Rules of the Game
A Turing machine follows the rules you are about to program. Each rule can have a condition (if), an action (paint, move or erase), an alternative action (if the condition is not met), and an instruction to go to another rule when completed. To create a condition, click "if filled" or "if empty". Then you need to add one of the following actions: paint over, erase, move left or right. To add another action if the condition is not met, click "else" and then add another action. Finally, click "go to" and select the line where the code should go to. If you do not specify anything, the code will jump to the next line.After creating the code, color the ribbon as you want and see if your program works. First, make the machine paint 3 squares. Then have it find the first blue square to its right. The Duplicate button duplicates the row of blue boxes (the machine has to be under the left box). Could you reconstruct its rules?