.xX\$\$x. .x\$\$\$\$\$\$\$x. d\$\$\$\$\$\$\$\$\$\$\$ ,\$\$\$\$\$\$\$P' `P' , . \$\$\$\$\$\$P' ' .d b \$\$\$\$\$P b ,\$\$x ,\$\$x ,\$\$x ,\$\$b \$\$. Y\$\$\$\$' `\$. \$\$\$\$\$\$. \$\$\$\$\$\$ \$\$P~d\$. d\$\$\$b d d\$\$\$ `\$\$\$\$ ,\$\$ \$\$\$\$\$\$\$b \$\$\$P `\$ \$\$\$b.\$\$b `Y\$\$\$d\$d\$\$\$' . . a . a a .aa . a `\$\$\$ ,\$\$\$,\$\$' `\$\$\$ \$\$\$' ' \$\$P\$XX\$' `\$\$\$\$\$\$\$\$\$ .dP' `\$'\$ `\$'\$ , \$''\$ `\$'\$ `Y\$b ,d\$\$\$P `\$b,d\$P' `\$\$. `\$\$. , `\$\$P \$\$\$' Y \$. \$ \$ \$ Y..P \$ `\$\$\$\$\$\$\$' \$\$\$P' `\$\$b `\$\$\$P `P `\$' `Y'k. \$. \$. \$. \$\$' \$. Issue 2 Oct 23, 1995 ______________________________________________________________________________ Core_Warrior_ is a weekly newsletter promoting the game of corewar. Emphasis is placed on the most active hills--currently the '94 draft hill and the beginner hill. Coverage will follow where ever the action is. If you have no clue what I'm talking about then check out these five-star internet locals for more information: FAQs are available by anonymous FTP from rtfm.mit.edu as pub/usenet/news.answers/games/corewar-faq.Z FTP site is: ftp.csua.berkeley.edu /pub/corewar Web pages are at: http://www.stormking.com/~koth http://www.ecst.csuchico.edu/~pizza/koth ______________________________________________________________________________ Greetings. I can't speak for Beppe Bezzi, but I'm pretty new at this, so bear with our format and content changes until we produce something nice. Complaints and criticism are welcome. Mail them to Beppe . Praise and encouragment are also accepted. Just mail those flowery comments to me-- Myer R Bremer . We would love to have more people join our staff. I promise I'll take all the credit for your hard work, too. How can you resist? Another note of appreciation to Andersen F. Scholl, for the Core_Warrior_ logo. ______________________________________________________________________________ Tournament Time NSFCWT round 2 is over, and it's been a tough challenge (so we were told :). There were lots of interesting and unique solutions to the problem how to kill the white warrior most effectively. The white warrior was an aggressive silk style paper which was launched after a brief bombing phase. Most challengers featured some form of multi-pass core clear (one or more spl runs followed by a dat clear) teamed up with a scanner. A brief description of the strategies is below. The winning challenger and the two runners- up are posted in the next message. twoOFaKIND Is two jmn.F scanners that scan in parallel for the white warrior body, avoiding bombs. The two parts then perform a checksum on the attack body and commit suicide when overrun by white. Multi-pass core clear code is then placed inside the found white warrior body where it is safe from attack. This proved to be the most effective strategy. v15 Is an unrolled (sne/sne/seq) scanner that bombs with a SPL carpet and finishes in a multi-pass core clear. For each bombed location, the scanner also checks 1800 addresses away, which is a likely place for white to be. blackTN Tandem sne/seq scanners bombing with spl/spl/spl/jmp and finishing with a multi-pass clear. safeclear has two redundant quickscan parts that checks for the 80 most dangerous white starting positions before a multi-pass core clear is executed. Umbrella A multi-pass core clear protected by a bomber that concentrates on the most dangerous locations. WhiteSimple Multi-pass core clear Taking Trains (;-) sne/seq scanner bombing with spl carpet Futility Two redundant multi-pass core clears Mr Speculative cmp scan/bomber with spl bomb and single dat core clear PlinyScan cmp scanner with spl bomb and