From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: Is Corewars Dangerous Date: 1997/02/02 Message-ID: <19970202.170943.8382.2.KWirsing@juno.com>#1/1 newsgroups: rec.games.corewar On Sun, 2 Feb 1997 16:24:45 -0500 tusk@daimi.aau.dk (Martin Moller Pedersen) writes: >In <32F4D1A0.2501@netcomuk.co.uk> Jim Humphreys > writes: > >>I recently downloaded Corewars (a Windows version )and played around >>with it for some time -no problems. Later I got a series of GP >faults >>when I tried to connect to the net. I deleted Corewars and the >problem >>vanished. My question is simply is Corewars given its nature (ie >>playing around in memory locations) prone to this sort of thing? Is >it >>an 'unsafe' program to run? > >No. It is not a unsafe program to run >Windows 3.1 and Windows 3.11 is >a "unsafe" program. > >Cheers >Martin M. Pedersen > > I have run a Windows Version of corewars and I haven't had any problems with it. From: TheGift@pacbell.net Subject: A WONDERFUL " FREE GIFT" FOR YOU ! 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So please make sure you enclose $ 3 check/money order/cash with your name and address otherwise your request will NOT be fulfilled. *** Enjoy the Good Life and have more fun than you ever imagined *** Please mail your request to : DIAMOND INTERNATIONAL 7510 SUNSET BL ; SUITE # 334 LOS ANGELES, CA.90046 From: tusk@daimi.aau.dk (Martin Moller Pedersen) Subject: Re: Is Corewars dangerous? Date: 1997/02/02 Message-ID: <5d2feu$2t3$1@gjallar.daimi.aau.dk>#1/1 references: <32F4D1A0.2501@netcomuk.co.uk> newsgroups: rec.games.corewar In <32F4D1A0.2501@netcomuk.co.uk> Jim Humphreys writes: >I recently downloaded Corewars (a Windows version )and played around >with it for some time -no problems. Later I got a series of GP faults >when I tried to connect to the net. I deleted Corewars and the problem >vanished. My question is simply is Corewars given its nature (ie >playing around in memory locations) prone to this sort of thing? Is it >an 'unsafe' program to run? No. It is not a unsafe program to run Windows 3.1 and Windows 3.11 is a "unsafe" program. Cheers Martin M. Pedersen From: Jim Humphreys Subject: Re: Is Corewars dangerous? Date: 1997/02/02 Message-ID: <32F4D1A0.2501@netcomuk.co.uk>#1/1 newsgroups: rec.games.corewar I recently downloaded Corewars (a Windows version )and played around with it for some time -no problems. Later I got a series of GP faults when I tried to connect to the net. I deleted Corewars and the problem vanished. My question is simply is Corewars given its nature (ie playing around in memory locations) prone to this sort of thing? Is it an 'unsafe' program to run? Jim Humphreys From: Derek Ross Subject: Re: Is Corewars dangerous? Date: 1997/02/03 Message-ID: <585@arbroath.win-uk.net>#1/1 newsgroups: rec.games.corewar >I recently downloaded Corewars (a Windows version )and played around >with it for some time -no problems. Later I got a series of GP faults >when I tried to connect to the net. I deleted Corewars and the problem >vanished. My question is simply is Corewars given its nature (ie >playing around in memory locations) prone to this sort of thing? Is it >an 'unsafe' program to run? > >Jim Humphreys > Don't worry, Jim. Corewar programs do not play around in 'real' memory locations. They play around in 'simulated' memory locations. Corewar memory locations are simulated by a numeric array structure. If the Corewar program has been written in BASIC, this will be a BASIC array. If it is written in C/C++ it will be a large C array structure. Using this method, the writers of Corewar programs such as pMARS can guarantee that their programs are no more likely to cause GPF's than any other Windows program. If you have been getting GPF's while a Corewar simulator was loaded on your computer, it might be caused by any number of things, including a faulty copy of the Corewar simulator, or a fault in your Windows installation which only shows up when the simulator program is loaded. It certainly isn't caused by the nature of the Corewar game. I've been running the pMARS Corewar simulator program on various versions of Windows since 1994. It hasn't caused me any problems apart from an inability to run it in graphics mode with Windows 3.1 (trying to do so *will* cause a GPF). However now that I use Windows 95, this is no longer a problem. I just tag it as a program which must be run in MS-DOS mode. I'd recommend you try it, if you haven't already done so. It certainly isn't 'unsafe'. Cheers Derek 31 Carnegie Street Telephone +44 (0) 1241-877190 Arbroath, Angus, UK DD11 1TX From: Baby@Web.net Subject: Hey Sweety! 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GE-0202-28 Huntington Beach, CA 92648 USA SHIP TO: ______________________________ ____________________________ Name Phone Number ______________________________ ____________________________ Address Email Address ______________________________ Be sure to write address exactly City, State, Zip as it should be written on a mail piece and Write CLEARLY. ______________________________ Country I Certify I am over 18 years old and Adult Pictures are legal in my local area ______________________________ Sign Here - Must be signed From: franz@azstarnet.com (George Lebl) Subject: Re: Is Corewars dangerous? Date: 1997/02/03 Message-ID: #1/1 references: <32F4D1A0.2501@netcomuk.co.uk> newsgroups: rec.games.corewar >I recently downloaded Corewars (a Windows version )and played around >with it for some time -no problems. Later I got a series of GP faults >when I tried to connect to the net. I deleted Corewars and the problem >vanished. My question is simply is Corewars given its nature (ie >playing around in memory locations) prone to this sort of thing? Is it >an 'unsafe' program to run? having messed with the source quite a lot a few months ago (even trying to port it to windows ... i don't think it's a dangerous program ... and definately not because of playing with memory locations ...) .. every program i know plays around with memory locations :) .... try connecting to the net without corewar running ... actually deleteing it from the ocmputer shouldn't make a difference ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 02/03/97 Date: 1997/02/03 Message-ID: <199702030500.AAA12554@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/03/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries MultiWarrior Experimental 94 CoreWar Hill: Last battle concluded at : Sun Jan 5 16:43:05 EST 1997 # Name Author Score Age 1 Chain 4 Pedro 5210 6 2 TimeScapeX (0.1) J. Pohjalainen 5210 81 3 Paper V D. D. Randel 5210 2 4 Evolve X John Wilkinson 5210 21 5 A Big Milk Shake Christian Schmidt 5210 5 6 MulDemonX J.A.Denny 5210 1 7 U-lat II Zul Nadzri 5210 7 8 Wax Zul Nadzri 5210 9 9 Victim 16 Pedro 5210 11 10 U-lat Zul Nadzri 5210 12 11 Newest test Pedro 5210 20 12 Papyrus 4 Justin Kao 5210 19 13 Test2 George Eadon 5210 41 14 MulDemon J.A.Denny 5210 3 15 Paperone Beppe Bezzi 5210 66 16 Paper8 G. Eadon 5210 47 17 This is Test1 Kurt Franke 5188 46 18 Fork v0.2-9p/51b Christoph C. Birk 5188 23 19 Stamp Franz 5187 15 20 jaded M R Bremer 5165 52 21 Horatio! Paul Huff 2986 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Tournament 02/03/97 Date: 1997/02/03 Message-ID: <199702030500.AAA12545@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/03/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Annual ICWS Tournament CoreWar Hill: Last battle concluded at : Sun Feb 2 20:03:44 EST 1997 # %W/ %L/ %T Name Author Score Age 1 41/ 7/ 51 Gisela 7131 Andrzej Maciejczak 176 1 2 41/ 12/ 47 Cannonade Paul Kline 170 126 3 48/ 35/ 17 Miss Carefree Derek Ross 160 58 4 32/ 13/ 55 Nothing Special G. Eadon 151 41 5 42/ 35/ 24 Giskard v0.5 Ken Mitton 149 99 6 45/ 45/ 10 Agony T Stefan Strack 146 127 7 31/ 17/ 51 Turkey Beppe Bezzi 146 42 8 40/ 41/ 19 Old Tire Swing Randy Graham 140 83 9 34/ 29/ 37 Pommes-Ketchup V1.35 S. Schroeder 138 39 10 40/ 43/ 17 Miss Carry Derek Ross 137 90 11 40/ 44/ 15 test88 P.Kline 136 45 12 29/ 24/ 47 One Fat Lady Robert Macrae 134 43 13 39/ 44/ 17 Gisela 6927 Andrzej Maciejczak 133 31 14 36/ 44/ 19 Gisela 6279 Andrzej Maciejczak 129 25 15 33/ 39/ 28 Yop La Boum v2.1 P.E.M & E.C. 127 56 16 31/ 38/ 31 Beauty 1000 v 0.0 Pedro 123 33 17 36/ 50/ 14 Traper3_t Waldemar Bartolik 123 36 18 30/ 38/ 32 MIOTACZ Waldemar Bartolik 123 26 19 38/ 58/ 4 Chicken V1.0 Kim Robert Blix 119 23 20 34/ 49/ 17 Slaver v1.1i Christoph C. Birk 119 87 21 21/ 58/ 21 Cyslott v1.5 Kim Robert Blix 84 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Experimental 94 02/03/97 Date: 1997/02/03 Message-ID: <199702030500.AAA12558@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/03/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Fri Dec 6 09:51:25 EST 1996 # %W/ %L/ %T Name Author Score Age 1 31/ 5/ 64 Evol Cap 4 X John Wilkinson 158 32 2 45/ 42/ 13 Memories Beppe Bezzi 149 39 3 32/ 15/ 53 Rosebud Beppe 149 11 4 42/ 36/ 22 Dr. Gate X Franz 148 3 5 40/ 35/ 26 Dr. Recover Franz 144 2 6 36/ 29/ 35 Falcon v0.3 X Ian Oversby 144 5 7 42/ 42/ 17 Illusion-94/55 Randy Graham 142 14 8 39/ 36/ 25 BigBoy Robert Macrae 142 57 9 43/ 44/ 13 Tsunami v0.1 Ian Oversby 141 10 10 41/ 43/ 17 Stepping Stone 94x Kurt Franke 139 18 11 36/ 35/ 29 Lithium X 8 John K Wilkinson 137 23 12 37/ 38/ 25 Derision M R Bremer 136 49 13 40/ 46/ 14 Pagan John K W 133 17 14 41/ 50/ 9 S.E.T.I. 4-X JKW 132 33 15 37/ 43/ 20 Fire Master Xv1 JS Pulido 131 54 16 38/ 45/ 17 Frontwards v2 Steven Morrell 131 62 17 27/ 24/ 48 Hector 2 Kurt Franke 130 52 18 33/ 38/ 29 Tornado 2.0 x Beppe Bezzi 128 56 19 27/ 29/ 43 Variation M-1 Jay Han 126 12 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 39/ 55/ 7 dodger component M R Bremer 122 4 From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 02/03/97 Date: 1997/02/03 Message-ID: <199702030500.AAA12540@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/03/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/ *FAQ* http://www.koth.org/corewar-faq.html Current Status of the StormKing Industries Standard KotH CoreWar Hill : Last battle concluded at : Thu Jan 30 14:50:05 EST 1997 # %W/ %L/ %T Name Author Score Age 1 42/ 30/ 27 Leapfrog David Moore 155 6 2 40/ 37/ 23 Tangle Trap David Moore 143 51 3 29/ 16/ 55 Test I Ian Oversby 143 34 4 40/ 37/ 23 PacMan David Moore 142 7 5 30/ 18/ 52 Evoltmp 88 John K W 142 28 6 33/ 25/ 42 Test Wayne Sheppard 141 198 7 23/ 8/ 69 Trident^2 '88 John K W 139 1 8 30/ 22/ 48 CAPS KEY IS STUCK AGAIN Steven Morrell 138 175 9 28/ 19/ 53 ttti nandor sieben 137 159 10 40/ 44/ 16 Blur '88 Anton Marsden 137 15 11 27/ 18/ 55 Rosebud 88 Beppe 135 40 12 28/ 22/ 50 Simple '88 Ian Oversby 135 64 13 27/ 19/ 54 Cannonade P.Kline 134 209 14 38/ 46/ 16 Iron Gate Wayne Sheppard 129 303 15 31/ 34/ 34 Yop La Boum v2.1 P.E.M & E.C. 127 109 16 36/ 45/ 20 Stasis David Moore 127 85 17 36/ 47/ 17 Gisela 609 Andrzej Maciejczak 126 47 18 37/ 49/ 14 Test Anton Marsden 125 5 19 34/ 44/ 22 Gisela 3G6 Andrzej Maciejczak 124 72 20 35/ 45/ 20 Beholder's Eye V1.7 W. Mintardjo 124 253 21 27/ 70/ 3 Muskat v.60 Paul Rene' Jxrgensen 85 0 From: SKI Koth Server Subject: SKI-ICWS: Status - MultiWarrior 94 02/03/97 Date: 1997/02/03 Message-ID: <199702030500.AAA12549@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/03/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Multiwarrior 94 CoreWar Hill: Last battle concluded at : Wed Jan 15 22:39:14 EST 1997 # Name Author Score Age 1 Get Even Robert Macrae 5855 26 2 IMPossible! Maurizio Vittuari 5855 40 3 U-lat v3.8 Zul Nadzri 5855 5 4 Aulder Man Ian Oversby 5855 27 5 Die Hard P.Kline 5842 73 6 Get Even II Robert Macrae 5842 25 7 MulDemon J.A.Denny 5803 10 8 Get Even II Robert Macrae 5801 24 9 dTest P.Kline 5790 1 10 pTest P.Kline 5764 2 11 Replicator Andrew Bortz 854 0 From: Anton Marsden Subject: Core Warrior 55 Date: 1997/02/04 Message-ID: newsgroups: rec.games.corewar .xX$$x. .x$$$$$$$x. d$$$$$$$$$$$ ,$$$$$$$P' `P' , . $$$$$$P' ' .d b $$$$$P b ,$$x ,$$x ,$$x ,$$b $$. Y$$$$' `$. $$$$$$. $$$$$$ $$P~d$. d$$$b d d$$$ `$$$$ ,$$ $$$$$$$b $$$P `$ $$$b.$$b `Y$$$d$d$$$' . . a . a a .aa . a `$$$ ,$$$,$$' `$$$ $$$' ' $$P$XX$' `$$$$$$$$$ .dP' `$'$ `$'$ , $''$ `$'$ `Y$b ,d$$$P `$b,d$P' `$$. `$$. , `$$P $$$' Y $. $ $ $ Y..P $ `$$$$$$$' $$$P' `$$b `$$$P `P `$' `Y'k. $. $. $. $$' $. Issue 55 3 February, 1997 ______________________________________________________________________________ Core Warrior is a weekly newsletter promoting the game of corewar. Emphasis is placed on the most active hills--currently the '94 draft hill and the beginner hill. Coverage will follow where ever the action is. If you have no clue what I'm talking about then check out these five-star internet locals for more information: FAQs are available by anonymous FTP from rtfm.mit.edu as pub/usenet/news.answers/games/corewar-faq.Z FTP site is: ftp.csua.berkeley.edu /pub/corewar Web pages are at: (Please note new Stormking's address) http://www.koth.org/ ;Stormking http://www.ecst.csuchico.edu/~pizza/koth ;Pizza http://pauillac.inria.fr/~doligez/corewar/ ;Planar Newbies should check the stormking page for the FAQ, language specification, guides, and tutorials. Post questions to rec.games.corewar. All new players are infinitely welcome! If ftp.csua.berkeley.edu is unreachable, you can download pMARS at: Terry's web page--http://www.infi.net/~wtnewton/corewar/ Planar ftp site--ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars Fechter ftp site--ftp://members.aol.com/ofechner/corewar A collection of Bezzi's hints in the first issues is available at: ftp://ftp.volftp.vol.it/pub/pc/msdos/games/solutions/bbhints.zip Beppe Bezzi web page - http://www.aspide.it/freeweb/Bezzi ______________________________________________________________________________ Greetings. A new Hall of Fame has been calculated and is included in this issue. It was calculated using CW 42 as a starting point so it doesn't include all the warriors. However, hopefully we will soon have a HOF which includes all the warriors. I have retained the old HOF so noone will be too annoyed :-) --Anton Marsden ______________________________________________________________________________ Current Status of the Internet Pizza Server ICWS '94 Draft Hill: Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 rounds fought: 200 instruction set: ICWS '94 Draft # %W / %L / %T Name Author Score Age 1 38.4/ 25.7/ 36.0 Head or Tail Christian Schmidt 151.1 1 2 33.5/ 20.3/ 46.2 RetroQ P.Kline 146.6 13 3 46.0/ 46.6/ 7.4 He Scans Alone P.Kline 145.4 28 4 35.2/ 28.2/ 36.5 Nine Seven Six M R Bremer 142.2 77 5 34.2/ 27.2/ 38.6 Gigolo Core Warrior staff 141.2 267 6 28.8/ 16.9/ 54.4 Return Of The Jedimp John K W 140.7 213 7 38.8/ 38.9/ 22.3 NCC-1701-A Philip Kendall 138.7 16 8 29.9/ 21.5/ 48.6 unrequited love kafka 138.3 311 9 37.6/ 38.8/ 23.6 Solomon v0.8 Ian Oversby 136.3 59 10 38.4/ 41.3/ 20.3 QFalcon (vii) Ian Oversby 135.5 6 11 37.8/ 41.0/ 21.2 The Machine Anton Marsden 134.5 119 12 28.6/ 23.7/ 47.8 Trident^2 John K W 133.4 143 13 32.6/ 32.6/ 34.8 Pulp v0.5 Ian Oversby 132.6 4 14 37.8/ 43.2/ 19.0 Blur 2 Anton Marsden 132.5 390 15 40.3/ 48.4/ 11.3 Memories Beppe 132.3 127 16 35.4/ 41.5/ 23.1 Damage Incorporated Anton Marsden 129.4 254 17 31.4/ 33.7/ 35.0 Fast Fast Fast v2 Franz 129.1 27 18 29.6/ 30.3/ 40.1 Terkonit 0.4 Christian Schmidt 129.0 19 19 23.8/ 19.8/ 56.5 Impish v0.2 Ian Oversby 127.8 252 20 35.7/ 43.9/ 20.4 Oblivion Ian Sutton 127.5 78 21 32.1/ 39.1/ 28.8 Tiberius 3.1 Franz 125.1 130 22 24.6/ 25.2/ 50.2 Eva Peron David Randel 123.9 2 23 33.5/ 43.1/ 23.3 Instant Wolf Edgar 123.9 34 24 34.5/ 47.5/ 18.0 Probe Anton Marsden 121.6 391 25 31.1/ 42.6/ 26.3 Scanitator 4 Christian Schmidt 119.6 15 Weekly age: 9 this week ( 15 last issue, 43 the issue before ) New warriors: 4 Turnover/age rate 44% Average age: 119 ( 115 last issue, 119 the issue before ) Average score: 134 ( 138 last issue, 142 the issue before ) The top 25 warriors are represented by 14 independent authors: Marsden and Oversby with 4; Schmidt with 3; Kline, JKW and Franz with 2. All others with one lonely warrior each. ______________________________________________________________________________ 94 - What's New # %W / %L / %T Name Author Score Age 9 40.6/ 41.4/ 18.0 QFalcon (vii) Ian Oversby 139.8 1 13 34.9/ 34.0/ 31.1 Pulp v0.5 Ian Oversby 135.8 1 23 26.2/ 25.4/ 48.4 Eva Peron David Randel 127.1 1 1 38.4/ 25.7/ 36.0 Head or Tail Christian Schmidt 151.1 1 Schmidt makes it to the top of the hill with his new warrior. ______________________________________________________________________________ 94 - What's No More # %W / %L / %T Name Author Score Age 26 34.7/ 43.1/ 22.2 Tsunami v0.5 Ian Oversby 126.4 3 26 35.2/ 44.0/ 20.8 Silver Talon 1.2 Edgar 126.4 93 26 35.9/ 44.8/ 19.3 Silver Talon 1.21 Edgar 127.0 2 26 38.1/ 54.1/ 7.8 ScanKiller Christian Schmidt 122.1 9 26 36.6/ 50.1/ 13.3 Wallung Christian Schmidt 123.0 16 Silver Talon 1.2 was the only significant loss of the week. ______________________________________________________________________________ 94 - What's Old # %W / %L / %T Name Author Score Age 24 34.5/ 47.5/ 18.0 Probe Anton Marsden 121.6 391 14 37.8/ 43.2/ 19.0 Blur 2 Anton Marsden 132.5 390 8 29.9/ 21.5/ 48.6 unrequited love kafka 138.3 311 5 34.2/ 27.2/ 38.6 Gigolo Core Warrior staff 141.2 267 16 35.4/ 41.5/ 23.1 Damage Incorporated Anton Marsden 129.4 254 19 23.8/ 19.8/ 56.5 Impish v0.2 Ian Oversby 127.8 252 6 28.8/ 16.9/ 54.4 Return Of The Jedimp John K W 140.7 213 No changes, no losses. ______________________________________________________________________________ OLD HALL OF FAME * means the warrior is still active. Pos Name Author Age Strategy 1 Thermite II Robert Macrae 2262 Qscan -> bomber 2 Impfinity v4g1 Planar 1993 Stone/ imp 3 Jack in the box Beppe Bezzi 1620 P-warrior 4 Tornado 3.0 Beppe Bezzi 1567 Bomber 5 Torch t18 P.Kline 1539 Bomber 6 Chameleon Myer R Bremer 1437 P-warrior 7 Frontwards v2 Steven Morrell 1420 One shot scanner 8 Evol Cap 6.6 John Wilkinson 1299 Imp / stone 9 quiz Schitzo 1262 Scanner/ bomber 10 T.N.T. Maurizio Vittuari 1204 Bomber 11 Grilled Octopus v0.5 David Boeren 1154 P-warrior 12 Hazy Shade II John Wilkinson 1102 P-warrior 13 Stepping Stone Kurt Franke 1049 Qscan -> Vampire 14 Rosebud Beppe Bezzi 993 Stone/ imp 15 Iron Gate 1.5 Wayne Sheppard 926 CMP scanner 16 T.N.T. pro Maurizio Vittuari 925 Bomber 17 Agony II Stefan Strack 912 CMP scanner 18 Barrage Anton Marsden 876 Qscan -> replicator 19 Blue Funk Steven Morrell 869 Stone/ imp 20 Flurry Anton Marsden 835 Qscan -> pwarrior 21 Thermite 1.0 Robert Macrae 802 Qscan -> bomber 22 Blue Funk 3 Steven Morrell 766 Stone/ imp 23 Night Train Karl Lewin 755 Replicator 24 Mirage 1.5 Anton Marsden 736 Scanner/ bomber 25 Blizzard Anton Marsden 713 Qscan -> replicator ______________________________________________________________________________ NEW HALL OF FAME * means the warrior is still active. Pos Name Author Age Strategy 1 unrequited love kafka 289 * Stone/ imp 2 Probe Anton Marsden 289 * Q^2 -> Bomber 3 Blur 2 Anton Marsden 289 * Scanner 4 Falcon v0.3 Ian Oversby 275 P-warrior 5 Gigolo Core Warrior staff 267 * Q^2 -> Stone/ imp 6 Damage Incorporated Anton Marsden 254 * Q^2 -> Bomber 7 Impish v0.2 Ian Oversby 252 * Stone/ imp 8 Rosebud Beppe 218 Stone/ imp 9 Q^2 Miro Anders Ivner 214 Q^2 -> Scanner/ bomber 10 Instant Wolf 3.4 Edgar 205 P-warrior 11 Return Of The Jedimp John K W 213 * Q^2 -> Stone/ imp 12 Goldfinch P.Kline 201 P-warrior 13 Simple v0.4b Ian Oversby 197 Stone/ imp 14 ompega Steven Morrell 189 Stone/ imp 15 Frogz Franz 172 Paper 16 Trident^2 John K W 143 * Stone/ imp 17 Tiberius 3.1 Franz 130 * P-warrior 18 Memories Beppe 127 * Scanner 19 The Machine Anton Marsden 110 * Scanner 20 CC Paper 3.3 Franz 107 Paper 21 mrb-test m r bremer 106 ? 