From: msmoulton@aol.com (MSMoulton) Subject: Re: FAQ frequency Date: 1995/09/01 Message-ID: <428j54$ltp@newsbf02.news.aol.com>#1/1 references: <4265qh$3pb@news.asu.edu> newsgroups: rec.games.corewar In article <4265qh$3pb@news.asu.edu>, sieben@imap1.asu.edu writes: > >How about a mini FAQ that mainly tells about the location of the faq and >soda. This could be posted more frequently without the overload. > > I think that posting the FAQ weekly would be best. Once or twice a month is not enough, but daily is annoying. But a mini FAQ would just be annoying. It's easier just to post the whole thing instead of worrying about 2 different things to post From: pk6811s@acad.drake.edu Subject: Re: p-space and switching routines Date: 1995/09/01 Message-ID: <1995Sep1.155605@acad.drake.edu>#1/1 references: <427a0f$820@mozo.cc.purdue.edu> newsgroups: rec.games.corewar (Myer R. Bremer) writes: >... > strategy. When p-space warriors battle each other, they may have > a tendency to hash. One warrior wins with its stone. It stays >... Yes. But it might be possible to pick up your opponents cycle and beat him. Or you could confuse him by picking at random. But normal deviation in single-battle outcomes confuse the switcher anyway. > > Right now, specialized components are creaming the "dumb" programs on > the hill. We'll see how those same components do when the non-pspace > warriors are gone. > Generalized components will become more important for sure. Let's say your switcher is based on the win/loss ratio with no points for a tie. Then if your 'bad choice' component only gets ties it will be switched out but it will not have given much away. Component switching is not the only possibility. You could try optimizing a step size, or adjusting the number of times you bomb before launching Silk, or using a positive increment instead of negative. Paul Kline pk6811s@acad.drake.edu From: jwilkinson@utexas.edu Subject: Re: Is John Perry out there? Date: 1995/09/01 Message-ID: <425tk9$o3k@geraldo.cc.utexas.edu>#1/1 references: <420j6a$d0g@newsbf02.news.aol.com> newsgroups: rec.games.corewar >any idea where I can get a copy of this paper? sounds really interesting... > >please email or post, I don't care ;) > >-Tom > tom@halls1.cc.monash.edu.au > http://yoyo.cc.monash.edu.au/~madmick Well, you can read the Corewars FAQ, that'll give you sites to check. Or, check http://www.stormking.com/~koth , I -know- it's there... Post the FAQ more often, please... From: tom@halls1.cc.monash.edu.au (Tom Paton) Subject: Re: Is John Perry out there? Date: 1995/09/01 Message-ID: #1/1 references: <420j6a$d0g@newsbf02.news.aol.com> newsgroups: rec.games.corewar In article <420j6a$d0g@newsbf02.news.aol.com> msmoulton@aol.com (MSMoulton) writes: >Does anyone know John Perry's e-mail address? He's the author of the >paper "Core Wars Genetics: The Evolution of Predation". I tried the any idea where I can get a copy of this paper? sounds really interesting... please email or post, I don't care ;) -Tom tom@halls1.cc.monash.edu.au http://yoyo.cc.monash.edu.au/~madmick From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: P-Space Switcher Date: 1995/09/01 Message-ID: <427r7g$ibp@lastactionhero.rs.itd.umich.edu>#1/1 references: newsgroups: rec.games.corewar Karl Lewin (lewin@netcom.com) wrote: : Here is another bit of code to determine how to rotate warriors using : p-space. I'm not sure how good it is because of my limited understanding : of how strong my component warriors are and how they interact with what : is the current opponents. Anyways, I though I'd throw it out in case : anyone has any comments or insights. : The basic premise is to rotate to the next warrior only when there are : more losses than wins. I think it works ok in practice but still can be : fooled be some early losses. It can be adapted to use more or less : component warriors by changing the values given to losses/wins and the : number of component values. : Anyone have any thoughts on what the perfect components should be? My : feelings are that they should do extremely well against a certain class : of opponents and fail miserably against all others. This way a pspace : warrior will "quickly" rotate to the opponent most suited to face each : opponent. Is this logic flawed. : (FYI- The current "working" version uses a simple stone, a modified form : of Ryooki, and a slightly modified old version of Rave as components) : Well enough rambling....... : _RES EQU #0 : _W EQU #1 : _L EQU #2 : _CUR EQU #3 : ldp.ab _RES, check : ldp.ab _W, wins : ldp.ab _L, losses : ldp.a _CUR, launch : check sne.ab #0, #0 : losses add.ab #2, #0 ;loss value : sne.ab #1, check : wins add.ab #5, #0 ;win value : stp.b losses, _L : slt.b losses, wins : switch add.a #1, launch : mod.a #3, launch ;# of components : stp.ab launch, _CUR : stp.b wins, _W : launch jmp @1, scissor ;3rd : dat 0, paper ;1st : dat 0, rock ;2nd : paper jmp 0 : rock jmp 0 : scissor jmp 0 : -- Here is my version of the switching program. I choose to switch if there was a lose last turn. This is also the fastest "switch" I`ve made (or seen). ;redcode-94b ;author John K. Lewis ;strategy "Smart" program. Uses P-Space to remember last fight. ;name Obvious S equ 3 result ldp #0,#0 ; load in last result prog ldp #S, #0 ; load in last program (1-4) seq #1, -2 ; stick with a winner add #1, prog ; if we lost try next program seq #0,prog mov.ba prog, 1 ; grab program pointer jmp.a 1, 0 ; eventual pointer jmp.a rusty ; index of choices jmp.a pidge jmp.a impring rusty stp #1,#S ; indexed choice of '4' gets reset to '1' ************** * Rusty * ************** pidge stp #2,#S ************** * Pidge * ************** impring stp #3,#S ************** * impring * ************** From: jwilkinson@utexas.edu Subject: Re: P-Space Switcher Date: 1995/09/01 Message-ID: <427oa9$15l@geraldo.cc.utexas.edu>#1/1 references: <1995Sep1.090321@acad.drake.edu> newsgroups: rec.games.corewar >A couple of years ago we had a discussion about how many possible battles >there are between any two opponents with the answer somwhere around 7900. >That also implied 7900 possible series-of-100 rounds since the 'random' >sequencing is pseudo-random. Now with pspace there are many possible >series based on each pair of starting locations. So even with identical >starting locations two series can have very different outcomes - Chaos Theory! >And there are many more than 7900 possible sequences in every series-of-100. Um, if the pMARS battle locations essentially random? Well, I can only assume it is. If so, then you would have 8000*8000*7900 possibilities for two programs which only accessed Pspace -ONCE-. For each additional Pspace access, you multiply by 8000 again... I believe the Pspace warrior I sent read from pSPACE 3 times. That means that even fighting a "dumb" warrior I've got 4.0448e+15 possible starting settings. -JKW From: bremermr@cartoon.ecn.purdue.edu (Myer R. Bremer) Subject: p-space and switching routines Date: 1995/09/01 Message-ID: <427a0f$820@mozo.cc.purdue.edu>#1/1 newsgroups: rec.games.corewar Greetings. I've been following the discussion about what kind of components to include in the new p-space warriors. Current favor seems to fall towards very specialized components. As the hill fills with p-space warriors, I don't think this will be an effectvie strategy. When p-space warriors battle each other, they may have a tendency to hash. One warrior wins with its stone. It stays stone for the second round. The other warrior switches to paper and wins. It stays paper for the third round. But the other warrior has booted its scanner this time around. Sure, the sequencing may be off due to the semantics of a specific switching algorithm, but hopefully you see my point. A better strategy MAY be to use a stone with some kind of paper defense. Use a replicator that can have a good chance of killing scanners. Use scanners with some type of stone killing mechanism. In essence, use the same multi-strategy / high survival warriors we were before p-space with some kind of switching strategy. Of course this would also make a warrior more resistant to attacks targeted directly at their p-space. Right now, specialized components are creaming the "dumb" programs on the hill. We'll see how those same components do when the non-pspace warriors are gone. M R Bremer From: jwilkinson@utexas.edu Subject: Re: FAQ frequency Date: 1995/09/01 Message-ID: <4276el$hte@geraldo.cc.utexas.edu>#1/1 references: <9508241558.AA03078@idnsun.gpct.Vanderbilt.Edu.noname> <422hfp$ddu@geraldo.cc.utexas.edu> <4265qh$3pb@news.asu.edu> newsgroups: rec.games.corewar >How about a mini FAQ that mainly tells about the location of the faq and >soda. This could be posted more frequently without the overload. Yes, yes. That would work good. From: pk6811s@acad.drake.edu Subject: Re: P-Space Switcher Date: 1995/09/01 Message-ID: <1995Sep1.090321@acad.drake.edu>#1/1 references: newsgroups: rec.games.corewar (Karl Lewin) writes: >... > Anyone have any thoughts on what the perfect components should be? My > feelings are that they should do extremely well against a certain class > of opponents and fail miserably against all others. This way a pspace > warrior will "quickly" rotate to the opponent most suited to face each > opponent. Is this logic flawed. This is also what I came to after some experimentation. I tried using DieHard (averages < 1 loss per opponent :-) in the rotation, but gave up. The thing wanted to 'play it safe' - and you just can't score big with a lot of ties. Use components that are very good against one or more common styles and make your scoring system an agressive one. Your switcher looks very credible. And it is innoculated against Alzheimers, by ALWAYS performing MOD on the strategy before doing the jump. Yeesh. The report is lost, but someone was beating my test 99 out of 100 until I figured this out. Randy??? Beppe??? one of you guys is too too clever :-) As to components - a simple mod-x stone is probably one requirement as it is guaranteed to rack up wins against a stand-alone scanner. Boot it away from the rest of the code however. And it will quickly be switched out if the opponent is paper. -- A couple of years ago we had a discussion about how many possible battles there are between any two opponents with the answer somwhere around 7900. That also implied 7900 possible series-of-100 rounds since the 'random' sequencing is pseudo-random. Now with pspace there are many possible series based on each pair of starting locations. So even with identical starting locations two series can have very different outcomes - Chaos Theory! And there are many more than 7900 possible sequences in every series-of-100. Paul Kline pk6811s@acad.drake.edu From: lewin@netcom.com (Karl Lewin) Subject: P-Space Switcher Date: 1995/09/01 Message-ID: #1/1 newsgroups: rec.games.corewar Here is another bit of code to determine how to rotate warriors using p-space. I'm not sure how good it is because of my limited understanding of how strong my component warriors are and how they interact with what is the current opponents. Anyways, I though I'd throw it out in case anyone has any comments or insights. The basic premise is to rotate to the next warrior only when there are more losses than wins. I think it works ok in practice but still can be fooled be some early losses. It can be adapted to use more or less component warriors by changing the values given to losses/wins and the number of component values. Anyone have any thoughts on what the perfect components should be? My feelings are that they should do extremely well against a certain class of opponents and fail miserably against all others. This way a pspace warrior will "quickly" rotate to the opponent most suited to face each opponent. Is this logic flawed. (FYI- The current "working" version uses a simple stone, a modified form of Ryooki, and a slightly modified old version of Rave as components) Well enough rambling....... _RES EQU #0 _W EQU #1 _L EQU #2 _CUR EQU #3 ldp.ab _RES, check ldp.ab _W, wins ldp.ab _L, losses ldp.a _CUR, launch check sne.ab #0, #0 losses add.ab #2, #0 ;loss value sne.ab #1, check wins add.ab #5, #0 ;win value stp.b losses, _L slt.b losses, wins switch add.a #1, launch mod.a #3, launch ;# of components stp.ab launch, _CUR stp.b wins, _W launch jmp @1, scissor ;3rd dat 0, paper ;1st dat 0, rock ;2nd paper jmp 0 rock jmp 0 scissor jmp 0 -- From: sieben@imap1.asu.edu Subject: Re: FAQ frequency Date: 1995/09/01 Message-ID: <4265qh$3pb@news.asu.edu>#1/1 references: <9508241558.AA03078@idnsun.gpct.Vanderbilt.Edu.noname> <422hfp$ddu@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar How about a mini FAQ that mainly tells about the location of the faq and soda. This could be posted more frequently without the overload. Nandor. From: pk6811s@acad.drake.edu Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/02 Message-ID: <1995Sep2.184553@acad.drake.edu>#1/1 references: <429s4o$87u@mikasa.iol.it> newsgroups: rec.games.corewar (Beppe Bezzi) writes: > Having got the O.K. from Randy, I hope Paul has nothing against it, Beppe, this is a very fine analysis and I learned something from it..... which I'm going to incorporate into Pink :-) Which is to put its 'gate' on a mod-4 distance from the spl. A neat idea. Thanks. Sometimes it's the little things. (Of course you could go with a mod-1 step which approximates a mod-4 by having a very low find-4 number) --- And in answer to Stefan's question of several weeks ago, "Of what use is communication between warriors in a 2-warrior battle?" Simple, make them fight a win-or-lose strategy instead of a tying one so they both get 50 wins instead of 100 ties. In my pspace switcher, recording a win takes a little longer than a loss, so the loser records his score first and the winner overwrites it after. So both think they are winning and stick with that strategy. No extra work or lines, just adding a PIN # caused Pink to go from scoring 20/20/60 against himself to 55/0. Actually I'm not sure if self-plays are counted except in the first submission. When the Hill is challenged by another player, does each of the 'presiding' programs count its own self-play in its score? Paul Kline pk6811s@acad.drake.edu From: bezzi@iol.it (Beppe Bezzi) Subject: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/02 Message-ID: <429s4o$87u@mikasa.iol.it> newsgroups: rec.games.corewar Having got the O.K. from Randy, I hope Paul has nothing against it, I'm publishing how I managed to score 56/42/2 wins against Porch Swing and 61/36/3 against Whitershins Thrice; all this with a warrior, Tornado 1.2, scoring well 97.2 points on the 94 hill. Whitershins, and then Porch, shocked the hill when they entered. They got really high scores and, most important, outscored nearly every other warrior with the only exception of Agony. Having to make a multi-component p-warrior, and hoping to score very high , I began thinking at how to beat these two deadly guys with, at least, one of my components. Paper, perhaps the kind of warrior I can make better, was not effective against their deadly spl-spl-dat clear, so were stones/imp (Blue Funk and Juliet scored low with them); the only warrior scoring well was Agony but I was (am) not able to make one so good and older cmp-scan were not effective against PS and WT; fast bombers like HeremScimitar and his offspring Copyright notice, scored well but not well enough; maybe we are on the right way; O.K. I need a specialized warrior able to hit them where they are softer. Let's give a short look at the code and how it works. ;redcode-94 ;name Porch Swing ;kill Porch Swing ;Author Randy Graham ;assert 1 ;strategy Swing with a little wider range. ;strategy Now 80% bomb/scan with djn-stream once-thru STEP equ 14 ;guess Randy didn't published it EXTRA equ 4 DJNOFF equ 5000 ;still gues but I don't think it changes a lot dat.f #gate-10, step-gate+5 gate dat.f #gate-10, sneer-STEP+1 dat2 dat.f #gate-20, step-gate+5 dat1 dat.f #gate-25, step-gate+5 site2 spl.a #gate-30, step-gate+5 site spl.a #gate-40, step-gate+5 for EXTRA dat.f 0, 0 rof adder sub.f sweeper, sneer hithigh mov.i step, *sneer hitlow mov.i step, @sneer sneer sne.i @gate+STEP*6-1-EXTRA, *gate+STEP*3-EXTRA ;so we bomb step looper djn.b adder, gate swinger djn.b mover, {site step dat.f gate 18-swinger djn.b mover, {site 19-step dat.f gate djn -1, {wipe1 W.T. will start clearing gate+1 then gate+2, .. the end. It's finished. I only hope, after looking this dissection of a warrior, others will continue publishing their warriors ;-) I'll do. Soon coming "How to beat Marcia Trionfale" by Randy. -Beppe Bezzi bezzi@iol.it -------- Beppe Bezzi bezzi@iol.it Gaudeamus igitur.. From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: PVamps Date: 1995/09/02 Message-ID: <1995Sep2.093404.2850@rhodes>#1/1 newsgroups: rec.games.corewar Last night I had visions of a PVamp. I don't know that this is something I will use, but I will certainly protect my warriors against this segment: spl.a #0, <-12 stp.ab #500, #-1 jmp.a -2, <-1 Any warrior caught by this that uses a jmp.a @0, str1 will never win again once hit. The easiest defense is to ALWAYS mod your strategy before using it. I can asuure you my pspace warriors have been protected against this for future reference. They may get their counters messed up, but they won't be jumping off into random spots in core at least. Just thought I'd share. Randy From: jwilkinson@utexas.edu Subject: (no subject) Date: 1995/09/02 Message-ID: <428nu0$mju@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar What is the best scanner out there right now? Are there any scanners in existence which can destroy even a really strong silk? I've been looking at Rave's interraction with my COTTON series of silk-ish warriors. For some subtle reason, Rave isn't able to go quite fast enough to kill off all the processes. It usually leaves about 2 to 10 behind. Those then proceed to "go forth and be fruitful." :) This generally results in the death of Rave. Is there someway to do a nice SPL/DAT carpet on the core, without adding to the size? That would do the trick nicely... -JKW From: jwilkinson@utexas.edu Subject: Re: FAQ frequency Date: 1995/09/02 Message-ID: <428nmd$mju@geraldo.cc.utexas.edu>#1/1 references: <4265qh$3pb@news.asu.edu> <428j54$ltp@newsbf02.news.aol.com> newsgroups: rec.games.corewar >I think that posting the FAQ weekly would be best. Once or twice a month >is not enough, but daily is annoying. But a mini FAQ would just be >annoying. It's easier just to post the whole thing instead of worrying >about 2 different things to post If you posted a mini-FAQ, then you would no longer need to post the big FAQ. And, why would it be annoying? It'd be a small message, so it wouldn't take long to receive, and after once or twice, you'd recognize the subject, and skip over it, eh? -JKW From: lewin@netcom.com (Karl Lewin) Subject: Re: P-Space Switcher Date: 1995/09/02 Message-ID: #1/1 references: <1995Sep1.090321@acad.drake.edu> newsgroups: rec.games.corewar pk6811s@acad.drake.edu wrote: : (Karl Lewin) writes: : Your switcher looks very credible. And it is innoculated against...... : by ALWAYS performing MOD on the strategy before doing the jump. Yeesh. : The report is lost, but someone was beating my test 99 out of 100 until : figured this out. Randy??? Beppe??? one of you guys is too too ..... One addition that I made was to always stay with a winner. There were certain situations where the "correct" strategy lost the first time through and then the switcher would never "catch-up" (loss points would always be higher than win points) So I made a change and any strategy that wins always get another shot. This seemed to help stengthen things overall. -- From: bezzi@iol.it (Beppe Bezzi) Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/03 Message-ID: <42d8v0$tbq@mikasa.iol.it>#1/1 references: <429s4o$87u@mikasa.iol.it> <1995Sep2.184553@acad.drake.edu> newsgroups: rec.games.corewar pk6811s@acad.drake.edu wrote: >(Beppe Bezzi) writes: >> Having got the O.K. from Randy, I hope Paul has nothing against it, >Beppe, this is a very fine analysis and I learned something from it..... >which I'm going to incorporate into Pink :-) >Which is to put its 'gate' on a mod-4 distance from the spl. >A neat idea. Thanks. Sometimes it's the little things. >(Of course you could go with a mod-1 step which approximates a mod-4 by having >a very low find-4 number) And about a mod-5 step ? Yes you can put gate 20 lines far from the split and be good for both but, so doing, you lenghten your warrior and: 1- I found difficult to put three warriors, their boot code, and a switching routine in but 100 lines and I think you too. 2- You expose more yourself to replicator launched streams of anti imp bombs - dat <2*2667, <2667 - that create, hitting your clear a large safe area in which they can live in peace. Seems that, in Corewar, every attack form has its counter measures. Not long ago it seemed that fast scanners with forward multipass clears were the ultimate weapon, now we have an 'old style' stone like juliet storm outscoring both Porch and Whitershins, I think because it's very good against their enemies, that are growing in number. The game is, IMO, very well balanced and even the now dominating p-space warriors will have hard times at throwing out the best standard warriors. >--- >... >work or lines, just adding a PIN # caused Pink to go from scoring >20/20/60 against himself to 55/0. >Actually I'm not sure if self-plays are counted except in the first >submission. When the Hill is challenged by another player, does >each of the 'presiding' programs count its own self-play in its score? Thanx. May be this is the solution I needed for 1/6/93 problem of KYE against itself. I made some calculations and seems that the myself result is kept in the score, so better have a *decent* one seen that this is the only result one is sure to keep forever ;-) >Paul Kline >pk6811s@acad.drake.edu -------- Beppe Bezzi bezzi@iol.it Gaudeamus igitur.. From: tpoindex@nyx.cs.du.edu (Tom Poindexter) Subject: Re: "Robots" games Date: 1995/09/03 Message-ID: <42duaj$6sc@nyx.cs.du.edu>#1/1 references: <41v6j9$2jf@newsbf02.news.aol.com> newsgroups: rec.games.corewar In article <41v6j9$2jf@newsbf02.news.aol.com>, MSMoulton wrote: >I have CRobots, Pascal Robots 3.1, and PC Robots 1.41. Am I using the >newest versions? Also, where can I get C++Robots and what is RoboWar? RobotWars was a game for the Apple ][, circa 1983 or so. It was the program that gave me the inspiration to write CROBOTS. Language used was a proprietary one, similar to Basic, a limited number of variables, (A-Z, if I recall correctly), simple IF cases (one statement, usually an assignment (STORE) or GOTO or GOSUB). Another 'robot' type game is my TclRobots, avaialable at ftp://ftp.aud.alcatel.com/tcl/code/tclrobots-1.0.tar.gz TclRobots is written in and uses the Tcl language, available via ftp for most Unix/X11 systems. Tcl is also available on the same ftp machine. -- Tom Poindexter tpoindex@nyx.cs.du.edu http://nyx10.cs.du.edu:8001/~tpoindex/ From: sriverhi@snowcrest.net (Ananda) Subject: Re: PCROBOTS Date: 1995/09/03 Message-ID: <42d1oe$ar5@news.snowcrest.net>#1/1 references: <41ceoe$pji@ra.ins.de> <41ln94$7ro@news.snowcrest.net> <41t69o$icm@agate.berkeley.edu> newsgroups: rec.games.corewar In article <41t69o$icm@agate.berkeley.edu>, mconst@soda.CSUA.Berkeley.EDU says... >Actually, discussion of PCRobots, C++Robots, RoboWar, etc. is welcome >here. The rec.games.corewar charter says that this group is for the >discussion of "corewar and related games". Just about any programming >game qualifies as "related" to corewar, and it's not as if we're over- >whelmed with traffic here anyway :-) Ahh... Ok. It is really nice to read a postitive posting like this :) Does anyone have a filename for C++Robots? I have never seen it. Thanks. -Ananda From: everard@infi.net (M. Scott Everard) Subject: Re: FAQ frequency Date: 1995/09/03 Message-ID: <42bark$qs5@allnews.infi.net>#1/1 references: <4265qh$3pb@news.asu.edu> <428j54$ltp@newsbf02.news.aol.com> <428nmd$mju@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar What if the mini-FAQ simply gave the ftp address for the FAQ? Just a thought. Scott From: kb5kjn@PROBLEM_WITH_INEWS_DOMAIN_FILE (Bill Jones) Subject: Programmers Game Date: 1995/09/03 Message-ID: <42cp26$jc5@news.blkbox.com>#1/1 newsgroups: rec.games.corewar Im working on a new Programmers Game. It is a cross between Crobots and Omega. Thus I. Program is written in asmembly A. Like DSP 1. CPU is a Floating Point CPU II. Tanks are not all alike A. Diffrent classes of tanks 1. power plants 2. movement rates 3. kinds of armor B. Diffrent kind of weapons 1. Damage done per hit 2. Rate of fire 3. Range C. Diffrent kinds of scanners 1. Adjustable range 2. Adjustable width III. Graphical User interface A. Battle field is large B. There are obsticals IV. Player A. Single PC B. Internet Play V. Program Binaries will be FREE Currently, I am writting for the Linux platform. If anyone is would like to help code this game with me, I would love the help please reply via email if you would. My address in kb5kjn@kb5kjn.com The current working instructions that have been coded are as follows. #DATA = hard coded data = the contents @
= the contents of the address stored in
= the precise address = the program counter +
OPCODE GROUP SUB OPCODE ACTION 1 ADD 1 add ACC, #DATA 2 add ACC, 3 add ACC, 2 SUB 1 sub ACC, #DATA 2 sub ACC, 3 sub ACC, 3 MUL 1 mul ACC, #DATA 2 mul ACC, 3 mul ACC, 4 DIVIDE 1 div ACC, #DATA 2 div ACC, 3 div ACC, 5 MOV 1 mov , #DATA 2 mov , 3 mov , 6 JMP 1 jmp 2 jmp 7 CMP 1 cmp ACC, #DATA, 2 cmp ACC, , I will tank all suggestion and try to put them into the game. Thanks Bill kb5kjn@kb5kjn.com From: KOTH Tourney Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 Date: 1995/09/04 Message-ID: <199509040400.AAA01652@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information Current Status of the StormKing Industries MultiWarrior Experimental 94 CoreWar Hill: # Name Author Score Age 1 TimeScapeX (0.1) J. Pohjalainen 3550 32 2 Lucky 13 Stefan Strack 3105 34 3 Paperone Beppe Bezzi 3097 17 4 jaded M R Bremer 2888 3 5 life Nandor Sieben 2663 33 6 lifedwarf Nandor Sieben 2583 9 7 Miss Treatment Derek Ross 2344 12 8 Hidden M.C.Diskett Bullfrog 2263 2 9 Miss Careless Derek Ross 2222 1 10 Whirlwind Bob Uhl 2161 19 11 Shwing! T. H. Davies 2148 28 12 Piggy 3 Bob Uhl 1857 5 13 AB Scanner 2.9 Chris Hodson 1840 21 14 Piggy 2 Bob Uhl 1785 7 15 Illusion-94/55 Randy Graham 1656 11 16 Miss Understanding Derek Ross 1616 8 17 Miss Carry Derek Ross 1556 13 18 Whirlwind 2 Bob Uhl 1367 20 19 Unknown Anonymous 1130 10 20 MuDwarf G. Eadon 809 22 21 Veeble Jr. T. H. Davies 785 29 From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: Re: PVamps Date: 1995/09/04 Message-ID: <1995Sep4.205750.2851@rhodes>#1/1 references: <1995Sep2.093404.2850@rhodes> <42fjic$4jh@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar jwilkinson@utexas.edu wrote: : > [I wrote...] : > spl.a #0, <-12 : > stp.ab #500, #-1 : > jmp.a -2, <-1 : Well, although that's an interesting idea, I have my doubts as to the : effectiveness. I mean, after a SPL 0's, you'll be skipping over large Yes, I realized that after I posted. How about: stp.ab #500, #-1 spl.a -1, <-12 jmp.a -1, <-2 Tried it and it works correctly. By the way, I am working on a vamp using this, but using a mov.i x, #1/1 newsgroups: rec.games.corewar Hey all you KOTH server guys, Is there any way to tell the KotH server to either 1) Stop sending me mail from a warrior that I sent as "verbose"? or 2) Send the mail to a new location? If not, can you add this feature? Also, is there any protection whatsoever against me faking mail from "stst@vuse.vanderbilt.edu" and putting ";kill Agony II" as the first line? I know, it's a cheap little thing to do, but could the server stop me? From: jwilkinson@utexas.edu Subject: Pvamp Date: 1995/09/04 Message-ID: <42fked$5cu@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar I rethought the subject. How about this one? I think it'd be reasonably effective. Assuming you get a vamp strike early, this pretty much should clear the entire Pspace, should it not? stp #666, #0 spl -1, <-100 jmp -1, <-2 From: jwilkinson@utexas.edu Subject: Re: PVamps Date: 1995/09/04 Message-ID: <42fjic$4jh@geraldo.cc.utexas.edu>#1/1 references: <1995Sep2.093404.2850@rhodes> newsgroups: rec.games.corewar > spl.a #0, <-12 > stp.ab #500, #-1 > jmp.a -2, <-1 > >Any warrior caught by this that uses a jmp.a @0, str1 will never win >again once hit. The easiest defense is to ALWAYS mod your strategy >before using it. I can asuure you my pspace warriors have been Well, although that's an interesting idea, I have my doubts as to the effectiveness. I mean, after a SPL 0's, you'll be skipping over large segments of pspace in between STP's. Perhaps a SPL 1 arrangement might work better. -JKW From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: "Robots" games Date: 1995/09/04 Message-ID: <42ekpu$nma@agate.berkeley.edu>#1/1 references: <41v6j9$2jf@newsbf02.news.aol.com> <42duaj$6sc@nyx.cs.du.edu> newsgroups: rec.games.corewar Tom Poindexter wrote: >MSMoulton wrote: >>I have CRobots, Pascal Robots 3.1, and PC Robots 1.41. Am I using the >>newest versions? Also, where can I get C++Robots and what is RoboWar? > >RobotWars was a game for the Apple ][, circa 1983 or so. To clarify: RoboWar (the original poster's spelling was correct) is a modern robot-programming game for the Mac. It uses an assembler-level language which is not quite like any real assembler (to execute commands, you push operands onto a stack; commands take operands off the stack and put return values back on the stack). It's a very fun game, and it makes a pleasant diversion from corewar. If you are interested in RoboWar, an archie for "robowar*" should find it. I believe the current version is 4.1. -- Michael Constant (mconst@soda.csua.berkeley.edu) From: KOTH Tourney Server Subject: SKI-ICWS: Status - ICWS Tournament Date: 1995/09/04 Message-ID: <199509040400.AAA23910@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information Current Status of the StormKing Industries Annual ICWS Tournament CoreWar Hill: # %W/ %L/ %T Name Author Score Age 1 61/ 11/ 28 Cannonade Paul Kline 212 56 2 53/ 36/ 11 Miss Careless Derek Ross 171 10 3 50/ 39/ 12 Old Tire Swing Randy Graham 161 13 4 48/ 39/ 14 DoubleStone v0.6 Christoph C. Birk 157 2 5 49/ 42/ 10 Miss Carry Derek Ross 155 20 6 49/ 44/ 7 Agony T Stefan Strack 154 57 7 43/ 33/ 24 Giskard v0.5 Ken Mitton 154 29 8 42/ 45/ 13 Slaver v1.1i Christoph C. Birk 139 17 9 40/ 41/ 19 warrior 42 stefan roettger 139 69 10 39/ 39/ 23 stone matthew householder 139 68 11 42/ 47/ 11 Miss Treatment Derek Ross 138 21 12 41/ 45/ 13 Maya v1.6 Christoph C. Birk 137 30 13 44/ 52/ 4 xtc stefan roettger 136 61 14 35/ 46/ 19 scissors matthew householder 123 71 15 37/ 54/ 10 Illusion Randy Graham 120 15 16 34/ 52/ 14 Cat v2.0 Tim Scheer 117 53 17 34/ 54/ 12 Smartbomb 4.0 Devin Kilminster 113 55 18 3/ 48/ 49 Mr Administrator Derek Ross 58 1 19 4/ 3/ 3 test Christoph C. Birk 14 5 20 4/ 3/ 3 test Christoph C. Birk 14 8 21 3/ 0/ 1 Miss Understanding Derek Ross 12 12 From: KOTH Tourney Server Subject: SKI-ICWS: Status - Standard Date: 1995/09/04 Message-ID: <199509040400.AAA25176@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information Current Status of the StormKing Industries Standard KotH CoreWar Hill : # %W/ %L/ %T Name Author Score Age 1 30/ 15/ 55 Blue Funk 88 Steven Morrell 144 57 2 27/ 12/ 61 Cannonade P.Kline 142 93 3 29/ 18/ 53 CAPS KEY IS STUCK AGAIN Steven Morrell 141 59 4 30/ 21/ 49 Der Zweiter Blitzkrieg Mike Nonemacher 140 88 5 35/ 31/ 34 Keystone t21 P.Kline 139 80 6 27/ 14/ 59 Peace Mr. Jones 139 67 7 28/ 20/ 51 Test Wayne Sheppard 137 82 8 41/ 45/ 14 bigproba nandor sieben 136 81 9 36/ 37/ 27 Christopher Steven Morrell 135 58 10 37/ 41/ 22 Request v2.0 Brant D. Thomsen 134 29 11 24/ 14/ 62 ttti nandor sieben 134 43 12 34/ 35/ 31 Giskard v0.5 Ken Mitton 134 31 13 39/ 44/ 18 Iron Gate Wayne Sheppard 134 187 14 21/ 9/ 70 Imps! Imps! Imps! Steven Morrell 133 104 15 36/ 40/ 24 Beholder's Eye V1.7 W. Mintardjo 133 137 16 26/ 19/ 55 Hydra Stephen Linhart 132 167 17 24/ 18/ 58 jmp/add crasher Randy Graham 131 17 18 34/ 38/ 29 Miss Careless Derek Ross 129 3 19 18/ 12/ 70 Evol Imp v5a Wilkinson 125 4 20 10/ 61/ 29 stone thrower Darren Bergen 60 1 21 0/ 46/ 54 Mr Administrator Derek Ross 54 2 From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: Re: pMARS Feature Date: 1995/09/05 Message-ID: <1995Sep5.211020.2856@rhodes>#1/1 references: <42hu40$kq6@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar jwilkinson@utexas.edu wrote: : Clear enough? I want to test my warrior's ability to recover from : a hypothetical attack which blanked/scrambled my warrior's pspace : in the previous round. Well, there's always the pvamp I published a couple of days ago... : -JKW Randy From: tom@halls1.cc.monash.edu.au (Tom Paton) Subject: Re: FAQ frequency Date: 1995/09/05 Message-ID: #1/1 references: <4265qh$3pb@news.asu.edu> <428j54$ltp@newsbf02.news.aol.com> <428nmd$mju@geraldo.cc.utexas.edu> <42bark$qs5@allnews.infi.net> newsgroups: rec.games.corewar In article <42bark$qs5@allnews.infi.net> everard@infi.net (M. Scott Everard) writes: >What if the mini-FAQ simply gave the ftp address for the FAQ? >Just a thought. >Scott how about just a subject line with _no message_ such as: SUBJECT: FAQ @ ftp.blah.blah.blah ? Wouldn't take anytime to look at it and virtually no bandwidth... personally I would say that posting a FAQ list every day or so would be more annoying that the FAQ's themselves... ciao, -Tom tom@halls1.cc.monash.edu.au http://yoyo.cc.monash.edu.au/~madmick -={ My opinions are mine and should be yours }=- From: bezzi@iol.it (Beppe Bezzi) Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/05 Message-ID: <199509051855.TAA09763@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar Paul Kine wrote: >Had some more thoughts about those mod-4 alignments. In the example >given the two locations, 'gate' and 'spl' were the ones most vulnerable >to attack. If either is hit the program will die, and the question is: >what is the best spacing between them if the opponent is bombing with >a mod-4 step? >If they are spaced a mod-4 distance (4,8,12,16...) then in three out >of four battles both will be safe - the opponent will be bombing 1, 2, or >3 locations off from them. In the other one-of-four battles the >danger is doubled, since both are now in the path of the bombing stream. >If they are not spaced a mod-4 distance then only in two of four battles >are both safe. In the other two-of-four, one of them is in the path >of the bombing stream, but only one. >So maybe it's a toss-up. Maybe the question is: what's the chance I have to catch my opponent before it finishes the bombing run, i.e. bombs every mod-4 location. In case of a fast bomber, Tornado bombs the 2000 mod-4 locations in 3350 cycles, the time a clear fills 1500, is better to be aligned; in case of a slower stone the breakpoint is at speed near 25% I don't know for sure, but most stone are faster so it's better be aligned too. >Beppe Bezzi wrote: >> 1- I found difficult to put three warriors, their boot code, and a >> switching routine in but 100 lines and I think you too. >.. >with other styles of pspacers. Take Torch and vary the amount of >bombing before sweeping. Could be done with very little extra code. Isn't it always better to bomb the longer time possible, at least with incendiary bombs? >> clears were the ultimate weapon, now we have an 'old style' stone like >> juliet storm outscoring both Porch and Whitershins, I think because >What's 'old style' about Juliet Storm? A nice spl-spl stone >with an imp-spiral. Very sheek and modern :-) I have nothing against juliet, this deadly little thing is a really fine piece of code. I was saying that in the, short, time I'm playing corewar I have seen many fast scanners challenging the hill and but one, Night Crawler if I remember well, stone with imps; I have seen many stone-imps in last year issues of the newsgroup when imps where the coolest argument of discussion. 'Old style' is a very relative concept in a fast paced game like Corewar. BTW some months are missing at csua, no chance to get them? and old hill results? I'm curious to see how programs like Blue Funk and Agony did when first appeared on hill. >Paul Kline From: jwilkinson@utexas.edu Subject: pMARS Feature Date: 1995/09/05 Message-ID: <42hu40$kq6@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar Nescessity being the mother of invention, I've stumbled blindly upon a pMARS feature that I now need. An inter-round Pspace scrambler. Clear enough? I want to test my warrior's ability to recover from a hypothetical attack which blanked/scrambled my warrior's pspace in the previous round. I could always do it by hand, or add some code to the front of my warrior to do it myself. However, the former it slow, and the latter gives my opponent quite a bit of extra time to be doing something while mine is just blanking it's own pspace... -JKW From: jwilkinson@utexas.edu Subject: Re: FAQ frequency Date: 1995/09/05 Message-ID: <42htp1$kes@geraldo.cc.utexas.edu>#1/1 references: <4265qh$3pb@news.asu.edu> <428j54$ltp@newsbf02.news.aol.com> <428nmd$mju@geraldo.cc.utexas.edu> <42bark$qs5@allnews.infi.net> newsgroups: rec.games.corewar >how about just a subject line with _no message_ such as: > > SUBJECT: FAQ @ ftp.blah.blah.blah > ? >Wouldn't take anytime to look at it and virtually no bandwidth... >personally I would say that posting a FAQ list every day or so would be more >annoying that the FAQ's themselves... Yeah right, as though people will look at that and immediately understand what that means? To the contrary, it would likely increase the confusion of corewar newbies... which isn't anybody's goal... -JKW From: pk6811s@acad.drake.edu Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/05 Message-ID: <1995Sep5.092308@acad.drake.edu>#1/1 references: <429s4o$87u@mikasa.iol.it> <1995Sep2.184553@acad.drake.edu> <42d8v0$tbq@mikasa.iol.it> newsgroups: rec.games.corewar Had some more thoughts about those mod-4 alignments. In the example given the two locations, 'gate' and 'spl' were the ones most vulnerable to attack. If either is hit the program will die, and the question is: what is the best spacing between them if the opponent is bombing with a mod-4 step? If they are spaced a mod-4 distance (4,8,12,16...) then in three out of four battles both will be safe - the opponent will be bombing 1, 2, or 3 locations off from them. In the other one-of-four battles the danger is doubled, since both are now in the path of the bombing stream. If they are not spaced a mod-4 distance then only in two of four battles are both safe. In the other two-of-four, one of them is in the path of the bombing stream, but only one. So maybe it's a toss-up. Beppe Bezzi wrote: > 1- I found difficult to put three warriors, their boot code, and a > switching routine in but 100 lines and I think you too. It's a problem with multi-component pspacers, but maybe not so much with other styles of pspacers. Take Torch and vary the amount of bombing before sweeping. Could be done with very little extra code. > 2- You expose more yourself to replicator launched streams of anti imp > bombs - dat <2*2667, <2667 - that create, hitting your clear a large > safe area in which they can live in peace. Well, Timescape won't 'live' in the space between the gate and the clear-code. It executes its code once and moves on. But others might do that. > Seems that, in Corewar, every attack form has its counter measures. > Not long ago it seemed that fast scanners with forward multipass > clears were the ultimate weapon, now we have an 'old style' stone like > juliet storm outscoring both Porch and Whitershins, I think because What's 'old style' about Juliet Storm? A nice spl-spl stone with an imp-spiral. Very sheek and modern :-) Paul Kline pk6811s@acad.drake.edu From: jwilkinson@utexas.edu Subject: Re: pMARS Feature Date: 1995/09/06 Message-ID: <42kbai$cdf@geraldo.cc.utexas.edu>#1/1 references: <42hu40$kq6@geraldo.cc.utexas.edu> <1995Sep5.211020.2856@rhodes> newsgroups: rec.games.corewar >: Clear enough? I want to test my warrior's ability to recover from >: a hypothetical attack which blanked/scrambled my warrior's pspace >: in the previous round. >Well, there's always the pvamp I published a couple of days ago... > >Randy Well, how am I supposed to pvamp my program every round, and still get an effective count of how it performs? Yes, I supposed I could go to the debugger, make it jump to the vamp, and then, the next round make it not do that. Of course, that would involve keeping track of statistics on a sheet of paper... Please, if anyone can think of a simple way around this, I'd be glad to hear it... From: rognlie@lute.gcr.com (Richard W. Rognlie) Subject: Richard's C++Robots Server Monthly Post Date: 1995/09/06 Message-ID: <42krp9$9j1@ukelele.qnet.com> newsgroups: rec.games.corewar,comp.lang.c,comp.lang.c++,rec.games.programmer Richard's C++Robots Server Monthly Posting A generic Play-By-eMail Server has been set up at pbmserv@vtsu.prc.com. It currently supports a variety of games. Of particular interest to this forum is C++Robots. To get more information send mail to pbmserv@vtsu.prc.com with 'help' as the subject line. Games Currently Supported C++Robots (Copyright (c) 1994 Richard Rognlie) An ongoing "King of the Hill" (KotH) tournament in which players use ANSI C or C++ to create a control program for a robot. Your robot then fights each of the other robots "on the hill". If you do well enough, your robot will "make the hill", bumping the lowest robot from the hill. Robots have the ability to scan for opponents, fire a cannon, move, and determine current position and status. Conceptually based on C-Robots written for the IBM PC by Tom Pointdexter. Abalone On a hexagonal board (radius 5) two to six players have armies of marbles. Players take turns "pushing" 1, 2 or 3 linearly connected marbles, attempting to push their opponents' marbles off the board. Ataxx On a 7x7 board, the two players of ataxx fight to controll a majority of the board via growth and jumps that flip opponents pieces to their color. Backgammon A classic. Connect4 On a 7x6 board, two players alternate dropping their pieces from the top of the board, down a column, attempting to form four in a row. Connect4x4 On an 8x8 board, two players alternate inserting their pieces from the edges of the board, across a row or up/down a column, attempting to form four in a row. Gomoku On a 15x15 board, the two players of gomoku try to be the first to create a line of 5 or more stones in a row of their color. Hex On a 11x11 diamond board, players take turns placing stones of their color on the board. The object is to connect your sides of the board while preventing your opponent from doing the same. Jungle Jungle is sort of a cross between Chinese chess and Stratego. It's popular in China as a children's "stepping-stone" to Chinese chess. It's also an interesting game in its own right. Lines-of-Action The object of the game is to move all your pieces into a configuration where they are in a single group connected horizontal, vertically, or diagonally. Pieces may move horizontally, vertically, or diagonally, but they must move exactly the number of spaces as there are pieces on the row they are moving in. You may not jump over opponent's pieces, nor may you land on your own piece. If you land on an opponent's piece, it is captured and removed from the game. Neutron (Copyright (c) 1978 Charles Wetherell) On a 5x5 board, the two players of neutron fight to either move the neutron to their back row or trap it so the opponent cannot move it. The winner is the player who is able to trap the neutron or gets the neutron to his or her own back row. It does not matter if it is your opponent who moves the neutron to your back row -- you still win. Othello (Copyright (c) 1973,1990 Pressman Toy Co.) On a 8x8 board, the two players of othello fight to control the majority of the board by outflanking and flipping their opponents pieces. Pente On a 19x19 board, the two players of pente try to be the first to create a line of 5 or more stones in a row of their color *or* try to capture 5 pairs of their opponents stones. You capture a pair of stones any time you sandwich the stones between a pair of your stones. Philosopher's Football On a 19x19 board, players take turns either adding men to the field, or moving the football. The football moves by jumping lines of adjacent men (and removing them from the board). The object is to move the football to (or past) your goal line. Plotto (Copyright (c) 1995 David Smith) The players take turns placing one hex shaped piece in turn onto an open space (no board). Pieces are numbered either 1, 2, 3 or 4 and you may play a piece of any number at each turn. The object is to place a pair of pieces with your number in a straight line with two pieces in between. Qubic On a 4x4x4 grid, two players alternate placing their pieces, attempting to form four in a row in any direction. Score4 On a 4x4 grid of pegs, two players alternate dropping their pieces from the top of a peg, down a column, attempting to form four in a row in any direction. Survival (Copyright (c) 1995 David Smith)) Survival is played on a hexagonal board made up of 19 numbered hexagons. Two players take turns placing pieces on the board with the "arrow" of the piece dictating the direction in which the next piece played by that player must be played. The first player who can not move loses the game. Tanbo & Tanbo3d (Copyright (c) 1995 Mark Steere) Played on a Go board, Tanbo crudely models a system of plant roots. Roots which are growing, competing for space, and dying. In beginner play, the roots grow much as the roots in a garden. Over time, the roots become shrewd and calculating. To win, a player must eliminate all eight of his opponent's roots. One player will always win. It's impossible to repeat a board configuration in Tanbo. Therefore a game cannot result in a draw. Tanbo3d extends the game of Tanbo into three dimensions. Terrace (Copyright (c) 1995 by Siler/Siler Ventures. All Rights Reserved) Terrace is played on an 8x8 board consisting of 16 'L' shaped terraces. Two corners of the board are "High" and the other corners are "Low". Each player has pieces of 4 sizes ('A', 'B', 'C' and 'D'). 