multi-pass core clear so I won't lose a lotta points imp spiral Welcome to our new player Anders Scholl, it's good to have you. Now for the scores; Magnus Paulsson won this round with a comfortable lead over Steven Morrell and Paul Kline. Rank Name Author %W %L %T Score ___________________________________________________________________________ 1 twoOFaKIND Paulsson 89 5 6 2738 2 v15 Steven Morrell 73 18 8 2283 3 blackTN P.Kline 64 16 20 2128 4 safeclear Anders Ivner 61 16 23 2058 5 Umbrella Beppe Bezzi 56 12 32 1996 6 WhiteSimple John K. Wilkinson 56 14 30 1986 7 Taking Trains Maurizio Vittuari 59 32 10 1853 8 Futility M R Bremer 42 8 50 1768 9 Mr Speculative Derek Ross 45 39 16 1506 10 PlinyScan G. Eadon 41 35 24 1479 11 so i won't lose a lotta Anders Scholl 0 12 88 892 After the first two rounds, these are the points: Name pts for round 1 2 __________________________________ Beppe Bezzi 7 7 M R Bremer 7 4 G. Eadon 1.5 2 Anders Ivner 5.5 8 P.Kline 7.5 9 Steven Morrell 5 10 Paulsson 7.5 11 Derek Ross 3.5 3 Anders Scholl - 1 Maurizio Vittuari 6.5 5 John K. Wilkinson 4 6 Magnus Paulsson is leading with 18.5 points, followed by Paul Kline with 16.5 and Steven Morrell with 15 points. Good luck for round 3! Nandor & Stefan ______________________________________________________________________________ Current Status of the Internet Pizza Server ICWS '94 Draft Hill: Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 rounds fought: 250 instruction set: ICWS '94 Draft Last challenge: Mon Oct 23 11:06:37 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 48/ 40/ 12 Frontwards Steven Morrell 155 201 2 46/ 41/ 13 Leprechaun on speed Anders Ivner 150 62 3 35/ 28/ 37 test r Beppe Bezzi 142 4 4 37/ 32/ 31 Torch t18 P.Kline 142 266 5 35/ 28/ 36 Jack in the box Beppe Bezzi 142 254 6 39/ 36/ 24 Armory - A5 Wilkinson 141 405 7 40/ 40/ 21 myZizzor8 Paulsson 139 1 8 34/ 31/ 35 Father & Son Maurizio Vittuari 137 124 9 41/ 45/ 14 Anti Die-Hard Bevo (3c) John Wilkinson 137 71 10 38/ 39/ 22 session Z M R Bremer 137 20 11 36/ 35/ 29 Brain Vamp B.Bezzi, M.Paulsson 136 136 12 38/ 41/ 21 myVamp v3.7 Paulsson 136 234 13 40/ 45/ 15 Leprechaun deluxe Anders Ivner 134 171 14 34/ 34/ 31 Phq Maurizio Vittuari 134 368 15 41/ 48/ 11 Anti-DieHard Bevo (3f) John Wilkinson 134 29 16 23/ 12/ 65 Die Hard P.Kline 133 10 17 28/ 24/ 48 simple M R Bremer 132 13 18 38/ 46/ 16 blackTN P.Kline 131 27 19 34/ 38/ 28 Tornado 1.8 Beppe Bezzi 130 120 20 40/ 51/ 10 SandBlast 1a John K. Wilkinson 129 30 It's been a difficult time for replicators this week. It seems some authors are testing their tournament entries on the hill. P.Kline's blackTN appeared along with myZizzorX from Magnus Paulsson. Paulsson's earlier test program produced huge losses for papers, but was too specialized to score well on the hill. simple--a non-pspace replicator/bomber once held a lofty position until all those scanners came along. It quickly needed to be recoded to survive. Phq is also suffering a bit from the increased scanner presence. The many versions of Die Hard have attempted the hill lately. Perhaps Kline will finally settle on a version he's satisfied with. Maybe then he'll tell us what's in that thing! For a interesting clue, read Extra Extra for Paulsson's comments on Die Hard and Kline's response. ______________________________________________________________________________ 94 - What's New 3 35/ 28/ 37 test r Beppe Bezzi 142 4 7 40/ 40/ 21 myZizzor8 Paulsson 139 1 10 38/ 39/ 22 session Z M R Bremer 137 20 15 41/ 48/ 11 Anti-DieHard Bevo (3f) John Wilkinson 134 29 18 38/ 46/ 16 blackTN P.Kline 131 27 ______________________________________________________________________________ 