 size=128 block=4