'A' pieces are the smallest, 'D' pieces are the largest. 'T' pieces are the same size as 'A' pieces and are each player's "key" piece. The object of the game is to capture your opponent's "T" or move your "T" to the lowest square on your opponent's side of the board. Trax & StdTrax (Copyright (c) 1983 David Smith) Trax is a game played with square tiles. Each tile is identical to all other tiles, one side has a white line connecting opposite edges and a black line connecting the other edges, and the other side has a white line connecting 2 adjacent edges and a black line connecting the other edges. The object of the game is to create a loop of your color while preventing your opponent from doing the same. An alternate winning condition is to create a line extending from one edge of the board to the opposite edge of the board when the board is at least 8 tiles wide (or tall). StdTrax limits the board to an 8x8 area. Normal Trax allows to board to grow to whatever size is necessary. Normal Trax is also known as SuperTrax. TwixT (Copyright (c) Avalon Hill) On a 24x24 board, players take turns placing pegs of their color on the board. Any time a peg is placed a "knight's move" from another peg of the same color, a strut is placed, connecting them. A strut can not cross over (through) another strut. The object is to connect your sides of the board while preventing your opponent from doing the same. -- /\/\/\ | Richard Rognlie / Pr. Computer Analyst / PRC Inc. / McLean, VA / \ \ \ | E-Mail: rrognlie@qnet.com rrognlie@vtsu.prc.com \ / / / | Phone: (Home) (703) 361-4764 (Office) (703) 556-2458 \/\/\/ | (Fax) (703) 556-1174 From: jimc@mainelink.net Subject: ICWS '94 for DOS or Windows Date: 1995/09/06 Message-ID: <42j8is$bgk@news.mainelink.net>#1/1 newsgroups: rec.games.corewar Is there an emulator (preferably with debug) for DOS or Windows that runs '94. I can only find mars88 which isn't bad but doesn't support the new instructions. From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: (no subject) Date: 1995/09/06 Message-ID: <42ipd1$ntu@agate.berkeley.edu>#1/1 references: <42fv4g$cgi@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar In article <42fv4g$cgi@geraldo.cc.utexas.edu>, wrote: >Also, is there any protection whatsoever against me faking mail from >"stst@vuse.vanderbilt.edu" and putting ";kill Agony II" as the first >line? No, there isn't. The reason there's no security on the server is that we're all more interested in spending time writing corewar than writing security for the Hill. We trust each other. -- Michael Constant (mconst@soda.csua.berkeley.edu) From: bezzi@iol.it (Beppe Bezzi) Subject: Re: FAQ frequency Date: 1995/09/06 Message-ID: <199509061644.RAA16541@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar >>how about just a subject line with _no message_ such as: >> >> SUBJECT: FAQ @ ftp.blah.blah.blah >> ? >>Wouldn't take anytime to look at it and virtually no bandwidth... >>personally I would say that posting a FAQ list every day or so would be more >>annoying that the FAQ's themselves... >Yeah right, as though people will look at that and >immediately understand what that means? To the >contrary, it would likely increase the confusion >of corewar newbies... which isn't anybody's goal... We can post a very short message something like: SUBJECT: HOW TO FIND FAQ You can find the Corewar FAQ at: FTP: rtfm.mit.edu/pub/usenet/news.answers/games/corewar-faq WWW: http://www.stormikn.com/~koth/ And post it weekly, alternated with the FAQ document; should be enought for most servers. >-JKW -Beppe From: jwilkinson@utexas.edu Subject: Re: pMARS Feature Date: 1995/09/06 Message-ID: <42lccs$6mn@geraldo.cc.utexas.edu>#1/1 references: <9509062016.AA06753@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar >>You can easily blank or set all P-space cells to the same value with this >>sequence of cdb commands: >or define a macro: > >del=@psp~fill0,$~0~@psp off Ok, I guess that sounds like the best solution for now. Although scrambling would be ideal. I'll try out the macro. Thanks. -JKW From: stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) Subject: Re: FAQ frequency Date: 1995/09/06 Message-ID: <9509062025.AA06757@idnsun.gpct.Vanderbilt.Edu.noname>#1/1 newsgroups: rec.games.corewar Concerning a weekly mini-FAQ, the stormking standings that are posted weekly already contain a pointer to www.stormking.com/~koth. I'll ask Tuc to mention the FAQ as well. BTW, Thomas, whatever happened to the weekly reports from pizza? -Stefan From: stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) Subject: Re: pMARS Feature Date: 1995/09/06 Message-ID: <9509062016.AA06753@idnsun.gpct.Vanderbilt.Edu.noname>#1/1 newsgroups: rec.games.corewar jwilkinson@utexas.edu writes: >Nescessity being the mother of invention, I've stumbled blindly upon >a pMARS feature that I now need. An inter-round Pspace scrambler. You can easily blank or set all P-space cells to the same value with this sequence of cdb commands: (cdb) pspace (cdb) fill 0,$ fill with: 0 (cdb) or define a macro: del=@psp~fill0,$~0~@psp off As for "scrambling", i.e. filling with arbitrary values, the only way to do this right now is by editing each P-space cell individually. If you can compile pMARS, there's a one-line patch to cdb.c that allows you to input formulas instead of just values when prompted for P-cell contents. The macro below requires the patch and sets each P-cell to a pseudo-random number: scramble=@psp~!!~@ed .~x=(x+1101)%9019~@+1~if .<=$~!~@psp off If you can't recompile pMARS, you'll have to wait for the next minor upgrade. -Stefan From: bezzi@iol.it (Beppe Bezzi) Subject: Re (no subject) Date: 1995/09/06 Message-ID: <199509061644.RAA16543@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar >>>Also, is there any protection whatsoever against me faking mail from >>>"stst@vuse.vanderbilt.edu" and putting ";kill Agony II" as the first >>>line? >> >>No, there isn't. The reason there's no security on the server is that >>we're all more interested in spending time writing corewar than writing >>security for the Hill. We trust each other. >>-- >> Michael Constant (mconst@soda.csua.berkeley.edu) >Why do you trust everyone? You couldn't possibly know them all... >You certainly don't know me. I'd hate to see the hill get corrupted >by a newbie who gets pissed and decides to remove everyone's warrior >with a quick series of ";kill" messages at 2 in the morning... Some times ago, for a mistake of the server, one of my warriors submitted to the beginners hill was published with another's name. I tried to kill it but, to do that, I had to ask the other to do it for me. So a minimal security is there on the hill server. A person able to fake a mail address, I don't know if it's easy or difficult, could better send e-mail to my bank to get money (don't worry I don't use e-mail with bank ;-) than kill my programs at Pizza seen one don't get a penny for having a warrior on hill. Apart that one able to crack a system is sure able to make a good warrior without cheating. >Ah well, I suppose most people don't buy security systems until -after- >they're robbed too... The problem of security is that it's expensive and time consuming; I see no reason to spend time and money to better protect the hill. >-JKW -Beppe Bezzi bezzi@iol.it P.S. If you have to make any experiment with one of my warriors, please kill a 'test' *not* Marcia Trionfale. TIA :-) From: lewin@netcom.com (Karl Lewin) Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/06 Message-ID: #1/1 references: <429s4o$87u@mikasa.iol.it> <42kc6b$cdf@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar jwilkinson@utexas.edu wrote: : STEP equ 14 ;guess Randy didn't published it : EXTRA equ 4 : DJNOFF equ 5000 ;still gues but I don't think it changes a lot ........ : Is that the same code as the Porch Swing currently residing on the hill? : I've tested a warrior that I'm making against that code up there, and I : consistently beat the Swing around 50/30/20 or so. However, when I sent : my warrior to Pizza, Swing beat me 24/57/19. : Help? Suggestions? : -JKW I think that the constants (at least the DJNOFF) are not quite what they are in the "production" version. I doubt that it is optimum but try -500 for DJNOFF and the code in question seems to perform much better. Karl -- From: jwilkinson@utexas.edu Subject: Re: (no subject) Date: 1995/09/06 Message-ID: <42iu9k$f96@geraldo.cc.utexas.edu>#1/1 references: <42fv4g$cgi@geraldo.cc.utexas.edu> <42ipd1$ntu@agate.berkeley.edu> newsgroups: rec.games.corewar >>Also, is there any protection whatsoever against me faking mail from >>"stst@vuse.vanderbilt.edu" and putting ";kill Agony II" as the first >>line? > >No, there isn't. The reason there's no security on the server is that >we're all more interested in spending time writing corewar than writing >security for the Hill. We trust each other. >-- > Michael Constant (mconst@soda.csua.berkeley.edu) Why do you trust everyone? You couldn't possibly know them all... You certainly don't know me. I'd hate to see the hill get corrupted by a newbie who gets pissed and decides to remove everyone's warrior with a quick series of ";kill" messages at 2 in the morning... Ah well, I suppose most people don't buy security systems until -after- they're robbed too... -JKW From: pk6811s@acad.drake.edu Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/06 Message-ID: <1995Sep6.111515@acad.drake.edu>#1/1 references: <199509051855.TAA09763@iol-mail.iol.it> newsgroups: rec.games.corewar (Beppe Bezzi) writes: > > Isn't it always better to bomb the longer time possible, at least with > incendiary bombs? Actually the mov/spl bomb is a bit weak against Silk, especially the ones like Timescape that execute their code once and move on. I think even Withershins would score higher against Timescape if it just skipped the bomb/scan part and started the sweep right off. Least some recent testing seems to support that :-) Paul From: jwilkinson@utexas.edu Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/06 Message-ID: <42kc6b$cdf@geraldo.cc.utexas.edu>#1/1 references: <429s4o$87u@mikasa.iol.it> newsgroups: rec.games.corewar ;redcode-94 ;name Porch Swing ;kill Porch Swing ;Author Randy Graham ;assert 1 ;strategy Swing with a little wider range. ;strategy Now 80% bomb/scan with djn-stream once-thru STEP equ 14 ;guess Randy didn't published it EXTRA equ 4 DJNOFF equ 5000 ;still gues but I don't think it changes a lot dat.f #gate-10, step-gate+5 gate dat.f #gate-10, sneer-STEP+1 dat2 dat.f #gate-20, step-gate+5 dat1 dat.f #gate-25, step-gate+5 site2 spl.a #gate-30, step-gate+5 site spl.a #gate-40, step-gate+5 for EXTRA dat.f 0, 0 rof adder sub.f sweeper, sneer hithigh mov.i step, *sneer hitlow mov.i step, @sneer sneer sne.i @gate+STEP*6-1-EXTRA, *gate+STEP*3-EXTRA ;so we bomb step looper djn.b adder, gate swinger djn.b mover, {site step dat.f #1/1 references: <42j8is$bgk@news.mainelink.net> newsgroups: rec.games.corewar Check out this address for any and all Corewars stuff you need. http://www.stormking.com/~koth/ From: ruhl@phoebe.cair.du.edu (Robert A. Uhl) Subject: Re: Pizza Weirdness! Date: 1995/09/07 Message-ID: <42m4qr$ai@hermes.cair.du.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> newsgroups: rec.games.corewar In article <42lm66$81e@agate.berkeley.edu>, Michael Constant wrote: > >This was a decision made quite a while ago. In fact, Pizza used to have >random battle placements. The change was made for a couple of reasons: >so that one could meaningfully compare scores between slightly different >versions of the same program without worrying about the effect of program >placement, and so that people wouldn't be able to submit the same program >multiple times in order to get better scores. Wouldn't be simpler to have the program be placed in a different location each battle? Well, not simpler, but it would be more valid as far as results are concerned. I might have a great program that is placed to close to a scanner or bomber and therefore lose, even though I should win. Not that any of my programs are that good... And don't worry about the effects of battle placements; over several games, they should even out. Not that I know how many games are necessary to do this. Probably quite a few more than 100. -- +------------------------------------------------------------------------+ | Bob Uhl | Spectre | `En touto nika' + | | U of D | Baron Robert von Raetzin | http://mercury.cair.du.edu/~ruhl/ | +------------------------------------------------------------------------+ From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's '94 Pizza Hill Date: 1995/09/07 Message-ID: <42lhv3$sv3@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar For up to the second scores and info, visit the West Coast's premiere corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth Current Status of the Internet Pizza Server ICWS '94 Draft Hill: (accessed with ";redcode-94") Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: ICWS '94 Draft Last challenge: Wed Sep 6 17:06:04 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 44/ 27/ 29 Pink P.Kline 160 15 2 45/ 41/ 13 Agony II Stefan Strack 149 687 3 35/ 27/ 38 juliet storm M R Bremer 142 303 4 35/ 27/ 38 Marcia Trionfale Beppe Bezzi 142 202 5 42/ 42/ 17 HeremScimitar A.Ivner,P.Kline 141 571 6 37/ 34/ 29 bwtest 03 Beppe Bezzi 141 6 7 41/ 42/ 17 Mr Speculative Derek Ross 140 14 8 34/ 27/ 39 Cobblestone Steven Morrell 140 3 9 43/ 46/ 11 PGP Steven Morrell 140 19 10 34/ 28/ 38 Blue Funk 3 Steven Morrell 139 752 11 38/ 37/ 25 Torch t17 P.Kline 139 240 12 39/ 39/ 22 endpoint . M R Bremer 138 60 13 43/ 47/ 10 PeepHole Randy Graham 138 4 14 40/ 43/ 18 Miss Careless Derek Ross 137 48 15 40/ 43/ 18 sdrawkcaB Steven Morrell 137 2 16 38/ 40/ 22 Firestorm Beppe Bezzi 135 7 17 18/ 1/ 81 Die Hard P.Kline 135 1 18 37/ 39/ 24 Circle of Friends Randy Graham 134 109 19 36/ 39/ 25 Thermite 1.0 Robert Macrae 134 410 20 41/ 51/ 9 Porch Swing Randy Graham 131 157 21 22/ 56/ 21 Obvious 2.0 John Lewis 88 0 -- -------------+-------------------------------------------------------------- SPL 0, <-5 | Brought to you by the Internet Pizza Server! MOV 1, >-6 | DAT >-7, 12 | Mail with a subject of "help koth" to pizza@ecst.csuchico.edu END | or try for info! From: pk6811s@acad.drake.edu Subject: Re: Pizza Weirdness! Date: 1995/09/07 Message-ID: <1995Sep7.090716@acad.drake.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> <42ln57$ebf@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar jwilkinson@utexas.edu writes: [discussion of fixed placements] > > Allright. Well, I can only say that the idea of fixed placements may > have come and gone. With the advent of pSPACE programs, I would say > that it is vital to have random placements, because initial placements > of programs in just the first round can totally knock the results out > of whack. > > I've been testing this with Swing. The standard deviation of results > jumps dramtically higher with pspace warriors. > > Perhaps what we need now are 4 groups of 25 battles, or 2 groups of 50, > with the pspace being reset to zero, with the 0th spot returned to the > "-1" value again. The effect of fixed placements is to freeze the existing programs on the Hill in place while the submitter is free to change his boot distance, step size, internal spacing, etc. But even when we had random spacing between submissions the changes in win/loss nearly always averaged out over the 20 opponents. With pspace the deviation in results is enormous. A small change causes the pspacer to take a different path, leading it to abandon or commit to different strategies affecting the outcome greatly. But 25 battles is hopelessly small, and easily defeated by a non-sophisticated program that starts with one strategy and switches to another after 5-10 rounds. We might think about increasing the number of battles to 500 or so. If the pspacer has a good strategy it should discover it by then :-) Question: even if the starting locations are fixed, is there a possibility that the starting order might not be? Or does the submission get to go first in every battle? Paul Kline pk6811s@acad.drake.edu From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's Beginner Hill Date: 1995/09/07 Message-ID: <42lhva$sv6@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar For up to the second scores and info, visit the West Coast's premiere corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth Current Status of the Internet Pizza Server Beginner Hill: (accessed with ";redcode-b") Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 maximum age: At age 100, warriors are retired. instruction set: ICWS '94 Draft Last challenge: Tue Sep 5 15:48:35 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 65/ 8/ 27 hit'em 1.03 Ulrich Schlechte 222 67 2 56/ 30/ 13 Obvious John K. Lewis 183 17 3 49/ 17/ 34 2-Copy Paper-Stone-Imp co Mneumenth 182 76 4 54/ 30/ 16 Miss Timing Derek Ross 177 90 5 48/ 34/ 18 Maya v1.6n Christoph C. Birk 161 86 6 45/ 32/ 24 Giskard v0.5 Ken Mitton 158 96 7 46/ 38/ 16 Eft v1.2 Maurizio Vittuari 155 1 8 43/ 39/ 18 SpYkD! v1.0 Gollum 146 50 9 45/ 46/ 9 Rusty John Lewis 145 70 10 44/ 44/ 12 Mythicon v1.1 G. Eadon 144 34 11 39/ 34/ 27 Tiny papers Mneumenth 144 75 12 42/ 46/ 12 Unknown Anonymous 138 72 13 36/ 39/ 25 Skimmer Gollum 132 60 14 38/ 44/ 18 Pebbles v1.2 Christoph C. Birk 131 22 15 37/ 45/ 17 Stone v0.1 Christoph C. Birk 129 23 16 40/ 58/ 2 i really suck Kurt Ostfeld 123 12 17 35/ 47/ 18 Everyone Must Get Stoned Nathan Summers 122 87 18 31/ 48/ 21 Pink Rain v1.1 Pliny the Elder 114 46 19 31/ 50/ 19 The Anhilator v1.1 Mark 111 56 20 26/ 68/ 6 test Christoph C. Birk 85 8 21 15/ 69/ 16 BigBomb v0.3 Christoph C. Birk 60 2 -- -------------+-------------------------------------------------------------- SPL 0, <-5 | Brought to you by the Internet Pizza Server! MOV 1, >-6 | DAT >-7, 12 | Mail with a subject of "help koth" to pizza@ecst.csuchico.edu END | or try for info! From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's Experimental '94 Hill Date: 1995/09/07 Message-ID: <42lhv8$sv5@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar For up to the second scores and info, visit the West Coast's premiere corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth Current Status of the Internet Pizza Server Experimental '94 Hill: (accessed with ";redcode-94x") Hill Specs: coresize: 55440 max. processes: 10000 duration: after 500,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 instruction set: ICWS '94 Draft Last challenge: Sun Sep 3 07:39:19 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 46/ 31/ 23 Illusion-94/55 Randy Graham 161 6 2 43/ 31/ 26 Ptest 01 X Beppe Bezzi 155 2 3 32/ 21/ 47 Aleph 1 Jay Han 144 51 4 40/ 37/ 23 Stimpy v2.0 Brant D. Thomsen 144 44 5 32/ 24/ 43 Lucky 13 Stefan Strack 141 195 6 42/ 46/ 11 I Can't Drive 55 Randy W. Graham 139 13 7 29/ 22/ 49 Blue Funk Steven Morrell 135 43 8 29/ 23/ 48 Der Zweite Blitzkrieg - 9 Mike Nonemacher 135 151 9 30/ 26/ 44 Variation G-1 Jay Han 134 153 10 38/ 42/ 20 Squeeky Randy Graham 133 10 11 37/ 40/ 23 ivscan6b J.Layland 133 53 12 36/ 40/ 25 Miss Understanding Derek Ross 132 4 13 27/ 23/ 50 NotSoBigImps James Layland 130 49 14 19/ 7/ 74 TimeScapeX (0.1) J. Pohjalainen 130 15 15 36/ 42/ 22 Miss Careless Derek Ross 129 1 16 35/ 41/ 24 Fscan Jay Han 129 37 17 39/ 51/ 10 still testing... big vers Mike Nonemacher 128 14 18 37/ 51/ 12 Rave B4.1 Stefan Strack 124 150 19 23/ 23/ 54 Marcia Trionfale 0.2 x Beppe Bezzi 124 5 20 37/ 51/ 11 Test Stefan Strack 124 25 21 32/ 48/ 20 Genocide 94x Mike Nonemacher 116 19 -- -------------+-------------------------------------------------------------- SPL 0, <-5 | Brought to you by the Internet Pizza Server! MOV 1, >-6 | DAT >-7, 12 | Mail with a subject of "help koth" to pizza@ecst.csuchico.edu END | or try for info! From: jwilkinson@utexas.edu Subject: Re: Pizza Weirdness! Date: 1995/09/07 Message-ID: <42ln57$ebf@geraldo.cc.utexas.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> newsgroups: rec.games.corewar >>I must then ask: Why doesn't Pizza have random battle placements? And, >>what affect does this fact have on my challenges?? > >This was a decision made quite a while ago. In fact, Pizza used to have >random battle placements. The change was made for a couple of reasons: >so that one could meaningfully compare scores between slightly different >versions of the same program without worrying about the effect of program >placement, and so that people wouldn't be able to submit the same program >multiple times in order to get better scores. > Ok... I understand that idea. >The fixed placements should not affect your challenges at all, except that >(of course) you cannot submit the same warrior multiple times to see the >effect of different placements. If you want to see how the fixed placement >system works, look at the pmars documentation for the -F option. Of course, >the number used for the -F option on the hill is kept secret. Allright. Well, I can only say that the idea of fixed placements may have come and gone. With the advent of pSPACE programs, I would say that it is vital to have random placements, because initial placements of programs in just the first round can totally knock the results out of whack. I've been testing this with Swing. The standard deviation of results jumps dramtically higher with pspace warriors. Perhaps what we need now are 4 groups of 25 battles, or 2 groups of 50, with the pspace being reset to zero, with the 0th spot returned to the "-1" value again. From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: Pizza Weirdness! Date: 1995/09/07 Message-ID: <42lm66$81e@agate.berkeley.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar jwilkinson@utexas.edu wrote: >I must then ask: Why doesn't Pizza have random battle placements? And, >what affect does this fact have on my challenges?? This was a decision made quite a while ago. In fact, Pizza used to have random battle placements. The change was made for a couple of reasons: so that one could meaningfully compare scores between slightly different versions of the same program without worrying about the effect of program placement, and so that people wouldn't be able to submit the same program multiple times in order to get better scores. The fixed placements should not affect your challenges at all, except that (of course) you cannot submit the same warrior multiple times to see the effect of different placements. If you want to see how the fixed placement system works, look at the pmars documentation for the -F option. Of course, the number used for the -F option on the hill is kept secret. -- Michael Constant (mconst@soda.csua.berkeley.edu) From: jwilkinson@utexas.edu Subject: Pizza Weirdness! Date: 1995/09/07 Message-ID: <42lcr6$6mn@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar Well, I suppose "Weirdness" might be too strong of a word.. Anyway, I mentioned before my curiosity at finding myself beaten by Porch Swing, when I thought my program should cream it. In order to determine if my loss to Porch Swing was an exception, I mailed my warrior to Pizza three consecutive times. I was hoping to recieve a better picture as to how badly Swing would beat me in the long run. As I compared the 3 new results to the earlier result, I was startled to find them to be all exactly the same. They had run about 6 hours apart, and had the same results. In fact, EVERY battle outcome was exactly the same in all four of my challenges. This has led me to the inescapable conclusion that I am either the luckiest man who has ever lived, or Pizza doesn't have random battle placements. My intuition leads me to believe in the latter of the two. :) I must then ask: Why doesn't Pizza have random battle placements? And, what affect does this fact have on my challenges?? -JKW From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: (no subject) Date: 1995/09/07 Message-ID: <42llbo$7rk@agate.berkeley.edu>#1/1 references: <42fv4g$cgi@geraldo.cc.utexas.edu> <42ipd1$ntu@agate.berkeley.edu> <42iu9k$f96@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar jwilkinson@utexas.edu wrote: >Michael Constant (mconst@csua.berkeley.edu) wrote: >>No, there isn't. The reason there's no security on the server is that >>we're all more interested in spending time writing corewar than writing >>security for the Hill. We trust each other. > >Why do you trust everyone? You couldn't possibly know them all... >You certainly don't know me. We trust everyone because we hope that everyone will notice that this is an environment of trust, and thus not betray that trust. The fact is that no one really wants to bother writing a secure hill system, and until we have any problems with the system we're using now, I don't think that will change. Who would *want* to kill other people's warriors? It's not as if anyone will think they're really cool for hacking the hill system. It's not as if they'd cause irreparable damage, because hill stats are posted to the newsgroup weekly and the hill admin could restore the hill from a copy of the posted stats. While it's lots of fun to conquer the hill, there's no prize for winning... and if someone just wants to see a hill report with their program in first place, they can just as easily forge mail from pizza to themselves :-) -- Michael Constant (mconst@soda.csua.berkeley.edu) From: bezzi@iol.it (Beppe Bezzi) Subject: ICWS tournement Date: 1995/09/07 Message-ID: <199509070943.KAA20992@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar I read from the FAQs: >.. >the ten best warriors submitted to the EBS tournament are entered >into the annual ICWS tournament. ..... >.. That means that the ten best warriors in the ;redcode-icws stormking hill automatically partecipate to the annual ICWS championship? TIA -Beppe Bezzi bezzi@iol.it From: ruhl@phoebe.cair.du.edu (Robert A. Uhl) Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <42q6vm$6jd@hermes.cair.du.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.vanderbilt.edu.noname> <42oa6q$5l5@charnel.ecst.csuchico.edu> newsgroups: rec.games.corewar In article <42oa6q$5l5@charnel.ecst.csuchico.edu>, Dr. Manhattan wrote: > >Pizza's hills are practically on a dedicated machine. They are >currently running on "webhead", the school's dedicated web server. >It almost never has a load above 0.6, and worst-case battles (100 >ties) only take a little more than a minute. Upping the battles >to 200 or even 250 would still get you results back in less than >half an hour in most cases. I didn't realise that it was _that_ fast. Of course, I normally run Redcoder with all the bells and whistels going full blast, so it's pretty slow. >I'll do it if there's a demand. Demand! Demand! >On another note, should I get to work on the ";password" switch? >jwilkinson makes an interesting point, it is easy to forget mail, >and although killing other peoples warriors will probably never >happen, an ounce of prevention is worth a pound of cure. Why not add verification? If mail is sent requesting a ;kill, just mail back with a unique passwd. The user sends it in with a ;rkill or something, and it kills the old warrior and deletes the passwd from the passwd log (so that it may be used again). Also, an ;nkill to say, 'No, I don't want to remove my warrior.' Nice, simple and IMHO elegant. Also, passwords would not be predicatable, which is a Good Thing. -- +------------------------------------------------------------------------+ | Bob Uhl | Spectre | `En touto nika' + | | U of D | Baron Robert von Raetzin | http://mercury.cair.du.edu/~ruhl/ | +------------------------------------------------------------------------+ From: stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <9509081553.AA07321@idnsun.gpct.Vanderbilt.Edu.noname>#1/1 newsgroups: rec.games.corewar jwilkinson@mail.utexas.edu wrote: >Can someone explain an affirmative reason for the -F option? I think Michael and Paul did a very good job of explaining why -F. Essentially, it allows you optimize your warrior without the "noise" of random score fluctuations. >I don't think I'm gonna be submitting the same warrior over and >over, in the hope that I'll get a lucky break... But, I would >like to be able to re-submit to look for anomolies in the battle >outcomes. Explain what you mean by "anomalies in the battle outcomes". -Stefan From: bezzi@iol.it (Beppe Bezzi) Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/08 Message-ID: <199509082347.AAA02923@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar jwilkinson@mail.utexas.edu wrote >bezzi@iol.it (Beppe Bezzi) wrote: >> >>>: STEP equ 14 ;guess Randy didn't published it >>>: EXTRA equ 4 >>>: DJNOFF equ 5000 ;still gues but I don't think it changes a lot >> >>>........ >> >>I based my guess on the two missing equ on those facts: >> >I found that with a larger step, a different djn placement, I was >able to delay the triggering of the spl stream until after the core >had been quick scanned... which would seem to be advantagous no matter >what type of program Swing is fighting. As I said I did'n spent lots of time in trying to guess the exact constants Randy used. A larger step is more effective against a medium size (near 10 lines) warrior but has less chances to catch a small 4 lines stone like Blue Funk. My posting was mainly based on how to attack Porch and Whitershins after they begin clearing and, whichever is the step, booting Tornado behind a large decoy make me sure, unless PS happens to begin the battle beetween me and my decoy, to be shielded from its scanning part. Against Marcia Trionfale and Timescape a simpler thing like . ... begin add.f step, comp seq 10, 20 jmp clear jmp begin . .... is more effective than the whole Porch but, in my home test, not against all opponents. >>The djn stream has the double function: wound opponents catched and >>... >Yeah, I found that a properly placed djn was the only thing that gave >P Swing much of a chance to beat one of my Cotton replicators. I don't know your Cotton replicators, happy to give a look if you want to send them to me, so I cannot say. BTW I have too a replicator able to beat Porch (not Agony, not miss Careless); I submitted it to the hill, entering but scoring *far* less than Marcia in the total score so I kept it home; I also have a replicator better, in home test, than Marcia, I hope I learnt something in the last two months :-), but I keep it, should Marcia be put off the hill. Please Randy publish the equ and stop that. We have now to think "Pink" ;-) >-John -Beppe From: sd@ecst.csuchico.edu (Dr. Manhattan) Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <42oa6q$5l5@charnel.ecst.csuchico.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.vanderbilt.edu.noname> newsgroups: rec.games.corewar Stefan Strack wrote: >pk6811s@acad.drake.edu wrote: > >>We might think about increasing the number of battles to 500 or so. >>If the pspacer has a good strategy it should discover it by then :-) > >That's of course the best option. The downside is that a submission backlog >might develop because of the increased time it takes to run the battles. >But then again we might start a collection among newsgroup readers to buy a >workstation dedicated to corewar :-) > >> >>Paul Kline > >-Stefan Pizza's hills are practically on a dedicated machine. They are currently running on "webhead", the school's dedicated web server. It almost never has a load above 0.6, and worst-case battles (100 ties) only take a little more than a minute. Upping the battles to 200 or even 250 would still get you results back in less than half an hour in most cases. I'll do it if there's a demand. On another note, should I get to work on the ";password" switch? jwilkinson makes an interesting point, it is easy to forget mail, and although killing other peoples warriors will probably never happen, an ounce of prevention is worth a pound of cure. -Thos From: y91magpa@ida.liu.se (Magnus Paulsson) Subject: Wariors wanted Date: 1995/09/08 Message-ID: #1/1 newsgroups: rec.games.corewar Hi I'm thinking of taking up corewars again but I've throw out all my (and others) wariors (from my dinky 40 M(m)b HD), could some one mail me (or post) a few wariors so I have something to compare my wariors with. Only send 94 wariors and maybee pspace ones. /Magnus Paulsson From: John Wilkinson Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <42qbvv$3sa@geraldo.cc.utexas.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> newsgroups: rec.games.corewar >>But then again we might start a collection among newsgroup readers to buy a >>workstation dedicated to corewar :-) >I have a Pentium/90 at home which sits idle for a good portion of the day >and night, and there's a chance that I might get a real net connection >sometime in the near future (I'm using SLIP right now). If this happens, >I would be happy to run a KotH server on my machine. >Now if the newsgroup wants to contribute to a net connection for me... :-) > Michael Constant (mconst@soda.csua.berkeley.edu) Net connection...? How much do those cost anyway, and why would you want one? Also, why would you need a genuine net connection in order to be able to run battles? It would seem as though you'd simply need to leave you're computer dialed into your local server 24h/day, with a script waiting to run the programs that were mailed over to you... From: tusk@daimi.aau.dk (Martin M|ller Pedersen) Subject: Re: PCROBOTS Date: 1995/09/08 Message-ID: <42q92b$9vg@krone.daimi.aau.dk>#1/1 references: <41ceoe$pji@ra.ins.de> <41ln94$7ro@news.snowcrest.net> <41t69o$icm@agate.berkeley.edu> <42d1oe$ar5@news.snowcrest.net> newsgroups: rec.games.corewar Thus spake sriverhi@snowcrest.net (Ananda): >In article <41t69o$icm@agate.berkeley.edu>, mconst@soda.CSUA.Berkeley.EDU >says... >>Actually, discussion of PCRobots, C++Robots, RoboWar, etc. is welcome >>here. The rec.games.corewar charter says that this group is for the >>discussion of "corewar and related games". Just about any programming >>game qualifies as "related" to corewar, and it's not as if we're over- >>whelmed with traffic here anyway :-) >Ahh... Ok. It is really nice to read a postitive posting like this :) >Does anyone have a filename for C++Robots? I have never seen it. Thanks. >-Ananda try http://www.daimi.aau.dk/~tusk/pbmserv From: wsheppar@st6000.sct.edu (Wayne Sheppard) Subject: Re: FAQ frequency Date: 1995/09/08 Message-ID: <42pqn0$1561@st6000.sct.edu>#1/1 references: <4265qh$3pb@news.asu.edu> <42bark$qs5@allnews.infi.net> <42htp1$kes@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar How about this: Once a week, post the Table of Contents of the FAQ with a pointer to where the answers can be found. Wayne -- Wayne Sheppard wsheppar@st6000.sct.edu From: jwilkinson@mail.utexas.edu Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <42pleq$fol@geraldo.cc.utexas.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) wrote: >>[discussion of fixed placements] > >To which I should add that the value of the -F option changes every month, >so if you feel that you've been a victim of bad placement, submit again >next month. > Ugh, am I missing something here? Can someone explain an affirmative reason for the -F option? I don't think I'm gonna be submitting the same warrior over and over, in the hope that I'll get a lucky break... But, I would like to be able to re-submit to look for anomolies in the battle outcomes. >>We might think about increasing the number of battles to 500 or so. >>If the pspacer has a good strategy it should discover it by then :-) > >That's of course the best option. The downside is that a submission backlog >might develop because of the increased time it takes to run the battles. >But then again we might start a collection among newsgroup readers to buy a >workstation dedicated to corewar :-) > I don't think there'd be much of a backlog. So far, I have yet to submit a warrior, and have it take more that an hour to get results back. And, sometimes I even submitted multiple warriors at once, and they came back quickly... -John From: jwilkinson@mail.utexas.edu Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/08 Message-ID: <42pl5i$fol@geraldo.cc.utexas.edu>#1/1 references: <199509071404.PAA22396@iol-mail.iol.it> newsgroups: rec.games.corewar bezzi@iol.it (Beppe Bezzi) wrote: > >>: STEP equ 14 ;guess Randy didn't published it >>: EXTRA equ 4 >>: DJNOFF equ 5000 ;still gues but I don't think it changes a lot > >>........ > >I based my guess on the two missing equ on those facts: > I found that with a larger step, a different djn placement, I was able to delay the triggering of the spl stream until after the core had been quick scanned... which would seem to be advantagous no matter what type of program Swing is fighting. Just now, I submitted P Swing, with the new constants, to see if I'm getting close to Randy's... >The djn stream has the double function: wound opponents catched and >delay other scanners. Having to test against him a pure bomber and a >replicator, the position of the stream is, for me, irrilevant, for you >may be different. > Yeah, I found that a properly placed djn was the only thing that gave P Swing much of a chance to beat one of my Cotton replicators. -John From: jwilkinson@mail.utexas.edu Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <42pjo5$eip@geraldo.cc.utexas.