94 - What's No More 21 34/ 39/ 27 Cthulhu v7 John K. Wilkinson 129 66 21 34/ 41/ 24 Thermite 1.0 Robert Macrae 128 802 Congratulations to Thermite for its long and successful run. Armory is now the oldest program on the hill at 405. ______________________________________________________________________________ Current Status of the Internet Pizza Server Beginner's Hill: Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 maximum age: At age 100, warriors are retired. rounds fought: 250 instruction set: ICWS '94 Draft Last challenge: Mon Oct 23 08:14:39 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 57/ 7/ 36 juliet storm M R Bremer 208 25 2 56/ 31/ 13 Heatseek2 Phil Whineray 182 3 3 49/ 32/ 20 Test-Fc G. Eadon 165 11 4 49/ 38/ 13 Web Gareth Thomas 160 26 5 34/ 11/ 55 ShadowImp Robert J. Street 156 99 6 42/ 32/ 26 Weasel Kurt Franke 153 17 7 44/ 38/ 18 Hint Test M R Bremer 151 5 8 32/ 19/ 49 Cyclone Scott Manley 145 13 9 42/ 41/ 17 Obvious John K. Lewis 143 10 10 42/ 43/ 15 Mythicon v1.1a G. Eadon 142 84 11 42/ 45/ 13 Eradu Scott Manley 139 4 12 29/ 23/ 48 Imp Craze 91.43 Planar 135 1 13 19/ 3/ 78 Cotton-DH 8a Wilkinson 135 20 14 41/ 47/ 12 Skimmer Gareth Thomas 134 52 15 38/ 48/ 14 PlinyScan G. Eadon 128 7 16 33/ 42/ 25 DeathWalker Scott Manley 125 36 17 21/ 43/ 35 Mokkori v0.2 David Boeren 99 47 18 25/ 52/ 23 Enlightenment II Scott Manley 98 38 19 29/ 60/ 12 Apple attack Gareth Thomas 98 53 20 31/ 67/ 2 Banzai0.2 Calvin Loh 96 18 John Wilkinson has decided to play on the beginner hill even though his programs on the '94 draft hill are doing well. I suppose I shouldn't talk. juliet storm was just meant to monitor the hill, but has jumped to the number one position. Below is a copy of the code in case it's not in your collection already. Simplicity and compactness are the keys to its success. Is the actual running code ( code that is executed many times--like a bomber--as opposed to code that is only executed once--like a quick scan ) of your warrior more than 15 lines long? If it is, you're probably trying to do too much. Keep it simple. Focus on one strategy and do it well. ;redcode-94 ;name juliet storm ;author M R Bremer ;strategy bomber--yippee ptr EQU -1333 gate dat <-445, <-446 s spl #445, <-445 spl #0, <-446 mov {445-1, -445+2 add -3, -1 djn.f -2, <-2667-500 mov 33, <-20 go dat #0, #ptr start mov {-1, <-1 ;boot the bomber into core mov {-2, <-2 mov {-3, <-3 mov {-4, <-4 mov {-5, <-5 mov {-6, <-6 mov gate, ptr+24 mov gate, ptr+24 spl @go, <-4000 jmp boot, <-4013 for 73 dat #0, #0 rof imp_sz equ 2667 boot spl 1 ,#0 ;vector launched imp ala T. Hsu spl 1 ,#0 spl <0 ,#vector+1 djn.a @vector,#0 imp mov.i #0,imp_sz jmp imp+imp_sz*7,imp+imp_sz*6 jmp imp+imp_sz*5,imp+imp_sz*4 jmp imp+imp_sz*3,imp+imp_sz*2 vector jmp imp+imp_sz ,imp end start ______________________________________________________________________________ The hint Do you often ask yourself: Why do my warriors do well on the beginner's and get thrashed on the '94 draft hill? This hint should help all newcomers in writing more viable code. I have asked the 15th place author to send me his warrior so we can dissect it as a case study. Thanks to Scott Manley for sharing his code. If you are in 15th place around the end of the week, you could be getting mail from me. Unfortunately, Mutagen has dropped off the hill, but I suspect that Scott will have a brand new version real soon. ;redcode-b ;name Mutagen ;author Scott Manley ;strategy Scan -> SPL/JMP bomb -> split to Imp gate / 2 pass forward ;strategy travelling core clear ;assert CORESIZE==8000 plength EQU 35 inc EQU 6 carpet EQU (CORESIZE-MINDISTANCE)/inc adds DAT #inc , #inc begin SPL