22 T.N.T. pro Maurizio Vittuari 105 Bomber 23 Jack in the box II Beppe Bezzi 100 P-warrior There are still a lot of active warriors in this HOF... and you only need an age of 100 to qualify :-) ______________________________________________________________________________ Current Status of the Internet Pizza Server Beginner's Hill: Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 maximum age: At age 100, warriors are retired. rounds fought: 200 instruction set: ICWS '94 Draft # %W / %L / %T Name Author Score Age 1 49.9/ 33.7/ 16.4 Silver Talon 1.1 Edgar 166.1 89 2 48.1/ 33.1/ 18.8 Hexagram J.A.Denny 163.0 8 3 50.4/ 38.5/ 11.1 Pentagram 2.a J.A.Denny 162.3 10 4 40.4/ 18.9/ 40.7 Terkonit 0.4 Christian Schmidt 161.9 5 5 46.2/ 33.4/ 20.4 Flimsy v0.6 Ian Oversby 159.0 9 6 49.3/ 42.2/ 8.5 Scankiller 0.1 Christian Schmidt 156.4 20 7 43.2/ 31.3/ 25.5 Scanitator 3.0 Christian Schmidt 155.1 15 8 40.9/ 29.0/ 30.1 Hammermill 4.0 Matt Lewinski 152.8 95 9 47.5/ 43.6/ 8.9 The Stainless Steel Rat Christian Schmidt 151.5 31 10 45.9/ 40.9/ 13.2 Goothmonger v1.2 Ian Sutton 150.9 33 11 35.8/ 20.8/ 43.4 DemonSpawn J.A.Denny 150.8 18 12 42.3/ 34.3/ 23.5 Versatility 1.7 Ross Morgan-Linial 150.3 36 13 40.8/ 31.5/ 27.6 Apocalypse Matt Lewinski 150.1 66 14 43.4/ 41.6/ 15.0 Mostly Harmless v1.1 Justin Kao 145.3 39 15 41.6/ 39.4/ 19.0 Vivid Radiation 2.0 Matt Lewinski 143.8 57 16 42.6/ 43.0/ 14.5 Flamberge 13.4 Matt Lewinski 142.2 58 17 37.1/ 32.7/ 30.2 Dust 0.7.5 Justin Kao 141.6 35 18 33.8/ 26.2/ 40.0 Quantum Christian Schmidt 141.4 12 19 40.0/ 40.5/ 19.5 Microsoft Office '96 Justin Kao 139.6 85 20 33.7/ 30.6/ 35.7 Heartworm Edgar 136.8 6 21 32.7/ 30.9/ 36.5 Escargot 0.5 Justin Kao 134.4 55 22 37.5/ 46.2/ 16.3 Bash the Rat V1.4 Ian Sutton 128.8 50 23 32.8/ 57.8/ 9.4 Trap94_1 Waldemar Bartolik 107.8 4 24 29.8/ 58.6/ 11.5 Trap94_2 Waldemar Bartolik 101.0 2 25 28.4/ 61.3/ 10.2 Gisela 7110 Andrzej Maciejczak 95.5 1 ______________________________________________________________________________ The Hint I don't have time for a hint this week but here's a few ideas for potentially good warriors given the current state of the Hill: - There are a reasonable number of P-warriors hovering around the mid and lower parts of the hill so brainwashing could be an option. - RetroQ can be thrashed by a good vampire. Try using ADD.F #-STEP,STEP. This is the first issue I've written that hasn't contained a hint or a warrior. I'll try and make up for it in the next issue I do :-) ______________________________________________________________________________ Questions? Concerns? Comments? Complaints? Mail them to people who care. authors: Beppe Bezzi or Myer Bremer or Anton Marsden From: sd@ecst.csuchico.edu (Herb Tarleck) Subject: Pizza Milestone Date: 1997/02/04 Message-ID: <5d64tc$32e@charnel.ecst.csuchico.edu>#1/1 newsgroups: rec.games.corewar Last Tuesday, the 28th of January, 1997, Christian Schmidt < schmc003@goofy.zdv.Uni-Mainz.de > sent the 10000th piece of email recieved by the Pizza server's koth competition since I began logging them back on January 15th, 1996. That's 26.4 pieces of mail a day, a respectable number. Out of those 10000 pieces of mail, 9407 of them were actual challenges, the other 593 were requests for help, etc. Out of the 9407 challenges, there were 219 different email addresses, the top 10 addresses are listed below. These results are probably not a very accurate, due to some people's addresses changing over time. Congratulations to P.Kline, for being the most prolific and having the most stable address. # Mail Address ----------------------------------------- 1 981 : pdk@admin.drake.edu 2 625 : jwilkinson@mail.utexas.edu 3 508 : franz@azstarnet.com 4 409 : ee31io@ee.surrey.ac.uk 5 392 : guenzel@extern.lrz-muenchen.de 6 291 : bezzi@nemo.it 7 270 : d.vandam@duticai.twi.tudelft.nl 8 258 : kurt@protector.lovett.rice.edu 9 250 : akemi@netcom.com 10 248 : 102741.2022@compuserve.com See you at 20000. Thos -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~\ /~~~\/\ / \ \ / /~\ /~~~~~YY~~~\\ /~~ Thomas "Thos" Davies V \/\ /\ V / V |\/\/| V\ / sd@ecst.csuchico.edu V \ / | / | V Internet Pizza Server \/ | /\ | Member C.W.M. Corewar King of the Hill information |/oo\| CAVE ON Since 1987 http://www.ecst.csuchico.edu/~pizza/koth/ |/\| From: donvillj@rmd.klohn.com (Jeff Donville) Subject: PCRobots: source code? Date: 1997/02/05 Message-ID: <5dal1e$dm0$1@orb.direct.ca>#1/1 newsgroups: rec.games.corewar Does anyone know if source for PC Robots is available or how to contact the author (Paul D. Smith) ? Any info would be appreciated. Jeffrey T. Donville donville@direct.ca / donvillj@rmd.klohn.com http://mypage.direct.ca/d/donville/ From: franz@azstarnet.com (George Lebl) Subject: Re: Core Warrior 55 Date: 1997/02/05 Message-ID: #1/1 references: newsgroups: rec.games.corewar >Pos Name Author Age Strategy > 1 unrequited love kafka 289 * Stone/ imp > 2 Probe Anton Marsden 289 * Q^2 -> Bomber > 3 Blur 2 Anton Marsden 289 * Scanner > 4 Falcon v0.3 Ian Oversby 275 P-warrior > 5 Gigolo Core Warrior staff 267 * Q^2 -> Stone/ imp > 6 Damage Incorporated Anton Marsden 254 * Q^2 -> Bomber > 7 Impish v0.2 Ian Oversby 252 * Stone/ imp > 8 Rosebud Beppe 218 Stone/ imp > 9 Q^2 Miro Anders Ivner 214 Q^2 -> Scanner/ bomber >10 Instant Wolf 3.4 Edgar 205 P-warrior >11 Return Of The Jedimp John K W 213 * Q^2 -> Stone/ imp >12 Goldfinch P.Kline 201 P-warrior >13 Simple v0.4b Ian Oversby 197 Stone/ imp >14 ompega Steven Morrell 189 Stone/ imp >15 Frogz Franz 172 Paper should be Q^2 -> Paper >16 Trident^2 John K W 143 * Stone/ imp >17 Tiberius 3.1 Franz 130 * P-warrior should be Q^2 -> Paper (definately not a p warrior:) >18 Memories Beppe 127 * Scanner >19 The Machine Anton Marsden 110 * Scanner >20 CC Paper 3.3 Franz 107 Paper should be Q^2 -> Paper >21 mrb-test m r bremer 106 ? >22 T.N.T. pro Maurizio Vittuari 105 Bomber >23 Jack in the box II Beppe Bezzi 100 P-warrior hmmm ... i got three papers here and my favorite warrior is Dr. Gate ... it's probably one of the most functional per instructions stones ... it's 22 lines of code with boot sequence .. (or 21???) ... depends on which version ... I spent so much time on it and it still sucks :) ... life isn't fair ... >I don't have time for a hint this week but here's a few ideas for potentially >good warriors given the current state of the Hill: >- There are a reasonable number of P-warriors hovering around the mid and >lower parts of the hill so brainwashing could be an option. >- RetroQ can be thrashed by a good vampire. Try using ADD.F #-STEP,STEP. > >This is the first issue I've written that hasn't contained a hint or a >warrior. I'll try and make up for it in the next issue I do :-) I'd send you my newest creation but I'm not sure if it will do good on the hill when finished ... i think it's a new idea ... anti paper, imp resistant, selfsplitting one shot ... slow reaction time but uses an algorithm that makes selfsplitting possible ... it's .5c so not too fast ... which is I think one of it's problems ... size is not too bad as i have managed to optimize the clear to incorporate it into the warrior ... it may not be the best way to do it and i might go for a diff strategy ... hmmm rambling again ... (shut up Franz) ... :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: buddha1115@aol.com (Buddha1115) Subject: HOW DO I GET COREWARS PROGRAMMING LANG... Date: 1997/02/05 Message-ID: <19970205043000.XAA21809@ladder01.news.aol.com>#1/1 newsgroups: rec.games.corewar how do i get the Corewars programming language so i can compete in the tournament? after i get it, how do I use it to play in the tournament? please reply.... if via e-mail- send to buddha1115@aol.com From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: Core Warrior 55 Date: 1997/02/06 Message-ID: <06199700.Amiga@sci.fi>#1/1 newsgroups: rec.games.corewar On 6 Feb 1997, Anton Marsden wrote: > I've been working on several ideas but they just haven't worked out. One > was a multi-process scanner which starts out as a single process and > splits to bombing code when something is found. The bombing code sets up I've got a (hopefully) working self-splitting scanner mostly done. It's a .4c cmp scanner + .2c continuous clear, somewhat inspired by Silver Talon's design. I still haven't managed to get it switch to the clear well, (the current version is 14 instructions long, and very fragile) and I can't currently access the only computer I can run pmars on. :( If anyone else cares to try, the trick is to use 2 add instructions instead of one, to update 3 pointers. As far as I can tell the peculiar execution order in a self-splitting loop should automatically keep the third pointer lagging behind the other two exactly as much as is needed, provided that the processes stay in the correct order. As for coupling imps with a self-splitting scanner, try this simple piece of code: (might be useful in a stone too) split spl #what, ever prime mov.i imp, >lastpt ; lastpt points to the last ;process in a spiral loop ; It's really the primer from Impfinity v4g, moved into the scanner/stone instead of the launch. This should make the spiral practically invulnerable to your own attacks. (might be useful in an spl clear) (Disclaimer: I haven't of course been able to test any of these ideas, so they might simply not work. Then again, if you do try them I'd like to know whether they do..) -- Ilmari Karonen From: Anton Marsden Subject: Re: Core Warrior 55 Date: 1997/02/06 Message-ID: #1/1 newsgroups: rec.games.corewar On Wed, 5 Feb 1997, George Lebl wrote: > I'd send you my newest creation but I'm not sure if it will do good on the > hill when finished ... i think it's a new idea ... anti paper, imp > resistant, selfsplitting one shot ... slow reaction time but uses an > algorithm that makes selfsplitting possible ... > it's .5c so not too fast ... which is I think one of it's problems ... > size is not too bad as i have managed to optimize the clear to incorporate > it into the warrior ... it may not be the best way to do it and i might go > for a diff strategy ... I've been working on several ideas but they just haven't worked out. One was a multi-process scanner which starts out as a single process and splits to bombing code when something is found. The bombing code sets up a pointer (like Blur does) and then begins a 2 instruction loop: mov bomb,>ptr and jmn.f -1,@ptr. However, the warrior still has some weaknesses. The other idea I've been working on is a vampire. The easiest way to kill imps is to let them kill themselves... so by putting a dclear into the pit there is a good chance that this will happen. I also tried a self-destructing clear but there were typically insufficient cycles for it to kill itself... but the big advantage was that the actual warrior (excluding pit) was 5 instructions long. From: aphillips@sunbelt.net (Andrew A. Phillips) Subject: Scanning, Graphic Desgin & Layout, Printing, OCR'ing!!! Date: 1997/02/06 Message-ID: <32fa3a19.0@204.71.8.22>#1/1 newsgroups: rec.games.computer.quake.playing,rec.games.computer.quake.quake-c,rec.games.computer.quake.servers,rec.games.computer.stars,rec.games.computer.ultima-dragons,rec.games.computer.xpilot,rec.games.corewar,rec.games.deckmaster.marketplace,rec.games.design,rec.games.diplomacy Do you need scanned images, graphic design and layouts, OCR, printing???? If so then come and visit Eclipse Graphix's HomePage at: http://www.augusta.net/~aphillips/eclipsegraphix/index.html From: "E-Mail Communications" Subject: Internet Alert! Pay for local dial-up?? Date: 1997/02/07 Message-ID: <199702080113.UAA13247@alberta.sallynet.com> newsgroups: rec.games.corewar ***************************************** INTERNET USERS ALERT!!! It has come to our attention that several local telephone companies have petitioned the FCC for permission to charge Internet Users by the minute for LOCAL dial-up telephone service. 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FREEDOM NEWSLETTER E-Mail Communications / Econo Promotions *********************************************** Quotes that make sense: "We tried to provide more for the poor and produced more poor instead. We tried to remove the barriers to escape poverty, and inadvertently built a trap" --Charles Murray "Character is doing what's right when nobody's watching" --Congressman J.C. Watts "The point to remember is that what the government gives, it must first take away." -- John S. Coleman "We will always remember. We will always be proud. We will always be prepared, so we may always be free." -- President Ronald W. Reagan June 6, 1984 - Normandy, France "Blessed is the Nation whose God is the Lord" -- Psalms 33:12 ***************************** From: news@127.0.0.1 Subject: Santa has connections... Date: 1997/02/07 Message-ID: <5dfnfe$2q0@news.impulse.net>#1/1 newsgroups: rec.games.frp.cyber,rec.games.frp.advocacy,rec.games.empire,rec.games.diplomacy,rec.games.design,rec.games.corewar Question: What is a simple, inexpensive, and convenient way to start this year off in a FUN, intriguing, and romantic fashion? (Santa must have been holding out on this one!) Answer: Dateline! Now that Christmas is over and you have given everyone else presents, it's time to treat yourself to something nice..........that someone special. Someone to share in your hobbies, your interests, your lifestyle, your LIFE. Dateline is the perfect way to find someone and be found! Dateline gives you the forum to seek out others whom you find interesting, and let others know about you! And the best part is - you are in control of what happens. Call often to leave and receive lots of messages (remember - this service is HUGE and there are so many people from all the area codes across the country calling in to find people just like you!), or call in as little as you like and leave and receive a few selective messages. You can also call just once to see what the heck it is all about. Whether you are a little shy or outgoing in the biggest of ways - it is a simple and inexpensive way to find other singles. It is amazing how much fun people have with Dateline! It is so convenient! You can call in from anywhere at anytime to give and get your messages. This is a 24 hour service and you just punch in whichever area code you are interested in - whether it is in the place you live or the places you go! And it is really super if you relocate and want to meet up with guys and gals who share your interests and would love to show you around! (No wonder Santa is always so jolly - his sleigh phone has the Dateline speed dialed in!) 1-900-484-7009 ext. 5241 $2.99/min. Must be 18 years or older. Serv-U (619) 645-8434 Make this your Happy New Year's Resolution: To call Dateline today and start giving and receiving those personal messages! Join in the fun - and don't keep those folks who want to meet you waiting until next Christmas.......... From: franz@azstarnet.com (George Lebl) Subject: Re: Core Warrior 55 Date: 1997/02/07 Message-ID: #1/1 references: <06199700.Amiga@sci.fi> newsgroups: rec.games.corewar >> I've been working on several