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> <42ln57$ebf@geraldo.cc.utexas.edu> <1995Sep7.090716@acad.drake.edu> newsgroups: rec.games.corewar >[discussion of fixed placements] >The effect of fixed placements is to freeze the existing programs on the >Hill in place while the submitter is free to change his boot distance, >step size, internal spacing, etc. But even when we had random spacing >between submissions the changes in win/loss nearly always averaged out >over the 20 opponents. > Indeed, however with random placements, at least I would be able to resubmit my warrior a couple of times, and see which losses and wins were the rule, and which were the exception. That seems fair... >With pspace the deviation in results is enormous. A small change causes >the pspacer to take a different path, leading it to abandon or commit to >different strategies affecting the outcome greatly. But 25 battles is >hopelessly small, and easily defeated by a non-sophisticated program >that starts with one strategy and switches to another after 5-10 rounds. >We might think about increasing the number of battles to 500 or so. >If the pspacer has a good strategy it should discover it by then :-) > True, it might find a good strategy, but that would be unfair to non-pspace warriors. I recommend that the KotH program runs a series of 5, 100 round meta-battles. The pspace would be reset 5 times, once before each meta-battle. Averaging these scores would be a step towards not getting out-of-whack scores. As a personal test, I ran my warrior against Porch Swing 10 times in a row, with 100 round battles. 9 out of the times I won with something like 50/20/30. However, one of the ten times, I lost 15/16/69. Obviously, this is a serious anomoly, which really scews the battle curve... -John From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: Pizza Weirdness! Date: 1995/09/08 Message-ID: <42oqcd$scv@agate.berkeley.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar Stefan Strack wrote: >But then again we might start a collection among newsgroup readers to buy a >workstation dedicated to corewar :-) I have a Pentium/90 at home which sits idle for a good portion of the day and night, and there's a chance that I might get a real net connection sometime in the near future (I'm using SLIP right now). If this happens, I would be happy to run a KotH server on my machine. Now if the newsgroup wants to contribute to a net connection for me... :-) -- Michael Constant (mconst@soda.csua.berkeley.edu) From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: Re: ***deleted for security reasons*** Date: 1995/09/09 Message-ID: <1995Sep9.165044.2877@rhodes>#1/1 references: newsgroups: rec.games.corewar John Wilkinson (jwilkinson@mail.utexas.edu) wrote: : >>> The easiest defense is to ALWAYS mod your strategy before using it. : >Don't forget to increment afterwards. JMP @0,0 is a pretty bad instruction : >for your warrior to execute. : Incrementing afterwards takes more time, just start off with "JMP @1, 0" : and add to it. Doesn't that make more sense? Well, maybe not, obviously : I don't know much since I haven't made a succesful pwarrior yet. :) I think he meant, instead of jmp @0, 5, use jmp >0, 5. This doesn't erase the boot pointer, but makes an opponent use a little more "thinking" to get you. : -John Randy From: tuc@news.stormking.com (Scott J. Ellentuch) Subject: New feature on SKI-ICWS Date: 1995/09/09 Message-ID: <42t76q$ol7@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Hello everyone, I decided to take my first stab at perl (Oh ok, stop complaining that it took me this long) and decided to put up a new feature on http://www.stormking.com/~koth . It'll be in the section where you can find out about the scores of the different hills. Warriors currently awaiting battle! This will be a list of the warriors that are currently in the hopper to be put into battle. PLEASE let me know if you have any ideas, suggestions, etc. The guest book is always ready! For mail users, I just need to find a good name to use (";waiting" ";backlog" ";listing" ) and that will be implemented. Thanks, Scott -- * --- --- |Scott J. Ellentuch, Pres | The Telecom Security Group * * | | | |Comm. and Comp. Security | (Storm King family of Companies) * * | |__|__ |Consultants and Engineers | P.O. Box 69, Newburgh, NY 12551 * From: Michael N Nonemacher Subject: Re: Pizza Weirdness! Date: 1995/09/09 Message-ID: #1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> <42qbvv$3sa@geraldo.cc.utexas.edu> <42ries$9bh@agate.berkeley.edu> newsgroups: rec.games.corewar Excerpts from netnews.rec.games.corewar: 9-Sep-95 Re: Pizza Weirdness! by Michael Constant@soda.CS >That's the problem. My access provider (my school) won't let me leave my >modem connected 24hrs/day unless I subscribe to their $70/month service. >I am considering that service, and I am also considering getting ISDN from >my school (but at $170/month + $30/month phone charges, I'm not sure if I >can afford it). If neither of those options is viable, I will probably >get some sort of commercial service. Excerpts from netnews.rec.games.corewar: 9-Sep-95 Re: Pizza Weirdness! by John Wilkinson@mail.utex > I know that I could stay connected 24h/day to UT. They only charge > by the day. It's 12 cents a day... and some charge per megabyte of > transfer or something... :/ Kinda makes me feel spoiled here at CMU, with direct 'net connections all over the place (4 in my 3-person dorm room, in every classroom, on the telephone poles near the soccer field...), just waiting for an Ethernet card to plug into... Of course, if you want to run KotH scripts on my 386dx/25, just lemme know... :) Mike schitzo+@cmu.edu root@cactus.res.cmu.edu From: daredevl@enterprise.america.com (pagefault) Subject: PSPACE question Date: 1995/09/09 Message-ID: <42sm7q$7b7@enterprise.america.com>#1/1 newsgroups: rec.games.corewar I have some questions about PSPACE. What happens with this situation: 1. You lose, change to strat #2 2. You lose again w/Strat #2, how does your program know on the next round not to use strat #2? I guess my baseline question is if PSPACE stays the same between rounds...? Other than the win/loss that is. -- p a g e f a u l t /~-~-~-~-~-~-~-~-~~\ -==|unseen terror - UDIC|==- \__c c++ vb xbase__/ ~~~~~~~~~~~~~~ From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: Re: ***deleted for security reasons*** Date: 1995/09/09 Message-ID: <1995Sep9.122302.2875@rhodes>#1/1 references: newsgroups: rec.games.corewar Steven C. Morrell (morrell@math.utah.edu) wrote: : My newsreader crashed on the last two messages that I posted, so I am : trying out the Stormking list server. Its feed is about 36 hours before : my regular feed, so I'm getting tomorrow's news today! Whoa, so tell me how I'm going to do with my next submission tomorrow morning. *-) : snide remarks or comparing the success of Porch Swing/Withershins Twice- : type programs (there must be a shorter name for these things!) with I use Porch and Withers or PS and WT. Or even Stone/scanners : (The poor man's quote mechanism:) : >> From: graham@hal.mathcs.rhodes.edu (Randy Graham) : >> Date: 2 Sep 95 09:34:04 -0500 : >> The easiest defense is to ALWAYS mod your strategy before using it. : Don't forget to increment afterwards. JMP @0,0 is a pretty bad instruction : for your warrior to execute. VERY GOOD point. I will use that. : Actually, this makes vector-selecting pretty slow unless you can cram lots : of warriors into 100 instructions. Had an idea for doing that. Should be able to get 3-4 good or 4-6 decent warriors in there and still switch. Might get tricky on launching, but I think with code reuse and a couple of setup instruction for pointers and process buildup, you can really cram quite a bit in there. But, if the switcher isn't any good, it won't really matter. : If this post works correctly, I shall post a little on the theory and : implementation of so-called PVamps, including the source to PGP, which I : wrote mostly to show off. Sorry to keep folks waiting. I'm dying (grin) to see this. Wondered what PGP was al about. : Steven : -- : Steven Morrell morrell@math.utah.edu Randy (any news on the book? ever recover from that crash?) From: John Wilkinson Subject: Re: Pizza Weirdness! Date: 1995/09/09 Message-ID: <42shf8$gk1@geraldo.cc.utexas.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> <42qbvv$3sa@geraldo.cc.utexas.edu> <42ries$9bh@agate.berkeley.edu> <42scr5$dsa@valhalla.stormking.com> newsgroups: rec.games.corewar >Folks........ > All someone needs to do is come up with a new hill concept, and >pitch it. If people show an interest, I'll put it on Stormking.Com, no >problems. You want a 500 round game, sure, not a problem. Which hills? >;redcode-94ml (long)? No no, not a 500 round game. I mean, you -could- do that. But, I'd rather see a set of 5 or 10, 100 round battles, with the scores averaged normally. That way traditional warriors wouldn't be forced out by smart pspacers. -John From: tuc@news.stormking.com (Scott J. Ellentuch) Subject: Re: FAQ frequency Date: 1995/09/09 Message-ID: <42qoip$o3o@valhalla.stormking.com>#1/1 references: <199509061644.RAA16541@iol-mail.iol.it> newsgroups: rec.games.corewar Beppe Bezzi (bezzi@iol.it) wrote: : >>how about just a subject line with _no message_ such as: : >> : >> SUBJECT: FAQ @ ftp.blah.blah.blah : >> ? : >>Wouldn't take anytime to look at it and virtually no bandwidth... : >>personally I would say that posting a FAQ list every day or so would be more : >>annoying that the FAQ's themselves... : >Yeah right, as though people will look at that and : >immediately understand what that means? To the : >contrary, it would likely increase the confusion : >of corewar newbies... which isn't anybody's goal... : We can post a very short message something like: : SUBJECT: HOW TO FIND FAQ : You can find the Corewar FAQ at: : FTP: rtfm.mit.edu/pub/usenet/news.answers/games/corewar-faq : WWW: http://www.stormikn.com/~koth/ Incase anyone want, that address is really http://www.stormking.com/~koth Tuc -- * --- --- |Scott J. Ellentuch, Pres | The Telecom Security Group * * | | | |Comm. and Comp. Security | (Storm King family of Companies) * * | |__|__ |Consultants and Engineers | P.O. Box 69, Newburgh, NY 12551 * From: John Wilkinson Subject: Re: Pizza Weirdness! Date: 1995/09/09 Message-ID: <42sh9j$gk1@geraldo.cc.utexas.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> <42qbvv$3sa@geraldo.cc.utexas.edu> <42ries$9bh@agate.berkeley.edu> newsgroups: rec.games.corewar >Well, the answers to those questions are seperate. I want a real net >connection so I can run various servers on my home computer, and so that I >can access other internet computers at a reasonable speed. A real net >connection is by no means required for a KotH server; all that's required >is a 24-hour connection. Unfortunately, it is hard for me to get a 24- >hour connection without actually getting a real net connection. See below. Interesting. How would you manage to get faster access with an internet connection? Aren't you still limited by you modem speed? >That's the problem. My access provider (my school) won't let me leave my >modem connected 24hrs/day unless I subscribe to their $70/month service. >I am considering that service, and I am also considering getting ISDN from >my school (but at $170/month + $30/month phone charges, I'm not sure if I >can afford it). If neither of those options is viable, I will probably >get some sort of commercial service. Hmmm... so what does ISDN give you? I know that I could stay connected 24h/day to UT. They only charge by the day. It's 12 cents a day... and some charge per megabyte of transfer or something... :/ -John From: John Wilkinson Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/09 Message-ID: <42sh08$gk1@geraldo.cc.utexas.edu>#1/1 references: <199509082347.AAA02923@iol-mail.iol.it> <42r7f8$mgv@geraldo.cc.utexas.edu> <1995Sep9.111748.2873@rhodes> newsgroups: rec.games.corewar >: Yeah, Randy! Gimme constants! :> >Sorry, not yet. I will tell you that the DJNOFF is a negative, not >too large. In fact, it is incorrect in what is on the hill. The >intention was for her to bomb through until I got back to myself. >Somehow, I submitted the wrong Porch Swing, and she stops when crossing >the djn-stream pointer. Damn, you're evil. That's ok, I like evil. :-> Interesting, that's exactly what my Porch Swing does... I believe the DJNOFF I was using was 1985, but I was using a larger step. Twenty-something... I'd prolly be better with a smaller step, I suppose... I'll work with it. -John From: John Wilkinson Subject: Re: ***deleted for security reasons*** Date: 1995/09/09 Message-ID: <42sgq2$gk1@geraldo.cc.utexas.edu>#1/1 references: newsgroups: rec.games.corewar "Steven C. Morrell" wrote: > >My newsreader crashed on the last two messages that I posted, so I am >trying out the Stormking list server. Its feed is about 36 hours before >my regular feed, so I'm getting tomorrow's news today! > Feed? You mean that you don't get posted messages immediately? Why not? Email is always immediate... :/ >>> The easiest defense is to ALWAYS mod your strategy before using it. > >Don't forget to increment afterwards. JMP @0,0 is a pretty bad instruction >for your warrior to execute. > Incrementing afterwards takes more time, just start off with "JMP @1, 0" and add to it. Doesn't that make more sense? Well, maybe not, obviously I don't know much since I haven't made a succesful pwarrior yet. :) -John From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/09 Message-ID: <1995Sep9.111748.2873@rhodes>#1/1 references: <199509082347.AAA02923@iol-mail.iol.it> newsgroups: rec.games.corewar John Wilkinson (jwilkinson@mail.utexas.edu) wrote: : >Please Randy publish the equ and stop that. We have now to think : >"Pink" ;-) : > : Yeah, Randy! Gimme constants! :> Sorry, not yet. I will tell you that the DJNOFF is a negative, not too large. In fact, it is incorrect in what is on the hill. The intention was for her to bomb through until I got back to myself. Somehow, I submitted the wrong Porch Swing, and she stops when crossing the djn-stream pointer. : -John From: tuc@news.stormking.com (Scott J. Ellentuch) Subject: Re: Pizza Weirdness! Date: 1995/09/09 Message-ID: <42scr5$dsa@valhalla.stormking.com>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> <42qbvv$3sa@geraldo.cc.utexas.edu> <42ries$9bh@agate.berkeley.edu> newsgroups: rec.games.corewar Michael Constant (mconst@soda.CSUA.Berkeley.EDU) wrote: : John Wilkinson wrote: : >Michael Constant wrote: : >>I have a Pentium/90 at home which sits idle for a good portion of the day : >>and night, and there's a chance that I might get a real net connection : >>sometime in the near future (I'm using SLIP right now). If this happens, : >>I would be happy to run a KotH server on my machine. : >> Folks........ All someone needs to do is come up with a new hill concept, and pitch it. If people show an interest, I'll put it on Stormking.Com, no problems. You want a 500 round game, sure, not a problem. Which hills? ;redcode-94ml (long)? Tuc -- * --- --- |Scott J. Ellentuch, Pres | The Telecom Security Group * * | | | |Comm. and Comp. Security | (Storm King family of Companies) * * | |__|__ |Consultants and Engineers | P.O. Box 69, Newburgh, NY 12551 * From: "Steven C. Morrell" Subject: ***deleted for security reasons*** Date: 1995/09/09 Message-ID: #1/1 newsgroups: rec.games.corewar My newsreader crashed on the last two messages that I posted, so I am trying out the Stormking list server. Its feed is about 36 hours before my regular feed, so I'm getting tomorrow's news today! If anyone was wondering what my last two messages said, they were mostly snide remarks or comparing the success of Porch Swing/Withershins Twice- type programs (there must be a shorter name for these things!) with imp-stone combo's when they first came out. But I did have the following gem for P-space switching protection: (The poor man's quote mechanism:) >> From: graham@hal.mathcs.rhodes.edu (Randy Graham) >> Date: 2 Sep 95 09:34:04 -0500 >> The easiest defense is to ALWAYS mod your strategy before using it. Don't forget to increment afterwards. JMP @0,0 is a pretty bad instruction for your warrior to execute. Actually, this makes vector-selecting pretty slow unless you can cram lots of warriors into 100 instructions. If this post works correctly, I shall post a little on the theory and implementation of so-called PVamps, including the source to PGP, which I wrote mostly to show off. Sorry to keep folks waiting. Steven -- Steven Morrell morrell@math.utah.edu From: John Wilkinson Subject: Re: How to beat P. Swing and W. Thrice (and die in the try :-) -Long- Date: 1995/09/09 Message-ID: <42r7f8$mgv@geraldo.cc.utexas.edu>#1/1 references: <199509082347.AAA02923@iol-mail.iol.it> newsgroups: rec.games.corewar >I don't know your Cotton replicators, happy to give a look if you want >to send them to me, so I cannot say. >BTW I have too a replicator able to beat Porch (not Agony, not miss >Careless); I submitted it to the hill, entering but scoring *far* less >than Marcia in the total score so I kept it home; I also have a >replicator better, in home test, than Marcia, I hope I learnt >something in the last two months :-), but I keep it, should Marcia be >put off the hill. > I'm not sure how Cottons would do in the 94 hill, but on the multiwarrior 94 hill, I believe I've got four different cotton-based programs out of the ten spots on the hill... Oh also, I submitted my version of Porch Swing to the hill, with my guess at the constants, and it scored 109... or maybe 116? I dunno, a little over one hundred, and it didn't make it to the hill. >Please Randy publish the equ and stop that. We have now to think >"Pink" ;-) > Yeah, Randy! Gimme constants! :> -John From: John Wilkinson Subject: Re: Pizza Weirdness! Date: 1995/09/09 Message-ID: <42r76n$mgv@geraldo.cc.utexas.edu>#1/1 references: <9509081553.AA07321@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar >>Can someone explain an affirmative reason for the -F option? > >I think Michael and Paul did a very good job of explaining why -F. >Essentially, it allows you optimize your warrior without the "noise" >of random score fluctuations. > No, that doesn't make logical sense. In order to get a more representative picture of the ability of a warrior, you need to test it under varied situations, not this static example of all possible contingencies. >>I don't think I'm gonna be submitting the same warrior over and >>over, in the hope that I'll get a lucky break... But, I would >>like to be able to re-submit to look for anomolies in the battle >>outcomes. > >Explain what you mean by "anomalies in the battle outcomes". > Well, in any random data set, there will always be values which are far from representative of the average, or median values. The same is the case in Corewars. I've computed a generalized statement: About 1 in every ten battles I run is 20 or more wins off from the average. This means that out of the 20 battles that I fight in my attempt to get on the hill, two of those are totally unrepresentative of my average score using random placements. However, with the -F option, I have no method for determining which battles are anomolies in the data set. -John From: max@alcyone.darkside.com (Erik Max Francis) Subject: Re: High level language for corewar? Date: 1995/09/10 Message-ID: <7i88aD8w200w@alcyone.darkside.com>#1/1 references: <42toe7$do@nuscc.nus.sg> newsgroups: rec.games.corewar lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) writes: > I mean, right now, corewar is like assembly language. > But, on top of assembly language, you have things like > Pascal, C, etc. > Could the same thing be done for corewar? It of course could (an ANSI C compiler which generates REDCODE -- weird), but one question is how useful that is. Certainly it would facilitate writing larger, more complex, beasties, but another very important issue in Corewar is efficiency -- if it runs too slowly or wastes time doing unnecessary things, then it will probably get nailed. Compilers can be very good at optimization (C compilers are well-known for this), but they can't be perfect, and that might tip the balance. It certainly would be a very interesting project, at least. Erik Max Francis, &tSftDotIotE // uuwest!alcyone!max, max@alcyone.darkside.com San Jose, CA, USA // 37 20 07 N 121 53 38 W // GIGO, Omega, Psi // the 4th R! H.3`S,3,P,3$S,#$Q,C`Q,3,P,3$S,#$Q,3`Q,3,P,C$Q,#(Q.#`-"C`- // 1love // folasade _Omnia quia sunt, lumina sunt._ // mc2? oo? Nah. // http://www.spies.com/max/ From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: High level language for corewar? Date: 1995/09/10 Message-ID: <42vnua$s04@agate.berkeley.edu>#1/1 references: <42toe7$do@nuscc.nus.sg> newsgroups: rec.games.corewar Loh Weng Keong Calvin wrote: >How about a high level language for corewar? It would kind of defeat the purpose. The fact is that redcode is an assembly-level language, and all the techniques used in corewar revolve around that fact. Try writing an imp-spiral in an HLL! If you are interested in HLL programming games, you might want to try C++Robots (a FAQ is posted here periodically). -- Michael Constant (mconst@soda.csua.berkeley.edu) From: pan0178@comune.bologna.it (MV) Subject: Re: High level language for corewar? Date: 1995/09/10 Message-ID: <199509102020.QAA24340@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar >How about a high level language for corewar? >It would make it more accesible. > >I mean, right now, corewar is like assembly language. >But, on top of assembly language, you have things like >Pascal, C, etc. >Could the same thing be done for corewar? > > Yes, maybe a high level language would make CW more accessible but... I think that hight level cw would be a game very different from RedCode-cw, it would be simply another game! If you enjoy yourself with high level programming, maybe you can write (of course in your preferred language: C, Pascal, Basic(bleah!), etc.) a compiler who translates your high level warrior in a low level one (written in RedCode assembly language, of course ;-) ) Seriously, if you don't like assembly languages, maybe you'll enjoy much yourself trying C-robots or P-robots... But I suggest you to try to learn RedCode (it isn't so difficult! ;-) ) M.Vittuari pan0178@iperbole.bologna.it From: erik.hetzner@infoway.com (Erik Hetzner) Subject: Re: Pizza Weirdness! Date: 1995/09/10 Message-ID: <95091011492737507@infoway.com>#1/1 newsgroups: rec.games.corewar Mconst@soda.Csua.Berkeley, In a message on 9 September, you wrote to me : MC> can access other internet computers at a reasonable speed. A real net MC> connection is by no means required for a KotH server; all that's required MC> is a 24-hour connection. Unfortunately, it is hard for me to get a 24- MC> hour connection without actually getting a real net connection. See belo MC> Anyway, if I do get one of the above services, I will be happy to run a MC> KotH server on my computer. All that is really required for a KotH server, from what I can tell, is a UUCP connection, which can be had for about 20 a month. Of course, this will not allow people to do spiffo things like check how they're doing by WWW, but all that is really needed is mail, and UUCP fits that bill perfectly. -erik hetzner --- � ATP/Linux 1.42 � I want to rise with the masses, not from them. From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: Net Connections and KotH Servers Date: 1995/09/10 Message-ID: <42vq19$seq@agate.berkeley.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42sh9j$gk1@geraldo.cc.utexas.edu> <42u7v4$acc@agate.berkeley.edu> <42v7kj$bei@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John Wilkinson wrote: >mconst@soda.CSUA.Berkeley.EDU (Michael Constant) wrote: >>Not if you're not using a modem :-) When I say "real net connection", I >>mean anything that's available 24hrs/day and faster than a regular modem. >> >So what, a leased line? Like one of those direct ethernet things? > >But I thought those cost like $1000/month or something. Well, a leased line is only a few hundred dollars a month, and if I could find a friend to split it with me (see footnote for how this would be done) I could probably afford it. ISDN would also work, and is somewhat (but not much) cheaper. >>ObCorewar: Has anyone noticed how well the system of matrix combat and >>IC programs in the Shadowrun role-playing game can be modeled by corewar? > >What is Shadowrun? I read your comparison to Corewars, but it seemed to >assume prior knowledge of some kind... Shadowrun is a role-playing game made by FASA Corporation. I was referring specifically to the part of the rulebook which describes the "matrix" (the modern computer network in the time period of the game) and how characters interact in the matrix. Basically the idea is that if a character wants to enter the matrix, they connect themselves to a cyberdeck, which they connect to an access node for the matrix. The cool part (and the part that's related to corewar) is that the computer code in their cyberdeck is accessible to any other person or program in the matrix. Unfortunately, I can't really describe the entire system of the matrix here. If you are interested, get a copy of the Shadowrun rulebook (2nd edition). It costs about $20 and is well worth it -- it's a great game :-) There's got to be *some* way to get this thread back on topic... but I must admit I don't see it ;-) Perhaps there's another newsgroup that might be better suited for this discussion? ____________ (*) To split a net connection with a friend, I would use my current modem and data line for a 24-hour connection to my friend's computer, and I would run any server programs on my computer (for the extra bandwidth). -- Michael Constant (mconst@soda.csua.berkeley.edu) From: John Wilkinson Subject: Re: Net Connections and KotH Servers Date: 1995/09/10 Message-ID: <42v7kj$bei@geraldo.cc.utexas.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42qbvv$3sa@geraldo.cc.utexas.edu> <42ries$9bh@agate.berkeley.edu> <42sh9j$gk1@geraldo.cc.utexas.edu> <42u7v4$acc@agate.berkeley.edu> newsgroups: rec.games.corewar mconst@soda.CSUA.Berkeley.EDU (Michael Constant) wrote: >>Interesting. How would you manage to get faster access with an internet >>connection? Aren't you still limited by you modem speed? > >Not if you're not using a modem :-) When I say "real net connection", I >mean anything that's available 24hrs/day and faster than a regular modem. > So what, a leased line? Like one of those direct ethernet things? But I thought those cost like $1000/month or something. >ObCorewar: Has anyone noticed how well the system of matrix combat and >IC programs in the Shadowrun role-playing game can be modeled by corewar? What is Shadowrun? I read your comparison to Corewars, but it seemed to assume prior knowledge of some kind... -John From: John Wilkinson Subject: Re: Pizza Weirdness! Date: 1995/09/10 Message-ID: <42v7dv$bei@geraldo.cc.utexas.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> <42v4eu$c5c@enterprise.america.com> newsgroups: rec.games.corewar daredevl@enterprise.america.com (pagefault) wrote: >Michael Constant (mconst@soda.CSUA.Berkeley.EDU) wrote: >: Stefan Strack wrote: >You could do it with SLIP, if you wanted to make a subject-line based >entry system, so you don't lose your mailbox. The only overhead over the >line itself is the mail transfer which is practically nil. I don't know >how much your P5/90 is compared to their workstation, but in many cases >it doesn't even compare (i.e. your P5/90 is slower in many cases) I've run Corewars on a P90 before. It took about 45 seconds to run 100 battles in pMARS 0.8. The old MERCURY program was slightly faster... maybe 30 seconds or so. -John From: John Wilkinson Subject: Re: Pizza Weirdness! Date: 1995/09/10 Message-ID: <42v7ad$bei@geraldo.cc.utexas.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> <42m4qr$ai@hermes.cair.du.edu> <42u95b$agu@agate.berkeley.edu> newsgroups: rec.games.corewar mconst@soda.CSUA.Berkeley.EDU (Michael Constant) wrote: >> Wouldn't be simpler to have the program be placed in a different >>location each battle? Well, not simpler, but it would be more valid >>as far as results are concerned. I might have a great program that is >>placed to close to a scanner or bomber and therefore lose, even though >>I should win. Not that any of my programs are that good... > >I think you misunderstood what I said. The 100 rounds are, in fact, run >with 100 different starting locations. It's just that the *sequence* of >starting locations is fixed, so that if you submit the same program more >than once it will get exactly the same score. True, however, with pspace warriors, the very first battle is much more important than the remaining 99. Having a fixed spot for battle number 1 goes a long way towards simply fixing the remaining 99. That is why Pizza should run 10, 100 round battles, and average those 10 scores together... -John From: John Wilkinson Subject: Re: High level language for corewar? Date: 1995/09/10 Message-ID: <42v74v$bei@geraldo.cc.utexas.edu>#1/1 references: <42toe7$do@nuscc.nus.sg> newsgroups: rec.games.corewar lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) wrote: >How about a high level language for corewar? >It would make it more accesible. > >I mean, right now, corewar is like assembly language. >But, on top of assembly language, you have things like >Pascal, C, etc. >Could the same thing be done for corewar? Ick! I hope not... that'd kill the idea. I mean if you wrote these things in C, then the real test of programming skill would be to create the most effecient compiler possible... -John From: daredevl@enterprise.america.com (pagefault) Subject: Re: Pizza Weirdness! Date: 1995/09/10 Message-ID: <42v4eu$c5c@enterprise.america.com>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42oqcd$scv@agate.berkeley.edu> newsgroups: rec.games.corewar Michael Constant (mconst@soda.CSUA.Berkeley.EDU) wrote: : Stefan Strack wrote: : >But then again we might start a collection among newsgroup readers to buy a : >workstation dedicated to corewar :-) : I have a Pentium/90 at home which sits idle for a good portion of the day : and night, and there's a chance that I might get a real net connection : sometime in the near future (I'm using SLIP right now). If this happens, : I would be happy to run a KotH server on my machine. You could do it with SLIP, if you wanted to make a subject-line based entry system, so you don't lose your mailbox. The only overhead over the line itself is the mail transfer which is practically nil. I don't know how much your P5/90 is compared to their workstation, but in many cases it doesn't even compare (i.e. your P5/90 is slower in many cases) -- p a g e f a u l t /~-~-~-~-~-~-~-~-~~\ -==|unseen terror - UDIC|==- \__c c++ vb xbase__/ ~~~~~~~~~~~~~~ From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: High level language for corewar? Date: 1995/09/10 Message-ID: <42toe7$do@nuscc.nus.sg>#1/1 newsgroups: rec.games.corewar How about a high level language for corewar? It would make it more accesible. I mean, right now, corewar is like assembly language. But, on top of assembly language, you have things like Pascal, C, etc. Could the same thing be done for corewar? From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: Pizza Weirdness! Date: 1995/09/10 Message-ID: <42u95b$agu@agate.berkeley.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> <42m4qr$ai@hermes.cair.du.edu> newsgroups: rec.games.corewar Robert A. Uhl wrote: >Michael Constant wrote: >>This was a decision made quite a while ago. In fact, Pizza used to have >>random battle placements. The change was made for a couple of reasons [...] > > Wouldn't be simpler to have the program be placed in a different >location each battle? Well, not simpler, but it would be more valid >as far as results are concerned. I might have a great program that is >placed to close to a scanner or bomber and therefore lose, even though >I should win. Not that any of my programs are that good... I think you misunderstood what I said. The 100 rounds are, in fact, run with 100 different starting locations. It's just that the *sequence* of starting locations is fixed, so that if you submit the same program more than once it will get exactly the same score. If this is still unclear, please email me and I will explain further. -- Michael Constant (mconst@soda.csua.berkeley.edu) From: mconst@soda.CSUA.Berkeley.EDU (Michael Constant) Subject: Re: Net Connections and KotH Servers Date: 1995/09/10 Message-ID: <42u7v4$acc@agate.berkeley.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.Vanderbilt.Edu.noname> <42qbvv$3sa@geraldo.cc.utexas.edu> <42ries$9bh@agate.berkeley.edu> <42sh9j$gk1@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John Wilkinson wrote: >Michael Constant wrote: >>Well, the answers to those questions are seperate. I want a real net >>connection so I can run various servers on my home computer, and so that I >>can access other internet computers at a reasonable speed. A real net >>connection is by no means required for a KotH server; all that's required >>is a 24-hour connection. Unfortunately, it is hard for me to get a 24- >>hour connection without actually getting a real net connection. See below. > >Interesting. How would you manage to get faster access with an internet >connection? Aren't you still limited by you modem speed? Not if you're not using a modem :-) When I say "real net connection", I mean anything that's available 24hrs/day and faster than a regular modem. >Hmmm... so what does ISDN give you? ISDN gives you speed. A standard ISDN line, if used for data only, will run at 128 Kbps. This is much better than the max of 28.8 Kbps offered by modems (and much *much* better than the 14.4 modem I have now :-)). >I know that I could stay connected 24h/day to UT. They only charge >by the day. It's 12 cents a day... and some charge per megabyte of >transfer or something... :/ Ah, that's the problem. I can't stay connected 24hrs/day, unless I pay for the service. And since the service is expensive, and I really want more than a 24-hour modem connection anyway, I am considering things like ISDN. ObCorewar: Has anyone noticed how well the system of matrix combat and IC programs in the Shadowrun role-playing game can be modeled by corewar? Imagine the matrix as one big (distributed) MARS system, with each cyberdeck and each program as a corewar program. Consider what happens when a decker is attacked by IC. The IC program attempts to overwrite the code in the cyberdeck to crash it (like DAT instructions) or to cause it to feedback and damage itself (like SPL instructions). The decker tries to disable the IC before it disables his cyberdeck. The idea alone of modifying another program's code is very corewar-esque. So is the way programs and deckers scan for each other. Oh well, I could continue, but, now that I think of it, this is probably even more off-topic than the rest of my post :-) This is what I get for posting at 1:30am. Sigh. -- Michael Constant (mconst@soda.csua.berkeley.edu) From: vanet@ix.netcom.com (Robert Dennis ) Subject: WIN CASH - New Web Site Date: 1995/09/10 Message-ID: <42vnp8$1ti@ixnews4.ix.netcom.com>#1/1 newsgroups: rec.games.computer.puzzle,rec.games.computer.xpilot,rec.games.corewar,rec.games.design,rec.games.diplomacy,rec.games.empire,rec.games.frp.advocacy,rec.games.frp.cyber,rec.games.frp.dnd,rec.games.frp.gurps,rec.games.frp.live-action,rec.games.frp.marketplace,rec.games.frp.misc,rec.games.go,rec.games.int-fiction,rec.games.mecha,rec.games.miniatures,rec.games.miniatures.historical,rec.games.miniatures.misc,rec.games.miniatures.warhammer Check out: http://www.vanet.com and some of their links, you can win cash in their monthly GIVEAWAYS just by visiting the site, no gimmicks, U.S.A. only... From: nmoffitt@cs.usfca.edu (Nicholas M. Moffitt) Subject: Re: PCROBOTS Date: 1995/09/10 Message-ID: <42ts6b$gjj@noc.usfca.edu>#1/1 references: <41ceoe$pji@ra.ins.de> <41ln94$7ro@news.snowcrest.net> <41t69o$icm@agate.berkeley.edu> <42d1oe$ar5@news.snowcrest.net> <42q92b$9vg@krone.daimi.aau.dk> newsgroups: rec.games.corewar I'm wondering if there's any other sort of C-robots for the PC. I'm sick of using the old 1985 non-cannonical C for my robots. I don't want the cumbersome nature of the PBeM server, and I REALLY don't want to use Pascal. Is there any other sort of C-robots out there for the PC? Perhaps one that uses a normal ANSI C compiler and just gives you header files to work with? email me please with your response. ---- The tao is in all programming languages, but try and avoid using COBOL. Nick Moffitt nmoffitt@usfca.edu From: John Wilkinson Subject: Re: ***deleted for security reasons*** Date: 1995/09/10 Message-ID: <42te5s$6qh@geraldo.cc.utexas.edu>#1/1 references: <42sgq2$gk1@geraldo.cc.utexas.edu> <1995Sep9.165044.2877@rhodes> newsgroups: rec.games.corewar >: >>> The easiest defense is to ALWAYS mod your strategy before using it. >: >Don't forget to increment afterwards. JMP @0,0 is a pretty bad instruction >: >for your warrior to execute. >: Incrementing afterwards takes more time, just start off with "JMP @1, 0" >: and add to it. Doesn't that make more sense? Well, maybe not, obviously >: I don't know much since I haven't made a succesful pwarrior yet. :) >I think he meant, instead of jmp @0, 5, use jmp >0, 5. This doesn't >erase the boot pointer, but makes an opponent use a little more >"thinking" to get you. Hmmmm... I don't understand the advantage of using "jmp >0, 5". I don't know of any program that examines random core ptrs, and then bombs the pointer that the last pointer pointed to. That's the only way I could see it making a difference... :/ Ah well, maybe I misunderstood completely. -John From: bremermr@elsun269.cc.purdue.edu (Myer R. Bremer) Subject: Re: Pizza Weirdness! Date: 1995/09/11 Message-ID: <431vkt$pha@mozo.cc.purdue.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.vanderbilt.edu.noname> <42oa6q$5l5@charnel.ecst.csuchico.edu> <42q6vm$6jd@hermes.cair.du.edu> newsgroups: rec.games.corewar Greetings. I don't want to mail in 2 files when attempting to kill my warriors. I'd rather just type something like: ;redcode-94 ;name juliet storm ;author M R Bremer ;kill juliet storm ;killpass xxxxxx ;submitpass yyyyyy And if an author doesn't submit a password, then he/she can operate like before without this password business. M R Bremer From: pan0178@comune.bologna.it (MV) Subject: Re: High level language for corewar? Date: 1995/09/11 Message-ID: <199509112319.TAA20512@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar >Loh Weng Keong Calvin (lohwengk@iscs.nus.sg) wrote: >: How about a high level language for corewar? >: It would make it more accesible. > >: I mean, right now, corewar is like assembly language. >: But, on top of assembly language, you have things like >: Pascal, C, etc. >: Could the same thing be done for corewar? > >why not try using a couple of processes, a fork() or two and a few kill()'s >and playing a real core war. > >It sends the load through the roof mind you. You also need to make sure >you don't kill your window manager etc. > >I have a bit of code here, but it is very buggy. > > >Maybe I've misunderstood but... remember that the relative speed of two process running concurrently on a multiprocess system, is not deterministic! In other words you can't be sure that the two warrior execute alternatively! MV > From: gibo@morinda.it.ntu.edu.au (Nathan Gibson) Subject: Re: High level language for corewar? Date: 1995/09/11 Message-ID: <4312br$d7n@pellew.ntu.edu.au>#1/1 references: <42toe7$do@nuscc.nus.sg> newsgroups: rec.games.corewar Loh Weng Keong Calvin (lohwengk@iscs.nus.sg) wrote: : How about a high level language for corewar? : It would make it more accesible. : I mean, right now, corewar is like assembly language. : But, on top of assembly language, you have things like : Pascal, C, etc. : Could the same thing be done for corewar? why not try using a couple of processes, a fork() or two and a few kill()'s and playing a real core war. It sends the load through the roof mind you. You also need to make sure you don't kill your window manager etc. I have a bit of code here, but it is very buggy. From: bezzi@iol.it (Beppe Bezzi) Subject: Re: PSPACE question Date: 1995/09/11 Message-ID: <199509111404.PAA00421@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar daredevl@enterprise.america.com (pagefault) wrote >I have some questions about PSPACE. What happens with this situation: >1. You lose, change to strat #2 >2. You lose again w/Strat #2, how does your program know on the next >round not to use strat #2? >I guess my baseline question is if PSPACE stays the same between >rounds...? Other than the win/loss that is. If you save, in some location of the p-space, the strategy used, using STP, you'll find it unchanged in the next round. Unless someone manage to "Brain Wash" you :-), using *your* processes to modify it. -- > p a g e f a u l t -------- Beppe Bezzi bezzi@iol.it Gaudeamus igitur.. From: bezzi@iol.it (Beppe Bezzi) Subject: Re: KotH! Date: 1995/09/11 Message-ID: <199509111404.PAA00424@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar John wrote: >When a warrior is pushed off of the hill, do all of the other warriors >that are still on the hill have the score that they made against that >warrior subtracted away? >It would seem logical that the answer is yes... but just thought I'd >ask. I don't know for sure but I made some calculations with hill results; your score is the average of results against all warriors on hill including yourself and the warrior pushed out (the 21�) Obviously the next challenge the 21� will be another, so the score against the previous one will be discharged. Even a challenge of a warrior not making on the hill changes the scores of your warriors. >-John -Beppe From: tuc@news.stormking.com (Scott J. Ellentuch) Subject: Re: Pizza Weirdness! Date: 1995/09/11 Message-ID: <431b3u$h51@valhalla.stormking.com>#1/1 references: <95091011492737507@infoway.com> newsgroups: rec.games.corewar Erik Hetzner (erik.hetzner@infoway.com) wrote: : Mconst@soda.Csua.Berkeley, : In a message on 9 September, you wrote to me : : All that is really required for a KotH server, from what I can tell, is a : UUCP connection, which can be had for about 20 a month. Of course, this : will not allow people to do spiffo things like check how they're : doing by WWW, but all that is really needed is mail, and UUCP fits that : bill perfectly. I tend to disagree with that statement. STORMKING.COM was UUCP up until a few months ago. Up until that time people were constantly posting "I sent my warrior to STORMKING 3 minutes ago, I didn't get a reply, what gives?!" even though Stefan explained... A FEW TIMES in the FAQ that we were UUCP. This is one of the driving forces that pushed STORMKING to get a full time link to the Internet. Scott -- * --- --- |Scott J. Ellentuch, Pres | The Telecom Security Group * * | | | |Comm. and Comp. Security | (Storm King family of Companies) * * | |__|__ |Consultants and Engineers | P.O. Box 69, Newburgh, NY 12551 * From: pk6811s@acad.drake.edu Subject: Re: Pizza Weirdness! Date: 1995/09/11 Message-ID: <1995Sep11.154406@acad.drake.edu>#1/1 references: <9509071634.AA07064@idnsun.gpct.vanderbilt.edu.noname> <42oa6q$5l5@charnel.ecst.csuchico.edu> <42q6vm$6jd@hermes.cair.du.edu> newsgroups: rec.games.corewar (Robert A. Uhl) writes: >... > Why not add verification? If mail is sent requesting a ;kill, just > mail back with a unique passwd. The user sends it in with a ;rkill or > something, and it kills the old warrior and deletes the passwd from However, the usual purpose of ;kill is to remove the earlier version of the same program so we don't end up with multiple copies on the Hill. So when you are submitting tests each one replaces the older one. It would be unimaginably hard to do this if the Hill had to wait for a manual ;ok-to-kill response before finalizing the results of a submission. Paul Kline pk6811s@acad.drake.edu From: John Subject: Request Date: 1995/09/11 Message-ID: <43229i$bqn@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar For those people who are participating in the 94 KotH hills, if you are not going to post the strategy for your warrior, could you at least say whether or not it uses pspace? That wouldn't give away what you're doing, but it'd give a better picture of pspace warriors' success rate... -John From: stst@vuse.vanderbilt.edu (Stefan Strack) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 1995/09/11 Message-ID: newsgroups: rec.games.corewar,rec.answers,news.answers Archive-name: games/corewar-faq Last-Modified: 95/08/06 Version: 3.4 These are the Frequently Asked Questions (and answers) from the Usenet newsgroup rec.games.corewar. A plain text version of this document is posted every two weeks. The hypertext version is available as _________________________________________________________________ Table of Contents 1. What is Core War 2. Is it Core War or Core Wars? 3. Where can I find more information about Core War? 