clear2 start SEQ.I *scan, @scan JMP scan1 cont ADD.F adds , scan DJN start , count JMP clear3 scan1 MOV sbomb , * scan scan2 MOV sbomb2 , @ scan JMP cont scan DAT MINDISTANCE-10 , MINDISTANCE-9 target1 DAT 23 , -23 target2 DAT 22 , -22 target3 DAT -1 , -21 target4 DAT -2 , -20 DAT 0 , 0 DAT 0 , 0 DAT 0 , 0 JMP 0 , } cont clear2 MOV.I sbomb , } target1 DJN clear2 , target1 JMP clear4 clear3 MOV.I target2 , } target2 DJN clear3 , target2 clear1 MOV.I target4 , { target4 DJN clear1 , target4 JMP 0 , > -10 clear4 MOV.I sbomb , { target3 DJN clear4 , target3 MOV 0,1 sbomb SPL 0 , 0 sbomb2 JMP -1 count DAT #carpet-1,#carpet-1 END begin The basic concept is to scan and spl coreclear simultaneously. Once the scan is finished (one pass through core), jump to a dat coreclear to follow the spl clear. There are other startegies involved but we'll just focus on the scan engine and multi-pass coreclear. Mutagen's scan is 11 lines long--13 lines if the stun bomb is included in the count. We can reduce the length a bit without affecting the behavior too much by using the following code: add.f split, scan scan sne.i loc1, loc+1 djn.f -2, ptr1 ; and use the decrement in the b-field mov *ptr1, >ptr1 ; as part of an imp gate. mov *ptr1, >ptr1 ; > (post-increment) keeps adding 1 to end djn.f -3, <4000 ; the b-field of ptr1 to move the bomb ; through core. The clear starts with a1 being swept forward through core. Notice that the move instructions use a pointer (ptr1) to determine which bomb to sweep with. ptr1's b-field is also used to do the actual clearing. When the clear wraps around the core, it will eventually overwrite ptr1 with a1. Now the move instructions will look where the old ptr1 used to be to find what they should move through core. The new ptr1 (a1) points towards a2, so the move instructions will move a2 through core. The new pointer also has a new b-field. The value of this b-field ensures that the clear skips over the core clear code. Then a2 overwrites the pointer. The pointer is now points to a3. And so on. This code will continue to clear until time run out. 7 44/ 38/ 18 Hint Test M R Bremer 151 5 A simple version of these improvements has been submitted to the beginner hill. The code does reasonably well against bombers and replicators, but its large size makes it vulnerable to scanners. A good project would be to pspace it with a small fast bomber. ______________________________________________________________________________ Extra Extra: P.Kline usually publishes his warriors fairly quickly. However Die Hard has been a mystery for quite some time. Magnus Paulsson is one of the few authors who has had some success against the many interations of Die Hard. Paulsson has been kind enough to share his thoughts ( along with his newest program--theMystery ) with us: How does Die Hard work? That thought came to mind when some version of myVamp didn't score more than 1% wins! It was double disturbing as myVamp has a coreclear spl/spl/dat and a djn stream at the same time, no normal imp could survive it (nothing else either if lucky). Why is that? If you get the other program in such a clear it will fast spl it self to 8000 processes. No you have about 8000 cycles and then the imp spiral will execute. In my coreclear I change a location in core every cycle which means that when the imp-spiral execute it is (should be) overwritten/djned already. What then? Now if you place two spirals on top of each other, and plan in which order they and the rest of the code will be in the execution. In the coreclear the spl processes will be like 4000 processes, spiral, 4000 processes, spiral. That means the clear has to kill spiral in 