ideas but they just haven't worked out. One >> was a multi-process scanner which starts out as a single process and >> splits to bombing code when something is found. The bombing code sets up > >I've got a (hopefully) working self-splitting scanner mostly done. It's >a .4c cmp scanner + .2c continuous clear, somewhat inspired by Silver >Talon's design. I still haven't managed to get it switch to the clear >well, (the current version is 14 instructions long, and very fragile) >and I can't currently access the only computer I can run pmars on. :( ok .. since i just can't get it working ... this is the version that made 58 on the hill and needs huge amounts of work ;redcode-94 ;name SUB/JMN Prototype ;author Franz ;strategy A new type of scan, cca .5c sub/sub/jmn single shot ;strategy which is self-splitting. Bad thing about this routine ;strategy is it's a b (or a) scanner only. though it's fairly small ;strategy this is the first prototype of this scan/bomb routine ;strategy this will probably fail too :) stsc equ 3 sstep equ 3510 org wh ptr spl #1,#ch+300 bomb spl #2,#ch+100 bomb2 dat #0,#ch+50 for 32 dat 0,0 rof wh spl #stsc,#stsc+5 mov.i *ptr,>ptr jmz.a -1,@ch loop add.f @ch, wh sub.b @wh, ch sub.b *wh, ch ch jmn.a loop, step mov.ab wh, ptr for 51 dat 0,0 rof step dat #sstep,#sstep datz end it's a simple one shot .. using the trick of using subs to move the value of the scanned area to the jmn which in case of zero points to step and doesn't fall through ... once it gets changed a bit it will most likely point to a zero field and all processes fall through ... this was the trouble i allways had .. ALSO the scanned pointer DOES NOT get updated once the jmn has been changed so leftover proccesses on add don't change this .... this is a bad prototype .. the clear is slow and buggy, yet small ... I'm working on a much enhanced (1 instruction longer) version which is slightly faster and does faster better clear ... but it doesn't work yet ... have fun with this ... the only problem this little thing faces is fairly slow reaction and not much other aplications then a single shot ... unless you would reupdate the jmn with a correct value ... this is something i will try but i feel it will take too many instructions, since the thing is .5c right now i don't think making it longer would help it much ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: jkw@koth.org Subject: Re: Corewar Etiquette Date: 1997/02/08 Message-ID: <199702081919.NAA25053@mail.utexas.edu>#1/1 newsgroups: rec.games.corewar >When I submit my warrior should I kill my old version of Eva Peron? >Should I submit my hopefully improved warrior under a different name? Normally what I do is to submit the new version as a test. If it does better, then I kill the old one. If not, I kill the new one. >What about submitting my warrior on the 94 draft and 94 beginners' >hills at the same time? I see nothing wrong with this at all. However, if your warrior makes it onto the -94 Hill, and then brutalizes the Beginners, you should probably kill it from the Beginner Hill as soon as you can... -jkw- From: kwirsing@juno.com (Karlton E Wirsing) Subject: pMARS in Java Date: 1997/02/08 Message-ID: <19970208.130823.4766.0.KWirsing@juno.com>#1/1 newsgroups: rec.games.corewar How about for ultimate portability, writing pMARS in Java. Has anyone done this or considered doing this, or looked into the feasibility of doing this? From: Bjoern Guenzel Subject: Re: Corewar Etiquette Date: 1997/02/08 Message-ID: <32FCCF49.41C6@ucl.ac.uk>#1/1 references: <5dh6a9$p93@server1.mich.com> newsgroups: rec.games.corewar David Randel wrote: > > I was thinking about submitting a warrior that was just an improved > version of my Eva Peron warrior which is barely hanging on at the > bottom of the 94 draft hill. > > When I submit my warrior should I kill my old version of Eva Peron? > Should I submit my hopefully improved warrior under a different name? If you want to see whether your new warrior is really better, you can use the test option (;redcode-94 test), which will tell you your warriors ranking, but will not alter the hill. That apart I think it is your decision, and it also depends on how much age you would be losing, and on how different the warrior really is. I think it feels better to either kill the old warrior, or wait untill it is being pushed off (I remember waiting impatiently for some of my warriors to be pushed off the hill... absurd). Remember, 'Don't cry for me...' :-) > > What about submitting my warrior on the 94 draft and 94 beginners' > hills at the same time? I think this is generally looked upon with contempt, and you will receive a ruffle in the next Corewarrior (you would not be the first one :-). And why would you want to do that, anyway? That said, if you just climbed the beginner hill and then managed the transition to the standard hill, I think it is fine to let the warrior live on the beginner hill. Otherwise it is quite unfair to have the warrior on both hills. If you have a really weird idea, though, it can be fun to test it on the beginner hill...;-) > > Are there commonly accepted Corewar principles of etiquette that cover > such a situation? I imagine not. What do veteran players think? I don't consider myself a veteran player, either, but I guess it is just the same etiquette that applies to most of the games that are played on this planet... > > -Dave Bjoern -- ...learning we are only immortal for a limited time - (Rush) From: franz@azstarnet.com (George Lebl) Subject: Re: Corewar Etiquette Date: 1997/02/08 Message-ID: #1/1 references: <5dh6a9$p93@server1.mich.com> newsgroups: rec.games.corewar On Sat, 08 Feb 1997 06:29:49 GMT, David Randel wrote: >I was thinking about submitting a warrior that was just an improved >version of my Eva Peron warrior which is barely hanging on at the >bottom of the 94 draft hill. > >When I submit my warrior should I kill my old version of Eva Peron? >Should I submit my hopefully improved warrior under a different name? well depends ... if your new warrior has some radical (or not so radical) new change that you can probable submit it under a new name ... if it's just an improvement If you watch my warriors ... Tiberius and CC Paper are quite similiar .. and Tiberius is a continuation of CC Paper ... (though i think i had 10 version sof CC Paper (only v2 and v3.3 were the good ones) ... or take Dr. Gate ... if you take the first version it's idea of doing bussiness is similiar and the boot is "similiar" but that warrior changed a LOT .. and not to better all the time ... just tuning a warrior you should kill your old one ... if you consider it a new warrior (not just an improvment of an older one) just submit it with a new name. >What about submitting my warrior on the 94 draft and 94 beginners' >hills at the same time? well ... depends .. if your warrior is at the top of the '94 hill i don't think it first makes much sense and second isn't very nice to send it to beginner ... although .. my warriors are terrible :) ... I don't send any more warriors to beginner hill ... last one i did was brutal 10 which is definately a beginner warrior :) >Are there commonly accepted Corewar principles of etiquette that cover >such a situation? I imagine not. What do veteran players think? I don't think I'm veteran .. though i have been playing on and off for about 2 and half years or so (or 3 if i count that time i spent writing programs in my own very BAD mars emulator) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: david@mich.com (David Randel) Subject: Corewar Etiquette Date: 1997/02/08 Message-ID: <5dh6a9$p93@server1.mich.com>#1/1 newsgroups: rec.games.corewar I was thinking about submitting a warrior that was just an improved version of my Eva Peron warrior which is barely hanging on at the bottom of the 94 draft hill. When I submit my warrior should I kill my old version of Eva Peron? Should I submit my hopefully improved warrior under a different name? What about submitting my warrior on the 94 draft and 94 beginners' hills at the same time? Are there commonly accepted Corewar principles of etiquette that cover such a situation? I imagine not. What do veteran players think? -Dave From: stst@vuse.vanderbilt.edu (Stefan Strack) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 1997/02/09 Message-ID: newsgroups: rec.games.corewar,rec.answers,news.answers Archive-name: games/corewar-faq Last-Modified: 95/10/12 Version: 3.6 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 MacpMARS1.99a.cpt.hqx - port of v0.8 for the Mac, with display and debugger MacpMARS1.0s.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 3.6 1995/10/12 22:44:37 stst Exp stst $ From: Burley & Bright <107673.2146@CompuServe.COM> Subject: writers wanted::{ Date: 1997/02/09 Message-ID: <5djm1d$a0r$10@mhafn.production.compuserve.com>#1/1 newsgroups: rec.games.computer.xpilot,rec.games.corewar,rec.games.design,rec.games.diplomacy,rec.games.empire We are accepting new & previously published writers for publication. We have 3 offices/ 2 in New York City/ the other in Florida. 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From: Peter Subject: NO MORE AOL BUSY SIGNALS ! Date: 1997/02/10 Message-ID: <199702101307.FAA02434@spain.it.earthlink.net>#1/1 newsgroups: rec.games.corewar Dear AOL Customer, If you are tired of hearing a busy signal everytime you try and log on... you must spend $ 4.00 and learn how to get on ! * BEST KEPT INTERNET SECRET ! * NO MORE BUSY SIGNALS EVER AGAIN ! * LOG ON EVERYTIME GUARANTEED ! We will teach you how for less than $ 4.00 and this Information is GUARANTEED TO WORK or you pay nothing... Call 900 329-4040 ext 968 Have paper and pen ready when calling. * Simple 2 minute recording will get you all the Information...cost is $ 1.98 per min with 2 min avg/must be 18+ INFORMATION IS GUARANTEED TO WORK EVERYTIME FOR YOU OR FULL REFUND ! * * * * * * PRINT AND SAVE * * * * * * * * * From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 02/10/97 Date: 1997/02/10 Message-ID: <199702100500.AAA12378@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/10/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/ *FAQ* http://www.koth.org/corewar-faq.html Current Status of the StormKing Industries Standard KotH CoreWar Hill : Last battle concluded at : Sat Feb 8 21:38:36 EST 1997 # %W/ %L/ %T Name Author Score Age 1 43/ 30/ 27 Leapfrog David Moore 157 7 2 36/ 24/ 40 Test Wayne Sheppard 148 199 3 31/ 16/ 53 Test I Ian Oversby 145 35 4 31/ 20/ 49 Evoltmp 88 John K W 142 29 5 39/ 36/ 25 Tangle Trap David Moore 142 52 6 24/ 8/ 68 Trident^2 '88 John K W 141 2 7 38/ 38/ 23 PacMan David Moore 139 8 8 28/ 19/ 53 Rosebud 88 Beppe 138 41 9 29/ 20/ 51 Cannonade P.Kline 138 210 10 29/ 20/ 50 ttti nandor sieben 137 160 11 30/ 22/ 48 Simple '88 Ian Oversby 137 65 12 38/ 40/ 21 Stasis David Moore 136 86 13 30/ 23/ 47 CAPS KEY IS STUCK AGAIN Steven Morrell 136 176 14 40/ 43/ 17 Blur '88 Anton Marsden 136 16 15 40/ 44/ 17 Iron Gate Wayne Sheppard 135 304 16 38/ 40/ 23 Gisela 3G6 Andrzej Maciejczak 135 73 17 38/ 41/ 21 Beholder's Eye V1.7 W. Mintardjo 135 254 18 37/ 47/ 15 Test Anton Marsden 128 6 19 37/ 47/ 16 Test Anton Marsden 126 1 20 36/ 46/ 18 Gisela 609 Andrzej Maciejczak 125 48 21 8/ 76/ 16 Dracula I Jonas Hartwig 39 0 From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 02/10/97 Date: 1997/02/10 Message-ID: <199702100500.AAA12391@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/10/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries MultiWarrior Experimental 94 CoreWar Hill: Last battle concluded at : Fri Feb 7 21:35:52 EST 1997 # Name Author Score Age 1 Chain 4 Pedro 5436 6 2 TimeScapeX (0.1) J. Pohjalainen 5436 81 3 Paper V D. D. Randel 5436 2 4 Evolve X John Wilkinson 5436 21 5 A Big Milk Shake Christian Schmidt 5436 5 6 MulDemonX J.A.Denny 5436 1 7 Wax Zul Nadzri 5436 9 8 U-lat Zul Nadzri 5436 12 9 Newest test Pedro 5436 20 10 Papyrus 4 Justin Kao 5436 19 11 Test2 George Eadon 5436 41 12 MulDemon J.A.Denny 5436 3 13 Paper8 G. Eadon 5436 47 14 This is Test1 Kurt Franke 5436 46 15 Fork v0.2-9p/51b Christoph C. Birk 5436 23 16 Stamp Franz 5436 15 17 jaded M R Bremer 5436 52 18 Victim 16 Pedro 5414 11 19 U-lat II Zul Nadzri 5413 7 20 Paperone Beppe Bezzi 5413 66 21 Hmm William Stubbs 682 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Experimental 94 02/10/97 Date: 1997/02/10 Message-ID: <199702100500.AAA12395@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/10/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Fri Dec 6 09:51:25 EST 1996 # %W/ %L/ %T Name Author Score Age 1 31/ 5/ 64 Evol Cap 4 X John Wilkinson 158 32 2 45/ 42/ 13 Memories Beppe Bezzi 149 39 3 32/ 15/ 53 Rosebud Beppe 149 11 4 42/ 36/ 22 Dr. Gate X Franz 148 3 5 40/ 35/ 26 Dr. Recover Franz 144 2 6 36/ 29/ 35 Falcon v0.3 X Ian Oversby 144 5 7 42/ 42/ 17 Illusion-94/55 Randy Graham 142 14 8 39/ 36/ 25 BigBoy Robert Macrae 142 57 9 43/ 44/ 13 Tsunami v0.1 Ian Oversby 141 10 10 41/ 43/ 17 Stepping Stone 94x Kurt Franke 139 18 11 36/ 35/ 29 Lithium X 8 John K Wilkinson 137 23 12 37/ 38/ 25 Derision M R Bremer 136 49 13 40/ 46/ 14 Pagan John K W 133 17 14 41/ 50/ 9 S.E.T.I. 4-X JKW 132 33 15 37/ 43/ 20 Fire Master Xv1 JS Pulido 131 54 16 38/ 45/ 17 Frontwards v2 Steven Morrell 131 62 17 27/ 24/ 48 Hector 2 Kurt Franke 130 52 18 33/ 38/ 29 Tornado 2.0 x Beppe Bezzi 128 56 19 27/ 29/ 43 Variation M-1 Jay Han 126 12 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 39/ 55/ 7 dodger component M R Bremer 122 4 From: SKI Koth Server Subject: SKI-ICWS: Status - MultiWarrior 94 02/10/97 Date: 1997/02/10 Message-ID: <199702100500.AAA12387@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/10/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Multiwarrior 94 CoreWar Hill: Last battle concluded at : Fri Feb 7 20:38:47 EST 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 5832 27 2 MulDemon J.A.Denny 5832 10 3 U-lat v3.8 Zul Nadzri 5820 5 4 IMPossible! Maurizio Vittuari 5806 40 5 Get Even II Robert Macrae 5806 25 6 Die Hard P.Kline 5806 73 7 pTest P.Kline 5793 2 8 Get Even Robert Macrae 5792 26 9 Get Even II Robert Macrae 5791 24 10 dTest P.Kline 5610 1 11 Free4All William Stubbs 1043 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Tournament 02/10/97 Date: 1997/02/10 Message-ID: <199702100500.AAA12382@asgard.ttsg.com>#1/1 newsgroups: rec.games.corewar Weekly Status on 02/10/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Annual ICWS Tournament CoreWar Hill: Last battle concluded at : Sun Feb 9 10:18:55 EST 1997 # %W/ %L/ %T Name Author Score Age 1 40/ 7/ 52 Gisela 7131 Andrzej Maciejczak 174 1 2 41/ 12/ 47 Cannonade Paul Kline 170 126 3 48/ 34/ 17 Miss Carefree Derek Ross 163 58 4 44/ 34/ 23 Giskard v0.5 Ken Mitton 154 99 5 31/ 13/ 56 Nothing Special G. 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SEND TO: MASTER GRAPHICS 1119 S. MISSION RD. FALLBROOK, CA 92028 USA (Did you remember to include your signature?) From: franz@azstarnet.com (George Lebl) Subject: Re: pMARS in Java Date: 1997/02/10 Message-ID: #1/1 references: <19970208.130823.4766.0.KWirsing@juno.com> newsgroups: rec.games.corewar On 8 Feb 1997 14:52:43 -0500, Karlton E Wirsing wrote: >How about for ultimate portability, writing pMARS in Java. Has anyone >done this or considered doing this, >or looked into the feasibility of doing this? a while ago ther was discussion about it here but i guess it died out ... dunno if anyone's working on it Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: jkw@koth.org Subject: Re: pMARS in Java Date: 1997/02/11 Message-ID: <199702120305.VAA04377@mail.utexas.edu>#1/1 >>How about for ultimate portability, writing pMARS in Java. Has anyone >>done this or considered doing this, >>or looked into the feasibility of doing this? > >a while ago ther was discussion about it here but i guess it died out ... >dunno if anyone's working on it No offense to the many people who thought this was a good idea, but it seems like one of the stupidest things I've ever heard. WHY would it be so great to port it to Java? pMARS is in standard C. It can be compiled on practically anything. Java is just going to be the same thing... only slower. On a somewhat related subject, however, what about the feasbility of a Java-scripted quick-results returned via a www page on a Corewars server? Not having coded in Java for a browser, I'm not certain how it recieves new data... however, I know it does have some sort of stream function available. 