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? 5. What is ICWS'94? Which simulators support ICWS'94? 6. What is the ICWS? 7. What is TCWN? 8. How do I join? 9. What is the EBS? 10. Where are the Core War archives? 11. Where can I find a Core War system for ...? 12. I do not have FTP. How do I get all this great stuff? 13. I do not have access to Usenet. How do I post and receive news? 14. Are there any Core War related WWW sites? 15. When is the next tournament? 16. What is KotH? How do I enter? 17. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 18. How does SLT (Skip if Less Than) work? 19. What is the difference between in-register and in-memory evaluation? 20. What does (expression or term of your choice) mean? 21. Other questions? _________________________________________________________________ What is Core War? Core War is a game played by two or more programs (and vicariously by their authors) written in an assembly language called Redcode and run in a virtual computer called MARS (for Memory Array Redcode Simulator). The object of the game is to cause all processes of the opposing program to terminate, leaving your program in sole posession of the machine. There are Core War systems available for most computer platforms. Redcode has been standardized by the ICWS, and is therefore transportable between all standard Core War systems. [ToC] _________________________________________________________________ Is it "Core War" or "Core Wars"? Both terms are used. Early references were to Core War. Later references seem to use Core Wars. I prefer "Core War" to refer to the game in general, "core wars" to refer to more than one specific battle. [ToC] _________________________________________________________________ Where can I find more information about Core War? Core War was first described in the Core War Guidelines of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in Scientific American which discussed Core War, starting with the May 1984 article. Those articles are contained in two anthologies: Author: Dewdney, A. K. Title: The Armchair Universe: An Exploration of Computer Worlds Published: New York: W. H. Freeman (c) 1988 ISBN: 0-7167-1939-8 Library of Congress Call Number: QA76.6 .D517 1988 Author: Dewdney, A. K. Title: The Magic Machine: A Handbook of Computer Sorcery Published: New York: W. H. Freeman (c) 1990 ISBN: 0-7167-2125-2 (Hardcover), 0-7167-2144-9 (Paperback) Library of Congress Call Number: QA76.6 .D5173 1990 A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. [ToC] _________________________________________________________________ Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? A draft of the official standard (ICWS'88) is available as . This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorial, and . Steven Morrell (morrell@math.utah.edu) is preparing a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. Mail him for a preliminary version. Michael Constant (mconst@csua.berkeley.edu) is reportedly working on a beginner's introduction. [ToC] _________________________________________________________________ What is ICWS'94? Which simulators support ICWS'94? There is an ongoing discussion about future enhancements to the Redcode language. A proposed new standard, dubbed ICWS'94, is currently being evaluated. A major change is the addition of "instruction modifiers" that allow instructions to modify A-field, B-field or both. Also new is a post-increment indirect addressing mode and unrestricted opcode and addressing mode combination ("no illegal instructions"). ICWS'94 is backwards compatible; i.e. ICWS'88 warriors will run correctly on an ICWS'94 system. Take a look at the ICWS'94 draft for more information. You can try out the new standard by submitting warriors to the '94 hills of the KotH servers. Two corewar systems currently support ICWS'94, pMARS (many platforms) and Redcoder (Mac), both available at ftp.csua.berkeley.edu. [ToC] _________________________________________________________________ What is the ICWS? About one year after Core War first appeared in Sci-Am, the "International Core War Society" (ICWS) was established. Since that time, the ICWS has been responsible for the creation and maintenance of Core War standards and the running of Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). [ToC] _________________________________________________________________ What is TCWN? Since March of 1987, "The Core War Newsletter" (TCWN) has been the official newsletter of the ICWS. It is published quarterly and recent issues are also available as Encapsulated PostScript files. [ToC] _________________________________________________________________ How do I join? For more information about joining the ICWS (which includes a subscription to TCWN), or to contribute an article, review, cartoon, letter, joke, rumor, etc. to TCWN, please contact: Jon Newman 13824 NE 87th Street Redmond, WA 98052-1959 email: jonn@microsoft.com (Note: Microsoft has NO affiliation with Core War. Jon Newman just happens to work there, and we want to keep it that way!) Current annual dues are $15.00 in US currency. [ToC] _________________________________________________________________ What is the EBS? The Electronic Branch Section (EBS) of the ICWS is a group of Core War enthusiasts with access to electronic mail. There are no fees associated with being a member of the EBS, and members do reap some of the benefits of full ICWS membership without the expense. For instance, the ten best warriors submitted to the EBS tournament are entered into the annual ICWS tournament. All EBS business is conducted in the rec.games.corewar newsgroup. The current goal of the EBS is to be at the forefront of Core War by writing and implementing new standards and test suites. [ToC] _________________________________________________________________ Where are the Core War archives? Many documents such as the guidelines and the ICWS standards along with previous tournament Redcode entries and complete Core War systems are available via anonymous ftp from (128.32.149.19) in the /pub/corewar directories. Also, most of past rec.games.corewar postings (including Redcode source listings) are archived there. Jon Blow (blojo@csua.berkeley.edu) is the archive administrator. When uploading to /pub/corewar/incoming, ask Jon to move your upload to the appropriate directory and announce it on the net. Much of what is available on soda is also available on the German archive at iraun1.ira.uka.de (129.13.10.90) in the /pub/x11/corewars directory. The plain text version of this FAQ is automatically archived by news.answers. [ToC] _________________________________________________________________ Where can I find a Core War system for . . . ? Core War systems are available via anonymous ftp from ftp.csua.berkeley.edu in the /pub/corewar/systems directory. Currently, there are UNIX, IBM PC-compatible, Macintosh, and Amiga Core War systems available there. It is a good idea to check for program updates first. CAUTION! There are many, many Core War systems available which are NOT ICWS'88 (or even ICWS'86) compatible available at various archive sites other than ftp.csua.berkeley.edu. Generally, the older the program - the less likely it will be ICWS compatible. Reviews of Core War systems would be greatly appreciated in the newsgroup and in the newsletter. Below is a not necessarily complete or up-to-date list of what's available at ftp.csua.berkeley.edu: MADgic41.lzh - corewar for the Amiga, v4.1 MAD4041.lzh - older version? MAD50B.lha - corewar for the Amiga, beta version 5.0 Redcoder-21.hqx - corewar for the Mac, supports ICWS'88 and '94 (without extensions) core-11.hqx - corewar for the Mac core-wars-simulator.hqx - same as core-11.hqx? corewar_unix_x11.tar.Z - corewar for UNIX/X-windows, ICWS'86 but not ICWS'88 compatible koth31.tar.Z - corewar for UNIX/X-windows. This program ran the former KotH server at intel.com koth.shar.Z - older version kothpc.zip - port of older version of KotH to the PC deluxe20c.tar.Z - corewar for UNIX (broken X-windows or curses) and PC mars.tar.Z - corewar for UNIX, likely not ICWS'88 compatible icons.zip - corewar icons for MS-Windows macrored.zip - a redcode macro-preprocessor (PC) c88v49.zip - PC corewar, textmode display mars88.zip - PC corewar, graphics mode display corwp302.zip - PC corewar, textmode display, slowish mercury2.zip - PC corewar written in assembly, fast! mtourn11.zip - tournament scheduler for mercury (req. 4DOS) pmars08s.zip - portable system, ICWS'88 and '94, runs on UNIX, PC, Mac, Amiga. C source archive pmars08s.tar.Z - same as above pmars08.zip - PC executables with graphics display, req 386+ macpmars02.sit.hqx - pMARS executable for Mac (port of version 0.2) buggy, no display MacpMARS.10.cpt.hqx - port of v0.6 for the Mac, with display and debugger MacpMARS.10s.cpt.hqx - C source (MPW, ThinkC) for Mac frontend ApMARS03.lha - pMARS executable for Amiga (port of version 0.3.1) wincor11.zip - MS-Windows system, shareware ($15) [ToC] _________________________________________________________________ I do not have FTP. How do I get all this great stuff? There is an ftp email server at ftpmail@decwrl.dec.com. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. If you don't have access to the net at all, send me a 3.5 '' diskette in a self-addressed disk mailer with postage and I will mail it back with an image of the Core War archives in PC format. My address is at the end of this post. [ToC] _________________________________________________________________ I do not have access to Usenet. How do I post and receive news? To receive rec.games.corewar articles by email, join the COREWAR-L list run on the Stormking.Com list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@stormking.com. You can send mail to corewar-l@stormking.com to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (tuc@stormking.com). Another server that allows you to post (but not receive) articles is available. Email your post to rec-games-corewar@cs.utexas.edu and it will be automatically posted for you. [ToC] _________________________________________________________________ Are there any Core War related WWW sites? You bet. Each of the two KotH sites sport a world-wide web server. Stormking's Core War page is ; pizza's is . A third WWW site is in Koeln, Germany: . Last but not least, Stephen Beitzel's "Unofficial Core War Page" is . All site are in varying stages of construction, so it would be futile to list here what they have to offer. [ToC] _________________________________________________________________ When is the next tournament? The ICWS holds an annual tournament. Traditionally, the deadline for entering is the 15th of December. The EBS usually holds a preliminary tournament around the 15th of November and sends the top finishers on to the ICWS tournament. Informal double-elimination and other types of tournaments are held frequently among readers of the newsgroup; watch there for announcements or contact me. [ToC] _________________________________________________________________ What is KotH? How do I enter? King Of The Hill (KotH) is an ongoing Core War tournament available to anyone with email. You enter by submitting via email a Redcode program (warrior) with special comment lines. You will receive a reply indicating how well your program did against the current top programs "on the hill". There are two styles of KotH tournaments, "classical" and "multi-warrior". The "classical" KotH is a one-on-one tournament, that is your warrior will play 100 battles against each of the 20 other programs currently on the Hill. You receive 3 points for each win and 1 point for each tie. (The existing programs do not replay each other, but their previous battles are recalled.) All scores are updated to reflect your battles and all 21 programs are ranked from high to low. If you are number 21 you are pushed off the Hill, if you are higher than 21 someone else is pushed off. In "multi-warrior" KotH, all warriors on the hill fight each other at the same time. Score calculation is a bit more complex than for the one-on-one tournament. Briefly, points are awarded based on how many warriors survive until the end of a round. A warrior that survives by itself gets more points than a warrior that survives together with other warriors. Points are calculated from the formula (W*W-1)/S, where W is the total number of warriors and S the number of surviving warriors. The pMARS documentation has more information on multi-warrior scoring. The idea for an email-based Core War server came from David Lee. The original KotH was developed and run by William Shubert at Intel starting in 1991, and discontinued after almost three years of service. Currently, KotHs based on Bill's UNIX scripts but offering a wider variety of hills are are running at two sites: "koth@stormking.com" is maintained by Scott J. Ellentuch (tuc@stormking.com) and "pizza@ecst.csuchico.edu" by Thomas H. Davies (sd@ecst.csuchico.edu). Up until May '95, the two sites provided overlapping services, i.e. the some of the hill types were offered by both "pizza" and "stormking". To conserve resources, the different hill types are now divided up among the sites. The way you submit warriors to both KotHs is pretty much the same. Therefore, the entry rules described below apply to both "pizza" and "stormking" unless otherwise noted. Entry rules for King of the Hill Corewar: 1) Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. 2) Put a line starting with ";redcode" (or ";redcode-94, etc., see below) at the top of your program. This MUST be the first line. Anything before it will be lost. If you wish to receive mail on every new entrant, use ";redcode verbose". Otherwise you will only receive mail if a challenger makes it onto the hill. Use ";redcode quiet" if you wish to receive mail only when you get shoved off the hill. (Also, see 5 below). Additionally, adding ";name " and ";author " will be helpful in the performance reports. Do NOT have a line beginning with ";address" in your code; this will confuse the mail daemon and you won't get mail back. In addition, it would be nice if you have lines beginning with ";strategy" that describe the algorithm you use. There are currently seven separate hills you can select by starting your program with ;redcode-b, ;redcode-94, ;redcode-94x, ;redcode, ;redcode-icws, ;redcode-94m or ;redcode-94xm. The former three run at "pizza", the latter four at "stormking". More information on these hills is listed below. 3) Mail this file to koth@stormking.com or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). 4) Within a few minutes you should get mail back telling you whether your program assembled correctly or not. If it did assemble correctly, sit back and wait; if not, make the change required and re-submit. 5) In an hour or so you should get more mail telling you how your program performed against the current top 20 (or 10) programs. If no news arrives during that time, don't worry; entries are put in a queue and run through the tournament one at a time. A backlog may develop. Be patient. If your program makes it onto the hill, you will get mail every time a new program makes it onto the hill. If this is too much mail, you can use ";redcode[-??] quiet" when you first mail in your program; then you will only get mail when you make it on the top 20 list or when you are knocked off. Using ";redcode[-??] verbose" will give you even more mail; here you get mail every time a new challenger arrives, even if they don't make it onto the top 20 list. Often programmers want to try out slight variations in their programs. If you already have a program named "foo V1.0" on the hill, adding the line ";kill foo" to a new program will automatically bump foo 1.0 off the hill. Just ";kill" will remove all of your programs when you submit the new one. The server kills programs by assigning an impossibly low score; it may therefore take another successful challenge before a killed program is actually removed from the hill. SAMPLE ENTRY: ;redcode ;name Dwarf ;author A. K. Dewdney ;strategy Throw DAT bombs around memory, hitting every 4th memory cell. ;strategy This program was presented in the first Corewar article. bomb DAT #0 dwarf ADD #4, bomb MOV bomb, @bomb JMP dwarf END dwarf ; Programs start at the first line unless ; an "END start" pseudo-op appears to indicate ; the first logical instruction. Also, nothing ; after the END instruction will be assembled. Here are the Specs for the various hills: ICWS'88 Standard Hill Specs: (Accessed with ";redcode", available at "stormking") hillsize: 20 warriors rounds: 100 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: ICWS '88 ICWS Annual Tournament Hill Specs: (Accessed with ";redcode-icws", available at "stormking") hillsize: 20 warriors rounds: 100 coresize: 8192 instructions max. processes: 8000 per program duration: After 100,000 cycles, a tie is declared. max. entry length: 300 minimum distance: 300 instruction set: ICWS '88 ICWS'94 Draft Hill Specs: (Accessed with ";redcode-94", available at "pizza") hillsize: 20 warriors rounds: 100 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft ICWS'94 Beginner's Hill Specs: (Accessed with ";redcode-b", available at "pizza") hillsize: 20 warriors rounds: 100 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft max. age: after 100 successful challenges, warriors are retired. ICWS'94 Experimental (Big) Hill Specs: (Accessed with ";redcode-94x", available at "pizza") hillsize: 20 warriors rounds: 100 coresize: 55440 max. processes: 10000 duration: after 500,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 instruction set: extended ICWS '94 Draft ICWS'94 Draft Multi-Warrior Hill Specs: (Accessed with ";redcode-94m", available at "stormking") hillsize: 10 warriors rounds: 200 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft ICWS'94 Experimental (Big) Multi-Warrior Hill Specs: (Accessed with ";redcode-94xm", available at "stormking") hillsize: 20 warriors rounds: 100 coresize: 55440 max. processes: 10000 duration: after 500,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 instruction set: extended ICWS '94 Draft If you just want to get a status report without actually challenging the hills, send email with ";status" as the message body (and don't forget "Subject: koth" for "pizza"). If you send mail to "pizza" with "Subject: koth help" you will receive instructions that may be more up to date than those contained in this document. At stormking, a message body with ";help" will return brief instructions. If you submit code containing a ";test" line, your warrior will be assembled but not actually pitted against the warriors on the hill. All hills run portable MARS (pMARS) version 0.8, a platform-independent corewar system available at ftp.csua.berkeley.edu. The '94 and '94x hills allow three experimental opcodes and addressing modes currently not covered in the ICWS'94 draft document: SEQ - Skip if EQual (synonym for CMP) SNE - Skip if Not Equal NOP - (No OPeration) * - indirect using A-field as pointer { - predecrement indirect using A-field } - postincrement indirect using A-field [ToC] _________________________________________________________________ Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? Core is initialized to DAT 0, 0. This is an "illegal" instruction under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you write a DAT 0, 0 instruction - only DAT #0, #0. So this begs the question, how to compare something to see if it is empty core. The answer is, most likely the instruction before your first instruction and the instruction after your last instruction are both DAT 0, 0. You can use them, or any other likely unmodified instructions, for comparison. Note that under ICWS'94, DAT 0, 0 is a legal instruction. [ToC] _________________________________________________________________ How does SLT (Skip if Less Than) work? SLT gives some people trouble because of the way modular arithmetic works. It is important to note that all negative numbers are converted to positive numbers before a battles begins. Example: (-1) becomes (M - 1) where M is the memory size. Once you realize that all numbers are treated as positive, it is clear what is meant by "less than". It should also be clear that no number is less than zero. [ToC] _________________________________________________________________ What is the difference between in-register and in-memory evaluation? These terms refer to the way instruction operands are evaluated. The '88 Redcode standard ICWS'88 is unclear about whether a simulator should "buffer" the result of A-operand evaluation before the B-operand is evaluated. Simulators that do buffer are said to use in-register evaluation, those that don't, in-memory evaluation. ICWS'94 clears this confusion by mandating in-register evaluation. Instructions that execute differently under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV and MOD where the effective address of the A-operand is modified by evaluation of the B-operand. This is best illustrated by an example: L1 mov L2, mov.i #0,impsize Bootstrapping Strategy of copying the active portion of the program away from the initial location, leaving a decoy behind and making the relocated program as small as possible. B-Scanners Scanners which only recognize non-zero B-fields. example add #10,scan scan jmz example,10 C Measure of speed, equal to one location per cycle. Speed of light. CMP-Scanner A Scanner which uses a CMP instruction to look for opponents. example add step,scan scan cmp 10,30 jmp attack jmp example step dat #20,#20 Color Property of bombs making them visible to scanners, causing them to attack useless locations, thus slowing them down. example dat #100 Core-Clear code that sequentially overwrites core with DAT instructions; usually the last part of a program. Decoys Bogus or unused instructions meant to slow down Scanners. Typically, DATs with non-zero B-fields. DJN-Stream (also DJN-Train) Using a DJN command to rapidly decrement core locations. example ... ... djn example,<4000 Dwarf the prototypical small bomber. Gate-busting (also gate-crashing) technique to "interweave" a decrement-resistant imp-spiral (e.g. MOV 0, 2668) with a standard one to overrun imp-gates. Hybrids warriors that combine two or more of the basic strategies, either in sequence (e.g. stone->paper) or in parallel (e.g. imp/stone). Imp Program which only uses the MOV instruction. example MOV 0, 1 or example MOV 0, 2 MOV 0, 2 Imp-Gate A location in core which is bombed or decremented continuously so that an Imp can not pass. Also used to describe the program-code which maintains the gate. example ... ... SPL 0, mov.i #0,impsize Mirror see reflection. On-axis/off-axis On-axis scanners compare two locations M/2 apart, where M is the memory size. Off-axis scanners use some other separation. Optimal Constants (also optima-type constants) Bomb or scan increments chosen to cover core most effectively, i.e. leaving gaps of uniform size. Programs to calculate optimal constants and lists of optimal numbers are available at ftp.csua.berkeley.edu. Paper A Paper-like program. One which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. Pit-Trapper (also Slaver, Vampire). A program which enslaves another. Usually accomplished by bombing with JMPs to a SPL 0 pit with an optional core-clear routine. Quick Scan 2c scan of a set group of core locations with bombing if anything is found. Both of the following codes snips scan 16 locations and check for a find. If anything is found, it is attacked, otherwise 16 more locations are scanned. Example: start s1 for 8 ;'88 scan cmp start+100*s1, start+100*s1+4000 ;check two locations mov #start+100*s1-found, found ;they differ so set pointer rof jmn attack, found ;if we have something, get it s2 for 8 cmp start+100*(s2+6), start+100*(s2+6)+4000 mov #start+100*(s2+6)-found, found rof found jmz moveme, #0 ;skip attack if qscan found nothing attack cmp @found, start-1 ;does found points to empty space? add #4000, found ;no, so point to correct location mov start-1, @found ;move a bomb moveme jmp 0, 0 In ICWS'94, the quick scan code is more compact because of the SNE opcode: start ;'94 scan s1 for 4 sne start+400*s1, start+400*s1+100 ;check two locations seq start+400*s1+200, start+400*s1+300 ;check two locations mov #start+400*s1-found, found ;they differ so set pointer rof jmn which, found ;if we have something, get it s2 for 4 sne start+400*(s2+4), start+400*(s2+4)+100 seq start+400*(s2+4)+200, start+400*(s2+4)+300 mov #start+400*(s2+4)-found-100, found rof found jmz moveme, #0 ;skip attack if qscan found nothing add #100, -1 ;increment pointer till we get the which jmn -1, @found ;right place mov start-1, @found ;move a bomb moveme jmp 0, 0 Reflection Copy of a program or program part, positioned to make the active program invisible to a CMP-scanner. Replicator Generic for Paper. A program which makes many copies of itself, each copy also making copies. Self-Splitting Strategy of amplifying the number of processes executing a piece of code. example SPL 0 loop ADD #10, example MOV example, @example JMP loop Scanner A program which searches through core for an opponent rather than bombing blindly. Scissors A program designed to beat replicators, usually a (B-field scanning) vampire. Part of the Paper-Scissors-Stone analogy. Self-Repair Ability of a program to fix it's own code after attack. Silk A replicator which splits off a process to each new copy before actually copying the code. This allows it to replicate extremely quickly. This technique is only possible under the '94 draft, because it requires post-increment indirect addressing. Example: spl 1 mov.i -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov.i >-1, }-1 ;copy self to new location mov.i bomb, >2000 ;linear bombing mov.i bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat.f >2667, >5334 ;anti-imp bomb Slaver see Pit-Trapper. Stealth Property of programs, or program parts, which are invisible to scanners, accomplished by using zero B-fields and reflections. Stone A Stone-like program designed to be a small bomber. Part of the Paper-Scissors-Stone analogy. Stun A type of bomb which makes the opponent multiply useless processes, thus slowing it down. Example is referred to as a spl-jmp bomb. example spl 0 jmp -1 Two-Pass Core-Clear (also spl/dat Core-Clear) core clear that fills core first with SPL instructions, then with DATs. This is very effective in killing paper and certain imp-spiral variations. Vampire see Pit-Trapper. Vector Launch one of several means to start an imp-spiral running. As fast as Binary Launch, but requiring much less code. See also JMP/ADD Launch and Binary Launch. This example is one form of a Vector Launch: impsize equ 2667 example spl 1 ; extend by adding more spl 1's spl 1 djn.a @imp,#0 ; jmp @ a series of pointers dat #0,imp+(3*impsize) dat #0,imp+(2*impsize) dat #0,imp+(1*impsize) dat #0,imp+(0*impsize) imp mov.i #0,impsize [ToC] _________________________________________________________________ Other questions? Just ask in the rec.games.corewar newsgroup or contact me (address below). If you are shy, check out the Core War archives first to see if your question has been answered before. [ToC] _________________________________________________________________ Credits Additions, corrections, etc. to this document are solicited. Thanks in particular to the following people who have contributed major portions of this document: Paul Kline, Randy Graham. Mark Durham wrote the first version of the FAQ. The rec.games.corewar FAQ is Copyright 1995 and maintained by: Stefan Strack, PhD stst@vuse.vanderbilt.edu Dept. Molecular Physiol. and Biophysics stst@idnsun.gpct.vanderbilt.edu Rm. 762, MRB-1 stracks@vuctrvax.bitnet Vanderbilt Univ. Medical Center Voice: +615-322-4389 Nashville, TN 37232-6600, USA FAX: +615-322-7236 _________________________________________________________________ $Id: corewar-faq.html,v 3.4 1995/08/06 21:38:09 stst Exp stst $ From: pk6811s@acad.drake.edu Subject: More Stuff Date: 1995/09/11 Message-ID: <1995Sep11.071042@acad.drake.edu>#1/1 references: newsgroups: rec.games.corewar "Steven C. Morrell" writes: >... > snide remarks or comparing the success of Porch Swing/Withershins Twice- > type programs (there must be a shorter name for these things!) with One-shot scanners. FlyPaper was a good one. GammaPaper was a one-shot bomber. >... >>> The easiest defense is to ALWAYS mod your strategy before using it. > > Don't forget to increment afterwards. JMP @0,0 is a pretty bad instruction > for your warrior to execute. This is never a problem using this sequence: mod.a #3,1 jmp @0,str1 dat 0,str2 dat 0,str3 str1 strategy 1 str2 strategy 2 str3 strategy 3 Whatever your pspacer does, realistically you have about 15-20 cycles to make up your mind, boot, and get started. A qscanner will be bombing you after that. Expect to see some on a Hill near you. Paul Kline pk6811s@acad.drake.edu Some (well, most) of Pink follows: ;redcode-94 ;name Pink ;kill Pink ;author P.Kline ;strategy switching DieHard & core-sweep (tie or win) PIN ; almost forgot to hide this one :-) rndlmt equ ; number of trial rounds - some small number < 20 tscore equ ; acceptable trial score - aggressive pzero equ ; somewhere in pspace prndcnt equ (pzero-2) pscore equ (pzero-8) pstragy equ (pzero-14) presult equ 0 dat #gate-10,clr-gate+7 ; just in case clr is decremented gate dat #4000 ,3000 wipe4 dat #4000 ,clr-gate+7 wipe3 dat #4000 ,clr-gate+7 wipe2 spl #6000 ,clr-gate+7 ; redundant wipers wipe1 spl #3050 ,clr-gate+7 for 6 dat 0,0 rof clr spl #0,>-20 mov @2,>gate mov @1,>gate djn.b -2,{wipe1 for 40 dat 0,0 rof start ldp.a presult,wresult ; get result of last battle sne.a #-1,wresult ; check for very first battle jmp goforit ldp.a #prndcnt,wrndcnt ; get trial round counter ldp.a #pscore ,wscore ; get trial score ldp.a #pstragy,wstragy ; get trial strategy wresult jmp @0,tlose dat 0 ,twin ; couldn't we make this scoring system dat 0 ,ttie ; just a little more difficult to manage?? twin add.a #3,wscore ; ttie add.a #1,wscore tlose djn.a goforit,wrndcnt wscore slt #0,#tscore ; trial score acceptable? jmp reset,}reset+1 ; yes (grant edge for winning) add.a #1,wstragy ; better try something else ; start a new trial period reset mov.a #0,wscore ; set trial score to zero mov.a #rndlmt,wrndcnt ; set trial round count to rndlmt goforit mod.a #str1-wstragy,wstragy wrndcnt stp.ab #rndlmt+1,#prndcnt ; remember these three stp.ab wscore ,#pscore ; " stp.ab wstragy ,#pstragy ; " ;break wstragy jmp @0,clr dat 0,dh str1 dat 0,0 dh [insert DieHard here - not exactly a Silk replicator, but you could put one here for testing :-] dat 1,1 ; prevent Agony's djn overrunning dat 1,1 ; before we get started end start From: KOTH Tourney Server Subject: SKI-ICWS: Status - Standard Date: 1995/09/11 Message-ID: <199509110400.AAA16628@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information *FAQ* is at http://www.stormking.com/~koth/corewar-faq.html Current Status of the StormKing Industries Standard KotH CoreWar Hill : # %W/ %L/ %T Name Author Score Age 1 27/ 11/ 61 Cannonade P.Kline 143 96 2 36/ 31/ 33 Keystone t21 P.Kline 141 83 3 30/ 21/ 49 Der Zweiter Blitzkrieg Mike Nonemacher 140 91 4 28/ 18/ 54 CAPS KEY IS STUCK AGAIN Steven Morrell 139 62 5 39/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 138 140 6 38/ 37/ 25 Christopher Steven Morrell 138 61 7 27/ 15/ 58 Blue Funk 88 Steven Morrell 138 60 8 28/ 19/ 52 Test Wayne Sheppard 137 85 9 41/ 47/ 12 bigproba nandor sieben 136 84 10 25/ 15/ 60 jmp/add crasher Randy Graham 136 20 11 40/ 44/ 16 Iron Gate Wayne Sheppard 135 190 12 35/ 36/ 29 Giskard v0.5 Ken Mitton 135 34 13 38/ 41/ 22 Request v2.0 Brant D. Thomsen 135 32 14 25/ 14/ 61 Peace Mr. Jones 135 70 15 27/ 19/ 54 Hydra Stephen Linhart 135 170 16 24/ 14/ 61 ttti nandor sieben 135 46 17 36/ 37/ 27 Miss Careless Derek Ross 134 6 18 22/ 9/ 69 Imps! Imps! Imps! Steven Morrell 134 107 19 20/ 10/ 70 Evol Imp v5a Wilkinson 130 7 20 4/ 28/ 69 Imp Bomber 3 Darren Bergen 80 1 21 4/ 88/ 8 DriveBy m. scott everard 20 0 From: KOTH Tourney Server Subject: SKI-ICWS: Status - ICWS Tournament Date: 1995/09/11 Message-ID: <199509110400.AAA25336@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information *FAQ* is at http://www.stormking.com/~koth/corewar-faq.html Current Status of the StormKing Industries Annual ICWS Tournament CoreWar Hill: # %W/ %L/ %T Name Author Score Age 1 62/ 10/ 28 Cannonade Paul Kline 214 63 2 55/ 32/ 13 Miss Careless Derek Ross 178 17 3 53/ 38/ 8 Agony T Stefan Strack 169 64 4 51/ 35/ 14 Old Tire Swing Randy Graham 167 20 5 47/ 29/ 24 Giskard v0.5 Ken Mitton 166 36 6 49/ 41/ 10 Miss Carry Derek Ross 156 27 7 46/ 39/ 15 DoubleStone v0.7 Christoph C. Birk 153 6 8 46/ 39/ 15 Maya v1.6 Christoph C. Birk 153 37 9 42/ 33/ 24 stone matthew householder 151 75 10 42/ 37/ 21 warrior 42 stefan roettger 148 76 11 46/ 46/ 7 xtc stefan roettger 146 68 12 43/ 42/ 15 Slaver v1.1i Christoph C. Birk 145 24 13 42/ 46/ 12 Illusion Randy Graham 138 22 14 37/ 42/ 21 scissors matthew householder 133 78 15 36/ 46/ 18 Cat v2.0 Tim Scheer 125 60 16 34/ 50/ 16 Smartbomb 4.0 Devin Kilminster 118 62 17 24/ 61/ 15 test Christoph C. Birk 88 2 18 3/ 36/ 60 Mr Administrator Derek Ross 70 1 19 3/ 42/ 55 Mr Administrator Derek Ross 64 8 20 4/ 2/ 4 test Christoph C. Birk 15 3 21 3/ 0/ 2 Miss Treatment Derek Ross 10 28 From: KOTH Tourney Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 Date: 1995/09/11 Message-ID: <199509110400.AAA14085@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information *FAQ* is at http://www.stormking.com/~koth/corewar-faq.html Current Status of the StormKing Industries MultiWarrior Experimental 94 CoreWar Hill: # Name Author Score Age 1 TimeScapeX (0.1) J. Pohjalainen 3550 32 2 Lucky 13 Stefan Strack 3105 34 3 Paperone Beppe Bezzi 3097 17 4 jaded M R Bremer 2888 3 5 life Nandor Sieben 2663 33 6 lifedwarf Nandor Sieben 2583 9 7 Miss Treatment Derek Ross 2344 12 8 Hidden M.C.Diskett Bullfrog 2263 2 9 Miss Careless Derek Ross 2222 1 10 Whirlwind Bob Uhl 2161 19 11 Shwing! T. H. Davies 2148 28 12 Piggy 3 Bob Uhl 1857 5 13 AB Scanner 2.9 Chris Hodson 1840 21 14 Piggy 2 Bob Uhl 1785 7 15 Illusion-94/55 Randy Graham 1656 11 16 Miss Understanding Derek Ross 1616 8 17 Miss Carry Derek Ross 1556 13 18 Whirlwind 2 Bob Uhl 1367 20 19 Unknown Anonymous 1130 10 20 MuDwarf G. Eadon 809 22 21 Veeble Jr. T. H. Davies 785 29 From: KOTH Tourney Server Subject: SKI-ICWS: Status - MultiWarrior 94 Date: 1995/09/11 Message-ID: <199509110400.AAA26622@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information *FAQ* is at http://www.stormking.com/~koth/corewar-faq.html Current Status of the StormKing Industries Multiwarrior 94 CoreWar Hill: # Name Author Score Age 1 Son of Imp Steven Morrell 2421 19 2 Die Hard P.Kline 2395 6 3 75% Cotton v3b Wilkinson 2286 3 4 60% Cotton Wilkinson 2270 2 5 90% Cotton v5c Wilkinson 2250 1 6 Cotton v C1 Wilkinson 2227 5 7 Silkworm 1.1 Beppe Bezzi 2107 16 8 TimeScape (1.1) J. Pohjalainen 2100 64 9 test 2 P.Kline 2029 23 10 Paperone Beppe Bezzi 2008 41 11 Miss Careless Derek Ross 1131 0 From: John Subject: KotH! Date: 1995/09/11 Message-ID: <42vvuh$s25@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar When a warrior is pushed off of the hill, do all of the other warriors that are still on the hill have the score that they made against that warrior subtracted away? It would seem logical that the answer is yes... but just thought I'd ask. -John From: John Subject: README Date: 1995/09/12 Message-ID: <434lqq$94o@geraldo.cc.utexas.edu>#1/1 references: <434jtr$bm2@agate.berkeley.edu> newsgroups: rec.games.corewar All info concerning everything (Corewars-related, that is :) may be found at http://www.stormking.com/~koth/ Get pMARS 0.8, which is also linked from the above site. -John From: Peter Young Subject: PSPACE Date: 1995/09/12 Message-ID: <434jtr$bm2@agate.berkeley.edu>#1/1 newsgroups: rec.games.corewar Ummm, what exactly is P-space (what does it do, what opcodes does it use, and what is it good for?), and where can I find more information about it? Thanks. From: Peter Young Subject: P-Space Date: 1995/09/12 Message-ID: <434jq7$bls@agate.berkeley.edu>#1/1 newsgroups: rec.games.corewar Umm, exactly what is p-space (i.e. how does it work, what opcodes does it use, and what good is it?), and where can I find information about it? Thanks. From: Peter Young Subject: P-Space Date: 1995/09/12 Message-ID: <434jp1$bjv@agate.berkeley.edu>#1/1 newsgroups: rec.games.corewar Umm, exactly what is p-space (i.e. how does it work, what opcodes does it use, and what good is it?), and where can I find information about it? Thanks. From: John Subject: pSHELL bug Date: 1995/09/12 Message-ID: <434j60$6ho@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar In pSHELL, I cannot use the file selection menu to change directory to one of the directories on my drive C. I suspect that the problem may be due to the fact that that particular directory contains a little over 500 files in it. You need to either fix this problem, or make it easy to type in the path name of the warrior you want to load. At the moment, I am forced to copy warriors I want to use out of that directory, before using them... :( -John From: "Steven C. Morrell" Subject: PGP Date: 1995/09/13 Message-ID: #1/1 newsgroups: rec.games.corewar Okay, here is PGP. My philosophy with Porch Swing and Withershins Thrice is, "If you can't beat 'em, join 'em. And then beat 'em." So the strategy is: - Boot away and leave a decoy behind - One-shot scan at 89% of c. - Multipass core-clear with a STP run thrown in. Scanning at >80% c is not actually as tough as you might think. P. Kline unwound the scanning loop in Taking Names to 80% c. I just unwound it a little more. The STP.f instruction is a little misleading, but since there are no illegal instructions, why not? Actually, this was written before I realized that P-space just holds numbers between 0 and CORESIZE-1, and not instructions or operand-pairs. Pity the programmer who wants to store instructions in P-space (for more reasons than this)! The .f operand is converted to the closest thing that makes sense, which is .b so the STP.f # stores the B-value into where it points to points to. Or something like that. Since the core-clear modifies the B-field of the bomb it is carpeting with, the core is colored to provide a reasonable sweep through P-space with just one STP instruction, despite all the indirection. Plus, the values of munged P-space are somewhat unpredictable, so that the enemy has a tough time testing whether his P-space was hit. The code could be polished a little more, but it runs. As usual, it plays worst against Agony II. To fix that, I wrote sdrawkcaB as a more conservative version of PGP that scanned backwards, core-cleared backwards, and DJN'ed foreward. Nice, but the enemy tends to fall off the SPL carpet onto more useful instructions. ;redcode-94 verbose ;name PGP ;author Steven Morrell ;strategy Encrypt P-space for added security. ;kill PGP org boot offset equ 500 stream equ 250 step equ 12 first equ (20+step) flag equ 167 ; stp equ nop ;uncomment to make this run when VERSION<80 x mov p,p+offset ;Sloppy!!! (Just used as pointer) boot mov }x,>x for 16 mov }x,>x rof jmp scan+offset p dat first,first+step dat last-p,p stp.i #last-p,}p spl #last-p,}p-20 d spl #step*-2,#step*-2 ;Also sloppy loop sub d,p scan sne *p,@p sub d,p sne *p,@p sub d,p sne *p,@p sub d,p sne *p,@p djn.f loop,#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> newsgroups: rec.games.corewar In article <42pjo5$eip@geraldo.cc.utexas.edu> jwilkinson@mail.utexas.edu writes: -- >[discussion of fixed placements] -- >The effect of fixed placements is to freeze the existing programs on the -- >Hill in place while the submitter is free to change his boot distance, -- >step size, internal spacing, etc. But even when we had random spacing -- >between submissions the changes in win/loss nearly always averaged out -- >over the 20 opponents. -- Indeed, however with random placements, at least I would be able to resubmit -- my warrior a couple of times, and see which losses and wins were the -- rule, and which were the exception. That seems fair... Place 'em randomly yourself! Try copying your working program one or two instructions from where it was before. Or stick DAT 0,0 instructions at the start of your warrior to change the spacing. Especially if you are doing something P-spaceish. -- -John Steven (trying from home) -- Steven Morrell morrell@math.utah.edu From: jimc@mainelink.net Subject: Re: Request Date: 1995/09/13 Message-ID: <435fg7$llk@news.mainelink.net>#1/1 references: <43229i$bqn@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar OK. And for those of us who are new to Corewar, what is pspace? From: graham@hal.mathcs.rhodes.edu (Randy Graham) Subject: Porch Swing Date: 1995/09/13 Message-ID: <1995Sep13.202708.2892@rhodes>#1/1 newsgroups: rec.games.corewar Well, nothing much of interest here. But, since I said I would eventually give the EQU lines for Porch Swing, here they are (the whole thing again, in fact). she fell off the hill a few days ago. I tell you what, with PSpace, Porch and Withers got eaten up, but Agony is still going VERY strong. Now there's a warrior everyone should be clamoring to see. Anyway, here she is (including the bug that kept here from perhaps scoring higher). Randy ----------------------------------------------------------------- ;redcode-94 ;name Porch Swing ;kill Porch Swing ;Author Randy Graham ;assert 1 ;strategy Swing with a little wider range. ;strategy Now 80% bomb/scan with djn-stream once-thru STEP equ 12 EXTRA equ 4 DJNOFF equ (-426-EXTRA) dat.f #gate-10, step-gate+5 gate dat.f #gate-10, sneer-STEP+1 dat2 dat.f #gate-20, step-gate+5 dat1 dat.f #gate-25, step-gate+5 site2 spl.a #gate-30, step-gate+5 site spl.a #gate-40, step-gate+5 for EXTRA dat.f 0, 0 rof adder sub.f sweeper, sneer hithigh mov.i step, *sneer hitlow mov.i step, @sneer sneer sne.i @gate+STEP*6-1-EXTRA, *gate+STEP*3-EXTRA ;so we bomb step looper djn.b adder, gate swinger djn.b mover, {site step dat.f #1/1 references: <43229i$bqn@geraldo.cc.utexas.edu> <435fg7$llk@news.mainelink.net> newsgroups: rec.games.corewar jimc@mainelink.net wrote: : OK. And for those of us who are new to Corewar, what is : pspace? yeah what IS pspace? And is there a '94 compatible MARS system for the Amiga? -- <--[jE]--------------------------------------------------------------------. __/\__| [NiKoLa^FoX a.K.a jUicE] [STuDeNT @ FeR iN ZaGReB^aMiGaN^MuSiCiaN] | \oO /| [>E<-MaiL: nfox@jagor.srce.hr] [iNTeReSTS: DeMoSCeNe^MuZaK^CYBeR*^ | /_- _\| ^GRaFFiTi^aSCii/aNSi^DeZiGN^RaVE^MaNGa^FReeSTYLe^uNDeRGRouND^BeeR^ | :.