4000 cycles which isn't possible in a clear. Is that how Die Hard works? (Actually I don't know :-) But I'll keep on guessing for a while.) So, because there is a thing called gate which kills spirals. In order to tie you have to have something like 100 processes in a spiral to slow it down as much that it doesn't reach the gate. Now you can't launch such a monster without getting killed before the launch is complete. How then? Have a look at theMystery! It is three papers working together to launch imp-rings in such a way that there will never be more that say 1500 cycles between a ring is executed. What is the diffrence between Die Hard and theMystery? Die Hard is a lot better :-(, I don't know how Paul did it but theMystery doesn't kill anything! (I'm totaly wortless on papers, I can't get the constants right and it's to bloody complicated to get a paper effective.) Actually I don't belive that theMystery could ever beat anything 20%, maybee Paul has taken the idea one step further? (stone?) (Now I resubmitted theMystery1.5 to the hill and it wins 17% :-) 15 25/ 19/ 57 Die Hard P.Kline 131 3 .. 20 17/ 7/ 76 theMystery1.5 Paulsson 127 1 /Magnus Paulsson (More fun to write this than to think about Peierls substitution) (I should heve mentioned CottonDH (J.Wilkinson) but I wont :-) ) ______________________________________________________________________________ Paul responds: Magnus' approach is intriguing. Lots of ties but not many wins, which is about where Die Hard was until I worked in some bombing. Not much but enough to pump up the score and move him up the Hill. Die Hard doesn't look much like theMystery, but his kernel is based on something I published a looong time ago. Another tidbit about Die Hard. He starts with a very brief quick-scan and vamp. The pit does a one-pass suicidal clear incorporating a brainwash which, when it works forces programs like Jack in the Box to revert from paper to something which Die Hard can kill. Instead of going 1/0 he now goes about 12/0 against JitB :-) theMystery sure does a lot better against myZizzor than Die Hard does :-( (I have a pretty good idea what Magnus' missing line in myZizzor might be!) Paul ______________________________________________________________________________ ;redcode-94 ;name theMystery1.5 ;author Paulsson ;strategy How does Die Hard work? (this way maybee?) ;strategy Looking gooood, could it be somthing that begins ;strategy with an i and ends with p? ;assert CORESIZE > 1 ;kill theMystery org start step1 equ 1800 step2 equ -1922 start spl 1 ;\ mov.i -1,0 ;- make 7 processes mov.i -1,0 ;/ mov {ptr2,-1,}-1 ;\\ Normal paper, with bad constants mov.i <-2,<1 ;// (I think I riped it from timescape :-) ) spl @0,}step2 ;/ mov.i #0,2667 ;Impy! ptr1 dat 5+pap,pap+5+500 ptr2 dat pap+5,pap+5+2667+500 ptr3 dat pap+5,pap+5+2667*2+500 ______________________________________________________________________________ Most losses: Program "myZizzor" (length 58) by "Paulsson" (contact address "mpn@ifm.liu.se"): ;strategy Cissors (or whatever way you spell it) ;strategy Let's se how hard Die Hard is this time :-) theMystery1.5 wins: 27 myZizzor wins: 55 Ties: 168 Program "Anti Die-Hard Bevo (3c)" (length 76) by "John Wilkinson" (contact address "jwilkinson@mail.utexas.edu"): ;strategy I didn't have a single program on my HD that could beat ;strategy my Cotton-DH, so I made this. Let's see how it fares ;strategy against the real Die Hard. :) theMystery1.5 wins: 60 Anti Die-Hard Bevo (3c) wins: 54 Ties: 136 ______________________________________________________________________________ Questions? Concerns? Comments? Complaints? Mail them to: Beppe Bezzi or Myer R Bremer 