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Java is just going to be the same thing... >only slower. > >That would be true, if there actually did exist a standard C. Have you >ever looked at "standard C" code, pMARS included? It's filled with >#defines and exceptions depending on which system it's being compiled >on. What happens if you have a system that the standard code didn't >take into account? You wind up spending a few hours combing through >the code to figure out which of the #defines are applicable to your >system, and which ones aren't. > > >_______________________ > Michael Hobbs > Programmer/Analyst > Hobbs Consulting > hobb0001@tc.umn.edu I agree, Java would make maintance of CoreWar easier, because the code and User Interface would be exactly the same for all machines and even the new Java machines that are going to appear. The program wouldn't have to be modified at all to run on any machine, and pMars isn't available for every machine. Just In Time Compiling will speed it up. From: hobb0001@tc.umn.edu (Michael Hobbs) Subject: Re: pMARS in Java Date: 1997/02/12 Message-ID: <33030658.2305447@news.tc.umn.edu>#1/1 On 11 Feb 1997 23:51:59 -0500, jkw@koth.org wrote: >No offense to the many people who thought this was a good idea, but it >seems like one of the stupidest things I've ever heard. WHY would it be so >great to port it to Java? pMARS is in standard C. It can be compiled on >practically anything. Java is just going to be the same thing... only slower. That would be true, if there actually did exist a standard C. Have you ever looked at "standard C" code, pMARS included? It's filled with #defines and exceptions depending on which system it's being compiled on. What happens if you have a system that the standard code didn't take into account? You wind up spending a few hours combing through the code to figure out which of the #defines are applicable to your system, and which ones aren't. _______________________ Michael Hobbs Programmer/Analyst Hobbs Consulting hobb0001@tc.umn.edu From: Nemesis Subject: Re: pMARS in Java Date: 1997/02/12 Message-ID: <3301ABAA.DDB@bath.ac.uk>#1/1 Karlton E Wirsing wrote: > > How about for ultimate portability, writing pMARS in Java. Has anyone > done this or considered doing this, > or looked into the feasibility of doing this? It is feasible, and I think it will be a good idea. In fact I'm working o something similar as my Final Year Proyect at Computing Science. Check http://www.bath.ac.uk/~ma6arb/pfc/index.htm if you want to know how are things going. Any comments will be appreciated ! -- Alex Ramirez-Bellido Computer Science FIB-UPC (Spain) mailto:alex@jedip4.upc.es http://www.bath.ac.uk/~ma6arb/home.htm "Daddy, what does " ... From: jkw@koth.org Subject: Re: to change Date: 1997/02/13 Message-ID: <199702132235.QAA08065@mail.utexas.edu>#1/1 >> >> You know of any good (cheap) GIF/JPEG editing software that will run on >> >> Windows (3.x or Win32s only.. not NT or 95), DOS, or OS/2? >> >Hownet has Photoshop 4. >> What is hownet? And if you mean Adobe PSP4, then I think it's win95 only. :/ >A system both Dante and I am on. Yup, Photoshop 4. Ah. It looked win95 only to me. That's a great program, though. It may be a little complex for him if he's just starting out. Personally, I love it. -jkw- From: franz@azstarnet.com (George Lebl) Subject: Re: Speculation Date: 1997/02/13 Message-ID: #1/1 On 13 Feb 1997 16:18:20 GMT, John K. Lewis wrote: >I'm interested in speculation as to the effect of having the process count >in Core. > >0000 DAT Process Count Player One, Current Process >0001 DAT Process Count Player Two, Current Process hmm interesting ... this hits on a an idea i had some time ago of making corewar much more ASM like ... we would still use relative only addressing, BUT there would be the .B .W .L modifiers to move parts of memory for example you could do move MOV.W data1,jump+4 jump JMN.W move,#10 data1 DC.W 0 anywayz .. you would move the actual memory instead of whole isntructions or parts of instructions, this would i think allow for more optimizations, as you could easily change instruction type or "increment" an instruction ... the instructions migth be stored as instruction 8 bits (just to have a nice aligment) size 2 bits (.B .W .L) addresing mode a 3 bits ( >, <, #, $, register) addresing mode b 3 bits ( >, <, #, $, register) 16 bits a operand 16 bits optional b operand since b operand would be optional for such instructions as JMP and SPL (yes even though this is definately not a usual asm instruction i'd keep it) also tehre would be 2 sets of registers (like on 68k) a0-a7, d0-d7 each of a .L in size I think with this it migth be possible to produce smaller/faster/smarter warriors, and also warriors which are so optimized they are almost impossible to understand since a jump can jump onto any instruction, lets say a JMP is of code 8 then we could write jump JMP move+2 ... move MOV.L #8*256,instr .. instr NOP the jump would jump to the 8*256 .. which would be an 8 in one byte and 0 in the other ... that would create a JMP.B $ instruction and on the next 16 bits tehre is the address of instr. also note relative addresses would be counted from where they are written ... (not from PC) ok yeah i know you all think my idea sucks but I thought it would be cool ... :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: pMARS in Java Date: 1997/02/13 Message-ID: #1/1 On 11 Feb 1997 23:51:59 -0500, jkw@koth.org wrote: >No offense to the many people who thought this was a good idea, but it >seems like one of the stupidest things I've ever heard. WHY would it be so >great to port it to Java? pMARS is in standard C. It can be compiled on >practically anything. Java is just going to be the same thing... only slower. if you haven't noticed it doesn't compile on almost anything, especially with the graphics .... a while ago there was a problem with the display ... I know there is no NT/95/3.11/OS2 version ... plus the new net-java-machines won't compile C ... the thing with the c is no common graphical interface, which java has ... a java style mars program will run on any machine with graphics ... if have the need for speed or superior debugger, you need to pray pMARS compiles clean on your machine ... I'm the lucky one as under linux pMARS does both svgalib and X ... I wonder if there is support for, if pMARS compiels clean on NeXT, BeOS ... I beleive it should but i remember several X programs not at all compiling on a NeXT and i'm not sure how BeOS works at all ... This is the problem with ANSI C/C++, there is no common/standard windowing/graphics library that works on all platforms ... if there were, there would be much less need for anything in java ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: John K. Lewis Subject: Speculation Date: 1997/02/13 Message-ID: <5dvesc$ok0@lastactionhero.rs.itd.umich.edu>#1/1 I'm interested in speculation as to the effect of having the process count in Core. 0000 DAT Process Count Player One, Current Process 0001 DAT Process Count Player Two, Current Process In this speculation the "a" field would be the actual process count and the "b" field would be the current process. Changes made to these numbers would change programs actual counts. If the process count was reduced, reductions would be taken LIFO. If it was increased, then the Current Process address would gain the extra processes. I am curious how everyone thinks this would affect the strategies of the game. Some thoughts I've had include: * bombing randomly becomes dangerous, but bombers might kill papers with the proper type of bomb. ("a" field 1 bombs) * scanners would need more checking code to prevent hitting process counter. * paper becomes a dicey prospect. * programs become larger to include error checking code, so as not to overwrite process counter. * bombing with programs own process count could hinder other program. < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: franz@azstarnet.com (George Lebl) Subject: Re: pMARS in Java Date: 1997/02/13 Message-ID: #1/1 On Wed, 12 Feb 1997 11:38:22 GMT, Nemesis wrote: >It is feasible, and I think it will be a good idea. > >In fact I'm working o something similar as my Final Year Proyect at >Computing Science. Check http://www.bath.ac.uk/~ma6arb/pfc/index.htm >if you want to know how are things going. > >Any comments will be appreciated ! I just looked at your page ... the description of the project is nice ... haven't had too much time to read but it looks allright ... seems like only '88 is supported ... are you planning on a simple debugger???? it really isn't too hard to implement from my own experience ... I wrote a corewar system a cpl years back ... did a little debugger .... it could list the core and say where the current execution is and set breakpoints to locations ... of course my version of corewar was WAY easier implementation then even '86 ... it did few things, but quite a lot of warriors were possible in it ... anyway ... is it dependant on the CGI scripts or can it run as a standalone applet??? ... well anyway ... since you are already in the middle of the project, we can maybe chip in afterwards to make it more usable (debugger,extended '94) ... I am allways to lazy to start a project but i definately like adding stuff to programs ... :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: pMARS in Java Date: 1997/02/13 Message-ID: #1/1 On Wed, 12 Feb 1997 18:11:03 GMT, Michael Hobbs wrote: >On 11 Feb 1997 23:51:59 -0500, jkw@koth.org wrote: >>No offense to the many people who thought this was a good idea, but it >>seems like one of the stupidest things I've ever heard. WHY would it be so >>great to port it to Java? pMARS is in standard C. It can be compiled on >>practically anything. Java is just going to be the same thing... only slower. > >That would be true, if there actually did exist a standard C. Have you >ever looked at "standard C" code, pMARS included? It's filled with >#defines and exceptions depending on which system it's being compiled >on. What happens if you have a system that the standard code didn't >take into account? You wind up spending a few hours combing through >the code to figure out which of the #defines are applicable to your >system, and which ones aren't. I think pMARS is GREAT for no display ... and has a good debugger .... will compile on most unixes, BUT ... tehre is a lot of stuff that will make it not run or run without display on MANY platforms ... a javatized version of pMARS would run with display and debugger on ALL platforms ... that would be good for what it is, debugging ... and actually seeing what the program does ... then where speed is called for ... almost completely portable C can be used (note the "almost") ... somebody has to write it first though :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Anton Marsden Subject: Re: Speculation Date: 1997/02/14 Message-ID: #1/1 > > This is really practical - CW uses relative addressing only. If you did > > want to try something like this, try using pspace locations instead. > I'm assuming you mean "impractical". The Current Process would obviously > be adjusted to relative addressing. Yeah... (whoops!). And the location of the process information in core would have to be relative to the program's start address. From: PK6811S@ACAD.DRAKE.EDU Subject: Re: Speculation Date: 1997/02/14 Message-ID: <01IFEE1TFT2A00ADSL@ACAD.DRAKE.EDU>#1/1 John writes: >I'm interested in speculation as to the effect of having the process count >in Core. Let's break this into two proposals. One is to give control of process max count to the program. The other is to create a sacred location in core. The first suffers from a vampire attack. I vamp you into a pit which sets itself to your maximum allowable process count and starts splitting. Any other processes you have running in core will soon be nearly useless, and if I read your proposal right would actually die. Doesn't matter whether this is in core or pspace. The second is interesting, except the vamp attack is also a problem. I vamp you into a 100%-c core-clear which causes you to wipe the sacred location. Sounds like a good way to bring back vampires :-) Another idea might be 'capture the flag'. The flag consists of a known b-value and an unknown a-value. You have to move the a-value of the flag to its b-field. First one to do this wins and scores 3 points. If you move anything else to flag's b-field you lose and your opponent gets 1 point. If your opponent dies you still get the rest of the time to search. Large value for capturing the flag. Small value for mutating your opponent. Possible value for killing him if you don't waste too many cycles doing that. Brings back linear scanning and limited-copy replicating. Eliminates dumb bombing, mindless paper, and imps - except for that wierd one that dragged a program around behind it (everyone start digging through a pile of old postings :-). Worth a tournament challenge maybe. Paul Kline pk6811s@acad.drake.edu From: John Kipling Lewis Subject: Re: Speculation Date: 1997/02/14 Message-ID: #1/1 On Fri, 14 Feb 1997, Anton Marsden wrote: > On Thu, 13 Feb 1997, John K. Lewis wrote: > > I'm interested in speculation as to the effect of having the process count > > in Core. > > > > 0000 DAT Process Count Player One, Current Process > > 0001 DAT Process Count Player Two, Current Process > > This is really practical - CW uses relative addressing only. If you did > want to try something like this, try using pspace locations instead. I'm assuming you mean "impractical". The Current Process would obviously be adjusted to relative addressing. John - < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: Edgar Glavas Subject: Re: Speculation Date: 1997/02/14 Message-ID: #1/1 Franz wrote: > hmm interesting ... this hits on a an idea i had some time ago of making > corewar much more ASM like ... > ok yeah i know you all think my idea sucks but I thought it would be cool > .. :) Well, I think this Idea is cool... It about covers what I expected from corewars before I started redcoding. Such a concept would surely provoke a surge of new warriors (and types? bomber which changes itself to paper, bomber that moves around in the core and other possibilities I can't think of right now). But I think the adressing modes need a little more work :) (they are confusing right now... where did the "whole instruction" adress go?) I remember that some time ago, there was a tournament held where 2 warriors competed while there was a third program, representing the OS, running. What happened to that concept? I found it interesting, but my warriors were far too weak back then to engage in serious combat. Also, has anyone found a good way to get rid of those q^2 scans (short of using one)? :( .Edgar From: Anton Marsden Subject: Re: Speculation Date: 1997/02/14 Message-ID: #1/1 On Thu, 13 Feb 1997, John K. Lewis wrote: > I'm interested in speculation as to the effect of having the process count > in Core. > > 0000 DAT Process Count Player One, Current Process > 0001 DAT Process Count Player Two, Current Process This is really practical - CW uses relative addressing only. If you did want to try something like this, try using pspace locations instead. From: scanning@XXX1324noreply.com (Cyber Services) Subject: GIF, JPEG scanning service. FREE OFFER! A picture is worth a thousand words! (NfqEpB) Date: 1997/02/14 Message-ID: Why don't you print or save this info in case you need it in the future? 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(name/email) $1 each to have image modified (enlarged, body part blurred, etc.. ) $2 to have image files mailed to you on a floppy disk (IBM or MAC). $1 credit card processing fee (Visa/Mastercard users only) If you would like your photographs returned to you please include a self addressed stamped envelope. Otherwise they will be destroyed. Order Form (PRINT OUT or COPY CLEARLY): Name (optional): Email Address or Screen name (PRINT CLEARLY! You must be able to receive file attachments. Otherwise include $2 for shipment on floppy disk.): Address (optional unless having shipped on disk): Phone number (optional): File type (GIF, JPEG, or BMP. GIF recommended): Extras (Exact personalized info you want printed on scan): Disk Format (if having mailed on a floppy): IBM or MAC Payment method (Cash, Check, Money Order, or Visa/Mastercard): Please make checks payable to Cyber Services. Credit Card # (credit card orders only): Expiration date: Don't forget to include the $1 processing fee if your paying with your credit card. Do you want the FREE GIFT? Yes or No (circle one) -Web Page(s) in our "Internet Date-Site" (under construction). You can have a page for yourself, a page for your car, and a page for your cat! Be sure to indicate where you want your page (F4M, M4F, F4F, F4M, or Couples) and which of the following info you want on your page (print clearly): State and Town, email address, year or birth, physical description, quote/message (under 30 words please). Please indicate which photos you want on your page (if any) if you don't want them all to be displayed. If your want your nude/erotic photos displayed in our erotic image gallery YOU MUST include a signed statement that your are over 18 years of age or older and give us consent to display your nude/erotic photo, and be sure to tell us if your want it displayed with your info or anonymously. Mail the above information and photos with payment to: Cyber Services 2852 Willamette St. #131 Department 1 Eugene, OR 97405 Orders sent overnight will be given first priority. Erotic/Nude photo's will be accepted providing everyone in them is of legal age. Questions? Call (541)744-5718 Please help our small business grow by sharing this info with someone you think could use it. Thank You! (NfqEpB) From: franz@azstarnet.com (George Lebl) Subject: Re: Speculation Date: 1997/02/15 Message-ID: #1/1 On Sat, 15 Feb 1997 19:28:16 GMT, Nemesis wrote: >I've been arround for a short time now, but my question is: >Isn't it a bit repetitive ? I mean, all those years and the game is >still the same (ok, new instructions which lead to new strategies but), >is there any room for new things under the standard rules ? sure tehre are new things .. all the time ... Q^2 scans aren't so old and they have definately taken the corewar by