\/:.| ^SCi-Fi^CoNTaCTS^RPG/MuDS^BeaViS&BuTTHeaD^NeTSuRFiNG^aNaRCHY^eT-C] | . :. .| [>CoMPuTeR<:a12oo^o2o@14MHZ^2MBRAM^42oMBHD^1942MoNiToR^144ooMoDeM] | . . `------>[Keyboard not connected error. Press F1 to continue.]<-------' From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: P-Space Date: 1995/09/13 Message-ID: <437q3p$gld@lastactionhero.rs.itd.umich.edu>#1/1 references: <434jq7$bls@agate.berkeley.edu> newsgroups: rec.games.corewar Peter Young (pyoung1@uclink4.berkeley.edu) wrote: : Umm, exactly what is p-space (i.e. how does it work, what opcodes does it : use, and what good is it?), and where can I find information about it? : Thanks. STP - store to p space LDP - load from p space ;redcode-94b ;author John K. Lewis ;strategy "Smart" program. Uses P-Space to remember last fight. ;name Obvious result ldp #0,#0 ; load location 0 (last result) into the b field prog ldp #1, #0 ; load in last program number used (1-4) seq #1, -2 ; stick with a winner add #1, prog ; if we lost try next program seq #0,prog mov.ba prog, 1 ; grab program pointer jmp.a 1, 0 ; eventual pointer jmp.a rusty ; index of choices jmp.a pidge jmp.a impring rusty stp #1,#1 ;store the number 1 to Pspace location 1 pidge stp #2,#1 ;store the number 2 to Pspace location 1 impring stp #3,#1 ;store the number 3 to Pspace location 1 From: mneumenth@kernvalley.com Subject: Corewars Hill Idea Date: 1995/09/13 Message-ID: <199509132320.TAA26205@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar How about a hill with SHARED P-Space. Make P-Space largish, and give each program an equal share by making them have a line like: PSPACESTART EQU 4000 appended to each warrior just prior to being tested. Would result in a two-dimensional win-loss grid: PAPER->STONE->SCISSOR->PAPER PSPACE_USER->PSPACE_IDIOT->PSPACE_TRASHER->PSPACE_USER Mneumenth, cyber-dragon of Earth mneumenth@kernvalley.com P.S. Would post to r.g.c, but posting's down... :-( From: lewin@netcom.com (Karl Lewin) Subject: Re: Alzheimers Musings Date: 1995/09/13 Message-ID: #1/1 references: newsgroups: rec.games.corewar Steven C. Morrell (morrell@math.utah.edu) wrote: : Fourth: Tips for protecting your P-space. As STP's are NOP's in my : implementation, I am not very authoritative, but I wanted you to : read all of the rest before I told you this. Bitter experience shows : that you should always MOD and ADD #1 to your strategy before you : JMP @0 it. Any other hints? Well, I'm not sure if this really reduces the effects "brain damage" too much because my component writing skill are very iffy, but I'm pretty sure that this will keep things from getting too out of hand. Any comments/suggestions are very welcome. I did manage to put this on the hill (the bottom) for a brief period of time with a small stone, multipass clear, and CMP scanner as the 3 components but I'm pretty sure they were far from optimal. The overhead is pretty small as you are JMP ing to a component in 9-15 cycles. ;pSpace equates ;------------------------------------ _RES EQU #0 _BAL EQU ;whatever _CUR EQU ;whatever else ;other equates ;------------------------------------ NCOMP EQU 3 ;# of components PSMARTS EQU 5 ;brain damage # NSMARTS EQU 4 ;brain damage # ;------------------------------------ first ldp.ab _RES, last ldp.a _BAL, balance ldp.a _CUR, launch ;keep from getting MUCH brain damage ;------------------------------------ slt.a #501, balance jmp plus slt.a #-(NSMARTS+1),balance mov.a #-NSMARTS,balance jmp last plus slt.ab balance,#(PSMARTS+1) mov.a #PSMARTS,balance ;PSMARTS could be replaced ;with 1 maybe on this line ;to further minimize the ;effects of the scrambler ;same thing goes for -NSMARTS ;on the mov.a line above ;determine whether to switch or not ;------------------------------------ last sne.ab #1, #0 jmp.b store, }balance sne.ab #0, last sub.a #1, balance balance slt.ab #0 ,#501 switch add.a #1, launch store mod.a #NCOMP, launch stp.ab launch, _CUR stp.ab balance,_BAL ;launch proper strategy ;------------------------------------ launch jmp @1, strat2 dat 0, strat3 dat 0, strat1 ;------------------------------------ strat1 ;------------------------------------ strat2 ;------------------------------------ strat3 -- From: bezzi@iol.it (Beppe Bezzi) Subject: Re: Pizza Weirdness! Date: 1995/09/13 Message-ID: <199509130823.JAA16696@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar Paul Kline wrote >(Robert A. Uhl) writes: >>... >> Why not add verification? If mail is sent requesting a ;kill, just >> mail back with a unique passwd. The user sends it in with a ;rkill or >> something, and it kills the old warrior and deletes the passwd from >However, the usual purpose of ;kill is to remove the earlier version >of the same program so we don't end up with multiple copies on the Hill. >So when you are submitting tests each one replaces the older one. It >would be unimaginably hard to do this if the Hill had to wait for >a manual ;ok-to-kill response before finalizing the results of a submission. A simple solution, without lots of work, may be not allow at all ;kill of warriors aged more than 20 (10, 50 ?), or allow it only after verification, and let it free, as is now, for younger ones. What we don't want is seeing some stupid guy killing our old veterans and, in the meantime, be free to test our young creatures. I don't think Stefan will wake tomorrow and resubmit Agony thinking that changing boot distance 20 lines would be better, and if someone kills my new Brain Wash does nothing more than what I'll do tomorrow submitting the new one. Should happen someone begins killing all warriors he can many times we can take some more steps for security. (And maybe try to backtrack him for a good flame :-) -Beppe From: John Subject: Re: Request Date: 1995/09/13 Message-ID: <435lrq$2v1@geraldo.cc.utexas.edu>#1/1 references: <43229i$bqn@geraldo.cc.utexas.edu> <435fg7$llk@news.mainelink.net> newsgroups: rec.games.corewar jimc@mainelink.net wrote: >OK. And for those of us who are new to Corewar, what is >pspace? > Go to http://www.stormking.com/~koth/pmars.html and download pMARS 0.8. Then read the WHATSNEW file. -John From: "Steven C. Morrell" Subject: Alzheimers Musings Date: 1995/09/13 Message-ID: #1/1 newsgroups: rec.games.corewar Judging from the discussion on this group, any help with PVamps would be helpful. First: the name. Vamps are dead for the moment, and may stay dead as long as we have A-field indirection. Silk wasn't the first sign that vamps were in trouble. Brant Thomsen's Stimpy (I think) was a bomber that used A-field anti-vamp techniques and overwhelmed the best anti- anti-vamp anybody has ever come up with. Perhaps Stimpy can be called anti-anti-anti-vamp. But I digress. The point is, a Malevolent P-Space Modifying Program can take many forms, except perhaps as a classical vampire. I have implemented this sort of thing in paper and one-shot scanners, and hope to have a stone-imp combo that does this as soon as I can stop talking and get to work. Granted, the whole mess was conceived as a vampire strategy, but the first reference to MPSMP's was by somebody clever whom I forgot who called it an "Alzheimer's Vampire." I like the name "Alzheimer's" and, more importantly, so does my wife. Second: Things to keep in mind while building an Alzheimer's program. - As impressive as the 99/ 0/ 1 scores look, you need some other strategy to stay on the hill. For some reason, all of my victims tended to fall of the hill as soon as they were attacked. Perhaps because of low scores. Against safe programs, you may be able to counter the switching routines somewhat, but you will have to fight against e.g. either Die Hard or Withershins Thrice. Alzheimer's is best implemeted as almost an afterthought. - There is too much indirection to make a P-space sweep in one instruction. Normal sweeps can use a MOV bomb,>p instruction or something like that, but STP #bomb,>p will generally point p to a zero B-field, so you might as well use STP #bomb,#0, which you can't get the enemy to execute soon enough to do any good. - If your simulator doesn't have P-Space, you can still test the conventional part of your program by using the line: stp equ nop This is most useful for MacPmars users. Be sure to comment out this line when you send your program to the hill! - You may want to vary the numbers you put into P-space if practical. Otherwise, your program generates a "signature" that the enemy may adapt to. Third: How do I implement Alzheimer's in a multi-pass core-clear? Traditionally, multi-pass core-clears use a SPL/SPL/DAT/DAT sequence of core-clears. Well, you've got to ask yourself how many extra enemy processes the second SPL carpet generates. Each core-clear takes about 16000 cycles, so I figure that by the end of the first SPL carpet, the enemy should be maxed out. The second core-clear is just there to let the enemy fester while you clean up any loose ends, so I just changed it to an STP command with indirection. The indirection works in this case, because the first SPL carpet has colored the core very nicely. Then a DAT stream will knock out the rest. As long as you don't hit yourself, the last DAT stream doesn't really need to be there, because you won't kill much with DAT's that you didn't kill with SPL/STP/DAT's. This reasoning may be wrong, because I am losing more to Marcia Trionfale than Paul's or Randy's multi-pass clears. Fourth: Tips for protecting your P-space. As STP's are NOP's in my implementation, I am not very authoritative, but I wanted you to read all of the rest before I told you this. Bitter experience shows that you should always MOD and ADD #1 to your strategy before you JMP @0 it. Any other hints? I talk too much. The next post will have the source for PGP artfully hidden in it. Steven -- Steven Morrell morrell@math.utah.edu From: tmcs01@cs.auckland.ac.nz (Tim McSweeney) Subject: What is P-space Date: 1995/09/13 Message-ID: #1/1 newsgroups: rec.games.corewar as it says What is P-space, I've seen seceraql messages about it but there is no mention in the faq? Tim From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: Abstraction of corewar strategise Date: 1995/09/14 Message-ID: <4389hs$92m@nuscc.nus.sg>#1/1 newsgroups: rec.games.corewar I finally realised why I have so much trouble figuring out the corewar tutorials. I have been thinking about the instructions as moving bits and bytes from location to location. Could someone write something about the terms used for the strategies discussed in this group, e.g. what is meant by bombing,etc. TIA. -- Calvin Loh From: John Subject: Re: Alzheimers Musings Date: 1995/09/14 Message-ID: <437tnv$ks1@geraldo.cc.utexas.edu>#1/1 references: newsgroups: rec.games.corewar >Fourth: Tips for protecting your P-space. As STP's are NOP's in my >implementation, I am not very authoritative, but I wanted you to >read all of the rest before I told you this. Bitter experience shows >that you should always MOD and ADD #1 to your strategy before you >JMP @0 it. Any other hints? For my switching routines, I've been using something like case: jmp @0, str1 jmp @0, str2 jmp @0, str3 I'd ldp my strategy, mod #3 it (or whatever number...), and add it to case. 0's are no problem, and the next two lines could just as easily be DAT's, but I sleep better with them being JMP's. :) -John >Steven Morrell morrell@math.utah.edu From: John Subject: Re: Pizza Weirdness! Date: 1995/09/14 Message-ID: <437t26$ks1@geraldo.cc.utexas.edu>#1/1 references: <42lcr6$6mn@geraldo.cc.utexas.edu> <42lm66$81e@agate.berkeley.edu> <42ln57$ebf@geraldo.cc.utexas.edu> <1995Sep7.090716@acad.drake.edu> <42pjo5$eip@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar >-- >[discussion of fixed placements] > >-- >The effect of fixed placements is to freeze the existing programs on the >-- >Hill in place while the submitter is free to change his boot distance, >-- >step size, internal spacing, etc. But even when we had random spacing >-- >between submissions the changes in win/loss nearly always averaged out >-- >over the 20 opponents. >-- Indeed, however with random placements, at least I would be able to resubmit >-- my warrior a couple of times, and see which losses and wins were the >-- rule, and which were the exception. That seems fair... >Place 'em randomly yourself! Try copying your working program one or two >instructions from where it was before. Or stick DAT 0,0 instructions at >the start of your warrior to change the spacing. Especially if you are >doing something P-spaceish. >Steven Morrell morrell@math.utah.edu Ugh. That does not have the same effect. Changing the dat 0's does not change the spot that the first instruction excecutes from, if you're already using all 100 lines. I can try changing boot spots... but that shouldn't be nescessary in order to get a better picture of how my warrior is doing, since changing boot spots CHANGES the warrior... :( Ah well, I was in second place for a while. I think AgonyII retook it's spot earlier today. Man, that program's been around for a long time... -John From: John Subject: Another PShell bug Date: 1995/09/15 Message-ID: <43arl1$otm@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar Hey, I found yet another bug in pshell. :) This one is the most annoying yet... :( If the paramaters that you pass to pmars are longer than the DOS prompt limit, then characters get cut off. Well, I suppose it's really a DOS bug than a pshell bug... Anyway, you need to make a temp file for pmars to read the paramaters from, instead of passing them all from the prompt. Of course, if anyone knows a way to circumvent this problem, I would welcome it wholeheartedly! -John From: John Subject: Re: Porch Swing Date: 1995/09/15 Message-ID: <43ares$otm@geraldo.cc.utexas.edu>#1/1 references: <1995Sep13.202708.2892@rhodes> newsgroups: rec.games.corewar graham@hal.mathcs.rhodes.edu (Randy Graham) wrote: >Well, nothing much of interest here. But, since I said I would >eventually give the EQU lines for Porch Swing, here they are (the >whole thing again, in fact). she fell off the hill a few days ago. I >tell you what, with PSpace, Porch and Withers got eaten up, but Agony >is still going VERY strong. Now there's a warrior everyone should be >clamoring to see. Anyway, here she is (including the bug that kept >here from perhaps scoring higher). Thanks from me Randy... now I'll finally know if my losses to Swing were an anomoly cause by the -F option... :) As for Agony II, my programs have been winning against it strongly... I suppose mine are in the minority for some reason, because it's still doing so well. I'm really amazed that a scanner can do so well. Not a single one of my programs loses to Rave... :/ But my first attempts all lost big to Agony... -John From: bremermr@tweety.ecn.purdue.edu (Myer R. Bremer) Subject: simple ptest Date: 1995/09/15 Message-ID: <43c28j$ha9@mozo.cc.purdue.edu> newsgroups: rec.games.corewar Greetings. As usual, success is a total surprise. I had some time before class so I cut some stuff out of endpoint and pasted in some new code from another program. I left the switching strategy alone. Then I just sent it to the hill and took off for classes. Go figure. By simple switching, I mean decisions made in < 10 cycles. Way less although I haven't counted exactly. Lame components isn't the best choice of words, but the sub-warriors were not specialized to complement each other and are in fact very simple. I guess less IS more. When I have some time ( which won't be for awhile ) I'll get around to optimizing everything. For your amusement, here are all the scores: Program "Simple Ptest" (length 100) by "M R Bremer" (contact address "bremermr@ecn.purdue.edu"): has challenged the ICWS '94 Draft hill. Program "Pink" (length 98) by "P.Kline" (contact address "PDK@ADMIN.DRAKE.EDU"): ;strategy switching DieHard & core-sweep (tie or win) Simple Ptest wins: 42 Pink wins: 30 Ties: 28 Program "Armory - A5" (length 93) by "Wilkinson" (contact address "jwilkinson@mail.utexas.edu"): ;strategy use pspace to go to battle ;strategy v 5 - well, I'm still losing to Brain Wash... I may still ;strategy have a pcode bug. :/ ;strategy Major changes. Hoping for more wins, and less ties... Simple Ptest wins: 41 Armory - A5 wins: 52 Ties: 7 Program "Agony II" (length 99) by "Stefan Strack" (contact address "stst@idnsun.gpct.Vanderbilt.Edu"): ;strategy Small-interval CMP scanner that bombs with a SPL 0 carpet. ;strategy This is the good old '88 Agony with some '94 enhancements: ;strategy - boots off decoy to delay (quick)scanners; erases boot pointer ;strategy - optimized decoy to avoid self-triggering for more than 6000 cycles ;strategy Submitted: Sun Jul 31 14:48:08 CDT 1994 Simple Ptest wins: 53 Agony II wins: 42 Ties: 5 Program "Ehni" (length 100) by "Maurizio Vittuari" (contact address "pan0178@comune.bologna.it"): ;strategy What? Scanners with papers !?! ;strategy By the way at the moment I don't use Pspace... Simple Ptest wins: 28 Ehni wins: 43 Ties: 29 Program "Thermite 1.0" (length 99) by "Robert Macrae" (contact address "nobody"): ;strategy Quick-scan -> incendiary bomber. Simple Ptest wins: 31 Thermite 1.0 wins: 43 Ties: 26 Program "Brain Wash" (length 100) by "Beppe Bezzi" (contact address "bezzi@iol.it"): ;strategy headache, bad thoughts, combat stress ? ;strategy you need a good Brain Wash :-) ;strategy v 07 new strategy Simple Ptest wins: 40 Brain Wash wins: 41 Ties: 19 Program "Cthulhu v2" (length 85) by "Wilkinson" (contact address "jwilkinson@mail.utexas.edu"): ;strategy Swallow up other warriors using pspace and divine power. :) Simple Ptest wins: 39 Cthulhu v2 wins: 53 Ties: 8 Program "PGP" (length 100) by "Steven Morrell" (contact address "morrell@math.utah.edu"): ;strategy Encrypt P-space for added security. Simple Ptest wins: 70 PGP wins: 26 Ties: 4 Program "sdrawkcaB" (length 100) by "Steven Morrell" (contact address "morrell@math.utah.edu"): ;strategy One-shot/two-pass ;strategy Guess which way it scans? Simple Ptest wins: 46 sdrawkcaB wins: 41 Ties: 13 Program "Marcia Trionfale" (length 99) by "Beppe Bezzi" (contact address "bezzi@iol.it"): ;strategy A solid silk, Timescape like, base ;strategy tuned for max scissors resistance ;strategy and some bombing add on Simple Ptest wins: 35 Marcia Trionfale wins: 38 Ties: 27 Program "Cthulhu" (length 85) by "Wilkinson" (contact address "jwilkinson@mail.utexas.edu"): ;strategy Swallow up other warriors using pspace and divine power Simple Ptest wins: 49 Cthulhu wins: 27 Ties: 24 Program "PeepHole" (length 92) by "Randy Graham" (contact address "graham@colossus.mathcs.rhodes.edu"): ;strategy New version of people. Combine an imp/stone and a ;strategy stone/scanner. Uses people's switching routine with ;strategy modifications to prevent specialization by opponents. Simple Ptest wins: 59 PeepHole wins: 37 Ties: 4 Program "Torch t17" (length 42) by "P.Kline" (contact address "PDK@ADMIN.DRAKE.EDU"): ;strategy very rapid incendiary bombing, core-clear & gate ;strategy t16: added spl/dat clear, removed boot & decoy ;strategy t17: use djn-stream to keep Timescape & NobodySpecial at bay Simple Ptest wins: 38 Torch t17 wins: 38 Ties: 24 Program "Mr Speculative" (length 16) by "Derek Ross" (contact address "rossd@arbroath.win-uk.net"): ;strategy Scan, Carpet Bomb, Faster Core Clear ... ;strategy Written in '94 code Simple Ptest wins: 40 Mr Speculative wins: 45 Ties: 15 Program "endpoint ." (length 100) by "M R Bremer" (contact address "bremermr@ecn.purdue.edu"): ;strategy Very basic p-test. Remember, this is only a test. Simple Ptest wins: 56 endpoint . wins: 26 Ties: 18 Program "Miss Careless" (length 13) by "Derek Ross " (contact address "rossd@arbroath.win-uk.net"): ;strategy 75% bomb/scan once through core. ;strategy Then SPL carpet followed by SPL/DAT coreclear ... ;strategy Tuned against scanners then tweaked. ;strategy Written in '88 code. ;strategy Submitted: 31 August 95 Simple Ptest wins: 54 Miss Careless wins: 29 Ties: 17 Program "Die Hard" (length 87) by "P.Kline" (contact address "PDK@ADMIN.DRAKE.EDU"): ;strategy minimal kill, maximal survival Simple Ptest wins: 0 Die Hard wins: 15 Ties: 85 Program "juliet storm " (length 100) by "M R Bremer" (contact address "bremermr@expert.cc.purdue.edu"): ;strategy bomber--yippee ;strategy absolutely zero paper protection Simple Ptest wins: 49 juliet storm wins: 25 Ties: 26 Program "HeremScimitar" (length 32) by "A.Ivner,P.Kline" (contact address "d91andiv@und.ida.liu.se"): ;strategy Fast bomber Simple Ptest wins: 52 HeremScimitar wins: 38 Ties: 10 Program "Commision - PD9C" (length 99) by "Wilkinson" (contact address "jwilkinson@mail.utexas.edu"): ;strategy use pspace Simple Ptest wins: 39 Commision - PD9C wins: 26 Ties: 35 Program "Simple Ptest" (length 100) by "M R Bremer" (contact address "bremermr@ecn.purdue.edu"): ;strategy playing that p-space magic ;strategy simple switching--lame components ;strategy I'll have something better after these my exams Simple Ptest wins: 39 Ties: 17 Your overall score: 149.571429 From: r22666@zuma.sps.mot.com (Ramon Hontiveros) Subject: Info req'd Date: 1995/09/15 Message-ID: <43b01l$n5v@newsgate.sps.mot.com>#1/1 newsgroups: rec.games.corewar Hi all, I'm new to this newsgroup but not to corewar, though I haven't been actively involved in any redcode programming lately. I was wondering if there's an anon ftp site where I can get info on the "koth hill", "p-space", and the other stuff I see posted on this newsgroup. I can't get to the web home page 'cos my system sits behind a firewall that doesn't support HTML access (yet). Thanks :) -- Ramon 1990 KR-1S (pickled) p.s. Is the "hill" sort of like a mailing list multi-player corewar scenario? From: John Subject: Re: How do I kill with an Imp Date: 1995/09/17 Message-ID: <43hh2p$7us@geraldo.cc.utexas.edu>#1/1 references: <43hgaf$omb$2@mhade.production.compuserve.com> newsgroups: rec.games.corewar Jonathan West <73742.1715@CompuServe.COM> wrote: >TOday I sent a corewar program to the begginers hill called >"He-HE you can kill me!". It needs an improvent even thoguth it >placed 13 on "The hill". I am wondering how do I kill an enemys >program with an imp? Well, there are many ways. The most effective has been the imp spiral. Have you visited http://www.stormking.com/~koth ? It has some tutorials to explain everything... -John From: Jonathan West <73742.1715@CompuServe.COM> Subject: How do I kill with an Imp Date: 1995/09/17 Message-ID: <43hgaf$omb$2@mhade.production.compuserve.com>#1/1 newsgroups: rec.games.corewar TOday I sent a corewar program to the begginers hill called "He-HE you can kill me!". It needs an improvent even thoguth it placed 13 on "The hill". I am wondering how do I kill an enemys program with an imp? -- This is a .sig virus. Please copy me into your signature From: Jonathan West <73742.1715@CompuServe.COM> Subject: How can I kill with an Imp Date: 1995/09/17 Message-ID: <43hg6i$omb$1@mhade.production.compuserve.com>#1/1 newsgroups: rec.games.corewar Today, I sent a corewar program to the begginers hill. Its called "He-He you can't kill me -- This is a .sig virus. Please copy me into your signature From: bremermr@cartoon.ecn.purdue.edu (Myer R. Bremer) Subject: simple ptest Date: 1995/09/18 Message-ID: <43ksej$fq3@mozo.cc.purdue.edu>#1/1 newsgroups: rec.games.corewar Greetings. Speaking of truly adaptive warriors: simple ptest is a test in dynamic switching. It's a very simple switching mechanism, but I was hoping to catch some of the other pspace programs after they set their strategies. And with all this new pspace magic, can't somebody do someting about Agony. Sheesh. M R Bremer From: stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) Subject: Reducing score variability Date: 1995/09/18 Message-ID: <9509181851.AA10532@idnsun.gpct.Vanderbilt.Edu.noname>#1/1 newsgroups: rec.games.corewar jwilkinson@mail.utexas.edu wrote: >Simply run the battle between >each warrior 5 or 10 times, with random placements. That way, the standard >deviation of battles would be GREATLY reduced. At the moment, with >only one 100 round battle per each set of two warriors, you get a very >poor gauge of a pspace warrior's average performance. That's a claim without any backing. In fact, I can come up with arguments that running 5*100 rounds would produce *more* variability than 1*500. Fortunately, John, you can test your hypothesis at home by using a number of published warriors and report the results to us. It's a little much to ask Tuc and Thomas to change the scripts based on a hunch. -Stefan From: John Subject: Re: (no subject) Date: 1995/09/18 Message-ID: <43kupf$lhl@geraldo.cc.utexas.edu>#1/1 references: <43k2u2$t7l@geraldo.cc.utexas.edu> <43kkos$hmj@lastactionhero.rs.itd.umich.edu> newsgroups: rec.games.corewar jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) wrote: > >I think this is a bad idea. Firstly, if I have ten strategies to try out >then haveing only five battles would mean I never try all of them. Even >with only three strategies in a five battle set I would still need to >re-test myself every reset. This also closes any chance that a new >breed of dwarf that change thier constants might have to even be >developed. > >John - Um, you must have greatly misunderstood. I'm not exactly sure what you're talking about, but the change I suggest would not change the strategy that warriors use in ANY WAY WHATSOEVER. The benefit of this change is that we run 500 rounds of battles against the two warriors, and group them into 5, 100 round sections, resetting the pspace in between the 5 battles... -John From: John Subject: Re: simple ptest Date: 1995/09/18 Message-ID: <43kui6$lhl@geraldo.cc.utexas.edu>#1/1 references: <43ksej$fq3@mozo.cc.purdue.edu> newsgroups: rec.games.corewar bremermr@cartoon.ecn.purdue.edu (Myer R. Bremer) wrote: >Greetings. > >Speaking of truly adaptive warriors: simple ptest is a test in >dynamic switching. It's a very simple switching mechanism, but >I was hoping to catch some of the other pspace programs after >they set their strategies. And with all this new pspace magic, >can't somebody do someting about Agony. Sheesh. Well, my programs are slowly getting pushed down... but all of them beat Agony fairly badly... Ah well, maybe whatever is letting my programs beat Agony, is keeping them from scoring well elsewhere... Hmmm... -John From: pk6811s@acad.drake.edu Subject: Re: (no subject) Date: 1995/09/18 Message-ID: <1995Sep18.161325@acad.drake.edu>#1/1 references: <43k2u2$t7l@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John writes: > Don't change the setup of the hill any. Simply run the battle between > each warrior 5 or 10 times, with random placements. That way, the standard > deviation of battles would be GREATLY reduced. At the moment, with > only one 100 round battle per each set of two warriors, you get a very > poor gauge of a pspace warrior's average performance. 5x100 would reward the pspace approach which chooses a strategy early and commits to it for the rest of the battles. A truly adaptive program would continuously monitor its strategy and switch off a bad performer. But it would be better than the current setup. The deviation in results for pspace warriors with 1x100 battles is huge. 5 rounds of 100 battles would be better. Paul Kline pk6811s@acad.drake.edu From: DURHAM_M@msn.com (Melinda Durham) Subject: RE: New Addresses For Mark A. Durham Date: 1995/09/18 Message-ID: <00001f35+00000236@msn.com>#1/1 references: <00001f35+00000235@msn.com> newsgroups: rec.games.corewar Oh, my wife is graciously allowing me to share in her MSN account until we figure out how to set up separate mailboxes. Mark A. Durham durham_m@msn.com From: John Subject: (no subject) Date: 1995/09/18 Message-ID: <43k2u2$t7l@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar Don't change the setup of the hill any. Simply run the battle between each warrior 5 or 10 times, with random placements. That way, the standard deviation of battles would be GREATLY reduced. At the moment, with only one 100 round battle per each set of two warriors, you get a very poor gauge of a pspace warrior's average performance. Please implement this. I cannot think of any positive reason to NOT make this change. > Have you put this up on the news group? If not, put it up and see >what people think! > > Tuc Ok, well there it is. Come on guys, tell me what you think... The strategy of all warriors would remain exactly the same, the only difference would be pspace battles wouldn't be left so much to chance... -John From: DURHAM_M@msn.com (Melinda Durham) Subject: New Addresses For Mark A. Durham Date: 1995/09/18 Message-ID: <00001f35+00000235@msn.com>#1/1 newsgroups: rec.games.corewar Hello again everyone! I have moved both in physical space and in cyberspace. My new addresses are: 20 Mockingbird Court Spartanburg SC 29307-3733 durham_m@msn.com Hopefully I will be able to resume more vigorous activity in Core War (and rec.games.corewar) in the near future. I have to get past "My Fair Lady" (I am Professor Zoltan Karpathy, that marvelous boy!) first though. Mark A. Durham durham_m@msn.com From: John Subject: Re: Reducing score variability Date: 1995/09/19 Message-ID: <43n50u$6k3@geraldo.cc.utexas.edu>#1/1 references: <9509181851.AA10532@idnsun.gpct.Vanderbilt.Edu.noname> <1995Sep19.130722@acad.drake.edu> newsgroups: rec.games.corewar >> That's a claim without any backing. In fact, I can come up with arguments that >> running 5*100 rounds would produce *more* variability than 1*500. Fortunately, >> John, you can test your hypothesis at home by using a number of published >> warriors and report the results to us. It's a little much to ask Tuc and Thomas >> to change the scripts based on a hunch. > >Here are the results from running 10 rounds of 100 battles each for >Pink vs. Agony51 and for Torch vs. Agony51. > >Pink is a pspace warrior and Torch is not. The standard deviation >is about 20 in both cases. The difference between the lowest and highest >scores is 68 for Pink, and 61 for Torch. The difference between the >lowest-to-highest number of wins is 21 for Pink and 20 for Torch. > My tests came up with an average standard deviation from the mean number of wins of 10.6 for Fun v.e1 vs Tornado v1.1. And a average standard deviation from the mean number of wins of 4.68 for Fire Storm vs. Tornado. Similarly, the biggest gap was 27 wins for Fun and Tornado, and only an 18 gap for Fire Storm and Tornado. I've done tests like this over and over, and I keep getting results like that. Perhaps the thing is that my dynamic switching procedure can get set off real easily. However, I think we'll be seeing more switchers like mine in the future... -John From: pk6811s@acad.drake.edu Subject: Re: Reducing score variability Date: 1995/09/19 Message-ID: <1995Sep19.130722@acad.drake.edu>#1/1 references: <9509181851.AA10532@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar (Stefan Strack) writes: > > That's a claim without any backing. In fact, I can come up with arguments that > running 5*100 rounds would produce *more* variability than 1*500. Fortunately, > John, you can test your hypothesis at home by using a number of published > warriors and report the results to us. It's a little much to ask Tuc and Thomas > to change the scripts based on a hunch. > Here are the results from running 10 rounds of 100 battles each for Pink vs. Agony51 and for Torch vs. Agony51. Pink Torch Win Loss Tie Score |Win Loss Tie Score ------------------------------------------------------------- 19 24 57 114 |47 44 9 150 29 16 55 142 |54 40 6 168 19 19 62 119 |43 50 7 136 25 21 54 129 |36 54 10 118 20 18 62 122 |56 34 10 178 8 42 50 74 |47 43 10 151 22 24 54 120 |56 33 11 179 11 34 55 88 |55 39 6 171 14 35 51 93 |49 40 11 158 15 22 63 108 |49 43 8 155 | mean 110.9 |mean 156.4 sumofsquares 3790.9 |sumofsquares 3290.4 variance 421.2 |variance 365.6 std deviation 20.5 |std deviation 19.1 Pink is a pspace warrior and Torch is not. The standard deviation is about 20 in both cases. The difference between the lowest and highest scores is 68 for Pink, and 61 for Torch. The difference between the lowest-to-highest number of wins is 21 for Pink and 20 for Torch. Pink continuously monitors the performance of its current strategy, and since it doesn't really have a strategy to beat Agony, it continuously rotates them in a futile attempt to discover a winning one :-( YMMV Paul Kline pk6811s@acad.drake.edu (did I really type 'sheek' meaning 'chic'? :-) From: John Subject: Re: simple ptest Date: 1995/09/19 Message-ID: <43mt3a$1ba@geraldo.cc.utexas.edu>#1/1 references: <43ksej$fq3@mozo.cc.purdue.edu> <43mjaq$c4b@lastactionhero.rs.itd.umich.edu> newsgroups: rec.games.corewar jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) wrote: >: can't somebody do someting about Agony. Sheesh. >This kills Agony: >;redcode-94 >;name Agony Killer >;author John Lewis >;strategy Jump Jump Jump > > spl 1 > mov.i <2, <1 > jmp @0, -7 > dat #0, #0 Hey, that's pretty nifty... I tested it out, and it does amazing well for such an odd and fragile program... Also, the small size would make it a great program to stick in in order to simply kill Agony... cool. :) Maybe Agony will fall soon... -John From: John Subject: Re: (no subject) Date: 1995/09/19 Message-ID: <43msp4$v6@geraldo.cc.utexas.edu>#1/1 references: <43k2u2$t7l@geraldo.cc.utexas.edu> <43kkos$hmj@lastactionhero.rs.itd.umich.edu> <43kupf$lhl@geraldo.cc.utexas.edu> <43mj58$c4b@lastactionhero.rs.itd.umich.edu> newsgroups: rec.games.corewar >: The benefit of this change is that we run 500 rounds of battles against >: the two warriors, and group them into 5, 100 round sections, resetting >: the pspace in between the 5 battles... >I must have had too much caffeine. I understand now. I thought you wanted >to have five battle resets to the 100 battle set. (reset p-space after >every five - 10 battles.) I now understand you mean to have 5-10 sets >of 100 battles. Sorry. :) >John - (i think i need to sleep more) Ah. Gotcha... That -would- be stupid... However, what do you think of my idea? Is there any reason NOT to implement this minor change on the current hill? -John (sleep is fun! :) From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: simple ptest Date: 1995/09/19 Message-ID: <43mjaq$c4b@lastactionhero.rs.itd.umich.edu>#1/1 references: <43ksej$fq3@mozo.cc.purdue.edu> newsgroups: rec.games.corewar Myer R. Bremer (bremermr@cartoon.ecn.purdue.edu) wrote: : Greetings. : Speaking of truly adaptive warriors: simple ptest is a test in : dynamic switching. It's a very simple switching mechanism, but : I was hoping to catch some of the other pspace programs after : they set their strategies. And with all this new pspace magic, : can't somebody do someting about Agony. Sheesh. : M R Bremer This kills Agony: ;redcode-94 ;name Agony Killer ;author John Lewis ;strategy Jump Jump Jump ; ; spl 1 mov.i <2, <1 jmp @0, -7 dat #0, #0 From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: (no subject) Date: 1995/09/19 Message-ID: <43mj58$c4b@lastactionhero.rs.itd.umich.edu>#1/1 references: <43k2u2$t7l@geraldo.cc.utexas.edu> <43kkos$hmj@lastactionhero.rs.itd.umich.edu> <43kupf$lhl@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John (jwilkinson@mail.utexas.edu) wrote: : jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) wrote: : > : >I think this is a bad idea. Firstly, if I have ten strategies to try out : >then haveing only five battles would mean I never try all of them. Even : >with only three strategies in a five battle set I would still need to : >re-test myself every reset. This also closes any chance that a new : >breed of dwarf that change thier constants might have to even be : >developed. : > : >John - : Um, you must have greatly misunderstood. : I'm not exactly sure what you're talking about, but the change I suggest : would not change the strategy that warriors use in ANY WAY WHATSOEVER. : The benefit of this change is that we run 500 rounds of battles against : the two warriors, and group them into 5, 100 round sections, resetting : the pspace in between the 5 battles... : -John I must have had too much caffeine. I understand now. I thought you wanted to have five battle resets to the 100 battle set. (reset p-space after every five - 10 battles.) I now understand you mean to have 5-10 sets of 100 battles. Sorry. :) John - (i think i need to sleep more) From: John Subject: Re: Reducing score variability Date: 1995/09/19 Message-ID: <43l5os$q9c@geraldo.cc.utexas.edu>#1/1 references: <9509181851.AA10532@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) wrote: >>Simply run the battle between >>each warrior 5 or 10 times, with random placements. That way, the standard >>deviation of battles would be GREATLY reduced. At the moment, with >>only one 100 round battle per each set of two warriors, you get a very >>poor gauge of a pspace warrior's average performance. > >That's a claim without any backing. In fact, I can come up with arguments that >running 5*100 rounds would produce *more* variability than 1*500. Fortunately, >John, you can test your hypothesis at home by using a number of published >warriors and report the results to us. It's a little much to ask Tuc and Thomas >to change the scripts based on a hunch. > >-Stefan Gee, Stefan, holding my feet to the fire are we? :) Yes, actually, I think 5*100 would produce less variability than 1*500 in most cases... It depends, of course, on the nature of the program's p-switching procedure. Opening test pswitchers would vary less with 5*100 battles. Dynamic switchers would reach a happy resonance at some point, and probably before the 500 mark. Anyhow, that's not the point... The point is, I already have done lots of tests, and 5*100 gives a dramatically better picture of a warriors performance. I do not recommend switching over to 1*500, simply because that changes the nature of the game. If you want a 1*500 hill, I think it should be seperate from the current hill, whereas a 5*100 hill is in no way different from the perspective of the redcodes. -John From: Derek Ross Subject: Re: Agony killer Date: 1995/09/20 Message-ID: <245@arbroath.win-uk.net>#1/1 newsgroups: rec.games.corewar John Lewis (jklewis@stimpy.us.itd.umich.edu) wrote: >This kills Agony: > >;redcode-94 >;name Agony Killer >;author John Lewis >;strategy Jump Jump Jump >; >; > > > spl 1 > mov.i <2, <1 > jmp @0, -7 > dat #0, #0 > Agony Killer ? It must be an ANTAGONIST :o} From: rogbarn@Walden.MO.NET (Roger Barnes) Subject: What IS Agony? Date: 1995/09/20 Message-ID: <43pvo0$hos@Twain.MO.NET>#1/1 newsgroups: rec.games.corewar As a Corewar newbie, I'm rather curious about Agony. What is Agony? Scanner, Vamp, Stone, whatever? A simple explanation would be very appriciated. Thanks. Nate Barnes, using his father's account. From: tuc@news.stormking.com (Scott J. Ellentuch) Subject: InfoWarCon - Core Wars? Date: 1995/09/20 Message-ID: <43peos$efd@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Hi, I was on a project and could not break away, but did anyone see Stuart and Jo at InfoWarCon earlier this month and thier presentation on "Core Wars: Practicing Information Warfare in Cyberspace"? Tuc -- * --- --- |Scott J. Ellentuch, Pres | The Telecom Security Group * * | | | |Comm. and Comp. Security | (Storm King family of Companies) * * | |__|__ |Consultants and Engineers | P.O. Box 69, Newburgh, NY 12551 * From: netwalker@linetime.demon.co.uk (Murray Crane) Subject: Precompiled PMars Date: 1995/09/20 Message-ID: <643.6471T788T178@linetime.demon.co.uk>#1/1 newsgroups: rec.games.corewar Reply to: netwalker@linetime.demon.co.uk Hi everyone, It's a bit of a long shot, but would anyone be willing to either supply me with or tell me where I can get hold of a precompiled version of the latest PMars for any of the following systems (in order of wanting):- Amiga, Apple Mac or PC Any help would be most appreciated. Cheerio. +-------------- | Murray L. Crane - sis2471@sis.port.ac.uk (until July '96) | netwalker@linetime.demon.co.uk (Polled account) +-------------- | Bashing it out in Imagine for all the Universe to see +-------------- "REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE." From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: What is a process? Date: 1995/09/21 Message-ID: <43qjs2$sib@nuscc.nus.sg>#1/1 newsgroups: rec.games.corewar I have just gone through the first 3 warriors in Steve Morrell's corewar tutorial and came across a term I do not really understand. What is meant by process? Is a process a line of instruction? Or is it the sequence of instructions making up the warrior? TIA. -- Calvin Loh From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: What IS Agony? Date: 1995/09/21 Message-ID: <43sfs5$agj@lastactionhero.rs.itd.umich.edu>#1/1 references: <43pvo0$hos@Twain.MO.NET> newsgroups: rec.games.corewar Roger Barnes (rogbarn@Walden.MO.NET) wrote: : As a Corewar newbie, I'm rather curious about Agony. What is Agony? : Scanner, Vamp, Stone, whatever? A simple explanation would be very : appriciated. Thanks. : Nate Barnes, using his father's account. It's an evilly quick scanner and stunner that finds your very quickly and overwrites you with SPL 0. ( I think ) and then eventually it cleans up core with DAT statments. At least that's what I heard. John Lewis From: survey@forefront.princeton.edu (Matt Webster) Subject: Please Participate in a Survey! Date: 1995/09/22 Message-ID: <43v2ml$i54@cnn.Princeton.EDU>#1/1 newsgroups: rec.games.corewar Hello, fellow 'netters. I am conducting a survey of Internet public opinion. Please take a few moments and point your World Wide Web browser at http://forefront.princeton.edu/rec/263/ The questions will take only a few minutes and will be of great help to my research, which is purely academic in nature. Your anonymity is guaranteed and individual responses will not be shared with other organizations. Feel free to email if you have any questions. Thanks for your time, Matt Webster survey@forefront.princeton.edu From: bremermr@elsun344.cc.purdue.edu (Myer R. Bremer) Subject: cmp scanners Date: 1995/09/23 Message-ID: <441qc2$l8e@mozo.cc.purdue.edu>#1/1 newsgroups: rec.games.corewar Greetings. To use a slt to keep from attacking yourself, the scanning engine could look like: add cmp slt djn Less lines, plus a djn stream. Check out rave or iron gate. M R Bremer From: everard@infi.net (M. Scott Everard) Subject: Re: What is a process? Date: 1995/09/23 Message-ID: <441nga$1b2@allnews.infi.net>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar In article <440gar$nm0@geraldo.cc.utexas.edu>, John says: > >>>I have just gone through the first 3 warriors in Steve Morrell's >>>corewar tutorial and came across a term I do not really >>>understand. What is meant by process? >>>Is a process a line of instruction? >>>Or is it the sequence of instructions making up the warrior? > >>>Calvin Loh > >>A process is an instance of a program in execution. > >What a vague answer! :/ > Accurate though. (jeez, there's a critic on every corner!) From: John Subject: Re: What is a process? Date: 1995/09/23 Message-ID: <440gar$nm0@geraldo.cc.utexas.