storm ... and i think new ideas and strategies are going all the time ... it's a usually some modification of an older idea ... like the self checking bomber ... i did one of thos e.. and tehre was another one on the hill a while ago ... both were similiar in nature ... bomb until detect an error then bail to endgame ... look at my Dr Gate warrior .... right now probably a few people are working on their version of multiproccess scans .. which are still very limited .. but who knows ... when somebody finds that special ingredient :) there are lots of posibilities but of course there migth be more with some different rules ... if enough people play those rules though :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Nemesis Subject: Re: Speculation Date: 1997/02/15 Message-ID: <33060E4C.FA4@bath.ac.uk>#1/1 PK6811S@ACAD.DRAKE.EDU wrote: > > Another idea might be 'capture the flag'. The flag consists of a known > b-value and an unknown a-value. You have to move the a-value of the flag > to its b-field. First one to do this wins and scores 3 points. If you > move anything else to flag's b-field you lose and your opponent gets 1 > point. If your opponent dies you still get the rest of the time to search. > Large value for capturing the flag. Small value for mutating your > opponent. Possible value for killing him if you don't waste too many > cycles doing that. I definetly like this idea, no big changes to the simulator itself and lots of hours of thinking and playing ... I've been arround for a short time now, but my question is: Isn't it a bit repetitive ? I mean, all those years and the game is still the same (ok, new instructions which lead to new strategies but), is there any room for new things under the standard rules ? Maybe this could be a blow of fresh air. Just wondering, -- Alex Ramirez-Bellido Computer Science FIB-UPC (Spain) mailto:alex@jedip4.upc.es http://www.bath.ac.uk/~ma6arb/home.htm "Daddy, what does " ... From: franz@azstarnet.com (George Lebl) Subject: Re: Speculation Date: 1997/02/15 Message-ID: #1/1 On 14 Feb 1997 07:37:56 -0500, Edgar Glavas wrote: >Well, I think this Idea is cool... It about covers what I expected from >corewars before I started redcoding. Such a concept would surely provoke >a surge of new warriors (and types? bomber which changes itself to paper, >bomber that moves around in the core and other possibilities I can't >think of right now). But I think the adressing modes need a little more >work :) (they are confusing right now... where did the "whole >instruction" adress go?) it's similiar as in assembly ... the instruction itself does not have a single address .... the adress is of the instruction code, then the first argument is 2 bytes ahead and the second 4 bytes ahead .. and you have to address it so ... .. you could move both arguments by moving .L >I remember that some time ago, there was a tournament held where 2 >warriors competed while there was a third program, representing the OS, >running. What happened to that concept? I found it interesting, but my >warriors were far too weak back then to engage in serious combat. I was thinking .. if a fast enough interpretor was done ... a true OS migth be written in CoreWar ... the only procces would be it .. and it would then control the processes of the programs .. giving the CPU power .. it would be a simpel kernel ... though this would take much longer for a battle i think since the kernel would be taking up lots of space ... and teh memory would have to be enlarged >Also, has anyone found a good way to get rid of those q^2 scans (short of >using one)? :( make a small booting warrior :) my Dr. Gate used that technique, but without the Q scan it didn't hold on the hill at all .. I gave in and put Q scan on it and it lasted a bit more ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: to change Date: 1997/02/15 Message-ID: #1/1 On 13 Feb 1997 21:33:21 -0500, jkw@koth.org wrote: >>> >> You know of any good (cheap) GIF/JPEG editing software that will run on >>> >> Windows (3.x or Win32s only.. not NT or 95), DOS, or OS/2? >>> >Hownet has Photoshop 4. >>> What is hownet? And if you mean Adobe PSP4, then I think it's win95 only. :/ >>A system both Dante and I am on. Yup, Photoshop 4. > >Ah. It looked win95 only to me. That's a great program, though. It may >be a little complex for him if he's just starting out. Personally, I love it. gimp's better :) ... (at least the new development version is) ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: "Sikora, Scott" Subject: Out of Office AutoReply: Easy Home Based Business Date: 1997/02/17 Message-ID: #1/1 I will be out of the office until 2/24. Please contact Ken Gambon at (408) 325-2507 for assistance. Scott From: PK6811S@ACAD.DRAKE.EDU Subject: He Scans Alone Date: 1997/02/17 Message-ID: <01IFIMZLW4CY00B1N6@ACAD.DRAKE.EDU>#1/1 He Scans Alone is starting his (hopefully loooong) slide down the '94 hill, primarily due to some new stone implementations, as well as the disappearance of at least one paper opponent. So here is the code. HSA scans at 80%, forward spl-carpets at 66% until zeros are found, and switches to a dat-bomb after a certain number of self-scans. The carpet technique is very effective against imps of all sizes and lengths - once a spiral slows down he becomes helpless against the fast-skip, complete-wipe, fast-skip, complete-wipe... attack. I moved him up from a 66% scan to 80% to improve performance against stone-imps which is now fair to good. Presently he suffers most against pspacers that switch a pure stone component. What's different? Positive wiping, wide-spaced scan pointers, f-scanning to swap pointers as needed, and non-linear core clear. Maybe also counting self-scans to control end-game timing. A bit of history, XTC is a spl-carpeting b-scanner that switches to dat-carpeting after a lengthy scan period. And The Machine's scan-directed wiper bears some similarity to He Scans Alone's positive wipe. Both also have imp-killing properties, as does Agony with his long carpet attack. In particular XTC would be an excellent starting point for a '94 warrior. ;redcode-94 ;name He Scans Alone ;kill He Scans Alone ;author P.Kline ;assert CORESIZE == 8000 ;strategy 80% f-scanner switches from SPL to DAT carpet tPtr dat 100 ,4100-4 ; widely-spaced pointers dat 0,0 dat 0,0 dat 0,0 dat 0,0 dat 0,0 tWipe mov tSpl ,tPtr ,>tPtr jmn.f tWipe ,>tPtr tScan sub.x #-12 ,tPtr ; increment and look sne *tPtr ,@tPtr sub.x *pScan ,@tScan ; increment and look jmn.f tSelf ,@tPtr jmz.f tScan ,*tPtr pScan mov.x @tScan ,@tScan ; swap pointers for attack tSelf slt.b @tScan ,#tEnd+4-tPtr ; self-check djn tWipe ,@tScan ; go to attack djn *pScan ,#13 ; after 13 self-scans jmp *pScan ,}tWipe ; switch to dat-wiping dat 0,0 tSpl spl #1,{1 dat 0,0 dat 0,0 tEnd dat 0,0 for 61 dat 0,0 rof tDecoy equ (tWipe+1-1196) tStart mov #1/1 Alex Ramirez-Bellido writes: >I've been arround for a short time now, but my question is: >Isn't it a bit repetitive ? I mean, all those years and the game is >still the same (ok, new instructions which lead to new strategies but), >is there any room for new things under the standard rules ? Substitute 'chess' for 'corewars' in the above question and think about it. If beginning chess players could challenge the world champions any time of day or night for a game maybe chess would lose something too. Tyro chess player asks grand-champion, "Don't you ever try anything new?" Champ replies, "Why? The old stuff beats you every time." Is there room for any new things? Sure, paper that kills spirals at least 50% of the time, regardless of the spiral size. Programs that adapt without Pspace. And what about developing some old things beyond their first publication - C.I.A. and Airbag for example. And some things that have been attempted without success like self-repairing programs. Maybe what we need is a list that documents stuff when it appears. Paul Kline pk6811s@acad.drake.edu From: "K. Lundgren Enterprises" Subject: ** Read This ! ** Date: 1997/02/17 Message-ID: <199702171138.GAA01843@mail3.access.digex.net> YOU CAN MAKE $50,000 IN LESS THAN 90 DAYS IN THE COMFORT OF YOUR OWN HOME! **** DO NOT BE QUICK TO DISMISS THIS !!! IT WILL MAKE YOU A LOT OF MONEY **** ...Read the enclosed program... then read it again! Dear Friend, You are now reading the most profitable and unique program you may ever see. It has demonstrated and proven ability to generate large sums of money. This program is showing fantastic appeal with a huge and ever growing population which needs additional income. IT WILL WORK FOR YOU, (don't let this slip through your fingers like I almost did) if you CAREFULLY FOLLOW the instructions and apply these next four points: (1) INSIGHT: It is necessary to see the GREAT possibilities that this marketing program contains. READ IT SEVERAL TIMES, then later read it again! Calculate the numbers for yourself; you will see the amazing results that can be obtained. (2) INVESTMENT: Not in me, or anyone else, but in yourself. Every endeavor which produces a profit requires some degree of investment, be it time, money, resources, etc. For the potential gain that can come to you, this investment is quite insignificant. (3) APPLICATION: There is no such thing as a "FREE LUNCH". Even this opportunity requires some effort and time. Every successful venture does. (4) PATIENCE: After you have accomplished the steps described, the program requires a little time before showing a good response. As it enters the 1st, 2nd, 3rd, and finally the 4th level of response, there is a time element that to some could be a bit aggravating without giving proper thought to *how* the program works, AND IT DOES WORK! You must allow 20 to 90 days... so be patient! "ALL THINGS COME TO THOSE WHO WAIT!" This is a LEGITIMATE, LEGAL, money-making opportunity. It does not require you to come in contact with people, do any hard work, and best of all, you never have to leave the house, except to get the mail. If you believe that someday you will get that lucky break that you have been waiting for, THIS IS IT! Simply follow the easy instructions, and your dream will come true! This multi-level mail order marketing program works perfectly... 100% EVERY TIME. Thousands of people have used this program to raise capital to start their own business, pay off debts, buy homes, cars, etc., even retire! This is your chance, so don't pass it up... I cannot stress this enough! FOLLOW THE INSTRUCTIONS EXACTLY, and in 20 to 90 days you could receive upwards of $50,000. Let's face it, the profits are worth it! THEY'RE TREMENDOUS!!! So go for it. Remember the 4 points and we'll see you at the top! I N S T R U C T I O N S ======================= Follow these easy steps to achieve maximum results: In the MULTI-LEVEL MAIL ORDER MARKETING BUSINESS, we have a method of raising capital that works 100% every time! I am sure that you could use $50,000 to $125,000 in the next 20 to 90 days. Before you say "NO WAY", PLEASE STUDY THS PROGRAM CAREFULLY. THIS IS *NOT* A CHAIN LETTER, but a legal, money-making opportunity. Basically, this is what we do: As with all multi-level businesses, we build our business by recruiting new partners and selling our products. We do this through regular mail or through the information superhighway - the Internet. You are not involved in personal selling. You do it privately in your own home, store or office! Each $5.00 order you will receive will have a self-addressed stamped envelope in it! To fill each order, you simply put the product (a financial report) in the envelope and mail it back. "That's it... the $5.00 is yours." This is the GREATEST multi-level mail order marketing anywhere! (1) ORDER ALL 4 REPORTS LISTED AND NUMBERED BELOW IN THIS LETTER. Do this by ordering the report from each of the four names listed. For each report send US$5.00 cash and a SELF-ADDRESSED STAMPED ENVELOPE (business size #10) to the person listed and REQUEST THAT SPECIFIC REPORT. You will need all 4 reports because you will be reprinting and reselling them. PLEASE do not alter the names or their sequence other than instructed in this letter. IMPORTANT: Always provide same day service on all orders you receive! (2) In this letter, replace the name and address under REPORT #1 with your own, moving the one that was there down to REPORT #2. Move the name and address under REPORT #2 to REPORT #3. Move the name and address listed under REPORT #3 to REPORT #4. The name and address that was under REPORT #4 is dropped off the list and is no doubt on the way to the bank. When doing this please make certain you copy everyone's name and address accurately. *Don't move the Report/Product positions*. (3) Re-distribute this whole information packet (with, of course yourself at REPORT #1 position and everyone else bumped down one notch). You can do this in one of two ways: (a) Internet : Just like I've done here, it's quick and it's virtually free... send this letter out via e-mail to every e-mail address you know or can get your hands on. There are many companies out there who sell huge e-mail address lists at very low prices. This is a great place to start! In this way you can send this letter out to virtually hundreds of thousands rather than just a few thousand as with snail mail. This will greatly multiply your profits. You can also post this letter on the internet newsgroups, the more the better for you... millions of people world-wide scan these newsgroups... take advantage of that fact. (b) Old Fashioned Snail Mail : Take this information packet to your "quick print" shop and have as many copies of each made as you can initially afford to print. You can always print more later. (The more copies, the bigger the discount). Send a copy of this entire package (it is all important) to everyone whose name and address you can get your hands on. Start with friends and relatives since you can speak to them and encourage them to take advantage of this marvelous money making plan. Then as your time and finances allow, mail to anyone and everyone. You can get names and addresses from classified ads, phone books and other directories. You can also mail to small businesses whose addresses are available from their ads in the Yellow Pages and other publications. BEST OF ALL, purchase a "HOT NAME" mailing list from any of the list of brokers whose business it is to provide all sorts of mailing lists. You'll find that a good name list will make you more money than you could ever imagine... it's a great investment! (4) Orders will soon start arriving in your mailbox for each of the 4 reports. At first, just for REPORT #1, then later for #2, #3, and #4... each of these orders will contain a US$5 bill and a self-addressed stamped envelope for you to use to mail back the requested report. It's easy! HERE'S HOW THIS AMAZING PLAN WILL MAKE YOU $ MONEY $ : Let's say you decide to start small just to see how it goes and we'll assume you and all those involved only sent out 200 packets each (either via e-mail or via regular mail). Let's also assume that each mailing only receives a 5% response (keep in mind that many people will send out thousands of packets instead of only 200, but for the sake of example here we'll stick with 200). With a 5% return that's 10 people who participate by sending 200 each or 2,000 total. The 5% response to that brings 100 orders. Those 100 mail out 200 each or 20,000 total. The 5% return on 20,000 is 1,000. The 1,000 send out 200,000 total and that 5% response will generate 10,000 five dollar bills for you... CASH! Your total income in this example situation: 1st Level - 10 people respond out of 200 with $5 $50 2nd Level - 10 people respond to those 10 ($5 x 100) $500 3rd Level - 10 respond to the 100 ($5 x 1000) $5000 4th Level - 10 respond to those 1000 (10000 $5 bills) $50000 ====== This totals to $55000 Remember friends, this is assuming that 95 out of every 100 people you mail to, do absolutely nothing with this opportunity and trash it. Dare to think for a moment what would happen if everyone sent out 1,000 packets instead of 200 (very easy to accomplish that via e-mail). Believe me, many people will do just that... and more. It is to their benefit to do so! Not a bad return for such a paltry investment of time and money. T I P S F O R S U C C E S S ================================= Treat this as your business. Send for the 4 reports IMMEDIATELY so you will have them when the orders start coming in because: When you receive a $5 order, you *must* send out the requested report to comply with the US Postal & Lottery Laws, Title 18, Sections 1302 and 1341 or Title 39 Section 3005 in the US Code, also Code of Federal Regs. vol. 16, Sections 255 & 436 - which state that "a product or service must be exchanged for money received". WHILE YOU WAIT FOR YOUR REPORTS TO ARRIVE: (1) Name your new company (or use your own name if you wish). (2) Re-arrange the names and addresses, including yours, and affix them under the correct report according to the directions, bumping off the 4th name (If you will be advertising by snail mail, you might want to re-type that whole page where the names and addresses appear, and of course include yours at REPORT #1). (3) Obtain as many e-mail addresses or regular snail mail addresses as you can. If sending via snail mail, REPORT #3 (.. when you receive it in the mail) will tell you where you can get great snail mailing lists. (4) If sending by snail mail, make enough copies of this letter to fill your mailing quantity. (5) Copy the 4 reports when you do get them so you are able to send them out right away when you receive an order. The check point that guarantees your success is simply this: You MUST receive 15 to 20 orders for REPORT #1! THIS IS A MUST! If you don't within 2 weeks, send out more packets until you do. Then, a couple of weeks later you should receive at least 100 orders for REPORT #2. If you don't, send out more packets until you do. Once you have received 100 or more orders for REPORT #2, YOU CAN RELAX, because YOU ARE ON YOUR WAY TO $50,000!. Also, remember, every time your name is moved down on the list you are in front of a different report, so you can keep track of your progress by what report people are ordering from you. "IT'S THAT EASY". ------------------------------------------------------------------------- Now, here is the list of the 4 reports and whom to order them from: (NOTE: Always send a Self-Addressed, Stamped Envelope with US$5 cash - concealed, of course - in your order for each report. Order each report by name and number). * REPORT #1: "HOW TO MAKE $250,000 THROUGH MULTI-LEVEL SALES" . This report will give you the much needed information to help you in this program. It will show you how you can make a quarter of a million dollars in just 3 months. $5 cash. Order This report from : K. Lundgren Enterprises P.O. Box 31030, Gladstone RPO Halifax, Nova Scotia, Canada, B3K 5T9 * REPORT #2: "MAJOR CORPORATIONS AND MULTI-LEVEL SALES" . Learn the money making secrets of some of the well-known corporate giants. $5 cash. Order this report from : MYGIA Enterprise P.O. Box 424 Mifflinville, PA, USA 18631-0424 * REPORT #3: "SOURCES FOR THE BEST MAILING LIST" .You have learned the importance of good mailing lists. Here is where you can send for them. $5 cash. Order this report from : Home Business Unlimited 1954 Norfolk Dr. Lodi, CA, USA 95242 * REPORT #4: "EVALUATING MULTI-LEVEL SALES PROGRAMS" . Find out which plans work, which ones don't... and why! $5 cash. Order this report from: Bill & Carolyn Ltd. 4707 Lippi Pkwy. Sacramento, CA, USA 95823 .. I wish you good fortune and prosperity! Cheers! K. Lundgren ------------------------------------------------------------------------ A NOTE FROM THE ORIGINATOR OF THIS PLAN ======================================= By the time you have read the enclosed information and looked over the plan and the reports you should have concluded that such a plan, and one that is legal, could not have been created by an amateur. Let me tell you a little about myself. I began as an independent small businessman in 1969. Using good business practices I had a profitable business for 10 years. In 1979 my business began falling off. I was doing the same things that were previously successful for me but now they just weren't working. Finally it hit me. It wasn't me. It's just that our economy had gone crazy. Inflation and recession had replaced the stable economic growth that had been with us since 1945. I don't have to tell you what happened to the employment rate because many of you know from first hand experience. There were more small business failures and bankruptcies than ever before... Traditional methods of making money will never allow you to move up or "get rich". Inflation will see to that. You have just received the information that can give you financial freedom for the rest of your life. With practically no risk and just a little bit of effort, you can have more money in the next few months than you have ever imagined. I should also point out that I will not see a penny of your money or anyone else's who participates in my plan. *This one's for you*. I've made over FOUR MILLION DOLLARS and retired from the plan after having sent out over 16,000 letter packets. I have moved to the rich side of the tracks. Will you be able to say the same in six weeks ? If you send out only one-tenth as many packets as I did, you can be a rich person. Please follow the plan exactly as instructed. Do not change it in any way. It works exceedingly well as it is now. Remember to send a copy of all this introductory literature to everyone that you can think of. Don't feel hesitant about sending out only a few dozen packets in the beginning. One of the people that you send this packet to may send out 5,000 and your name will be on every single one of them. Remember though: the more you send out, the more potential customers you will reach. So my friend, I've given you the ideas, information, materials and opportunity to become financially independent. IT'S NOW UP TO YOU. I am enjoying an early secure retirement on the fortune that I made by sending out packets just like this one. You too will be making easy money in three or four weeks... if you follow the simple steps outlined in this mailing. To be financially independent is to be free; free to make money decisions as you never have before, go into business, get into investments, retire, or take a vacation. No longer will the lack of money hold you back... Will you ignore this amazing opportunity... or will you take advantage of it and change the direction of your life ? If you don't think this is a truly spectacular opportunity, then please take the time to re-read this material. You have indeed missed something. If you have any questions, please feel free to write the sender of this information. You'll get a prompt and informative reply. My method is simple. I sell thousands of people a product for $5.00 that costs me pennies to produce and mail. Everyone involved in the program makes money for everyone else in the program. IF ANYONE MAKES MONEY, EVERYONE MAKES MONEY. I should also point out that this program is completely legal. At times, you've probably received chain letters asking you to send money but getting nothing in return - no product whatsoever. Not only are chain letters illegal, but the risk of someone breaking the chain makes them quite unattractive. This plan has the effect and appeal of a chain letter, but is is legal since you are offering a legitimate product to your people. After they purchase the product from you, they produce more and resell the product. It's simple free enterprise at work, THE AMERICAN WAY. As you have learned from the enclosed material, the "PRODUCT" in this plan is a series of four financial and business reports. The information contained in these reports will not only help you in making your participation in this plan more rewarding, but will be useful to you in other business decisions you make in the years ahead. You are also buying the rights to reprint all of the reports which will be ordered from you by those to whom you choose to mail this packet. The concise one and two page reports you'll be buying can easily be reproduced at a local copy center at a cost of approximately 4 cents per page in small quantities of 200. The price goes down considerably for larger quatities of 1,000 or more. Of course you may want to print just a small quantity until the money comes rolling in. You can always call your printer with another order. . Good luck with this plan and GOD BLESS YOU, Edward L. Green From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Tournament 02/17/97 Date: 1997/02/17 Message-ID: <199702170500.AAA14655@asgard.ttsg.com>#1/1 Weekly Status on 02/17/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Annual ICWS Tournament CoreWar Hill: Last battle concluded at : Sat Feb 15 10:26:54 EST 1997 # %W/ %L/ %T Name Author Score Age 1 41/ 7/ 51 Gisela 7131 Andrzej Maciejczak 176 2 2 42/ 12/ 46 Cannonade Paul Kline 171 127 3 44/ 34/ 22 Giskard v0.5 Ken Mitton 154 100 4 31/ 13/ 57 Nothing Special G. Eadon 148 42 5 43/ 42/ 15 Miss Caress Derek Ross 144 1 6 45/ 46/ 9 Agony T Stefan Strack 144 128 7 30/ 17/ 53 Turkey Beppe Bezzi 143 43 8 34/ 29/ 37 Pommes-Ketchup V1.35 S. Schroeder 140 40 9 42/ 44/ 15 test88 P.Kline 139 46 10 39/ 43/ 19 Old Tire Swing Randy Graham 135 84 11 39/ 45/ 16 Gisela 6927 Andrzej Maciejczak 133 32 12 38/ 44/ 18 Gisela 6279 Andrzej Maciejczak 132 26 13 38/ 45/ 17 Miss Carry Derek Ross 130 91 14 27/ 24/ 49 One Fat Lady Robert Macrae 129 44 15 32/ 38/ 30 Beauty 1000 v 0.0 Pedro 126 34 16 32/ 38/ 30 MIOTACZ Waldemar Bartolik 126 27 17 37/ 49/ 14 Traper3_t Waldemar Bartolik 124 37 18 32/ 40/ 28 Yop La Boum v2.1 P.E.M & E.C. 124 57 19 36/ 49/ 15 Slaver v1.1i Christoph C. Birk 123 88 20 37/ 59/ 3 Chicken V1.0 Kim Robert Blix 116 24 21 33/ 52/ 14 Traper3_t3 Waldemar Bartolik 114 0 From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 02/17/97 Date: 1997/02/17 Message-ID: <199702170500.AAA14650@asgard.ttsg.com>#1/1 Weekly Status on 02/17/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/ *FAQ* http://www.koth.org/corewar-faq.html Current Status of the StormKing Industries Standard KotH CoreWar Hill : Last battle concluded at : Sun Feb 16 15:58:31 EST 1997 # %W/ %L/ %T Name Author Score Age 1 44/ 29/ 27 Leapfrog David Moore 159 7 2 36/ 24/ 40 Test Wayne Sheppard 149 199 3 31/ 16/ 52 Test I Ian Oversby 146 35 4 40/ 36/ 24 Tangle Trap David Moore 144 52 5 32/ 20/ 49 Evoltmp 88 John K W 143 29 6 25/ 8/ 67 Trident^2 '88 John K W 143 2 7 40/ 39/ 21 Stasis David Moore 140 86 8 39/ 38/ 23 PacMan David Moore 140 8 9 41/ 43/ 16 Blur '88 Anton Marsden 140 16 10 30/ 20/ 51 Cannonade P.Kline 139 210 11 39/ 39/ 22 Gisela 3G6 Andrzej Maciejczak 139 73 12 29/ 19/ 52 Rosebud 88 Beppe 139 41 13 40/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 139 254 14 29/ 20/ 50 ttti nandor sieben 138 160 15 41/ 43/ 16 Iron Gate Wayne Sheppard 138 304 16 30/ 22/ 47 Simple '88 Ian Oversby 138 65 17 30/ 23/ 47 CAPS KEY IS STUCK AGAIN Steven Morrell 138 176 18 39/ 46/ 14 Test Anton Marsden 132 6 19 38/ 47/ 15 Test Anton Marsden 130 1 20 37/ 46/ 17 Gisela 609 Andrzej Maciejczak 128 48 21 2/ 98/ 0 : e.coli : Matt Wolak 7 0 From: server@news.stormking.com (StormKing ListProc Account) Subject: Easy Home Based Business Date: 1997/02/17 Message-ID: <199610291595.LAA18900@mail.travelid.save>#1/1 Book travel on the web and get paid, plus you get incredible travel bargains reserved only for agents. You can have your own travel agent ID for only $149. Details via autoresponder: travelbiz@capella.net If you received this message by mistake, we apologize. This is a one-time mailing only. No need to remove. From: SKI Koth Server Subject: SKI-ICWS: Status - MultiWarrior 94 02/17/97 Date: 1997/02/17 Message-ID: <199702170500.AAA14659@asgard.ttsg.com>#1/1 Weekly Status on 02/17/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Multiwarrior 94 CoreWar Hill: Last battle concluded at : Tue Feb 11 13:25:35 EST 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 5174 29 2 U-lat v3.8 Zul Nadzri 5174 7 3 Die Hard P.Kline 5137 75 4 MulDemon J.A.Denny 5102 12 5 IMPossible! Maurizio Vittuari 5102 42 6 Multi Kulti Christian Schmidt 5102 1 7 dTest P.Kline 5065 3 8 Get Even Robert Macrae 5028 28 9 Get Even II Robert Macrae 5018 26 10 Head or Tail Christian Schmidt 4979 2 11 pTest P.Kline 4957 4 From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 02/17/97 Date: 1997/02/17 Message-ID: <199702170500.AAA14663@asgard.ttsg.com>#1/1 Weekly Status on 02/17/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries MultiWarrior Experimental 94 CoreWar Hill: Last battle concluded at : Fri Feb 7 21:35:52 EST 1997 # Name Author Score Age 1 Chain 4 Pedro 5436 6 2 TimeScapeX (0.1) J. Pohjalainen 5436 81 3 Paper V D. D. Randel 5436 2 4 Evolve X John Wilkinson 5436 21 5 A Big Milk Shake Christian Schmidt 5436 5 6 MulDemonX J.A.Denny 5436 1 7 Wax Zul Nadzri 5436 9 8 U-lat Zul Nadzri 5436 12 9 Newest test Pedro 5436 20 10 Papyrus 4 Justin Kao 5436 19 11 Test2 George Eadon 5436 41 12 MulDemon J.A.Denny 5436 3 13 Paper8 G. Eadon 5436 47 14 This is Test1 Kurt Franke 5436 46 15 Fork v0.2-9p/51b Christoph C. Birk 5436 23 16 Stamp Franz 5436 15 17 jaded M R Bremer 5436 52 18 Victim 16 Pedro 5414 11 19 U-lat II Zul Nadzri 5413 7 20 Paperone Beppe Bezzi 5413 66 21 Hmm William Stubbs 682 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Experimental 94 02/17/97 Date: 1997/02/17 Message-ID: <199702170500.AAA14667@asgard.ttsg.com>#1/1 Weekly Status on 02/17/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Fri Dec 6 09:51:25 EST 1996 # %W/ %L/ %T Name Author Score Age 1 31/ 5/ 64 Evol Cap 4 X John Wilkinson 158 32 2 45/ 42/ 13 Memories Beppe Bezzi 149 39 3 32/ 15/ 53 Rosebud Beppe 149 11 4 42/ 36/ 22 Dr. Gate X Franz 148 3 5 40/ 35/ 26 Dr. Recover Franz 144 2 6 36/ 29/ 35 Falcon v0.3 X Ian Oversby 144 5 7 42/ 42/ 17 Illusion-94/55 Randy Graham 142 14 8 39/ 36/ 25 BigBoy Robert Macrae 142 57 9 43/ 44/ 13 Tsunami v0.1 Ian Oversby 141 10 10 41/ 43/ 17 Stepping Stone 94x Kurt Franke 139 18 11 36/ 35/ 29 Lithium X 8 John K Wilkinson 137 23 12 37/ 38/ 25 Derision M R Bremer 136 49 13 40/ 46/ 14 Pagan John K W 133 17 14 41/ 50/ 9 S.E.T.I. 4-X JKW 132 33 15 37/ 43/ 20 Fire Master Xv1 JS Pulido 131 54 16 38/ 45/ 17 Frontwards v2 Steven Morrell 131 62 17 27/ 24/ 48 Hector 2 Kurt Franke 130 52 18 33/ 38/ 29 Tornado 2.0 x Beppe Bezzi 128 56 19 27/ 29/ 43 Variation M-1 Jay Han 126 12 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 39/ 55/ 7 dodger component M R Bremer 122 4 From: runjames@aol.com (RunJames) Subject: How Do I get this? Date: 1997/02/17 Message-ID: <19970217022500.VAA20560@ladder01.news.aol.com>#1/1 I am interested in this, and my friend is to. How can I get a Copy? Could somebody please tell me. Reply to RunJames@AOL.com From: jkw@koth.org Subject: Re: CORE-FOOD-WAR Date: 1997/02/18 Message-ID: <199702181653.KAA27972@mail.utexas.edu>#1/1 >If it all is needed to "born" new process then each process should have >the same time,the same chance, it is not child it is another new live. >I don't know if I am understood, but it is very difficult to explain >such things in not own language. >If you can you can write to me in Polish Well, I don't know Polish, sorry. :) However, the idea you propose would be quite a large leap from the concept of Corewars. What would make sense, to me, would be for each "entity" to exist in a two or three dimensional world, while the code which operates it's movement is kept separate from the rest of the world. Obviously, it would be possible to eat your opponents... And the longer the code in your warrior, the longer it would take to replicate yourself. This is more in keeping with the theme of games like C-Robots... Which leads me to wonder, if there an ASM-Robots game out there? -jkw- From: Mikolaj Szeptycki Subject: CORE-FOOD-WAR Date: 1997/02/18 Message-ID: <330A1C4C.760F@vela.filg.uj.edu.pl>#1/1 CORE FOOD WARS I have new idea, it is very simple: Now in CW the most important think is time, it is very far from tormal life. My idea is to make system of CW with FOOD as the most important think: Each process should have parameter(?) it mean it how much food he has, if it is zero then he die. Of course he can also die becouse of "Dat 0" instuction. The Whole arena should be filled by "Jmp 1" instuctions, then any one of processes "free" on Arean will "swim" untless he die of fame(?). There shold be new instruction "Eat x,y" where first parametr show what to eat. But process can field only then when it is filled (not empty). It mean that each cell shold have parameter if its full or not. Full shold be all instrucions but not :"Jmp 1" and "Dat x". Another needed instuction is "Pro x,y" (Production) It mean building new eating. It mean that there will not be copy'ing, process can only buld new cell with instruction, or move it. If it all is needed to "born" new process then each process should have the same time,the same chance, it is not child it is another new live. I don't know if I am understood, but it is very difficult to explain such things in not own language. If you can you can write to me in Polish Mikolaj Szeptycki From: PINK & RED <107673.2146@CompuServe.COM> Subject: WRITERS! Date: 1997/02/18 Message-ID: <5ebdnr$l1u$66@mhade.production.compuserve.com>#1/1 We *are accepting new & previously published writers for publication. We have *3 offices/ 2 in New York City/ the other in Florida. For ALL fiction & nonfiction/ send brief synopsis/ first chapter/ include a self addressed, stamped envelope: S.A.S.E. Poetry: send 3 poems/ S.A.S.E. Short Stories: send brief synopsis/ 3 pages/ S.A.S.E. Do not send complete manuscript unless invited to do so. LITERARY AGENCY: WOODSIDE* 1190 /North Collier Blvd. Marco Island, Florida Zip: 34145 Tel: 941-642-9660 From: Product Link Subject: We Will Send Your Bulk Email Date: 1997/02/19 Message-ID: <199702190350.WAA18085@valhalla.stormking.com> *If you want to be removed from our mailing list, please respond to this email and put "Remove" in the subject line. We will send out your bulk E Mail. Period. No qualifiers, no conditions, no nonsense...and we'll do it at the best prices. We are Product Link. We are a business partner with a marketing company which develops buyers for its clients' products through electronic marketing; primarily broadcast fax. Together, we have over a hundred clients, almost 10% of which are Fortune 500 companies. We have numerous staff, and have just begun, at client request, to send high volumes of E Mail. If you're new to bulk E Mail marketing, as we were a short time ago, I can confirm that all the E Mails you've been getting from E Mail software companies about how great E Mail marketing is; well, they're true. However, as those of you who have already purchased software and have tried bulk E mail know, nothing good ever comes easy. Our staff has spent millions of advertising dollars on our clients' behalf; everything from commercials on the Superbowl to ads in the New York Times, to full page spreads in Scientific American.; not to mention the sending of over 1,000,000 marketing faxes a year for major corporations. 