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> newsgroups: rec.games.corewar >>I have just gone through the first 3 warriors in Steve Morrell's >>corewar tutorial and came across a term I do not really >>understand. What is meant by process? >>Is a process a line of instruction? >>Or is it the sequence of instructions making up the warrior? >>Calvin Loh >A process is an instance of a program in execution. What a vague answer! :/ A process is like a seperate program, launched by the warrior. Basically, Corewars programs have the ability to do multitasking. One program may launch other programs, which will be excecuted on a time-share basis. -John From: Politics@usa.com Subject: Proposed State & Federal Regulations for the INTERNET! Date: 1995/09/23 Message-ID: <440cmn$9fo@newsie.wis.com>#1/1 newsgroups: rec.games.corewar My name is Scott Glasrud, and I am running for the New Mexico State Senate during the 1996 elections. One of the reasons I have chosen to run is to combat the proposed state and federal regulations of the Internet. As you know, the Internet was never designed to be regulated! It was designed to allow communications in the event of anuclear war or a major catastrophe. I OPPOSE REGULATION, and if elected will fight to preserve your constitutional rights. HOWEVER, I NEED YOUR HELP! I am asking each person who reeives this message to send $5.00 to the Scott Glasrud Campaign Committee. If we pull together, we CAN protect our first amendment rights! HELP ME show the politicians the POWER behind this important NETWORK. Please send contributions to: The Scott Glasrud Campaign Committee 11024 Montgomery Blvd. NE, Suite 179 Albuquerque, New Mexico 87111 Thank you! From: Peter Young Subject: Re: warrior question Date: 1995/09/23 Message-ID: <441ha4$p3s@agate.berkeley.edu>#1/1 references: <441620$air@enterprise.america.com> newsgroups: rec.games.corewar Having never done this before, and only seen one instance of this, I'll attempt to answer your question anyways. You stick it in the scanner. Basically, it should go something like this. add.ab #10, $1 ; update where scanning cmp.ab @10, @20 ; scan jmp $-2 ; nothing found, so go update scanner slt.a $10, $-2 ; Skip if the value scanned > progam length jmp $-4 ; just scanned program, so go update scanner Anyways, you'd stick your bomb in next. This bit of code should work, although, I'm not too sure how effective it'll be. From: daredevl@enterprise.america.com (pagefault) Subject: warrior question Date: 1995/09/23 Message-ID: <441620$air@enterprise.america.com>#1/1 newsgroups: rec.games.corewar How does one make a scanner skip itself when scanning/bombing? I heard you use SLT, does the SLT go in the scanner or the bomb? -- pagefault - daredevl@america.com UnseenTerror Dragon -=[UDIC]=- "Fear of corrupting the mind of the younger generation is the loftiest form of cowardice" - Holbrook Jackson From: stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) Subject: Re: What IS Agony Date: 1995/09/23 Message-ID: <9509230622.AA11953@idnsun.gpct.Vanderbilt.Edu.noname>#1/1 newsgroups: rec.games.corewar Agony II is a CMP-scanner that bombs with a SPL carpet to stun, followed by a simple DAT core clear and imp-gate. It's similar to Rave, but really just a version of Agony 3.1 (posted > 2 yrs ago) that boots off a large decoy which is optimized to to avoid triggering Agony's own scan until 6000 cycles into the round. It does well against one-shot scanners like Withershins/Porch because it boots just ahead of the decoy and finishes them off while they're busy core clearing. I don't really know why Agony does so well right now. I'll post source when Agony reaches age 1000 or is bumped off, whichever comes first. -Stefan From: everard@infi.net (M. Scott Everard) Subject: Re: What is a process? Date: 1995/09/23 Message-ID: <43vq0s$3mb@allnews.infi.net>#1/1 references: <43qjs2$sib@nuscc.nus.sg> newsgroups: rec.games.corewar In article <43qjs2$sib@nuscc.nus.sg>, lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) says: > >I have just gone through the first 3 warriors in Steve Morrell's >corewar tutorial and came across a term I do not really >understand. What is meant by process? >Is a process a line of instruction? >Or is it the sequence of instructions making up the warrior? >TIA. > >-- >Calvin Loh A process is an instance of a program in execution. From: max@alcyone.darkside.com (Erik Max Francis) Subject: Re: What is a process? Date: 1995/09/24 Message-ID: #1/1 references: <442ouq$1ai@nuscc.nus.sg> newsgroups: rec.games.corewar lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) writes: > What happens to the original code? Nothing. The idea with having multiple processes is just that a given "team" (side) can own more than one instruction pointer. Just as in single-process Corewar each team has one instruction pointer, and these instruction pointers execute "simultaneously," with multiple- process Corewar each team can have more than one instruction pointer. New instruction pointers are created with the SPL instruction, and when an process executes a bad instruction, that process dies, but the other processes continue operating normally. When there are no processes left, that team loses. Erik Max Francis, &tSftDotIotE // uuwest!alcyone!max, max@alcyone.darkside.com San Jose, CA, USA // 37 20 07 N 121 53 38 W // GIGO, Omega, Psi // the 4th R! H.3`S,3,P,3$S,#$Q,C`Q,3,P,3$S,#$Q,3`Q,3,P,C$Q,#(Q.#`-"C`- // 1love // folasade _Omnia quia sunt, lumina sunt._ // mc2? oo? Nah. // http://www.spies.com/max/ From: John Subject: Re: What is a process? Date: 1995/09/24 Message-ID: <4448n1$8df@geraldo.cc.utexas.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <442ouq$1ai@nuscc.nus.sg> newsgroups: rec.games.corewar >: A process is like a seperate program, launched by the warrior. >: Basically, Corewars programs have the ability to do multitasking. >: One program may launch other programs, which will be excecuted on >: a time-share basis. > >What happens to the original code? > >-- >Calvin Loh Nothing, the code of the program stays exactly the same. In fact, in order for the program to launch another process, it must take care to launch the process to a core location which contains excecutable code. -John From: John Subject: Re: What is a process? Date: 1995/09/24 Message-ID: <4448jv$8df@geraldo.cc.utexas.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <441nga$1b2@allnews.infi.net> newsgroups: rec.games.corewar >>>>understand. What is meant by process? >> >>>A process is an instance of a program in execution. >> >>What a vague answer! :/ >> >Accurate though. > >(jeez, there's a critic on every corner!) Oh come on, I wouldn't want to scare off newbies by giving them vague answers that they couldn't possibly decipher... The more on the hill, the merrier. :) -John From: Derek Ross Subject: Multiple postings Date: 1995/09/24 Message-ID: <444e3q$40a@gwen.ibmpcug.co.uk>#1/1 newsgroups: rec.games.corewar Thank you Netscape. Why do simple things never run smoothly :( Aaargh Derek From: Derek Ross Subject: Re: What is a process? Date: 1995/09/24 Message-ID: <444dor$40a@gwen.ibmpcug.co.uk>#1/1 references: <43qjs2$sib@nuscc.nus.sg> newsgroups: rec.games.corewar >I have just gone through the first 3 warriors in Steve Morrell's >corewar tutorial and came across a term I do not really >understand. What is meant by process? >Is a process a line of instruction? >Or is it the sequence of instructions making up the warrior? >TIA. > >-- >Calvin Loh > What is meant by process ? Hmm... let's think about sex... A sex manual may describe "how to do it" but it's not the same as "actually doing it". The sex manual is a list of instructions or "program". The sex is a sequence of actions or "process". Similarly for computers a program describes "how to do it". When the computer "actually does it" that's the process. We talk about multiple processes when we have two or more computers carrying out a process each or one computer carrying out two or more processes simultaneously. In redcode the SPL instruction makes the MARS computer start executing a second list of instructions without stopping the execution of the first list. So it appears that two different parts of the core war program are being executed at the same time. In fact you can carry on using SPL to start new processes until the MARS computer reaches its limit of simultaneous execution. Hope that this makes it clearer. Cheers Derek From: Derek Ross Subject: Re: What is a process? Date: 1995/09/24 Message-ID: <444dl8$400@gwen.ibmpcug.co.uk>#1/1 references: <43qjs2$sib@nuscc.nus.sg> newsgroups: rec.games.corewar >I have just gone through the first 3 warriors in Steve Morrell's >corewar tutorial and came across a term I do not really >understand. What is meant by process? >Is a process a line of instruction? >Or is it the sequence of instructions making up the warrior? >TIA. > >-- >Calvin Loh > What is meant by process ? Hmm... let's think about sex... A sex manual may describe "how to do it" but it's not the same as "actually doing it". The sex manual is a list of instructions or "program". The sex is a sequence of actions or "process". Similarly for computers a program describes "how to do it". When the computer "actually does it" that's the process. We talk about multiple processes when we have two or more computers carrying out a process each or one computer carrying out two or more processes simultaneously. In redcode the SPL instruction makes the MARS computer start executing a second list of instructions without stopping the execution of the first list. So it appears that two different parts of the core war program are being executed at the same time. In fact you can carry on using SPL to start new processes until the MARS computer reaches its limit of simultaneous execution. Hope that this makes it clearer. Cheers Derek From: Derek Ross Subject: Re: What is a process? Date: 1995/09/24 Message-ID: <444dh7$3u4@gwen.ibmpcug.co.uk>#1/1 references: <43qjs2$sib@nuscc.nus.sg> newsgroups: rec.games.corewar >I have just gone through the first 3 warriors in Steve Morrell's >corewar tutorial and came across a term I do not really >understand. What is meant by process? >Is a process a line of instruction? >Or is it the sequence of instructions making up the warrior? >TIA. > >-- >Calvin Loh > What is meant by process ? Hmm... let's think about sex... A sex manual may describe "how to do it" but it's not the same as "actually doing it". The sex manual is a list of instructions or "program". The sex is a sequence of actions or "process". Similarly for computers a program describes "how to do it". When the computer "actually does it" that's the process. We talk about multiple processes when we have two or more computers carrying out a process each or one computer carrying out two or more processes simultaneously. In redcode the SPL instruction makes the MARS computer start executing a second list of instructions without stopping the execution of the first list. So it appears that two different parts of the core war program are being executed at the same time. In fact you can carry on using SPL to start new processes until the MARS computer reaches its limit of simultaneous execution. Hope that this makes it clearer. Cheers Derek From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: Re: What is a process? Date: 1995/09/24 Message-ID: <442ouq$1ai@nuscc.nus.sg>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John (jwilkinson@mail.utexas.edu) wrote: : A process is like a seperate program, launched by the warrior. : Basically, Corewars programs have the ability to do multitasking. : One program may launch other programs, which will be excecuted on : a time-share basis. What happens to the original code? -- Calvin Loh From: pp000738@interramp.com Subject: Free classified advertising database on the Web Date: 1995/09/25 Message-ID: <20524.pp000738@ipiws-001.interramp.com>#1/1 newsgroups: rec.games.corewar OVERDRIVE Overdrive has a Worldwide Classified Advertising Database that is available on the Worldwide Web. It works just like a newspaper classified advertising section and is FREE for all to use. You can post an advertisement of your own, update and delete it. Sections include: Announcements and Services Training and Education Employment Financial Pets and Livestock Computer & Communications Merchandise General Merchandise Real Estate for Rent Real Estate for Sale Manufactured Homes Transportation When you enter an Ad, you are prompted for a password. When the record is created, you receive the record id for your ad. Later, you may update or delete that ad using the combination of your password and record id. Web travelers can search for Ads based on Classified Section, price, manufacturer, model, etc. OVERDRIVE can be found at http://www.ipworld.com From: KOTH Tourney Server Subject: SKI-ICWS: Status - Standard Date: 1995/09/25 Message-ID: <199509250400.AAA15287@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information *FAQ* is at http://www.stormking.com/~koth/corewar-faq.html Current Status of the StormKing Industries Standard KotH CoreWar Hill : # %W/ %L/ %T Name Author Score Age 1 31/ 28/ 40 Yop La Boum v2.1 P.E.M & E.C. 134 1 2 22/ 12/ 65 Cannonade P.Kline 133 101 3 25/ 19/ 56 CAPS KEY IS STUCK AGAIN Steven Morrell 132 67 4 34/ 37/ 29 Giskard v0.5 Ken Mitton 132 39 5 27/ 23/ 50 Der Zweiter Blitzkrieg Mike Nonemacher 131 96 6 36/ 41/ 24 Christopher Steven Morrell 130 66 7 33/ 36/ 31 Keystone t21 P.Kline 129 88 8 22/ 17/ 61 Blue Funk 88 Steven Morrell 128 65 9 36/ 43/ 21 Request v2.0 Brant D. Thomsen 128 37 10 23/ 20/ 57 Hydra Stephen Linhart 126 175 11 35/ 44/ 21 Beholder's Eye V1.7 W. Mintardjo 126 145 12 24/ 22/ 54 Test Wayne Sheppard 126 90 13 37/ 48/ 15 Iron Gate Wayne Sheppard 126 195 14 20/ 15/ 65 Peace Mr. Jones 126 75 15 37/ 50/ 13 bigproba nandor sieben 125 89 16 20/ 16/ 64 ttti nandor sieben 124 51 17 32/ 39/ 29 Miss Careless Derek Ross 124 11 18 17/ 10/ 73 Imps! Imps! Imps! Steven Morrell 124 112 19 20/ 17/ 62 jmp/add crasher Randy Graham 124 25 20 15/ 11/ 74 Evol Imp v5a Wilkinson 119 12 21 18/ 18/ 65 WhirlWind-88 Randy Graham 117 2 From: pk6811s@acad.drake.edu Subject: Re: What is a process? Date: 1995/09/25 Message-ID: <1995Sep25.084133@acad.drake.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <442ouq$1ai@nuscc.nus.sg> <4448n1$8df@geraldo.cc.utexas.edu> <4456md$f7v@nuscc.nus.sg> newsgroups: rec.games.corewar (Loh Weng Keong Calvin) writes: >... > What happens if an enemy warrior trashes the code? Or it trashes its own > code? Now that would be unfortunate. To be avoided at all cost :-) Think of core as a long list of instructions, all of which can be read from or written to. Some of these can be legally executed, some are 'illegal'. Executing an illegal instruction causes your process to terminate. To start the battle, your and your opponents' programs are loaded somewhere in core, and begin taking turns executing - a 'cycle' is one instruction exectuted for every player. Every player is given one process to start. If your process dies by executing an illegal instruction - you lose the battle. However, one of the strategies seen is to make copies of your program and SPL to them. SPL (split) tells the interpreter to start a second process for you 'over there' in core. All your processes are in a list called the 'process queue'. And every time you get a turn exactly one of them executes. The interpreter works its way through your process queue so that all your processes get executed, but they have to share your turns. You don't get more time than anyone else, but you can scatter yourself around core, and since you don't lose until _all_ your processes die you are harder to kill. There are other strategies to survival, such as being very small or very fast, but replication can be a good one. For analogy think of a cat having 'nine lives'. If your program has nine processes it won't lose until all of them are killed. Paul Kline pk6811s@acad.drake.edu From: ruhl@phoebe.cair.du.edu (Robert A. Uhl) Subject: Re: RedGen Source - Evolving Corewar Warriors Date: 1995/09/25 Message-ID: <446v1r$6p0@hermes.cair.du.edu>#1/1 references: newsgroups: comp.ai.alife,rec.games.corewar In article , Mike Reddy wrote: > >Sorry, but we cannot distribute the apps as Simon only had a student >licence for the software. The sources and project files are available >from: > >ftp://ftp.comp.glam.ac.uk/pub/staff/mreddy/ Actually, you are allowed to distribute the program; the studetn license allows shareware, so PD distribution shouldn't be any problem whatsoever. Also, the above address is invalid. What is the proper address? -- +------------------------------------------------------------------------+ | Bob Uhl | Spectre | `En touto nika' + | | U of D | Baron Robert von Raetzin | http://mercury.cair.du.edu/~ruhl/ | +------------------------------------------------------------------------+ From: bremermr@elsun269.cc.purdue.edu (Myer R. Bremer) Subject: Agony II Date: 1995/09/25 Message-ID: <446t9k$7gt@mozo.cc.purdue.edu>#1/1 newsgroups: rec.games.corewar :I think Agony does so well because the CMP command is the fastest :way to scan core. While stones are fast,(1C for each attack) the CMP scanner :does it's scanning at 2C. (the CMP instruction scans TWO locations :in core at a time.) :By the way, just how far ahead does Agony boot itself? (ahead meaning :positive or negative locations in core?) :John Lewis I don't think Stefan is about to reveal to us his exact boot distance. Nice try, though. M R Bremer From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: What IS Agony Date: 1995/09/25 Message-ID: <446gdb$dvl@lastactionhero.rs.itd.umich.edu>#1/1 references: <9509230622.AA11953@idnsun.gpct.Vanderbilt.Edu.noname> newsgroups: rec.games.corewar Stefan Strack (stst@idnsun.gpct.Vanderbilt.Edu) wrote: : Agony II is a CMP-scanner that bombs with a SPL carpet to stun, followed by a : simple DAT core clear and imp-gate. It's similar to Rave, but really just a : version of Agony 3.1 (posted > 2 yrs ago) that boots off a large decoy which : is optimized to to avoid triggering Agony's own scan until 6000 cycles into : the round. It does well against one-shot scanners like Withershins/Porch : because it boots just ahead of the decoy and finishes them off while they're : busy core clearing. I don't really know why Agony does so well right now. : I'll post source when Agony reaches age 1000 or is bumped off, whichever : comes first. : -Stefan I think Agony does so well because the CMP command is the fastest way to scan core. While stones are fast,(1C for each attack) the CMP scanner does it's scanning at 2C. (the CMP instruction scans TWO locations in core at a time.) By the way, just how far ahead does Agony boot itself? (ahead meaning positive or negative locations in core?) John Lewis From: mreddy@glam.ac.uk (Mike Reddy) Subject: RedGen Source - Evolving Corewar Warriors Date: 1995/09/25 Message-ID: #1/1 newsgroups: comp.ai.alife,rec.games.corewar After tracking down my old student, I can now make the source code (for Code Warrior) available for RedGen. RedGen was a final year project to develop an Alife simulation using Corewar as the environment and the fitness function. The student, Simon Jones has now graduated and the dissertation was entitled "Evolution of competitive Core War warriors using Crossover". The results were partial and not statistically analysed, but I thought that people might like to reproduce the work. The interface is bitty and for best performance you should use a PowerPC, though source works for 68K Macs as well. Sorry, but we cannot distribute the apps as Simon only had a student licence for the software. The sources and project files are available from: ftp://ftp.comp.glam.ac.uk/pub/staff/mreddy/ and three formats are available redgen.sea, redgen.sea.hqx and redgen.sea.hqx.gz You can log on anonymously. Hope you find it interesting. Yours Mike Reddy -- Email: mreddy@glam.ac.uk CU-Seeme: 193.63.130.40 (On Request) Web: http://www.comp.glam.ac.uk/pages/staff/mreddy/mreddy.html Snail: J228, Dept. of Computer Studies, University of Glamorgan, Pontypridd, Mid Glamorgan. CF37 1DL Wales, UK. +44 1443 482 240 Fax: +44 1443 482 715 From: max@alcyone.darkside.com (Erik Max Francis) Subject: Re: RedGen Source - Evolving Corewar Warriors Date: 1995/09/25 Message-ID: #1/1 references: <446v1r$6p0@hermes.cair.du.edu> newsgroups: comp.ai.alife,rec.games.corewar ruhl@phoebe.cair.du.edu (Robert A. Uhl) writes: > In article , > Mike Reddy wrote: > > > >Sorry, but we cannot distribute the apps as Simon only had a student > >licence for the software. The sources and project files are available > >from: > > > >ftp://ftp.comp.glam.ac.uk/pub/staff/mreddy/ > > Actually, you are allowed to distribute the program; the studetn > license allows shareware, so PD distribution shouldn't be any problem > whatsoever. Also, the above address is invalid. What is the proper > address? Ahem! There's a world of difference between shareware (or even freeware!) and public domain. Erik Max Francis, &tSftDotIotE // uuwest!alcyone!max, max@alcyone.darkside.com San Jose, CA, USA // 37 20 07 N 121 53 38 W // GIGO, Omega, Psi // the 4th R! H.3`S,3,P,3$S,#$Q,C`Q,3,P,3$S,#$Q,3`Q,3,P,C$Q,#(Q.#`-"C`- // 1love // folasade _Omnia quia sunt, lumina sunt._ // mc2? oo? Nah. // http://www.spies.com/max/ From: KOTH Tourney Server Subject: SKI-ICWS: Status - MultiWarrior 94 Date: 1995/09/25 Message-ID: <199509250400.AAA05824@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar Weekly Status See up to the second scores at http://www.stormking.com/~koth Check it out for the latest in Core War information *FAQ* is at http://www.stormking.com/~koth/corewar-faq.html Current Status of the StormKing Industries Multiwarrior 94 CoreWar Hill: # Name Author Score Age 1 Son of Imp Steven Morrell 2111 19 2 Die Hard P.Kline 2111 6 3 75% Cotton v3b Wilkinson 2111 3 4 Paperone Beppe Bezzi 2084 41 5 60% Cotton Wilkinson 2083 2 6 90% Cotton v5c Wilkinson 2075 1 7 Silkworm 1.1 Beppe Bezzi 2074 16 8 TimeScape (1.1) J. Pohjalainen 2062 64 9 Cotton v C1 Wilkinson 2038 5 10 test 2 P.Kline 2019 23 11 ShadowImp Robert J. Street 1657 0 From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: Re: What is a process? Date: 1995/09/26 Message-ID: <4481lo$73i@nuscc.nus.sg>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <442ouq$1ai@nuscc.nus.sg> <4448n1$8df@geraldo.cc.utexas.edu> <4456md$f7v@nuscc.nus.sg> <1995Sep25.084133@acad.drake.edu> newsgroups: rec.games.corewar pk6811s@acad.drake.edu wrote: : Think of core as a long list of instructions, all of which can be read from : or written to. Some of these can be legally executed, some are 'illegal'. : Executing an illegal instruction causes your process to terminate. : Every player is given one process to start. If your process dies by : executing an illegal instruction - you lose the battle. However, one : of the strategies seen is to make copies of your program and SPL to them. : SPL (split) tells the interpreter to start a second process for you 'over : there' in core. All your processes are in a list called the 'process queue'. : And every time you get a turn exactly one of them executes. The interpreter : works its way through your process queue so that all your processes get : executed, but they have to share your turns. You don't get more time than : anyone else, but you can scatter yourself around core, and since you don't : lose until _all_ your processes die you are harder to kill. So I should use 'mov' to copy my code elsewhere, then use 'spl' to that address. Then what does 'jmp' do? I've seen code where 'jmp' is at the tail of the code and goes to the head of the code. Is this an endless loop where the process is always executing in the same address space? Can someone trace the movement in space of an imp, for example? Steve Morrell's tutorial seems to trace only the instruction pointer's movement. Thanks very much for all the replies so far. -- Calvin Loh From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: Re: What is a process? Date: 1995/09/26 Message-ID: <44817t$73i@nuscc.nus.sg>#1/1 references: <442ouq$1ai@nuscc.nus.sg> newsgroups: rec.games.corewar Erik Max Francis (max@alcyone.darkside.com) wrote: : lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) writes: : > What happens to the original code? : Nothing. The idea with having multiple processes is just that a given : "team" (side) can own more than one instruction pointer. Just as in : single-process Corewar each team has one instruction pointer, and : these instruction pointers execute "simultaneously," with multiple- : process Corewar each team can have more than one instruction pointer. : New instruction pointers are created with the SPL instruction, and : when an process executes a bad instruction, that process dies, but the : other processes continue operating normally. When there are no : processes left, that team loses. Does that mean that I win if I can junk all the enemy code floating around? TIA. -- Calvin Loh From: John Subject: Re: Minor PIZZA change Date: 1995/09/26 Message-ID: <44980j$luj@geraldo.cc.utexas.edu>#1/1 references: <447mrh$n5e@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar >When you "ask" a question like that and don't get any response, it's >very likely either: > >1. everybody feels like you: ambivolent, or >2. people are thinking about it. >(or 3. Scott is busy right now :-) ) > >P-space is still very young. I think new experiments would be >welcome. Thank you for acknoweledging my existence. That's a step in the right direction...! :) Well, then think everybody. Puzzle 'till your puzzlers are sore. -John From: stst@idnsun.gpct.Vanderbilt.Edu (Stefan Strack) Subject: Re: Minor PIZZA change Date: 1995/09/26 Message-ID: <9509261818.AA13252@idnsun.gpct.Vanderbilt.Edu.noname>#1/1 newsgroups: rec.games.corewar Jon Wilkinson (jwilkinson@mail.utexas.edu) wrote: >Well, I requested long ago that TUC implemenet of 5x100 battle setup... As Tuc hinted to earlier, rounds will go from 100 to 250 on all stormking and pizza hills by Oct. 1, except for the -94m hill which will be raised from 200 to 500 rounds. This is a compromise between decreasing the score variability and keeping the turn-around time acceptable. Thomas Davies, maintainer of the pizza hills, will clone the -94 hill so that all submission go to a hill with a 5*50 rounds setup as well, but only if there's sufficient interest. So, if you would like to test the effect of breaking up battles, *email* him (sd@ecst.csuchico.edu) or me. -Stefan From: Beppe Bezzi Subject: Re: Minor PIZZA change Date: 1995/09/26 Message-ID: <199509261452.PAA00711@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar > >Well, I requested long ago that TUC implemenet of 5x100 battle setup... > >He said he wanted to see what the newgroup thought. > >I posted the idea. > >I got very little response... > I see no real need to change from 100 battles to 5*100 or 1*500, but I have nothing against; apart that testing on my machine will take 5 times more, and five times half an hour for my 12 battles times 100 rounds benchmark is _a_lot_ more. I'll go on testing with but 100 battles as I do now. > >-John From: tuc@news.stormking.com (Scott J. Ellentuch) Subject: Re: Minor PIZZA change Date: 1995/09/26 Message-ID: <448p8c$bt9@valhalla.stormking.com>#1/1 references: <447mrh$n5e@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John (jwilkinson@mail.utexas.edu) wrote: : Well, I requested long ago that TUC implemenet of 5x100 battle setup... Um, John, not to pick a nit.... But I run Stormking.Com .... And as for upping the battles, (Stefan and Thos will probably kill me but) WATCH THIS SPACE FOR AN IMPORTANT ANNOUNCEMENT SOON REGARDING THIS..... (Perhaps, lets say, before October 1) Tuc -- * --- --- |Scott J. Ellentuch, Pres | The Telecom Security Group * * | | | |Comm. and Comp. Security | (Storm King family of Companies) * * | |__|__ |Consultants and Engineers | P.O. Box 69, Newburgh, NY 12551 * From: han@imag.fr (Jay "Thierry" Han) Subject: Re: Minor PIZZA change Date: 1995/09/26 Message-ID: #1/1 references: <447mrh$n5e@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar In article <447mrh$n5e@geraldo.cc.utexas.edu> John writes: > Well, I requested long ago that TUC implemenet of 5x100 battle setup... > He said he wanted to see what the newgroup thought. > I posted the idea. > I got very little response... > Is that good or bad? Could you guys at least vote or something? Just > reply yes or no, or mail TUC or something... I dunno. > If eveybody thinks this is a bad idea, please tell ME, because I can't > think of any reason not to do this... When you "ask" a question like that and don't get any response, it's very likely either: 1. everybody feels like you: ambivolent, or 2. people are thinking about it. (or 3. Scott is busy right now :-) ) P-space is still very young. I think new experiments would be welcome. -=< Jay "Thierry" Han >=- Jay.Han@imag.fr Bull-IMAG/Systemes. 2, av. Vignate. ZI Mayencin II, 38610 Gieres. Tel: +33 76.63.48.50. Fax: 76.54.76.15. Perso: 61, rue Thiers. 38000 Grenoble. 76.46.11.26. From: John Subject: Re: one-pass scanners Date: 1995/09/26 Message-ID: <449gnv$roo@geraldo.cc.utexas.edu>#1/1 references: <1995Sep26.112750@acad.drake.edu> newsgroups: rec.games.corewar >One-pass scanning has been a cyclical strategy. Someone puts one up and >does very well. Others copy. Then people add boot-and-decoy and drive >the one-passers off. Then people strip out the b&d to save startup time. >Then one-passers appear again. The first one-passers were b-scanners, >then cmp-scanners, now mov/cmp-scanners, each reincarnation being faster >than the last, but all with the same Achilles' heel. >-- >Paul Kline >pk6811s@acad.drake.edu Indeed, I've noticed similar oddness... The thing is, I'm estimating about 4-7 -successful- challenges to the Hill per day. This makes for very rapid evolution... which does have the interesting side effect of having very little point spread between the top and bottom warrior. At the moment, the King is less than 20 points above the last place warrior. That's only about 15% differnce... Perhaps, instead of instituting the 5x100 system, we should add more spaces to the hill? This would slow down the rapid change of the hill, and allow good warriors to stay on longer? Something to think about. At least, -I'll- be thinking about it. :) -John From: stst@vuse.vanderbilt.edu (Stefan Strack) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 1995/09/26 Message-ID: newsgroups: rec.games.corewar,rec.answers,news.answers Archive-name: games/corewar-faq Last-Modified: 95/08/06 Version: 3.4 These are the Frequently Asked Questions (and answers) from the Usenet newsgroup rec.games.corewar. A plain text version of this document is posted every two weeks. The hypertext version is available as _________________________________________________________________ Table of Contents 1. What is Core War 2. Is it Core War or Core Wars? 3. Where can I find more information about Core War? 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? 5. What is ICWS'94? Which simulators support ICWS'94? 6. What is the ICWS? 7. What is TCWN? 8. How do I join? 9. What is the EBS? 10. Where are the Core War archives? 11. Where can I find a Core War system for ...? 12. I do not have FTP. How do I get all this great stuff? 13. I do not have access to Usenet. How do I post and receive news? 14. Are there any Core War related WWW sites? 15. When is the next tournament? 16. What is KotH? How do I enter? 17. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 18. How does SLT (Skip if Less Than) work? 19. What is the difference between in-register and in-memory evaluation? 20. What does (expression or term of your choice) mean? 21. Other questions? _________________________________________________________________ What is Core War? Core War is a game played by two or more programs (and vicariously by their authors) written in an assembly language called Redcode and run in a virtual computer called MARS (for Memory Array Redcode Simulator). The object of the game is to cause all processes of the opposing program to terminate, leaving your program in sole posession of the machine. There are Core War systems available for most computer platforms. Redcode has been standardized by the ICWS, and is therefore transportable between all standard Core War systems. [ToC] _________________________________________________________________ Is it "Core War" or "Core Wars"? Both terms are used. Early references were to Core War. Later references seem to use Core Wars. I prefer "Core War" to refer to the game in general, "core wars" to refer to more than one specific battle. [ToC] _________________________________________________________________ Where can I find more information about Core War? Core War was first described in the Core War Guidelines of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in Scientific American which discussed Core War, starting with the May 1984 article. Those articles are contained in two anthologies: Author: Dewdney, A. K. Title: The Armchair Universe: An Exploration of Computer Worlds Published: New York: W. H. Freeman (c) 1988 ISBN: 0-7167-1939-8 Library of Congress Call Number: QA76.6 .D517 1988 Author: Dewdney, A. K. Title: The Magic Machine: A Handbook of Computer Sorcery Published: New York: W. H. Freeman (c) 1990 ISBN: 0-7167-2125-2 (Hardcover), 0-7167-2144-9 (Paperback) Library of Congress Call Number: QA76.6 .D5173 1990 A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. [ToC] _________________________________________________________________ Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? A draft of the official standard (ICWS'88) is available as . This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorial, and . Steven Morrell (morrell@math.utah.edu) is preparing a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. Mail him for a preliminary version. Michael Constant (mconst@csua.berkeley.edu) is reportedly working on a beginner's introduction. [ToC] _________________________________________________________________ What is ICWS'94? Which simulators support ICWS'94? There is an ongoing discussion about future enhancements to the Redcode language. A proposed new standard, dubbed ICWS'94, is currently being evaluated. A major change is the addition of "instruction modifiers" that allow instructions to modify A-field, B-field or both. Also new is a post-increment indirect addressing mode and unrestricted opcode and addressing mode combination ("no illegal instructions"). ICWS'94 is backwards compatible; i.e. ICWS'88 warriors will run correctly on an ICWS'94 system. Take a look at the ICWS'94 draft for more information. You can try out the new standard by submitting warriors to the '94 hills of the KotH servers. Two corewar systems currently support ICWS'94, pMARS (many platforms) and Redcoder (Mac), both available at ftp.csua.berkeley.edu. [ToC] _________________________________________________________________ What is the ICWS? About one year after Core War first appeared in Sci-Am, the "International Core War Society" (ICWS) was established. Since that time, the ICWS has been responsible for the creation and maintenance of Core War standards and the running of Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). [ToC] _________________________________________________________________ What is TCWN? Since March of 1987, "The Core War Newsletter" (TCWN) has been the official newsletter of the ICWS. It is published quarterly and recent issues are also available as Encapsulated PostScript files. [ToC] _________________________________________________________________ How do I join? For more information about joining the ICWS (which includes a subscription to TCWN), or to contribute an article, review, cartoon, letter, joke, rumor, etc. to TCWN, please contact: Jon Newman 13824 NE 87th Street Redmond, WA 98052-1959 email: jonn@microsoft.com (Note: Microsoft has NO affiliation with Core War. Jon Newman just happens to work there, and we want to keep it that way!) Current annual dues are $15.00 in US currency. [ToC] _________________________________________________________________ What is the EBS? The Electronic Branch Section (EBS) of the ICWS is a group of Core War enthusiasts with access to electronic mail. There are no fees associated with being a member of the EBS, and members do reap some of the benefits of full ICWS membership without the expense. For instance, the ten best warriors submitted to the EBS tournament are entered into the annual ICWS tournament. All EBS business is conducted in the rec.games.corewar newsgroup. The current goal of the EBS is to be at the forefront of Core War by writing and implementing new standards and test suites. [ToC] _________________________________________________________________ Where are the Core War archives? Many documents such as the guidelines and the ICWS standards along with previous tournament Redcode entries and complete Core War systems are available via anonymous ftp from (128.32.149.19) in the /pub/corewar directories. Also, most of past rec.games.corewar postings (including Redcode source listings) are archived there. Jon Blow (blojo@csua.berkeley.edu) is the archive administrator. When uploading to /pub/corewar/incoming, ask Jon to move your upload to the appropriate directory and announce it on the net. Much of what is available on soda is also available on the German archive at iraun1.ira.uka.de (129.13.10.90) in the /pub/x11/corewars directory. The plain text version of this FAQ is automatically archived by news.answers. [ToC] _________________________________________________________________ Where can I find a Core War system for . . . ? Core War systems are available via anonymous ftp from ftp.csua.berkeley.edu in the /pub/corewar/systems directory. Currently, there are UNIX, IBM PC-compatible, Macintosh, and Amiga Core War systems available there. It is a good idea to check for program updates first. CAUTION! There are many, many Core War systems available which are NOT ICWS'88 (or even ICWS'86) compatible available at various archive sites other than ftp.csua.berkeley.edu. Generally, the older the program - the less likely it will be ICWS compatible. Reviews of Core War systems would be greatly appreciated in the newsgroup and in the newsletter. Below is a not necessarily complete or up-to-date list of what's available at ftp.csua.berkeley.edu: MADgic41.lzh - corewar for the Amiga, v4.1 MAD4041.lzh - older version? MAD50B.lha - corewar for the Amiga, beta version 5.0 Redcoder-21.hqx - corewar for the Mac, supports ICWS'88 and '94 (without extensions) core-11.hqx - corewar for the Mac core-wars-simulator.hqx - same as core-11.hqx? corewar_unix_x11.tar.Z - corewar for UNIX/X-windows, ICWS'86 but not ICWS'88 compatible koth31.tar.Z - corewar for UNIX/X-windows. This program ran the former KotH server at intel.com koth.shar.Z - older version kothpc.zip - port of older version of KotH to the PC deluxe20c.tar.Z - corewar for UNIX (broken X-windows or curses) and PC mars.tar.Z - corewar for UNIX, likely not ICWS'88 compatible icons.zip - corewar icons for MS-Windows macrored.zip - a redcode macro-preprocessor (PC) c88v49.zip - PC corewar, textmode display mars88.zip - PC corewar, graphics mode display corwp302.zip - PC corewar, textmode display, slowish mercury2.zip - PC corewar written in assembly, fast! mtourn11.zip - tournament scheduler for mercury (req. 4DOS) pmars08s.zip - portable system, ICWS'88 and '94, runs on UNIX, PC, Mac, Amiga. C source archive pmars08s.tar.Z - same as above pmars08.zip - PC executables with graphics display, req 386+ macpmars02.sit.hqx - pMARS executable for Mac (port of version 0.2) buggy, no display MacpMARS.10.cpt.hqx - port of v0.6 for the Mac, with display and debugger MacpMARS.10s.cpt.hqx - C source (MPW, ThinkC) for Mac frontend ApMARS03.lha - pMARS executable for Amiga (port of version 0.3.1) wincor11.zip - MS-Windows system, shareware ($15) [ToC] _________________________________________________________________ I do not have FTP. How do I get all this great stuff? There is an ftp email server at ftpmail@decwrl.dec.com. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. If you don't have access to the net at all, send me a 3.5 '' diskette in a self-addressed disk mailer with postage and I will mail it back with an image of the Core War archives in PC format. My address is at the end of this post. [ToC] _________________________________________________________________ I do not have access to Usenet. How do I post and receive news? To receive rec.games.corewar articles by email, join the COREWAR-L list run on the Stormking.Com list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@stormking.com. You can send mail to corewar-l@stormking.com to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (tuc@stormking.com). Another server that allows you to post (but not receive) articles is available. Email your post to rec-games-corewar@cs.utexas.edu and it will be automatically posted for you. [ToC] _________________________________________________________________ Are there any Core War related WWW sites? You bet. Each of the two KotH sites sport a world-wide web server. Stormking's Core War page is ; pizza's is . A third WWW site is in Koeln, Germany: . Last but not least, Stephen Beitzel's "Unofficial Core War Page" is . All site are in varying stages of construction, so it would be futile to list here what they have to offer. [ToC] _________________________________________________________________ When is the next tournament? The ICWS holds an annual tournament. Traditionally, the deadline for entering is the 15th of December. The EBS usually holds a preliminary tournament around the 15th of November and sends the top finishers on to the ICWS tournament. Informal double-elimination and other types of tournaments are held frequently among readers of the newsgroup; watch there for announcements or contact me. [ToC] _________________________________________________________________ What is KotH? How do I enter? King Of The Hill (KotH) is an ongoing Core War tournament available to anyone with email. You enter by submitting via email a Redcode program (warrior) with special comment lines. You will receive a reply indicating how well your program did against the current top programs "on the hill". There are two styles of KotH tournaments, "classical" and "multi-warrior". The "classical" KotH is a one-on-one tournament, that is your warrior will play 100 battles against each of the 20 other programs currently on the Hill. You receive 3 points for each win and 1 point for each tie. (The existing programs do not replay each other, but their previous battles are recalled.) All scores are updated to reflect your battles and all 21 programs are ranked from high to low. If you are number 21 you are pushed off the Hill, if you are higher than 21 someone else is pushed off. In "multi-warrior" KotH, all warriors on the hill fight each other at the same time. Score calculation is a bit more complex than for the one-on-one tournament. Briefly, points are awarded based on how many warriors survive until the end of a round. A warrior that survives by itself gets more points than a warrior that survives together with other warriors. Points are calculated from the formula (W*W-1)/S, where W is the total number of warriors and S the number of surviving warriors. The pMARS documentation has more information on multi-warrior scoring. The idea for an email-based Core War server came from David Lee. The original KotH was developed and run by William Shubert at Intel starting in 1991, and discontinued after almost three years of service. Currently, KotHs based on Bill's UNIX scripts but offering a wider variety of hills are are running at two sites: "koth@stormking.com" is maintained by Scott J. Ellentuch (tuc@stormking.com) and "pizza@ecst.csuchico.edu" by Thomas H. Davies (sd@ecst.csuchico.edu). Up until May '95, the two sites provided overlapping services, i.e. the some of the hill types were offered by both "pizza" and "stormking". To conserve resources, the different hill types are now divided up among the sites. The way you submit warriors to both KotHs is pretty much the same. Therefore, the entry rules described below apply to both "pizza" and "stormking" unless otherwise noted. Entry rules for King of the Hill Corewar: 1) Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. 2) Put a line starting with ";redcode" (or ";redcode-94, etc., see below) at the top of your program. This MUST be the first line. Anything before it will be lost. If you wish to receive mail on every new entrant, use ";redcode verbose". Otherwise you will only receive mail if a challenger makes it onto the hill. Use ";redcode quiet" if you wish to receive mail only when you get shoved off the hill. (Also, see 5 below). Additionally, adding ";name " and ";author " will be helpful in the performance reports. Do NOT have a line beginning with ";address" in your code; this will confuse the mail daemon and you won't get mail back. In addition, it would be nice if you have lines beginning with ";strategy" that describe the algorithm you use. There are currently seven separate hills you can select by starting your program with ;redcode-b, ;redcode-94, ;redcode-94x, ;redcode, ;redcode-icws, ;redcode-94m or ;redcode-94xm. The former three run at "pizza", the latter four at "stormking". More information on these hills is listed below. 3) Mail this file to koth@stormking.com or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). 4) Within a few minutes you should get mail back telling you whether your program assembled correctly or not. If it did assemble correctly, sit back and wait; if not, make the change required and re-submit. 5) In an hour or so you should get more mail telling you how your program performed against the current top 20 (or 10) programs. If no news arrives during that time, don't worry; entries are put in a queue and run through the tournament one at a time. A backlog may develop. Be patient. If your program makes it onto the hill, you will get mail every time a new program makes it onto the hill. If this is too much mail, you can use ";redcode[-??] quiet" when you first mail in your program; then you will only get mail when you make it on the top 20 list or when you are knocked off. Using ";redcode[-??] verbose" will give you even more mail; here you get mail every time a new challenger arrives, even if they don't make it onto the top 20 list. Often programmers want to try out slight variations in their programs. If you already have a program named "foo V1.0" on the hill, adding the line ";kill foo" to a new program will automatically bump foo 1.0 off the hill. Just ";kill" will remove all of your programs when you submit the new one. The server kills programs by assigning an impossibly low score; it may therefore take another successful challenge before a killed program is actually removed from the hill. SAMPLE ENTRY: ;redcode ;name Dwarf ;author A. K. Dewdney ;strategy Throw DAT bombs around memory, hitting every 4th memory cell. ;strategy This program was presented in the first Corewar article. bomb DAT #0 dwarf ADD #4, bomb MOV bomb, @bomb JMP dwarf END dwarf ; Programs start at the first line unless ; an "END start" pseudo-op appears to indicate ; the first logical instruction. Also, nothing ; after the END instruction will be assembled. Here are the Specs for the various hills: ICWS'88 Standard Hill Specs: (Accessed with ";redcode", available at "stormking") hillsize: 20 warriors rounds: 100 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: ICWS '88 ICWS Annual Tournament Hill Specs: (Accessed with ";redcode-icws", available at "stormking") hillsize: 20 warriors rounds: 100 coresize: 8192 instructions max. processes: 8000 per program duration: After 100,000 cycles, a tie is declared. max. entry length: 300 minimum distance: 300 instruction set: ICWS '88 ICWS'94 Draft Hill Specs: (Accessed with ";redcode-94", available at "pizza") hillsize: 20 warriors rounds: 100 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft ICWS'94 Beginner's Hill Specs: (Accessed with ";redcode-b", available at "pizza") hillsize: 20 warriors rounds: 100 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft max. age: after 100 successful challenges, warriors are retired. ICWS'94 Experimental (Big) Hill Specs: (Accessed with ";redcode-94x", available at "pizza") hillsize: 20 warriors rounds: 100 coresize: 55440 max. processes: 10000 duration: after 500,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 instruction set: extended ICWS '94 Draft ICWS'94 Draft Multi-Warrior Hill Specs: (Accessed with ";redcode-94m", available at "stormking") hillsize: 10 warriors rounds: 200 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft ICWS'94 Experimental (Big) Multi-Warrior Hill Specs: (Accessed with ";redcode-94xm", available at "stormking") hillsize: 20 warriors rounds: 100 coresize: 55440 max. processes: 10000 duration: after 500,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 instruction set: extended ICWS '94 Draft If you just want to get a status report without actually challenging the hills, send email with ";status" as the message body (and don't forget "Subject: koth" for "pizza"). If you send mail to "pizza" with "Subject: koth help" you will receive instructions that may be more up to date than those contained in this document. At stormking, a message body with ";help" will return brief instructions. If you submit code containing a ";test" line, your warrior will be assembled but not actually pitted against the warriors on the hill. All hills run portable MARS (pMARS) version 0.8, a platform-independent corewar system available at ftp.csua.berkeley.edu. The '94 and '94x hills allow three experimental opcodes and addressing modes currently not covered in the ICWS'94 draft document: SEQ - Skip if EQual (synonym for CMP) SNE - Skip if Not Equal NOP - (No OPeration) * - indirect using A-field as pointer { - predecrement indirect using A-field } - postincrement indirect using A-field [ToC] _________________________________________________________________ Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? Core is initialized to DAT 0, 0. This is an "illegal" instruction under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you write a DAT 0, 0 instruction - only DAT #0, #0. So this begs the question, how to compare something to see if it is empty core. The answer is, most likely the instruction before your first instruction and the instruction after your last instruction are both DAT 0, 0. You can use them, or any other likely unmodified instructions, for comparison. Note that under ICWS'94, DAT 0, 0 is a legal instruction. [ToC] _________________________________________________________________ How does SLT (Skip if Less Than) work? SLT gives some people trouble because of the way modular arithmetic works. It is important to note that all negative numbers are converted to positive numbers before a battles begins. Example: (-1) becomes (M - 1) where M is the memory size. Once you realize that all numbers are treated as positive, it is clear what is meant by "less than". It should also be clear that no number is less than zero. [ToC] _________________________________________________________________ What is the difference between in-register and in-memory evaluation? These terms refer to the way instruction operands are evaluated. The '88 Redcode standard ICWS'88 is unclear about whether a simulator should "buffer" the result of A-operand evaluation before the B-operand is evaluated. Simulators that do buffer are said to use in-register evaluation, those that don't, in-memory evaluation. ICWS'94 clears this confusion by mandating in-register evaluation. Instructions that execute differently under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV and MOD where the effective address of the A-operand is modified by evaluation of the B-operand. This is best illustrated by an example: L1 mov L2, mov.i #0,impsize Bootstrapping Strategy of copying the active portion of the program away from the initial location, leaving a decoy behind and making the relocated program as small as possible. B-Scanners Scanners which only recognize non-zero B-fields. example add #10,scan scan jmz example,10 C Measure of speed, equal to one location per cycle. Speed of light. CMP-Scanner A Scanner which uses a CMP instruction to look for opponents. example add step,scan scan cmp 10,30 jmp attack jmp example step dat #20,#20 Color Property of bombs making them visible to scanners, causing them to attack useless locations, thus slowing them down. example dat #100 Core-Clear code that sequentially overwrites core with DAT instructions; usually the last part of a program. Decoys Bogus or unused instructions meant to slow down Scanners. Typically, DATs with non-zero B-fields. DJN-Stream (also DJN-Train) Using a DJN command to rapidly decrement core locations. example ... ... djn example,<4000 Dwarf the prototypical small bomber. Gate-busting (also gate-crashing) technique to "interweave" a decrement-resistant imp-spiral (e.g. MOV 0, 2668) with a standard one to overrun imp-gates. Hybrids warriors that combine two or more of the basic strategies, either in sequence (e.g. stone->paper) or in parallel (e.g. imp/stone). Imp Program which only uses the MOV instruction. example MOV 0, 1 or example MOV 0, 2 MOV 0, 2 Imp-Gate A location in core which is bombed or decremented continuously so that an Imp can not pass. Also used to describe the program-code which maintains the gate. example ... ... SPL 0, mov.i #0,impsize Mirror see reflection. On-axis/off-axis On-axis scanners compare two locations M/2 apart, where M is the memory size. Off-axis scanners use some other separation. Optimal Constants (also optima-type constants) Bomb or scan increments chosen to cover core most effectively, i.e. leaving gaps of uniform size. Programs to calculate optimal constants and lists of optimal numbers are available at ftp.csua.berkeley.edu. Paper A Paper-like program. One which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. Pit-Trapper (also Slaver, Vampire). A program which enslaves another. Usually accomplished by bombing with JMPs to a SPL 0 pit with an optional core-clear routine. Quick Scan 2c scan of a set group of core locations with bombing if anything is found. Both of the following codes snips scan 16 locations and check for a find. If anything is found, it is attacked, otherwise 16 more locations are scanned. Example: start s1 for 8 ;'88 scan cmp start+100*s1, start+100*s1+4000 ;check two locations mov #start+100*s1-found, found ;they differ so set pointer rof jmn attack, found ;if we have something, get it s2 for 8 cmp start+100*(s2+6), start+100*(s2+6)+4000 mov #start+100*(s2+6)-found, found rof found jmz moveme, #0 ;skip attack if qscan found nothing attack cmp @found, start-1 ;does found points to empty space? add #4000, found ;no, so point to correct location mov start-1, @found ;move a bomb moveme jmp 0, 0 In ICWS'94, the quick scan code is more compact because of the SNE opcode: start ;'94 scan s1 for 4 sne start+400*s1, start+400*s1+100 ;check two locations seq start+400*s1+200, start+400*s1+300 ;check two locations mov #start+400*s1-found, found ;they differ so set pointer rof jmn which, found ;if we have something, get it s2 for 4 sne start+400*(s2+4), start+400*(s2+4)+100 seq start+400*(s2+4)+200, start+400*(s2+4)+300 mov #start+400*(s2+4)-found-100, found rof found jmz moveme, #0 ;skip attack if qscan found nothing add #100, -1 ;increment pointer till we get the which jmn -1, @found ;right place mov start-1, @found ;move a bomb moveme jmp 0, 0 Reflection Copy of a program or program part, positioned to make the active program invisible to a CMP-scanner. Replicator Generic for Paper. A program which makes many copies of itself, each copy also making copies. Self-Splitting Strategy of amplifying the number of processes executing a piece of code. example SPL 0 loop ADD #10, example MOV example, @example JMP loop Scanner A program which searches through core for an opponent rather than bombing blindly. Scissors A program designed to beat replicators, usually a (B-field scanning) vampire. Part of the Paper-Scissors-Stone analogy. Self-Repair Ability of a program to fix it's own code after attack. Silk A replicator which splits off a process to each new copy before actually copying the code. This allows it to replicate extremely quickly. This technique is only possible under the '94 draft, because it requires post-increment indirect addressing. Example: spl 1 mov.i -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov.i >-1, }-1 ;copy self to new location mov.i bomb, >2000 ;linear bombing mov.i bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat.f >2667, >5334 ;anti-imp bomb Slaver see Pit-Trapper. Stealth Property of programs, or program parts, which are invisible to scanners, accomplished by using zero B-fields and reflections. Stone A Stone-like program designed to be a small bomber. Part of the Paper-Scissors-Stone analogy. Stun A type of bomb which makes the opponent multiply useless processes, thus slowing it down. Example is referred to as a spl-jmp bomb. example spl 0 jmp -1 Two-Pass Core-Clear (also spl/dat Core-Clear) core clear that fills core first with SPL instructions, then with DATs. This is very effective in killing paper and certain imp-spiral variations. Vampire see Pit-Trapper. Vector Launch one of several means to start an imp-spiral running. As fast as Binary Launch, but requiring much less code. See also JMP/ADD Launch and Binary Launch. This example is one form of a Vector Launch: impsize equ 2667 example spl 1 ; extend by adding more spl 1's spl 1 djn.a @imp,#0 ; jmp @ a series of pointers dat #0,imp+(3*impsize) dat #0,imp+(2*impsize) dat #0,imp+(1*impsize) dat #0,imp+(0*impsize) imp mov.i #0,impsize [ToC] _________________________________________________________________ Other questions? Just ask in the rec.games.corewar newsgroup or contact me (address below). If you are shy, check out the Core War archives first to see if your question has been answered before. [ToC] _________________________________________________________________ Credits Additions, corrections, etc. to this document are solicited. Thanks in particular to the following people who have contributed major portions of this document: Paul Kline, Randy Graham. Mark Durham wrote the first version of the FAQ. The rec.games.corewar FAQ is Copyright 1995 and maintained by: Stefan Strack, PhD stst@vuse.vanderbilt.edu Dept. Molecular Physiol. and Biophysics stst@idnsun.gpct.vanderbilt.edu Rm. 762, MRB-1 stracks@vuctrvax.bitnet Vanderbilt Univ. Medical Center Voice: +615-322-4389 Nashville, TN 37232-6600, USA FAX: +615-322-7236 _________________________________________________________________ $Id: corewar-faq.html,v 3.4 1995/08/06 21:38:09 stst Exp stst $ From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: Agony II Date: 1995/09/26 Message-ID: <4493d5$aod@lastactionhero.rs.itd.umich.edu>#1/1 references: <446t9k$7gt@mozo.cc.purdue.edu> newsgroups: rec.games.corewar Myer R. Bremer (bremermr@elsun269.cc.purdue.edu) wrote: : :I think Agony does so well because the CMP command is the fastest : :way to scan core. While stones are fast,(1C for each attack) the CMP scanner : :does it's scanning at 2C. (the CMP instruction scans TWO locations : :in core at a time.) : :By the way, just how far ahead does Agony boot itself? (ahead meaning : :positive or negative locations in core?) : :John Lewis : I don't think Stefan is about to reveal to us his exact boot : distance. Nice try, though. : M R Bremer I was hoping he read his news really early (before coffee). :) From: John Subject: Minor PIZZA change Date: 1995/09/26 Message-ID: <447mrh$n5e@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar Well, I requested long ago that TUC implemenet of 5x100 battle setup... He said he wanted to see what the newgroup thought. I posted the idea. I got very little response... Is that good or bad? Could you guys at least vote or something? Just reply yes or no, or mail TUC or something... I dunno. If eveybody thinks this is a bad idea, please tell ME, because I can't think of any reason not to do this... Ah well, please respond. -John From: Peter Young Subject: Re: RedGen Source - Evolving Corewar Warriors Date: 1995/09/26 Message-ID: <447s6m$hh0@agate.berkeley.edu>#1/1 references: <446v1r$6p0@hermes.cair.du.edu> newsgroups: comp.ai.alife,rec.games.corewar The address worked for me this time around. Maybe the server was down or something. From: John Subject: Re: What is a process? Date: 1995/09/26 Message-ID: <447mdq$n5e@geraldo.cc.utexas.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <441nga$1b2@allnews.infi.net> <4448jv$8df@geraldo.cc.utexas.edu> <447cd2$ks6@allnews.infi.net> newsgroups: rec.games.corewar -Okay, ya gotta gimme another chance... -A process is a program in execution. The execution of a process must -progress in a sequential fashion (unless otherwise directed by the next -instruciton in the sequence. ie. a branch or skip) -A process is more than the program code. It also includes the current -activity, as represented by the value of the program counter and the contents -of the processor's registers (except in the case of Core Wars where registers -aren't used), as well as a data section containing global variables. -A process is an active entity, with a program counter specifying the next -instruction to be executed. -More than one process can be associated with the same program and they -are considered separate execution sequences. Once launched, they're on -their own. One program can 'spawn' one or more processes. It's like -turtle eggs hatching. (okay, bad example) - -Scott Except for the turtle egg comment, that was grade a material. :) You get a gold star! -John From: pk6811s@acad.drake.edu Subject: Re: Minor PIZZA change Date: 1995/09/27 Message-ID: <1995Sep27.105948@acad.drake.edu>#1/1 references: <447mrh$n5e@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar writes: > > I posted the idea. > > I got very little response... Take two aspirin, go to bed repeating the phrase: "it's just a game..." :-) It is great to have some enthusisatic (and successful!) participants. But what you are proposing (5x100 rounds) is not convincingly necessary for the health of CoreWar. It is a change in the environment that may favor one class of programs. Is that good? Most people are probably waiting to see how well pspacers perform in the existing environ before changing it to favor them. Also, if pspace is such a huge advantage, then maybe it would be a mistake to change the rules to make it even stronger. For now, let this be the Achille's heel of pspace - high variability in outcome - and see how various authors deal with it; maybe it can be overcome.. In real life, 'ingelligent' life forms sometimes make bad decisions. $.02 from: Paul Kline pk6811s@acad.drake.edu From: Beppe Bezzi Subject: P-space Date: 1995/09/27 Message-ID: <199509272225.XAA12771@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar It's more than a month we have p-space, let me try to make some consideration: P-warrior are *not* dominating the hill; currently in the 94 hill are half and half with standard warriors, and new versions of some 'old friend' is reappeared scoring well. Two warrior classes, stones and replicators, have disappeared, but scanners seem to be well alive and Thermite, the quick scanner, is scoring better than ever. Vampires have come back. Maybe because none has put anti-vamp component in new warriors, maybe because Magnus did a very good work and he did, (I know myVamp but I cannot give hints without permission :-) they are here, and vamps are wonderful brainwashing tools :-) A new class of warriors, (not sure they are a new class but I think yes) the p-attackers is appeared soon after the first p-warriors. I know for sure that there are not only Braiwash ad Brain Vamp to scramble p-space. If you want to know who are they submit a p-warrior configured so as it always switches on the same component and then again the same but make it read from p-space where to switch; you'll note some difference in scoring. P-scramblers, or brainwashers are weaker than p-warriors against non p-, because you have to pay something, time or space, to do a thing their enemies are indifferent at, but can score well against p-, expecially if they have sophisticated swithcers and specialized components. More on this in another article, together with Brain Wash code and some tips on brainwashing. BTW I'm curious to hear if Brain Wash has changed your approach to p-space; I think yes, because new warriors are less sensitive than older, but I would like to hear others opinions. Now I have tired you enough of empty speaking, let me go and look at results of Jack, *not* a brainwasher, and then write something about Brain Wash. -Beppe Bezzi From: pan0178@comune.bologna.it (MV) Subject: Re: What is a process? Date: 1995/09/27 Message-ID: <199509271406.KAA17120@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar >-Okay, ya gotta gimme another chance... >-A process is a program in execution. The execution of a process must >-progress in a sequential fashion (unless otherwise directed by the next >-instruciton in the sequence. ie. a branch or skip) >-A process is more than the program code. It also includes the current >-activity, as represented by the value of the program counter and the contents >-of the processor's registers (except in the case of Core Wars where registers >-aren't used), as well as a data section containing global variables. >-A process is an active entity, with a program counter specifying the next >-instruction to be executed. >-More than one process can be associated with the same program and they >-are considered separate execution sequences. Once launched, they're on >-their own. One program can 'spawn' one or more processes. It's like >-turtle eggs hatching. (okay, bad example) >- >-Scott > >Except for the turtle egg comment, that was grade a material. :) > >You get a gold star! > > >-John > Yeah! But you forgot to tell us the difference between threads (also known as light processes) and heavy processes (also known simply as processes). ;-) I'm just kiddin' ;-P Maurizio From: ruhl@phoebe.cair.du.edu (Robert A. Uhl) Subject: Re: RedGen Source - Evolving Corewar Warriors Date: 1995/09/27 Message-ID: <44c5n4$dhu@hermes.cair.du.edu>#1/1 references: <446v1r$6p0@hermes.cair.du.edu> newsgroups: comp.ai.alife,rec.games.corewar In article , Erik Max Francis wrote: > >Ahem! There's a world of difference between shareware (or even >freeware!) and public domain. But if the compiler company allows shareware, which costs, then what would it have against PD, which is free, or freeware? PD does not mean program modifiable, but modification of resources (with a Mac, a program can easily be translated, new pictures added &c.) and source modification if it is included. The compiler company should have no problem with this. -- +------------------------------------------------------------------------+ | Bob Uhl | Spectre | `En touto nika' + | | U of D | Baron Robert von Raetzin | http://mercury.cair.du.edu/~ruhl/ | +------------------------------------------------------------------------+ From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: one-pass scanners Date: 1995/09/27 Message-ID: <44bscl$a1l@lastactionhero.rs.itd.umich.edu>#1/1 references: <1995Sep26.112750@acad.drake.edu> <449gnv$roo@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar That's an interesting idea. How much longer would it take to have a hill with 30 warriors on it? One of the things that I noticed was that I could get to the top of the begginer hill, but that warrior would not get on the regular hill. This makes it hard for me to fix the problems with this warrior. John Lewis John (jwilkinson@mail.utexas.edu) wrote: : >One-pass scanning has been a cyclical strategy. Someone puts one up and : >does very well. Others copy. Then people add boot-and-decoy and drive : >the one-passers off. Then people strip out the b&d to save startup time. : >Then one-passers appear again. The first one-passers were b-scanners, : >then cmp-scanners, now mov/cmp-scanners, each reincarnation being faster : >than the last, but all with the same Achilles' heel. : >-- : >Paul Kline : >pk6811s@acad.drake.edu : Indeed, I've noticed similar oddness... The thing is, I'm estimating : about 4-7 -successful- challenges to the Hill per day. This makes for : very rapid evolution... which does have the interesting side effect : of having very little point spread between the top and bottom warrior. : At the moment, the King is less than 20 points above the last place : warrior. That's only about 15% differnce... : Perhaps, instead of instituting the 5x100 system, we should add more : spaces to the hill? This would slow down the rapid change of the : hill, and allow good warriors to stay on longer? : Something to think about. At least, -I'll- be thinking about it. :) : -John From: jklewis@stimpy.us.itd.umich.edu (John Kipling Lewis) Subject: Re: Minor PIZZA change Date: 1995/09/27 Message-ID: <44bkb1$62p@lastactionhero.rs.itd.umich.edu>#1/1 references: <447mrh$n5e@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar I think that if this lessens the chance of fluke p-space problems and result then I am for it. From what I have heard there would be very little increase in time for results to return... sounds like a no lose situation. John Lewis (hey John, maybe we should start using our last names) :) John (jwilkinson@mail.utexas.edu) wrote: : Well, I requested long ago that TUC implemenet of 5x100 battle setup... : He said he wanted to see what the newgroup thought. : I posted the idea. : I got very little response... : Is that good or bad? Could you guys at least vote or something? Just : reply yes or no, or mail TUC or something... I dunno. : If eveybody thinks this is a bad idea, please tell ME, because I can't : think of any reason not to do this... : Ah well, please respond. : -John From: mreddy@glam.ac.uk (Mike Reddy) Subject: Re: RedGen Source - Evolving Corewar Warriors Date: 1995/09/27 Message-ID: #1/1 references: <446v1r$6p0@hermes.cair.du.edu> newsgroups: comp.ai.alife,rec.games.corewar In article <446v1r$6p0@hermes.cair.du.edu>, ruhl@phoebe.cair.du.edu (Robert A. Uhl) wrote: > Actually, you are allowed to distribute the program; the studetn > license allows shareware, so PD distribution shouldn't be any problem > whatsoever. Can someone confirm whether the license does allow software distribution? If you can put things in the public domain, then I will of course add the apps to the FTP site (ftp://ftp.comp.glam.ac.uk/pub/staff/mreddy/) as well as the sources. Yours Mike Reddy -- Email: mreddy@glam.ac.uk CU-Seeme: 193.63.130.40 (On Request) Web: http://www.comp.glam.ac.uk/pages/staff/mreddy/mreddy.html Snail: J228, Dept. of Computer Studies, University of Glamorgan, Pontypridd, Mid Glamorgan. CF37 1DL Wales, UK. +44 1443 482 240 Fax: +44 1443 482 715 From: John Subject: Re: Minor PIZZA change Date: 1995/09/27 Message-ID: <44agrr$lg0@geraldo.cc.utexas.edu>#1/1 references: <199509261452.PAA00711@iol-mail.iol.it> newsgroups: rec.games.corewar >I see no real need to change from 100 battles to 5*100 or 1*500, but I have >nothing against; apart that testing on my machine will take 5 times more, >and five times half an hour for my 12 battles times 100 rounds benchmark is >_a_lot_ more. > >I'll go on testing with but 100 battles as I do now. Why would your testing at home be effected by the 5x100 change? I usually run at least 1000 rounds or so per warrior before I up it to the Hill... and I wasn't planning on running 5000 rounds, because the hill does 5 times more... -John From: John Subject: Re: Minor PIZZA change Date: 1995/09/27 Message-ID: <44agn3$lg0@geraldo.cc.utexas.edu>#1/1 references: <447mrh$n5e@geraldo.cc.utexas.edu> <448p8c$bt9@valhalla.stormking.com> newsgroups: rec.games.corewar > Um, John, not to pick a nit.... But I run Stormking.Com .... >And as for upping the battles, (Stefan and Thos will probably kill me but) >WATCH THIS SPACE FOR AN IMPORTANT ANNOUNCEMENT SOON REGARDING THIS..... >(Perhaps, lets say, before October 1) > > Tuc Um, ok... I don't know what you're talking about, but my peepers are peeled. -John From: lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) Subject: Re: What is a process? Date: 1995/09/28 Message-ID: <44cv59$9fb@nuscc.nus.sg>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <442ouq$1ai@nuscc.nus.sg> <4448n1$8df@geraldo.cc.utexas.edu> <4456md$f7v@nuscc.nus.sg> <1995Sep25.084133@acad.drake.edu> <4481lo$73i@nuscc.nus.sg> newsgroups: rec.games.corewar With my newly acquired knowledge, I meditated over Steve Morrell's tutorial last night and the light dawned on me. Finally understand the first 4 warriors. The details of the 5th one, 'worm' still escapes me, but should not be unsolvable. Thanks to everyone who helped me. -- Calvin Loh From: arthur@camba.com Subject: Re: What is a process? Date: 1995/09/28 Message-ID: <44dffj$rfa@news.voicenet.com>#1/1 references: <43qjs2$sib@nuscc.nus.sg> newsgroups: rec.games.corewar On 21 Sep 1995 02:49:38 GMT, lohwengk@iscs.nus.sg (Loh Weng Keong Calvin) wrote: // I have just gone through the first 3 warriors in Steve Morrell's // corewar tutorial and came across a term I do not really // understand. What is meant by process? // Is a process a line of instruction? // Or is it the sequence of instructions making up the warrior? // TIA. // // -- // Calvin Loh Where would I be able to find this tutorial? -----BEGIN PGP PUBLIC KEY BLOCK----- Version: 2.6.2 mQCNAzBSf0wAAAEEALyWxjwL2QVqWJu4Zzw7WDpbG4tEvDIdSt6Gd3QMQYMXA/KZ 5FmyMLwoNxNJanLzqcFHoMohBtAfcMdtpZ5zWdQXoDu+ikIE5g1zQ9HCBJuV07dJ s/YkZLFet0oIVt/z4q0hCiTQaB0SxlsHNSF+kWFup4VYtpzIpE3O7o+VLaRNAAUR tBRBcnRodXIgQS4gVmFuZGVyYmlsdA== =5Af2 -----END PGP PUBLIC KEY BLOCK----- From: John Subject: Re: P-space Date: 1995/09/28 Message-ID: <44f8m7$sv3@geraldo.cc.utexas.edu>#1/1 references: <199509272225.XAA12771@iol-mail.iol.it> <1995Sep28.104806@acad.drake.edu> newsgroups: rec.games.corewar >Here's an approach to counter brainwashing: > > ldp.a #pstragy,wstragy > mod.a #10,wstragy >wstragy jmp @0,str1 > dat 0,str2 > dat 0,str3 > for 6 > dat 0,str1 ; preferred anti-brainwash strategy > rof > >If you are brainwashed by a random number or zero, then the mod.a #10 will pick >str1 most of the time. Hopefully str1 is a strategy that works well >against the brainwasher :-) > I think that's a bad idea. If str1 is good against the brainwasher, then the switching mechanism will find that str1 is good, and it will use str1. However, if str1 is bad, you are stuck using it over and over and over... in a loop, with only 2/9 chance of getting out. Logically, this approach would seem to only hurt your chances? Comments? >One pspace strategy that is *not* working as well as I had thought is pStone. >pStone switches a fast stone&coreclear with Die Hard with this logic: > > if stone loses switch to Die Hard > if Die Hard wins switch to stone > >Basically the stone beats most of the stand-still, non-pspacing opponents >like Agony, Torch, and Taking Names. And hides under Die Hard when it >loses. Since Die Hard can only beat a stand-still program, the stone waits >until then to reappear. Sort of a crawdad lifestyle. > >Unfortunately the other pspacers adapt to select replicators over stand-still >strategies and pStone winds up with a lot of ties, holding its score down. >Looks like a simple play-it-safe strategy won't quite cut it. Why are you switching Die Hard and a stone? Die Hard seams to beat all the same things that a stone beats. That seems like a fooish choice... Logically, you would want to run a scanner or scissors to kill things that Die Hard can't kill, right? I mean, that is what Pink was doing... And it was riding on top of the hill until you switched it up and pulled it off... -- -John K. Wilkinson- From: Peter Young Subject: Re: What is a process? Date: 1995/09/28 Message-ID: <44ep28$5av@agate.berkeley.