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We'll do it quickly, and we'll do it at a really great price. You can supply the list, or we'll supply the list. Place an order with us, and we'll give you advice on how to set up your E Mail so your on line service won't shut you down, how to write your material, and much more. We will also write your marketing material, if you so desire. If you supply a list, we can run it through our computer program to sort out all duplicates and bad AOL or CompuServe addresses. If you buy a list from us, we will guarantee that the exact number of names you order will go out; if we send a list for you and a number of addresses are not delivered, we will send out more E Mails until you get delivered exactly what you ordered. We can even tell you how to confirm that your list was sent. We also have programs that can filter out E Mail "bombs" and other irritating toys played with at your expense by people who don't have a life. 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And the office phone number we give you, will have a live person at the other end. Following is a price list to give you an idea of the quality of our company. Please bear in mind that Bulk E Mail is effective in large numbers; i.e., 25,000 and above. Price List To Send Bulk E Mail: Amount Cost Set Up (One Time Fee) 25,000 $150.00 $50.00 50,000 $275.00 $50.00 75,000 $400.00 $50.00 100,000 $550.00 $50.00 Bulk E Mail amounts above 100,000 per sending will be bid on a case by case basis. If you wish to modem us a list, there may be a small charge for down load depending on list size. If you wish us to "clean" your list (remove all duplicates and bad addresses), we will supply a bid on a case by case basis as with writing your marketing materials and other services. If we may be of service to you, please call us directly at (805) 654-4042. Thank you. From: Dave Pributsky Subject: Game Sale !! Date: 1997/02/19 Message-ID: <330B1F3F.285A@redink.com>#1/1 To anyone interested Segasoft is having a Blue light special on Thursday Feb 20 from 5:00 to 7:00pm Pacific Time. A bunch of PC games will be on sale. I got Obsidian last week during a sale for $34.99 with a tshirt! Its normally like 60 bucks! Check it out! www.segasoft.com. Dave From: Kevin Buffington Subject: misc. strategy Date: 1997/02/19 Message-ID: <330B6B91.AD0@tamu.edu>#1/1 I was wondering what the average size of programs currently on the various hills are. I'm not looking for a specific number or anything, I'm just interested in seeing if a strategy I'm developing might work. I would guess that those on the advanced '94 hills would be much longer than warriors in the beginners hills. I know that some warriors are up to 100 lines long, and I think my strategy would work well on stuff that 50 or more. I'm assuming that the beginner hills average is probably somewhere between 20-30, but I'm not really sure. Since I'm just developing this and have never actual thrown anything at one of the hills, I was curious if anyone could help me out with this information. It would be greatly appreciated. Later... Kevin From: Franz Subject: Re: speculation Date: 1997/02/19 Message-ID: > : Is there room for any new things? Sure, paper that kills spirals > : at least 50% of the time, regardless of the spiral size. Programs > : that adapt without Pspace. And what about developing some > : old things beyond their first publication - C.I.A. and Airbag for > : example. And some things that have been attempted without success > : like self-repairing programs. > > : Maybe what we need is a list that documents stuff when it appears. > > I think the "Holy Grail" of corewars has been the self repairing program. > I remember hearing about it back in 86. I've made some tries at it and > they all ended with resonable programs that die to the onslaught of > "dumber" programs. > > The strategies I've tried have involved coreclears that check on loop and > bombers that do that same. Usually I have a couple of checks points and > two or four programs that continue til death. this gives me an idea ... what about several airbag like bombers working together ... you could do 5 mod-5 bombers that would bomb at 1-off so they would bomb everything .... they would be self killing on attack .... they would go in such a sequence in the core they would go about killing each other only after bombing almost everything in the core ... then one would survive to bomb the core restlessly ... now i don't personally think this has any chance to survive since it's endgame strategy is bad (almost none, just bomb till you drop, since airbags are without the spl they fit in 4 instructions if possible (.5c) also there has to be a check location .. this could somehow be included into the 4 instructions the problem is .. there is no room left to do anything if attacked ... the only thing it would do is die ... since it knows it's out of sync ... thus avoiding some spl/jmp bombs and even spl carpets and papers ... it wouldn't be good against imps though since it would kill itself if attacked ...:) I have a while ago done a prototype of 2 airbag like (bombers working on ONE pointer and bombing only mod-10) ... if one is attacked .. it copies the code from one other copy, which it presumes is ok ... since it would repair itself if attacked ... this warrior is too big and although it does repair iself once it goes back as one proccess since it would take too much to rearrange the processes again ... the good thing about airbag type check .. is that it's almost transparent ... that is .. you can do even a .6c bomber that checks itself ... it's problem is it need the instruction to be executed in order ... so the proccesses have to be carefully arranged .... like this for a .6c bomber 1,6 2 3 4 5 so that it will execute at the exact same order as it would if only one instruction was executing ... the repair migth relaunch the bomber but i think this is counter productive since it's making the warrior too big ... of course only the looping instruction in the bomber and the copy routine can't be hit ... if the bomber was launched with enough processes the copy routine could be like a silk and then a jump back to the code for one proccess .... if this time the bomber gets hit it's over ... the problem with this is, is there is too much code that can be attacked ... I also made a warrior that only checked it's three copies (like described in armchair universe) ... if one is different it dumps it and creates a new one ... if a copy finds it itself is bad it kills itself instantly .... the problem with this is you have to check two copies before figuring out which one is the defective one ... a .6 or .5 bomber kills all three real fast ... I was also thinking about a bomber(selfsplitting) and two check routines (single process) .... the check routines would check the bomber instructions for hits and if it found a hit it would fall to self splitting coreclear ... the problem with this would probably be that by the time the check processes get any CPU time they too get killed :) .... but then again .. by using only a slight fraction of the cpu time it would make the bomber still fast ... more then trying to make a self repairing program i think the holy grail of corewar is to create a warrior which would remain fucntional under all forms of attack .... that would give him enough time to do even a slow but effective attack on the other program .. maybe just a coreclear ... most of the warriors now have strong/fast attack routines but are relatively speaking fragile ... i don't think there are any faster means of killing an opponent then we have now, but there have to be ways to improve the ways the warrior recovers after attacks ... right now the only recovering techniques are, airbag type recovery .... and decrement protection .... which ARE NOT enough .... though the airbag systems is fairly good ... i'll still have to try to improve it. we can see that the strategy of just trying to find your opponent faster is winning, is that there are quite a lot more scanners then dumb bombers .... scanners are VERY fragile since they have to usually use a single process ... even multiple procces scanners have to sacrifice reaction time ... since the more proccesses you have the longer it takes you to jump to the kill code ... I have some ideas about a multiproccess self splitting scanner which would be slow (.5c) but rigid, the problem with my idea is it's not too mcuh more effective then a .5c bomber (yet) .. I think i posted my sub/jmn scanner a week ago or so which uses a similiar idea ... though not as good ... I'm happy to get about 50 wilkies with my current prototypes which definately sucks ... :) WOW this is a long post ..... :) ... sorry bout pluggin up your newsfeeds .... :) Franz From: John K. Lewis Subject: Re: speculation Date: 1997/02/19 Message-ID: <5ef7r1$h3e@lastactionhero.rs.itd.umich.edu>#1/1 PK6811S@ACAD.DRAKE.EDU wrote: : Is there room for any new things? Sure, paper that kills spirals : at least 50% of the time, regardless of the spiral size. Programs : that adapt without Pspace. And what about developing some : old things beyond their first publication - C.I.A. and Airbag for : example. And some things that have been attempted without success : like self-repairing programs. : Maybe what we need is a list that documents stuff when it appears. I think the "Holy Grail" of corewars has been the self repairing program. I remember hearing about it back in 86. I've made some tries at it and they all ended with resonable programs that die to the onslaught of "dumber" programs. The strategies I've tried have involved coreclears that check on loop and bombers that do that same. Usually I have a couple of checks points and two or four programs that continue til death. If I can find them I'll post them.... I think I might have deleted them in spite of myself. John - < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: Anton Marsden Subject: Re: speculation Date: 1997/02/20 Message-ID: #1/1 On Wed, 19 Feb 1997, John K. Lewis wrote: > I think the "Holy Grail" of corewars has been the self repairing program. > I remember hearing about it back in 86. I've made some tries at it and > they all ended with resonable programs that die to the onslaught of > "dumber" programs. Self repairing programs are a good idea on a LP (limited process) hill, eg. 8 processes. In Beppe's tournament, noone actually implemented one but they are certainly a good option because SPL's have only a small effect in the LP environment. From: Beppe Bezzi Subject: Re: misc. strategy Date: 1997/02/20 Message-ID: #1/1 At 22.00 19/02/97 -0500, you wrote: >I was wondering what the average size of programs currently on the >various hills are. I'm not looking for a specific number or anything, >I'm just interested in seeing if a strategy I'm developing might work. Usually a warrior in the 94 is beetween 5 and 10 lines long; I think the longer is my scanner Memories with 17 lines, in fact it's very vulnerable to bombers even if powerful against imps. >I would guess that those on the advanced '94 hills would be much longer >than warriors in the beginners hills. Wrong, warriors in the 94 hill are shorter than beginner's ones because they use tricky programming to keep lenght the shorter possible while beginners are non yet able to do so; when the begin to master the tecnique they pass in the pro hill :-) >...I know that some warriors are up >to 100 lines long, Warriors 100 lines long are usually quick scanner, which code is executed but once, decoy instructions never to be executed or padding of dat 0,0 to separate different parts of the warrior. I don't think a 50 lines (or even a 20 lines) long warrior has any chance on a hill. >... > >Later... >Kevin > -------------- -Beppe Bezzi http://www.aspide.it/freeweb/Bezzi From: Philip Kendall Subject: Re: misc. strategy Date: 1997/02/20 Message-ID: <330C22A6.6CD8@cam.ac.uk>#1/1 Kevin Buffington wrote: > > I was wondering what the average size of programs currently on the > various hills are. I'm not looking for a specific number or anything, > I'm just interested in seeing if a strategy I'm developing might work. > I would guess that those on the advanced '94 hills would be much longer > than warriors in the beginners hills. I know that some warriors are up > to 100 lines long, and I think my strategy would work well on stuff that > 50 or more. I'm assuming that the beginner hills average is probably > somewhere between 20-30, but I'm not really sure. > Since I'm just developing this and have never actual thrown anything > at one of the hills, I was curious if anyone could help me out with this > information. It would be greatly appreciated. Generally, anything over 13 lines executing is considered large - most warriors will be listed as a lot larger than this on the hill, but most of the code in them is either executed once only (eg quickscanners - an unrolled loop of seq instructions) or is not at all (eg a decoy say lots of spl.a #1,1 instructions) and then they boot the actual main body of the warrior away from the rest of the code. I very seriously doubt that there is a warrior anywhere on either of the hills which actually has 50 executing instructions. Hope this lot helps somewhat, at least :-) Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: George Subject: ADD/ADD scanning Date: 1997/02/20 Message-ID: #1/1 well I'm still up to trying to do the perfect multiprocess scanner but i'm getting too many byproducts ... like now ... I just had an idea for a better (faster) f-scanner ... I don't know if anyone has done this. it's .66c, so it's as fast as cmp scanners ... but it's actually a jmz scanner ... i've done a basic one shot in 6 instructions +1 bomb ... with this engine and it seems to be doing quite well ... it got 82 (i think) on the regular hill and actually got into the bottom of the beginner hill ... it's also 5th on the tiny hill under the name XADD ... So I gave it a name and I thought i'd post it ... has anyone done this before ... i don't think i've seen it anywhere ... it's main advantage is against cmp scanners .. being as fast but smaller, AND it instantly damagaes during scan, since it adds two things in the memory ... so it's got a SLIGHTLY faster reaction time ... it's disadvantage is that it's a one shot and that it's only using a modified dclear ,, which uses the afield which is not as effective against imps ... this code itself could be greatly improved while keeping the oneshot/dclear strategy, but i'm posting this as a new scanning concept ... the only disadvantage is i don't see it extendible to 80%c unless perhaps combined somehow with a cmp scan (i don't see how, i haven't thought about it ... it just came to me) otherwise it's fairly similiar to normal scan in it's effectivness (i think) I have several ideas on how to improve on it generally but i'm not gonna post them ... I don't spend too much time redcoding lately (well i did the past few weeks trying to get a multi-process-scan running) so try this in your scanner see if you see a difference in scores .... :) ... this beats rave about 70% of time ;redcode-94 ;name Archer ;author Franz ;strategy 66% ab scanner ... with some instant damage ;assert CORESIZE==8000 sstep equ 3510 stscn equ (scan-1+sstep) org scan loop add.f step, scan scan add.f stscn,stscn+6 jmz.f loop,@scan step spl #sstep,sstep mov bomb,}scan djn.f step+1,}scan dat 0,0 bomb dat 10,10 end From: franz@azstarnet.com (George Lebl) Subject: Re: HEEEELLLLLPPPPPP !!!!! Date: 1997/02/20 Message-ID: #1/1 >I'm a beginer in corewar'art... And so, I don't understand some little >things (use of <, >, B-operand in SPL, etc....) since each opcode has TWO operands ... then spl onlu uses one ... but the second one gets evaluated ... it can be used to store data or to increment or decrement a memory location .... it will not affect the actual behavior of the split but will add a usually desirable side effect you can use to optimize code ... for example storing step values in the spl spl #step,step since the a-operand is immediate it's the address 0 and whatever numbver there is it works just like spl 0 .... or you can use it for decrements/increments on a certain location to kill imps spl #0,>gate it's better to use # since if an inc/dec hits your code the behavior of the spl won't change ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: misc. strategy Date: 1997/02/20 Message-ID: #1/1 On Wed, 19 Feb 1997 15:07:29 -0600, Kevin Buffington wrote: >I was wondering what the average size of programs currently on the >various hills are. I'm not looking for a specific number or anything, >I'm just interested in seeing if a strategy I'm developing might work. >I would guess that those on the advanced '94 hills would be much longer >than warriors in the beginners hills. I know that some warriors are up >to 100 lines long, and I think my strategy would work well on stuff that >50 or more. I'm assuming that the beginner hills average is probably >somewhere between 20-30, but I'm not really sure. well the main warrior .. or the code that boots away usually or the one you actually ahve to kill is usually rather small .... about 5-10 lines for an average scanner/bomber warrior ... for papers it'about 10 since most papers are longer so they can include some bombing code ... imps differ but the launch code is about that ... but then when you do kill the launch code you have to kill the imp too .... i don't like imps myself .. i think they are too dumb ... the programs are usually 50-100 only a few cycles at the beginning when running the qscan or booting away ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Cruzol Christophe Subject: HEEEELLLLLPPPPPP !!!!! Date: 1997/02/20 Message-ID: <330C07F9.CC4@hol.fr>#1/1 ENGLISH.