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <442ouq$1ai@nuscc.nus.sg> <4448n1$8df@geraldo.cc.utexas.edu> <4456md$f7v@nuscc.nus.sg> <1995Sep25.084133@acad.drake.edu> <4481lo$73i@nuscc.nus.sg> newsgroups: rec.games.corewar Yeah, some warrior's will keep on looping... note, however, they can change the data they are acting on in the meantime, so they are not always doing exactly the same thing. A dwarf's a pretty good example of a program that keeps looping. An imp just copies itself into the next core space, which it proceeds to execute the next cycle. Oh, where's the tutorial? I could use something like that. From: Beppe Bezzi Subject: Re: P-space Date: 1995/09/28 Message-ID: <199509290128.CAA01797@iol-mail.iol.it> newsgroups: rec.games.corewar Paul Kline wrote: >Beppe Bezzi writes: >>... >> P-warrior are *not* dominating the hill; currently in the 94 hill are half >> and half with standard warriors, and new versions of some 'old friend' is >> reappeared scoring well. > >I'm _guessing_ this is due to the one-pass scan strategy used in most >of the p-warriors submitted so far(?) It is easily defeated by non-pspacers. > Maybe it's true. The problem with different kind of scanners is the big 'decoy' of others warrior's component you have to deal with. Doing this with a one shot scanner is much easier. Avoiding the scanner, as I did in my p-warriors, is even easier :-) >> Two warrior classes, stones and replicators, have disappeared, but scanners >> seem to be well alive and Thermite, the quick scanner, is scoring better >> than ever. > >Replicators were just about driven off by Withershins Thrice, Porch Swing, >and similar. ... Marcia Trionfale was driven off when the entry level of the hill raised to near 135, a score nearly inpossible for a pure replicator that cannot score more than 100 points against others replicators, is subject to scanners and has no more stones to eat. I have an idea of a replicator able to partially overcome the problem, but too little time to develop it; hope to appear soon on the hill with Marcia II >Thermite feeds on large pspace opponents, frequently >catching them during startup. A good qscanner can locate a large opponent >in under 20 cycles about half the time, and under 10 cycles about one-fourth >the time. 10 cycles = (20 compares) * (stepsize of 100) = 2000 core locations >sparsely scanned. > I know that, what's strange is that no others have appeared; I tried one with bad results. The scanning was OK, but after; what to do if you found something, carpet bombing, bombing through a and b fields? and what if not? never seen one before to have any idea. >> Vampires have come back. Maybe because none has put anti-vamp component in > >Vampires were driven off by Silk-style replicators using a-field indirect >bombing, which is very efficient anti-vamp strategy. But most of those >are gone. :-( > >> A new class of warriors, (not sure they are a new class but I think yes) the >> p-attackers is appeared soon after the first p-warriors. I know for sure >>... > >One of the neat things about brainwashing is that you don't have to win >the battle to be sucessful. The opponent is 'washed' for the next battle. :-))) > >Here's an approach to counter brainwashing: > > ldp.a #pstragy,wstragy > mod.a #10,wstragy >wstragy jmp @0,str1 > dat 0,str2 > dat 0,str3 > for 6 > dat 0,str1 ; preferred anti-brainwash strategy > rof > >If you are brainwashed by a random number or zero, then the mod.a #10 will pick >str1 most of the time. Hopefully str1 is a strategy that works well >against the brainwasher :-) > That's fine if you know how you are brainwashed. I'm near to publish Brain Wash, (I'd have done it now but this thread is cooler, and I hope BW will survive till tomorrow ;-) so I can tell that BW uses a paper module with a Bwashing pit, BVamp is even better because uses both vamp and paper to brainwash. Difficult to tune against both, I hope :-) Another thing I noted, and implemented in BW was to use *small* numbers as brainwashing soap. BW uses something beetween 5 and 8, don't remember ;-), that works very well with p-warriors like Pink checking the strategy for some rounds; using smaller numbers is even better, a 1 or 2 can foul every kind of switcher; I'll use it in next version. BTW during test I noticed some warriors did better when braiwashed than when Bw was off; we have a lot to learn on how to use p-space :-) >One pspace strategy that is *not* working as well as I had thought is pStone. >pStone switches a fast stone&coreclear with Die Hard with this logic: > > if stone loses switch to Die Hard > if Die Hard wins switch to stone > >Basically the stone beats most of the stand-still, non-pspacing opponents >like Agony, Torch, and Taking Names. And hides under Die Hard when it >loses. Since Die Hard can only beat a stand-still program, the stone waits >until then to reappear. Sort of a crawdad lifestyle. ^^^^^^^ What's a crawdad ? Just hope nothing sheek ;-) (got crazy to figure out what you meant) >Unfortunately the other pspacers adapt to select replicators over stand-still >strategies and pStone winds up with a lot of ties, holding its score down. >Looks like a simple play-it-safe strategy won't quite cut it. > Braiwash uses a very aggressive switching: keep on every winning strategy, Tornado included switch after a tie to the next, list include Firestorm, paper, and a sweep, not Tornado switch to Tornado if paper lose (I'm facing a scanner and Tornado is a near optimal killer) brainwash, with paper, if any other module lost. (I hope to meet a paper so as washing is complete) Jack in the box plays safe instead: keep on wins and tie switch after a loss Doing so I protect Tornado from Die Hard & co, I crush scanners, and I score average high against others. I'm surprised a so simple switcher, 8 lines 6/7 cycles, with so weak components, none scored good alone, can score so well; I'm just happy to have been king for some moments. >Paul Kline -Beppe Bezzi From: everard@infi.net (M. Scott Everard) Subject: Re: What is a process? Date: 1995/09/28 Message-ID: <44fa2n$t46@allnews.infi.net>#1/1 references: <199509271406.KAA17120@valhalla.stormking.com> newsgroups: rec.games.corewar In article <199509271406.KAA17120@valhalla.stormking.com>, pan0178@comune.bologna.it (MV) says: > >>-Okay, ya gotta gimme another chance... >>-A process is a program in execution. The execution of a process must >>-progress in a sequential fashion (unless otherwise directed by the next >>-instruciton in the sequence. ie. a branch or skip) >>-A process is more than the program code. It also includes the current >>-activity, as represented by the value of the program counter and the contents >>-of the processor's registers (except in the case of Core Wars where registers >>-aren't used), as well as a data section containing global variables. >>-A process is an active entity, with a program counter specifying the next >>-instruction to be executed. >>-More than one process can be associated with the same program and they >>-are considered separate execution sequences. Once launched, they're on >>-their own. One program can 'spawn' one or more processes. It's like >>-turtle eggs hatching. (okay, bad example) >>- >>-Scott >> >>Except for the turtle egg comment, that was grade a material. :) >> >>You get a gold star! >> >> >>-John >> >Yeah! But you forgot to tell us the difference between threads (also known >as light processes) and heavy processes (also known simply as processes). > >;-) >I'm just kiddin' ;-P > >Maurizio > Okay now... don't get me started! I can lecture for days on end! :) From: Peter Young Subject: Re: What is a process? Date: 1995/09/28 Message-ID: <44ep2e$5eg@agate.berkeley.edu>#1/1 references: <43qjs2$sib@nuscc.nus.sg> <43vq0s$3mb@allnews.infi.net> <440gar$nm0@geraldo.cc.utexas.edu> <442ouq$1ai@nuscc.nus.sg> <4448n1$8df@geraldo.cc.utexas.edu> <4456md$f7v@nuscc.nus.sg> <1995Sep25.084133@acad.drake.edu> <4481lo$73i@nuscc.nus.sg> newsgroups: rec.games.corewar Yeah, some warrior's will keep on looping... note, however, they can change the data they are acting on in the meantime, so they are not always doing exactly the same thing. A dwarf's a pretty good example of a program that keeps looping. An imp just copies itself into the next core space, which it proceeds to execute the next cycle. Oh, where's the tutorial? I could use something like that. From: pk6811s@acad.drake.edu Subject: Re: P-space Date: 1995/09/28 Message-ID: <1995Sep28.104806@acad.drake.edu>#1/1 references: <199509272225.XAA12771@iol-mail.iol.it> newsgroups: rec.games.corewar Beppe Bezzi writes: >... > P-warrior are *not* dominating the hill; currently in the 94 hill are half > and half with standard warriors, and new versions of some 'old friend' is > reappeared scoring well. I'm _guessing_ this is due to the one-pass scan strategy used in most of the p-warriors submitted so far(?) It is easily defeated by non-pspacers. > Two warrior classes, stones and replicators, have disappeared, but scanners > seem to be well alive and Thermite, the quick scanner, is scoring better > than ever. Replicators were just about driven off by Withershins Thrice, Porch Swing, and similar. Thermite feeds on large pspace opponents, frequently catching them during startup. A good qscanner can locate a large opponent in under 20 cycles about half the time, and under 10 cycles about one-fourth the time. 10 cycles = (20 compares) * (stepsize of 100) = 2000 core locations sparsely scanned. > Vampires have come back. Maybe because none has put anti-vamp component in > new warriors, maybe because Magnus did a very good work and he did, (I know Vampires were driven off by Silk-style replicators using a-field indirect bombing, which is very efficient anti-vamp strategy. But most of those are gone. > A new class of warriors, (not sure they are a new class but I think yes) the > p-attackers is appeared soon after the first p-warriors. I know for sure >... One of the neat things about brainwashing is that you don't have to win the battle to be sucessful. The opponent is 'washed' for the next battle. Here's an approach to counter brainwashing: ldp.a #pstragy,wstragy mod.a #10,wstragy wstragy jmp @0,str1 dat 0,str2 dat 0,str3 for 6 dat 0,str1 ; preferred anti-brainwash strategy rof If you are brainwashed by a random number or zero, then the mod.a #10 will pick str1 most of the time. Hopefully str1 is a strategy that works well against the brainwasher :-) One pspace strategy that is *not* working as well as I had thought is pStone. pStone switches a fast stone&coreclear with Die Hard with this logic: if stone loses switch to Die Hard if Die Hard wins switch to stone Basically the stone beats most of the stand-still, non-pspacing opponents like Agony, Torch, and Taking Names. And hides under Die Hard when it loses. Since Die Hard can only beat a stand-still program, the stone waits until then to reappear. Sort of a crawdad lifestyle. Unfortunately the other pspacers adapt to select replicators over stand-still strategies and pStone winds up with a lot of ties, holding its score down. Looks like a simple play-it-safe strategy won't quite cut it. Paul Kline pk6811s@acad.drake.edu From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's Beginner Hill Date: 1995/09/28 Message-ID: <44ek0h$inq@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar For up to the second scores and info, visit the West Coast's premiere corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth Current Status of the Internet Pizza Server Beginner Hill: (accessed with ";redcode-b") 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. instruction set: ICWS '94 Draft Last challenge: Wed Sep 27 11:17:59 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 57/ 4/ 39 Rabbits Maurizio Vittuari 209 49 2 52/ 3/ 44 uhhhhum Magnus Paulsson 201 38 3 53/ 34/ 13 Mythicon v1.1a G. Eadon 172 6 4 47/ 29/ 24 Eft v1.2 Maurizio Vittuari 164 83 5 43/ 33/ 25 Obvious John K. Lewis 153 99 6 38/ 2/ 31 Rabbits Maurizio Vittuari 144 56 7 26/ 13/ 61 ShadowImp Robert J. Street 138 21 8 37/ 37/ 27 Test-D G. Eadon 136 1 9 37/ 45/ 18 Maya v2.0 Christoph C. Birk 130 25 10 28/ 34/ 38 double Kurt Franke 122 9 11 30/ 35/ 16 CoreClear v0.3 Anonymous 105 71 12 8/ 17/ 75 JumpCrawler .21 KDavis 99 16 13 8/ 17/ 75 JumpCrawler 2 KDavis 99 18 14 30/ 65/ 5 Pebbles v1.2 (9+) Christoph C. Birk 95 51 15 16/ 37/ 48 REVENGE! Jonathan West 95 14 16 2/ 21/ 76 He-He can't kill me! 2 Jonathan West 83 15 17 4/ 27/ 69 ShadowSlaver v.13 Robert J. Street 81 17 18 12/ 46/ 42 Testing 1 2 3 Kurt Franke 79 10 19 13/ 65/ 22 Jumper John Lewis 61 2 20 10/ 3/ 1 Emc2 v1.0B Maurizio Vittuari 32 82 21 2/ 2/ 1 Test-C G. Eadon 8 3 A new experiment will be unleashed October 1st. By popular demand, all hills will be increased from 100 to 250 round battles. Also, the -94x hill will be replaced with a new 5*50 round hill. Submissions to this hill will be mirrored from the -94 hill, no special switches will be necessary. -- -------------+-------------------------------------------------------------- SPL 0, <-5 | Brought to you by the Internet Pizza Server! MOV 1, >-6 | DAT >-7, 12 | Mail with a subject of "koth help" to pizza@ecst.csuchico.edu END | or try for info! From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's Experimental '94 Hill Date: 1995/09/28 Message-ID: <44ek0c$inp@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar For up to the second scores and info, visit the West Coast's premiere corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth Current Status of the Internet Pizza Server Experimental '94 Hill: (accessed with ";redcode-94x") Hill Specs: coresize: 55440 max. processes: 10000 duration: after 500,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 instruction set: ICWS '94 Draft Last challenge: Sun Sep 3 07:39:19 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 46/ 31/ 23 Illusion-94/55 Randy Graham 161 6 2 43/ 31/ 26 Ptest 01 X Beppe Bezzi 155 2 3 32/ 21/ 47 Aleph 1 Jay Han 144 51 4 40/ 37/ 23 Stimpy v2.0 Brant D. Thomsen 144 44 5 32/ 24/ 43 Lucky 13 Stefan Strack 141 195 6 42/ 46/ 11 I Can't Drive 55 Randy W. Graham 139 13 7 29/ 22/ 49 Blue Funk Steven Morrell 135 43 8 29/ 23/ 48 Der Zweite Blitzkrieg - 9 Mike Nonemacher 135 151 9 30/ 26/ 44 Variation G-1 Jay Han 134 153 10 38/ 42/ 20 Squeeky Randy Graham 133 10 11 37/ 40/ 23 ivscan6b J.Layland 133 53 12 36/ 40/ 25 Miss Understanding Derek Ross 132 4 13 27/ 23/ 50 NotSoBigImps James Layland 130 49 14 19/ 7/ 74 TimeScapeX (0.1) J. Pohjalainen 130 15 15 36/ 42/ 22 Miss Careless Derek Ross 129 1 16 35/ 41/ 24 Fscan Jay Han 129 37 17 39/ 51/ 10 still testing... big vers Mike Nonemacher 128 14 18 37/ 51/ 12 Rave B4.1 Stefan Strack 124 150 19 23/ 23/ 54 Marcia Trionfale 0.2 x Beppe Bezzi 124 5 20 37/ 51/ 11 Test Stefan Strack 124 25 21 32/ 48/ 20 Genocide 94x Mike Nonemacher 116 19 A new experiment will be unleashed October 1st. By popular demand, all hills will be increased from 100 to 250 round battles. Also, the -94x hill will be replaced with a new 5*50 round hill. Submissions to this hill will be mirrored from the -94 hill, no special switches will be necessary. -- -------------+-------------------------------------------------------------- SPL 0, <-5 | Brought to you by the Internet Pizza Server! MOV 1, >-6 | DAT >-7, 12 | Mail with a subject of "koth help" to pizza@ecst.csuchico.edu END | or try for info! From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's '94 Pizza Hill Date: 1995/09/28 Message-ID: <44ek09$ino@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar For up to the second scores and info, visit the West Coast's premiere corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth Current Status of the Internet Pizza Server ICWS '94 Draft Hill: (accessed with ";redcode-94") Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 instruction set: ICWS '94 Draft Last challenge: Thu Sep 28 09:40:20 PDT 1995 # %W/ %L/ %T Name Author Score Age 1 36/ 30/ 33 Torch t18 P.Kline 142 8 2 37/ 34/ 29 Thermite 1.0 Robert Macrae 139 571 3 35/ 30/ 35 Eureka! Maurizio Vittuari 139 2 4 31/ 23/ 46 Jack in the box Beppe Bezzi 138 3 5 33/ 29/ 38 Phq Maurizio Vittuari 137 110 6 33/ 32/ 34 TR Maurizio Vittuari 134 33 7 39/ 44/ 17 Agony II Stefan Strack 134 848 8 35/ 36/ 28 Simple Ptest M R Bremer 134 138 9 32/ 31/ 37 Brain Vamp B.Bezzi, M.Paulsson 134 29 10 39/ 47/ 14 Bevo! v.1d John Wilkinson 132 103 11 38/ 44/ 18 Taking Names P.Kline 131 36 12 34/ 38/ 28 myVamp v3.5 Paulsson 130 68 13 33/ 37/ 30 Fun v.f John K. Wilkinson 129 111 14 15/ 1/ 84 Die Hard P.Kline 129 93 15 24/ 20/ 56 pStone P.Kline 127 4 16 31/ 35/ 35 Fun v.g2d2 John K. Wilkinson 127 27 17 32/ 38/ 30 Armory - A5 Wilkinson 126 147 18 31/ 36/ 34 Brain Wash 11 Beppe Bezzi 126 113 19 35/ 45/ 20 sdrawkcaB Steven Morrell 126 163 20 13/ 12/ 76 theMystery1.5 Paulsson 113 1 21 0/ 0/ 5 theMystery1.4 Paulsson 5 6 A new experiment will be unleashed October 1st. By popular demand, all hills will be increased from 100 to 250 round battles. Also, the -94x hill will be replaced with a new 5*50 round hill. Submissions to this hill will be mirrored from the -94 hill, no special switches will be necessary. -- -------------+-------------------------------------------------------------- SPL 0, <-5 | Brought to you by the Internet Pizza Server! MOV 1, >-6 | DAT >-7, 12 | Mail with a subject of "koth help" to pizza@ecst.csuchico.edu END | or try for info! From: pan0178@comune.bologna.it (MV) Subject: Re: (no subject) Date: 1995/09/29 Message-ID: <199509292223.SAA18587@valhalla.stormking.com>#1/1 newsgroups: rec.games.corewar >Hey, hey! With the long-awaited arival of a replicator, my Bevo has finally gotten >some grass to munch on. :) It actually pulled ahead of Agony! Whoohoo! > >I feel just like Darth Vader when he killed Obi Wan... :) > >Of course, in the movie, Obi Wan came back more powerful than Darth could imagine... >Uh oh, that's a bad omen... > >-John > mmmhhh... Every reference to my poor Rabbits is merely wanted! :-( Never mind John 'Darth Vader' ! May the farce be with you! ...in the meantime I'll kill my warrior... :-P (hoping someday my Rabbits will drink your Bevo! ;-) Maurizio From: Beppe Bezzi Subject: Brain Wash Date: 1995/09/29 Message-ID: <199509291935.UAA05787@iol-mail.iol.it> newsgroups: rec.games.corewar One month after their appearance on the hill, p-warriors are not dominating it, even if they have such a powerful tool like p-space that should allow them to score optimal results against all warrior classes. The reasons for this may be many, I like to think one of these is Brain Wash. Brain Wash uses p-space in active mode, using a simple switching routine to try opposing enemy with best component, and uses p-scrambling to attack enemy p-space not to do real damage, a simple MOD is enough to protect your warrior, but to force it switching to a wrong strategy. BW can switch beetween five attack modules: Firestorm, general purpose incendiary bomber, paper, multipass sweep, Tornado, used only when paper loses and the brainwasher that's the paper module with a brainwashing pit attached; using a smart switching I can fit all in 100 lines and still have some spacers. The switcher is very simple: -Win :-) OK go on with same. -Tie :-| Change to next; Firestorm or paper only. -Loss :-( -Paper or brainwasher lost -> enemy scanner -> Tornado bomber. -Firestorm or Tornado lost -> enemy paper or stone imp -> Brainwasher. Simple and self braiwashing resistent. Now the code: ;----------------------- ;redcode-94 ;name Brain Wash 11 ;author Beppe Bezzi ;strategy headache, bad thoughts, combat stress ? ;strategy you need a good Brain Wash :-) ;strategy v 11 little changes ;assert CORESIZE == 8000 ;kill Brain Wash org think ;think first. My grandma told me often :-) _RES equ #0 ;last result _STR equ # ;-strategy in use soap equ 6 ;to put in opponents p-space count equ 750 step equ 55 away equ ;boot distance bcount equ #533 dest1 equ 3740 dest2 equ 1860 firest bootgt mov gate, away mov gate+2, away booincr mov incr, away+23 mov bombm, away+23 boot mov djmp, away+8 mov clr, gate djmp djn.b clr, {gate+2 b for 12 dat 0,0 rof incr dat 2*step, 2*step bombm mov step, >step for 0 note that Firestorm, sweep and Tornado share some code and boot. This allows me to save lot of space Needs some work, done in part with Brain Vamp, and there is a small bug in Tornado clear, but works. rof ;--Tornado bomber setup bomber mov.ab bcount, jump add.f bombm, incr mov.i bombm2, bombm mov.i bstone, stone stp.ab #3, _STR ;if wins continue jmp bootgt bstone mov *step+2, *(2*step)+2 bombm2 mov step, 1 ;This works very well; thanx Paul ;----Sweep setup sweep mov.i bjmp1, bjmp mov.ab #away-3,booincr jmp bootgt bjmp1 jmp @-3 ;-- Think module think res ldp.ab _RES, #0 str ldp.a _STR, str1 ;load strategy in use sne.ab #0, res ;check result jmp bwash1 ;lost go for brainwash jmn.a win, @res ;win ? tie add.a #1, str1 ;tie change strat mod.a #3, str1 ;secure result no Tornado win stp.ab str1, _STR str1 jmp @0, paper ;0 dat 0, firest ;1 dat 0, sweep ;2 dat 0, bomber ;3 ;-- Brainwashing and paper module bwash1 slt.ab str1, #4 ;just brainwashed ? jmp bomber ;yes and lost, go for bomber jmz.a bomber, str1 ;paper lost? yes -> bomber bwash stp.ab #0, _STR ;no -> bwasher spl 1, <1000 ;dobles processes in use to include bwash pit paper spl 1, <300 ;\ spl 1, <300 ;-> generate 7 consecutive processes mov -1, 0 silk spl @0, -1 ;copy self to new location mov bomba, }1001 mov bomba, }2001 mov {silk, dest2 bomba dat <-2666, {1 ;multi use bomb, against imps and clears. Bad with both :-( brain stp.ab #soap, _STR ;fixed value seems to work better wash spl brain, From: Beppe Bezzi Subject: Warrior aging Date: 1995/09/29 Message-ID: <199509291026.LAA00553@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar We are starting a new Pizza -94 hill with 5*50 rond matches; that could be good for trying a different aging system. Now if I send a new version of a warrior, killing the old one, every warrior ages one even if none risked a bit to be pushed off; that's not IMO fair. A warrior should age only if it survives a real attack to for having seen an enemy replace another for a turnover. We can make a warrior age only if the outgoing warrior has a score >100, in such a way even if one kills some test warriors, clearing some slots, the next warriors entering, without a fight, won't age till the next *real* challenge. I know there is not enough time for a debate, but we can try it; the new hill has been made to compare score variability with different number of rounds, we can make it a test for new aging system too. From: jwilkinson@mail.utexas.edu Subject: (no subject) Date: 1995/09/29 Message-ID: <44h5tq$8ml@geraldo.cc.utexas.edu>#1/1 newsgroups: rec.games.corewar Hey, hey! With the long-awaited arival of a replicator, my Bevo has finally gotten some grass to munch on. :) It actually pulled ahead of Agony! Whoohoo! I feel just like Darth Vader when he killed Obi Wan... :) Of course, in the movie, Obi Wan came back more powerful than Darth could imagine... Uh oh, that's a bad omen... -John From: user@portal.dx.net (mneumenth) Subject: Re: Warrior aging Date: 1995/09/29 Message-ID: <44icaa$9bh@portal.dx.net>#1/1 references: <199509291026.LAA00553@iol-mail.iol.it> <44ibs2$8n7@portal.dx.net> newsgroups: rec.games.corewar Please forgive my last post. I meant the old warriors age, not score(repeated slaping and yelping sounds can be heard). Mneumenth From: user@portal.dx.net (mneumenth) Subject: Re: Brain Wash Date: 1995/09/29 Message-ID: <44ic6g$96a@portal.dx.net>#1/1 references: <199509291935.UAA05787@iol-mail.iol.it> newsgroups: rec.games.corewar I guess my idea of a shared P-Space was liked. I remember that STANDARD P-Space isn't shared, and can't be scrambled without an enemy process. Or did I TOTALLY miss-read that original Protected-Space announcement post... And if you don't get that first sentence, than my newsreader wasn't the only hungry one that day. Mneumenth, cyborg dragon of Earth, helper of Dominia and Doom newbies, and collector of music CD's by unknown artists and of movie soundtracks. mneumenth@kernvalley.com From: user@portal.dx.net (mneumenth) Subject: Re: Warrior aging Date: 1995/09/29 Message-ID: <44ibs2$8n7@portal.dx.net>#1/1 references: <199509291026.LAA00553@iol-mail.iol.it> newsgroups: rec.games.corewar :In article <199509291026.LAA00553@iol-mail.iol.it>, :Beppe Bezzi wrote: :>We are starting a new Pizza -94 hill with 5*50 rond matches; that could be :>good for trying a different aging system. :> :>Now if I send a new version of a warrior, killing the old one, every :warrior :>ages one even if none risked a bit to be pushed off; that's not IMO fair. A :>warrior should age only if it survives a real attack to for having seen an :>enemy replace another for a turnover. :>We can make a warrior age only if the outgoing warrior has a score >100, in :>such a way even if one kills some test warriors, clearing some slots, the :>next warriors entering, without a fight, won't age till the next *real* :>challenge. :> :>I know there is not enough time for a debate, but we can try it; the new :>hill has been made to compare score variability with different number of :>rounds, we can make it a test for new aging system too. :> How about this, too. If the name is the same, and there is a version statement, give the new version the old one's score. I've had a couple of Beginner-hill warriors that I didn't upgrade, because I didn't want to have an "unfair advantage." I decided against this, even though the new ones were VASTLY superior, because I figured that that's like submitting a warrior multiple times. Do it enough, and the competition gets knocked off. Mneumenth, cyborg dragon of Earth, helper of Dominia and Doom newbies, and collector of music CD's by unknown bands and of movie soundtracks. mneumenth@kernvalley.com From: jwilkinson@mail.utexas.edu Subject: Re: (no subject) Date: 1995/09/29 Message-ID: <44i02v$ruh@geraldo.cc.utexas.edu>#1/1 references: <199509292223.SAA18587@valhalla.stormking.com> newsgroups: rec.games.corewar pan0178@comune.bologna.it (MV) wrote: >>Hey, hey! With the long-awaited arival of a replicator, my Bevo has finally gotten >>some grass to munch on. :) It actually pulled ahead of Agony! Whoohoo! >> >>I feel just like Darth Vader when he killed Obi Wan... :) >> >>Of course, in the movie, Obi Wan came back more powerful than Darth could imagine... >>Uh oh, that's a bad omen... >> >Every reference to my poor Rabbits is merely wanted! :-( >Never mind John 'Darth Vader' ! >May the farce be with you! I don't know about the farce, but I see your schwarz is as big as mine! >...in the meantime I'll kill my warrior... :-P >(hoping someday my Rabbits will drink your Bevo! ;-) ACK! I checked the standings! You -did- kill Rabbits! And now Agony has pulled ahead again. :( Ah well... Bevo had his day in the sun. I'm hoping that more replicators will appear soon... Bevo is still hungry. :) -John- From: jwilkinson@mail.utexas.edu Subject: Re: Warrior aging Date: 1995/09/29 Message-ID: <44hvme$ruh@geraldo.cc.utexas.edu>#1/1 references: <199509291026.LAA00553@iol-mail.iol.it> newsgroups: rec.games.corewar >We can make a warrior age only if the outgoing warrior has a score >100, in >such a way even if one kills some test warriors, clearing some slots, the >next warriors entering, without a fight, won't age till the next *real* >challenge. > >I know there is not enough time for a debate, but we can try it; the new >hill has been made to compare score variability with different number of >rounds, we can make it a test for new aging system too. Sorry to burst your bubble there, Beppe. But, according to your system, no warrior would ever make it past age 0. :) However, I agree, if the warrior which fell of the Hill has been 'kill'ed, then no other warriors should age. -John- From: jwilkinson@mail.utexas.edu Subject: Re: P-space Date: 1995/09/29 Message-ID: <44hjse$j3t@geraldo.cc.utexas.edu>#1/1 references: <199509272225.XAA12771@iol-mail.iol.it> <1995Sep28.104806@acad.drake.edu> <44f8m7$sv3@geraldo.cc.utexas.edu> <1995Sep29.115231@acad.drake.edu> newsgroups: rec.games.corewar >> I think that's a bad idea. If str1 is good against the brainwasher, then the >> switching mechanism will find that str1 is good, and it will use str1. >> >> However, if str1 is bad, you are stuck using it over and over and over... in >> a loop, with only 2/9 chance of getting out. >Well, this code only gives some protection against random-number brainwashing. > >The idea is that if you are brainwashed, you can still retain some control >over what strategy you select. If that strategy works well then great, >if not, then too bad. But without some built-in protection, random >brainwashing causes you to select randomly among your strategies, bad >and good. Ah, but if your warrior contained a single strategy that could beat the brainwasher, then as soon as the brainwasher brainwashed you into using that strategy, then you would then beat the brainwasher... and it couldn't wash you any more? If you've got a warrior that you're likely to switch to after a brainwash, then after the washer gets you, it would be likely to get you again and again. Hmmm... I don't see what condition it would be helpful under... do you? >An intelligent brainwasher could probe your strategies by washing your >pspace with zero, one, two, etc., and see how you perform against >his own programs. Then select a washing number and appropriate strategy >for the rest of the battles. Oooh... that'd be nifty. Of course, would it be -successful-? >A simpler model would make washing a natural part of all your strategies, >using zero as a wash number. This would force your opponent to act like >a non-intelligent program with whatever strategy he has at zero. He >could respond by putting something safe like Die Hard at zero - even >better he could put Die Hard in nine positions and something else in >the other one, making it hard for you to force him out :-) I feel >like I'm rambling... Exactly, if I had Die Hard in my corner, that's what I'd do. :) -John- From: pk6811s@acad.drake.edu Subject: Re: P-space Date: 1995/09/29 Message-ID: <1995Sep29.115231@acad.drake.edu>#1/1 references: <199509272225.XAA12771@iol-mail.iol.it> <1995Sep28.104806@acad.drake.edu> <44f8m7$sv3@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar John writes: > I think that's a bad idea. If str1 is good against the brainwasher, then the > switching mechanism will find that str1 is good, and it will use str1. > > However, if str1 is bad, you are stuck using it over and over and over... in > a loop, with only 2/9 chance of getting out. Well, this code only gives some protection against random-number brainwashing. The idea is that if you are brainwashed, you can still retain some control over what strategy you select. If that strategy works well then great, if not, then too bad. But without some built-in protection, random brainwashing causes you to select randomly among your strategies, bad and good. An intelligent brainwasher could probe your strategies by washing your pspace with zero, one, two, etc., and see how you perform against his own programs. Then select a washing number and appropriate strategy for the rest of the battles. A simpler model would make washing a natural part of all your strategies, using zero as a wash number. This would force your opponent to act like a non-intelligent program with whatever strategy he has at zero. He could respond by putting something safe like Die Hard at zero - even better he could put Die Hard in nine positions and something else in the other one, making it hard for you to force him out :-) I feel like I'm rambling... > Why are you switching Die Hard and a stone? Die Hard seams to beat all the same > things that a stone beats. That seems like a fooish choice... Logically, you > would want to run a scanner or scissors to kill things that Die Hard can't kill, > right? I mean, that is what Pink was doing... And it was riding on top of the hill > until you switched it up and pulled it off... Think of pStone as a stone with a backup plan. Simple fast p-code. Die Hard gets about 20% wins against Agony and Taking Names. The stone gets about 50% wins. And I'm working on trying other components that could deal with replicators. Actually Pink's performance was falling off terribly as more pspacers appeared. It was based on running trials of a few battles and some of the pspacers are switching faster than that. Paul Kline pk6811s@acad.drake.edu From: jwilkinson@mail.utexas.edu Subject: Re: Warrior aging Date: 1995/09/30 Message-ID: <44k2m6$7hv@geraldo.cc.utexas.edu>#1/1 references: <199509291026.LAA00553@iol-mail.iol.it> <44ibs2$8n7@portal.dx.net> <44id2r$79f@geraldo.cc.utexas.edu> <44k08u$sn2@portal.dx.net> newsgroups: rec.games.corewar >No, that's sorta cheesy... I mean, you could submit a scanner, and >when all the papers start falling off the hill, then just submit a stone with the >same name. I mean, that's an extreme example, but the whole point of >giving a score to a warrior, is that it is ONE warrior that got the score... >isn't it? >-John- >I guess your newsreader ate the following post for lunch. I mistyped >score when I meant age. Say I have a program of age 279, and I make some >improvements. I don't want to start over at age 0. No, I understood. If you submit a change to a warrior, that warrior should lose it's score. Because, if you change it, it is a new warrior, and thus might not have been able to achieve the previous warrior's score. I think it's axiomatic... Of course the idea of 'score' might be improved past simply the age of the warrior. Perhaps we could give a warrior one point if they are in slot twenty, two if they are second from the bottom, ... , and 20 points if they are in the first slot? -John- From: user@portal.dx.net (mneumenth) Subject: Re: Warrior aging Date: 1995/09/30 Message-ID: <44k08u$sn2@portal.dx.net>#1/1 references: <199509291026.LAA00553@iol-mail.iol.it> <44ibs2$8n7@portal.dx.net> <44id2r$79f@geraldo.cc.utexas.edu> newsgroups: rec.games.corewar :In article <44id2r$79f@geraldo.cc.utexas.edu>, : wrote: :>user@portal.dx.net (mneumenth) wrote: :> :>>How about this, too. If the name is the same, and there is a version :>>statement, give the new version the old one's score. I've had a couple :>>of Beginner-hill warriors that I didn't upgrade, because I didn't want to :>>have an "unfair advantage." I decided against this, even though the new :>>ones were VASTLY superior, because I figured that that's like submitting :>>a warrior multiple times. Do it enough, and the competition gets knocked :>>off. :>> :>>mneumenth@kernvalley.com :> :>No, that's sorta cheesy... I mean, you could submit a scanner, and :when all :>the papers start falling off the hill, then just submit a stone with the :>same name. I mean, that's an extreme example, but the whole point of :giving :>a score to a warrior, is that it is ONE warrior that got the score... :isn't it? > :>-John- :>I guess your newsreader ate the following post for lunch. I mistyped score when I meant age. Say I have a program of age 279, and I make some improvements. I don't want to start over at age 0. Mneumenth, cyborg dragon of Earth, helper of Dominia and Doom newbies, and collector of music CD's by unknown bands and of music soundtracks. mneumenth@kernvalley.com From: jwilkinson@mail.utexas.edu Subject: Re: Warrior aging Date: 1995/09/30 Message-ID: <44id2r$79f@geraldo.cc.utexas.edu>#1/1 references: <199509291026.LAA00553@iol-mail.iol.it> <44ibs2$8n7@portal.dx.net> newsgroups: rec.games.corewar user@portal.dx.net (mneumenth) wrote: >How about this, too. If the name is the same, and there is a version >statement, give the new version the old one's score. I've had a couple >of Beginner-hill warriors that I didn't upgrade, because I didn't want to >have an "unfair advantage." I decided against this, even though the new >ones were VASTLY superior, because I figured that that's like submitting >a warrior multiple times. Do it enough, and the competition gets knocked >off. > >mneumenth@kernvalley.com No, that's sorta cheesy... I mean, you could submit a scanner, and when all the papers start falling off the hill, then just submit a stone with the same name. I mean, that's an extreme example, but the whole point of giving a score to a warrior, is that it is ONE warrior that got the score... isn't it? -John- From: ruhl@phoebe.cair.du.edu (Robert A. Uhl) Subject: Re: P-space Date: 1995/09/30 Message-ID: <44i33l$91h@hermes.cair.du.edu>#1/1 references: <199509290128.CAA01797@iol-mail.iol.it> newsgroups: rec.games.corewar In article <199509290128.CAA01797@iol-mail.iol.it>, Beppe Bezzi wrote: > >>until then to reappear. Sort of a crawdad lifestyle. > ^^^^^^^ >What's a crawdad ? Just hope nothing sheek ;-) (got crazy to figure out what >you meant) A crawdad is an American creature also known as a crayfish or crawfish. It looks a lot like a 3 inch long lobster (no, I will not convert that to metric). They are delicious. The expression comes from the fact that crayfish are always hiding. -- +------------------------------------------------------------------------+ | Bob Uhl | Spectre | `En touto nika' + | | U of D | PGG FR No. 42 | http://mercury.cair.du.edu/~ruhl/ | +------------------------------------------------------------------------+ From: y91magpa@ida.liu.se (Magnus Paulsson) Subject: How to cheat Date: 1995/09/30 Message-ID: #1/1 newsgroups: rec.games.corewar Have a look at this warrior that I wrote when thinking of the part of the score that you get from fighting yourself. ;How to score 150 against your own wariors! pin 111 org check check ldp.a #0,ptr jmp ptr dat 0,start ptr jmp @0,loss ; make use of the asymetry of dat 0,win ; one warrior losing and one winning! dat 0,start loss stp.ab #843,#952 ldp.ab #773,#0 seq.ab loss,-1 jmp start dat 0 win stp.ab #843,#773 ldp.ab #952,#0 seq.ab loss,-1 jmp start dat 0 start djn.f 0,<-1 Put something like this in your warior and it won't tie as much against it self. (I'm not sure that the score agains oneself counts on the hill) This could give you a point or so on the hill. (I used this in myVamp 3.8 but then itscored a lot less than 3.7, so ????) (At first I had a bug that made it fall of the hill, leaving the 3.7 that I tried to kill of :-), that bug is still there) I haven't tested the idea of putting another warior on the hill with the same PIN, but if you have a couple of warriors on the hill! Somehow this must be changed, at least on the one warior hills. /Magnus Paulsson From: max@alcyone.darkside.com (Erik Max Francis) Subject: Re: RedGen Source - Evolving Corewar Warriors Date: 1995/09/30 Message-ID: <0Tc0BD1w200w@alcyone.darkside.com>#1/1 references: <44c5n4$dhu@hermes.cair.du.edu> newsgroups: comp.ai.alife,rec.games.corewar ruhl@phoebe.cair.du.edu (Robert A. Uhl) writes: > But if the compiler company allows shareware, which costs, then what > would it have against PD, which is free, or freeware? Freeware and public domain are completely different things. Freeware means that you are free to do with the materials what you like, but the original author still holds the copyright. (This means that you can't modify them and rerelease them as your own.) Public domain means that you waive your copyright on the material. (This means that someone _can_ rerelease the materials as their own.) Even if you use your definition where freeware is the same as public domain (which I reiterate that it is not), I don't see how this argument is supposed to hold water. First, what compiler are you talking about -- the redcode compiler, or the compiler in which the MARS[-like] virtual machine was written in? Second, how do you expect the license that comes with the compiler to affect what is written with it? (There are always clauses which distinguish between the compiler itself and what you write with it.) Erik Max Francis, &tSftDotIotE // uuwest!alcyone!max, max@alcyone.darkside.com San Jose, CA, USA // 37 20 07 N 121 53 38 W // GIGO, Omega, Psi // the 4th R! H.3`S,3,P,3$S,#$Q,C`Q,3,P,3$S,#$Q,3`Q,3,P,C$Q,#(Q.#`-"C`- // 1love // folasade _Omnia quia sunt, lumina sunt._ // mc2? oo? Nah. // http://www.spies.com/max/ From: Beppe Bezzi Subject: Re: P-space Date: 1995/09/30 Message-ID: <199509301210.NAA06682@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar > >>An intelligent brainwasher could probe your strategies by washing your >>pspace with zero, one, two, etc., and see how you perform against >>his own programs. Then select a washing number and appropriate strategy >>for the rest of the battles. > >Oooh... that'd be nifty. Of course, would it be -successful-? > A third-generation brainwasher, just an idea don't know if one can implement it and if it would ever work, can vamp you, force you to scan your p-space till you find a nonzero value, read and store it and, from then on, he can braiwash you with but a simple bomb, and use itself different strategies to attack and brainwash. Hypnotism, more than Brainwashing :-) >>A simpler model would make washing a natural part of all your strategies, >>using zero as a wash number. This would force your opponent to act like >>a non-intelligent program with whatever strategy he has at zero. He >>could respond by putting something safe like Die Hard at zero - even >>better he could put Die Hard in nine positions and something else in >>the other one, making it hard for you to force him out :-) I feel >>like I'm rambling... > >Exactly, if I had Die Hard in my corner, that's what I'd do. :) > Die Hard is getting a bit softer :-) Its losses are growing a bit. And what about others warriors? You can defend yourself from Brainwashing, but doing so you pay to others; your stategic part will grow in size and/or boot time for Thermite pleasure. Sounds good, the balance is kept, no single strategy will dominate the hill. >>Paul Kline >-John- > -Beppe From: Beppe Bezzi Subject: Re: Warrior aging Date: 1995/09/30 Message-ID: <199509301210.NAA06678@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar John Wilkinson wrote: >>We can make a warrior age only if the outgoing warrior has a score >100,= in >Sorry to burst your bubble there, Beppe. But, according to your system, >no warrior would ever make it past age 0. :) > Why ? Maybe I didn't explain well, look at this example: 5 slots hill filled of new warriors, none has aged till now, they are the first 5 warriors submitted. Warrior score age Alfa 150 0 Bravo 145 0 Charlie 140 0 Delta 135 0 Echo 130 0 Unknown 0 0 This is the last 21=B0 at Pizza Now I submit Foxtrot warrior and it scores more than Echo, the hill will look something so: Warrior score age Alfa 150 1 warriors aged because Echo score is > 100 Bravo 145 1 Charlie 140 1 Delta 135 1 Foxtrot 132 1 Echo 130 0 And so on .. If now I kill Delta to submit Delta2 the old Delta will score very low, 5-10 points at Pizza, and Delta2 will enter without changing others age, amd starting at age 0, he still has no merit for being here. Using warrior names is not fair because there is no control that a warrior named Gorilla 2 is an evolution of Gorilla 1, and in any case it's another warrior. Should Stefan submit Agony III he has to restart from zero not from= 850 >However, I agree, if the warrior which fell of the Hill has been 'kill'ed, >then no other warriors should age. > >-John- > -Beppe From: Beppe Bezzi Subject: Re: P-space Date: 1995/09/30 Message-ID: <199510010052.BAA10724@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar Jonathan West wrote: > >What's brainwashing have to do with corewars? How does one >program "Brainwash" another? > Some programs use p-space, a protected memory area, to store results of previous rounds and other informations, useful to change strategy according to the outcome of the match. A Brainwasher manage to force another program to execute instructions (STP) that fill of garbish this area, so as the 'intelligent' program get confused and uses wrong strategies against him. This can be accomplished in some different ways, there have been some articles in the newsgroup, the common thing is that you have to use an opponent's process because you cannot directly access enemy p-space. Published brainwashing warriors are my Brain Wash and Steven Morrell's PGP -Beppe Bezzi Gaudeamus igitur ... From: Beppe Bezzi Subject: Re: Newbie Q: what is ;assert? Date: 1995/09/30 Message-ID: <199510010053.BAA10730@iol-mail.iol.it>#1/1 newsgroups: rec.games.corewar >>Sorry for the newbie question, but I can't seem to figure out what >>;assert is for: >> >>Warning: >> Missing ';assert'. Warrior may not work with the current >>setting >>Number of warnings: 1 >> >I've been playing for a while now, and I still don't get the point of >that thing myself. :) > >Most of my warriors have ";assert 1" as the line right under the ";strategy" >lines. That'll get rid of the error message, if you want to do it. > ;assert is a condition of the environment that has to be met for the warrior to function properly. For example, if you have imps you must have a CORESIZE == 8000 assert line, so that, if you submit your warrior to the wrong hill the compiler aborts and warns you. More examples are in p-mars.doc -Beppe >-John > From: Jonathan West <73742.1715@CompuServe.COM> Subject: Re: P-space Date: 1995/09/30 Message-ID: <44kccm$p1e$2@mhafm.production.compuserve.com>#1/1 references: <1995Sep28.104806@acad.drake.edu> newsgroups: rec.games.corewar What's brainwashing have to do with corewars? How does one program "Brainwash" another? -- This is a .sig virus. Please copy me into your signature From: Jonathan West <73742.1715@CompuServe.COM> Subject: Re: What is a process? Date: 1995/09/30 Message-ID: <44kc7h$p1e$1@mhafm.production.compuserve.com>#1/1 references: <447cd2$ks6@allnews.infi.net> newsgroups: rec.games.corewar Here is my Definition: "A procces is a thing." -- This is a .sig virus. Please copy me into your signature From: jwilkinson@mail.utexas.edu Subject: Re: Newbie Q: what is ;assert? Date: 1995/09/30 Message-ID: <44k6cv$aa5@geraldo.cc.utexas.edu>#1/1 references: <44k567$7gc@netnews.upenn.edu> newsgroups: rec.games.corewar >Sorry for the newbie question, but I can't seem to figure out what >;assert is for: > >Warning: > Missing ';assert'. Warrior may not work with the current >setting >Number of warnings: 1 > I've been playing for a while now, and I still don't get the point of that thing myself. :) Most of my warriors have ";assert 1" as the line right under the ";strategy" lines. That'll get rid of the error message, if you want to do it. -John From: dherbst@gradient.cis.upenn.edu (Darrel Herbst) Subject: Newbie Q: what is ;assert? Date: 1995/09/30 Message-ID: <44k567$7gc@netnews.upenn.edu>#1/1 newsgroups: rec.games.corewar Sorry for the newbie question, but I can't seem to figure out what ;assert is for: Warning: Missing ';assert'. Warrior may not work with the current setting Number of warnings: 1 From: y91magpa@ida.liu.se (Magnus Paulsson) Subject: Die Hard Date: 1995/09/30 Message-ID: #1/1 newsgroups: rec.games.corewar Program "Die Hard" (length 90) by "P.Kline" (contact address "PDK@ADMIN.DRAKE.EDU"): ;strategy minimal kill+, maximal survival myVamp v3.7 wins: 49 Die Hard wins: 27 Ties: 24 Naah, not that hard ;-) Sorry, just had to brag a bit. /Paulsson