************************************************************ I'm a beginer in corewar'art... And so, I don't understand some little things (use of <, >, B-operand in SPL, etc....) Could someone help me ??? FRANCAIS.************************************************************ Je d�butte dans le Corewar... Et je ne comprends pas tous dans l'utilisation des <, >, du champ B dans les opcodes qui n'en n'ont pas toujours, etc.... Qui pourrait m'aider et me donner des indices et docs ??? ESPERANTO.************************************************************* Mi jus lernas Corewar kaj estas iuj duboj pri la uzadoj de la <, >, B operatoro K.T.P... Kiu povas min indiki solvojn, spurojn kaj indikojn ??? ************************************************************** christophe.cruzol@hol.fr From: Franz Subject: Re: ADD/ADD scanning Date: 1997/02/21 Message-ID: #1/1 > > it's main advantage is against cmp scanners .. being as fast but smaller, > > AND it instantly damagaes during scan, since it adds two things in the > > memory ... so it's got a SLIGHTLY faster reaction time ... it's > > disadvantage is that it's a one shot and that it's only using a modified > > dclear ,, which uses the afield which is not as effective against imps ... > > This could probably be fixed by using add.f stscn,stscn-6. (?) yes .. I was complaini8ng about the shortcomings of the prototype ... I did fix this .. though it has to be stscn+6,stscn the +6 must be +6 or -4 .. since it's a mod-6-4 hybrid scanning .... -6 would find itself ... > > otherwise it's fairly similiar to normal scan in it's effectivness (i > > think) I have several ideas on how to improve on it generally but i'm not > > gonna post them ... > > I have one good idea .. which I will post :-) > You could use sub.f instead of add.f on the 'scan' line to avoid picking > up imps/core-clears/djn streams. damn he found it ... actually after about an hour or more of testing this it only gives marginal gains ... but that perhaps is just my killing routine ... a sub.f is theoretically good since on an imp it finds it's "head" ... somewhat like cmp scanners do ... so it's not baffled by tons of garbage .... it also eats through djnstreams and some forms of decoy which uses 1,1 to stop djn streams .... since all my other ideas how to improve it proved to be crap ... i'm not gonna post them to avoid being called stupid :) well otherwise i added a spl/dat clear and a spl/spl/dat clear and that improved performance quite a lot .... 30 points on the hill ... and it actually has a functional impgate .. it's problem is it's too big and i gotta do something about it eating itself .... a general questions for veterans of singleshots:) for a single shot, is it more productive to do fast but sparse scanning and then clear .. or do a LOT of scanning before going to clear ... my current algorythm sucks .. so i'll have to improve on it ... i think with some time I can get a working copy on the hill at least in the 130 range .... I'm figuring out how to do qscan so that my sub.f will miss it ... having found this sort of scanning i completely forgot about my multiprocess scanner :) which is still only a dream ... the biggest problem with that is that a test instruction is bad for this sort of thing ... tehre h`can't be any conditionals in the thing ... the subjmn is an example of how one might do this but it still does use the jmn .... > > I don't spend too much time redcoding lately (well i did the past few > > weeks trying to get a multi-process-scan running) so try this in your > > scanner see if you see a difference in scores .... :) ... > > It might be an good idea to try a single process scan and then split to > some killing code. This way, the killing code isn't inhibiting the > scanning process (this is a major weakness of He Scans Alone - fast > coreclears can easily beat it). However, if too many splits are made the > scan becomes negligible :-( I have made a prototype which does this and it only kills two warriors in my testing package .... which isn't too good ... it had a rather neat way of jumping to trhe killing code only a few times ... 3 to be precise ... i'll post it someday .. when i'm finished with it .. right now it looks fairly crappy ... and it works crappy ... (still) .. the problem with it it can't use selfsplitting on clear ... oh well ... i could do that by adding one instruction but i don't want to do that ... BTW does anyone think this type of scanning is a worthwile idea or is it just not worth the trouble to switch from cmp scanner types .... the thing is thsi makes nice decoys out of decoys .... and does instant damange ... what i mean by the first statement is that if this hits my ak47 decoy ... it won't find it but my ak47 will ... :) ... a cmp scanner won't do that ... also it does instant damage to the found code even if the code doesn't trigger a reaction Franz From: Anton Marsden Subject: Re: ADD/ADD scanning Date: 1997/02/21 Message-ID: #1/1 On Thu, 20 Feb 1997, George wrote: > it's main advantage is against cmp scanners .. being as fast but smaller, > AND it instantly damagaes during scan, since it adds two things in the > memory ... so it's got a SLIGHTLY faster reaction time ... it's > disadvantage is that it's a one shot and that it's only using a modified > dclear ,, which uses the afield which is not as effective against imps ... This could probably be fixed by using add.f stscn,stscn-6. (?) > otherwise it's fairly similiar to normal scan in it's effectivness (i > think) I have several ideas on how to improve on it generally but i'm not > gonna post them ... I have one good idea .. which I will post :-) You could use sub.f instead of add.f on the 'scan' line to avoid picking up imps/core-clears/djn streams. > I don't spend too much time redcoding lately (well i did the past few > weeks trying to get a multi-process-scan running) so try this in your > scanner see if you see a difference in scores .... :) ... It might be an good idea to try a single process scan and then split to some killing code. This way, the killing code isn't inhibiting the scanning process (this is a major weakness of He Scans Alone - fast coreclears can easily beat it). However, if too many splits are made the scan becomes negligible :-( From: wolak Subject: how do I get better? Date: 1997/02/21 Message-ID: <330E70AE.22C5@wolak.com>#1/1 I hava been at corewar for a few months, but I don't seem to be getting any better. Every time I have a warrior I think should be good, it gets wasted by really simple ones, like mov -1, <-1 jmp -1 Could someone point me in the right direction? thanks, Matt From: ncf@pwrnet.com Subject: Are You In Need of a Lifestyle Change.... Date: 1997/02/21 Message-ID: <199702211650.LAA17256@mail.pwrnet.com>#1/1 You were reconmended for the following information. If it is of no interest to you, there is no need to respond as you are not on a mailing list with us, also if this doesn't interest you, my apology. Now for the first time ever you have the opportunity to join the most extraordinary and most powerful wealth building program in the world! This program has never been offered to the general public until now! Because of your desire to succeed, you have been given the opportunity to take a close look at this program. If you're skeptical, that's okay. Just make the call and see for yourself. My job is to inform you, your job is to make your own decision. If You Didn't Make $200,000.00 Last Year... You owe it to yourself and your family to give our program serious consideration! Also, when you start making this kind of money within weeks, after joining our team, you will actually learn how you can preserve it and how to strategically invest it! I invite you to call me for more details at 1-800-995-0796 ext. 4094. This is a free 2 minute recording, so call right now! Prosperous regards, Dee Dee Rawlins Not MLM/Serious Inquiries Only From: John K. Lewis Subject: Re: speculation Date: 1997/02/21 Message-ID: <5el24j$9ri@lastactionhero.rs.itd.umich.edu>#1/1 Anton Marsden wrote: : Self repairing programs are a good idea on a LP (limited process) hill, : eg. 8 processes. In Beppe's tournament, noone actually implemented one : but they are certainly a good option because SPL's have only a small : effect in the LP environment. I hadn't thought of that, but I think you're right. With a limited process count, you probably wont be slowed down as much by "stunning". This would mean you could kill off you own processes quickly to effect the repairs. Vamping would become important, keeping you opponent occupied elsewhere so that even if they repair thier own stuff they can't spl to it because they are maxed out. Interesting defensive strategy against vamping would be to already have 8 processes. This way your opponent can only use 1/8th of your time if it vamps you. < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: Franz Subject: Re: ADD/ADD scanning Date: 1997/02/21 Message-ID: #1/1 > Sorry Franz, I don't see how Archer is a multiprocess scanner. > It is a single process one-shot scanner with a dat core-clear. i didn't say it was multiprocess ... i just said that on my quest for mutliproccess scanner .. which i still didn't get the concept quite down i found this .... it was more of a `n extention to my sub/jmn idea but it turned into something small but oneprocess ... > Being one-shot is ok, but a multiprocess scanner would have > multiple processes in the scan loop or multiple scan loops > running in parallel. In theory this would let it maintain > speed while running in parallel with a spiral or other different > component. the problem with multiprocess scanner is following: before the conditional instruction gets executed a number of cpu cycles is wasted .. which is proportional to the number of proccesses running the scanner .. this excludes selfsplitting warrior from being at all effective ... the second problem is that since the adding instruction gets executed severla times the kill code would have to compeensate for that .. another way to solve this is the way sub/jmn solves it ... it doesn't add anything after something has been found ... archer was somewhat a byproduct of my not very good logical reasoning ... though i'm still convinced that i can do a multiproccess scanner at at least .33c with immediate effectiveness .... i have an idea how to do it .2c but it beats the purpose of the whole thing ... so i'm trying to make this work better .... though i might get it up to .4c but that needs some redesigning .... of course i haven't written this warrior down so it lives still in my brain only so i bet when i write it down i will come to some impossible obstacle ... though i'm getting closer to the "solution" every day ... and i bet there is at least .5c solution to this but i just gotta figure it out .. i think .5c would be ok .. considering it being effective against imps by being a self splitter so it could not be kileld as easy byone of those .. plus being self splitting it would stand chance against being hit .... as long as the spl isn't hit the warrior would still "live" .. which would give great advantage over other scanners ...we'll see who'll win the arms race for the effecive multiproccess scanner .... Franz From: Bjoern Guenzel Subject: Re: speculation Date: 1997/02/21 Message-ID: <330D9358.167E@ucl.ac.uk>#1/1 Anton Marsden wrote: > > On Wed, 19 Feb 1997, John K. Lewis wrote: > > > I think the "Holy Grail" of corewars has been the self repairing program. > > I remember hearing about it back in 86. I've made some tries at it and > > they all ended with resonable programs that die to the onslaught of > > "dumber" programs. > > Self repairing programs are a good idea on a LP (limited process) hill, > eg. 8 processes. In Beppe's tournament, noone actually implemented one > but they are certainly a good option because SPL's have only a small > effect in the LP environment. I was about to say that, too... It is a pity that the lp hill isn't around anymore (is there still hope?). I thought it's funny that you can actually use the spl as a hit detection on a lp hill. For the tournament I tried to put 8 stones into core, which would automatically turn into an imp-spiral if one of them was hit, but I didn't have enough time and I still don't know if it would actually work. The idea was like imp mov.i #istep,*0 ;this imp hits exactly the process in the next stone, which hits exactly the next one, etc... stone spl -1 ;this line puts a process into the imp only if another process has died. ... Of course it doesn't help against stunning, but it is less likely on the lp hill (although it turned out that it is a good idea to stun on the lp hill, too) I'd like to try the idea with the lined up stones again, maybye I could use my funny idea for selfsplitting, that is using a spl step instead of a spl 0. That way I think it would be possible to create a self splitting airbag - at least the timing would work, but the response time would be too slow... airbag1 spl airbag2 ... airbag2 spl airbag1 ... Not very useful, but I thought it is funny. At first I was hoping to crerate a new imp-launch, but it doesn't seem to work :-( spl istep mov.i #istep,*0 ... spl istep mov.i #istep,*0 ... would have been too neat... :-) I vote for the introduction of a instruction that reverses the processing order in Core... Hm, actually that brings me to an idea, maybe not a new instruction, but a flag each warrior is allowed to set (like PIN), which determines the direction in which it's instructions are executed. Thus a warrior can be either upwards or downwards. Scary...? I haven't thought through it yet, but at least it would allow for downwards moving imps etc... Bjoern -- ...learning we are only immortal for a limited time - (Rush) From: fucuco@hamlet.net (Good Friend) Subject: Learn to Make $$$FAST CASH$$$ With Honest Work Date: 1997/02/21 Message-ID: <330d7fae.7663715@news.uoknor.edu> Dear Friend, Five minutes and five dollars can change your life!!!THIS IS THE FAIREST, MOST HONEST WAY I KNOW TO SHARE THE WEALTH! 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Someone I talked to knew someone who did that, and he only made $150.00; and that was after seven or eight weeks!! Then, he sent the 5 $1.00 bills; people addedhim to their lists, and in 4 - 5 weeks, he had over $10,000.00. THIS IS THE FAIREST, AND MOST HONEST, WAY I HAVE EVER SEEN TO SHARE THE WEALTH OF THE WORLD WITHOUT COSTING ANYTHING BUT OUR TIME! GOOD LUCK, AND HAVE FUN!!!! From: Robert Macrae Subject: Re: speculation Date: 1997/02/22 Message-ID: <5en6jr$i2s@join.news.pipex.net>#1/1 John K. Lewis wrote: .. >Interesting defensive strategy against vamping would be to already have 8 >processes. This way your opponent can only use 1/8th of your time if it >vamps you. Several warriors used this strategy in the tournament. I would regard the slow-splitting paper as a kind of self repair; if no copies have been killed, the offspring can't get a process but it will replicate as processes become available. From: Robert Macrae Subject: Re: ADD/ADD scanning Date: 1997/02/22 Message-ID: <5en5td$i2s@join.news.pipex.net>#1/1 Paul Kline wrote: >Sorry Franz, I don't see how Archer is a multiprocess scanner. .. [Sorry, I missed the start of the thread] I wrote a multiprocessor scanner once, with a handfull of processes in a ring all sharing the same code. It wasn't very good :-( From: Philip Kendall Subject: Re: how do I get better? Date: 1997/02/22 Message-ID: <330EC594.581@cam.ac.uk>#1/1 George Lebl wrote: > > the strategies that seem to be strong are > > qscan->stone/imp > qscan->scanner > decoy->scanner > decoy->stone/imp > and my ever-so-popular > qscan->paper Has anyone written a really effective qscan->scanner? I'd always thought that the qscan code would distract the scanner too much, but I may be wrong :-) I remember a Core Warrior hint along these lines, but I haven't seen anything come of it - I don't think that any of the warriors on the '94 hill own up to using qscan->scanner. Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: Philip Kendall Subject: Re: speculation Date: 1997/02/22 Message-ID: <330EC513.7EA9@cam.ac.uk>#1/1 John K. Lewis wrote: > > Interesting defensive strategy against vamping would be to already have > 8 processes. This way your opponent can only use 1/8th of your time if > it vamps you. This was actually done by quite a lot of the programs in Beppe's tournament - not mine, so it lost horribly ;-( - I've now got quite a good paper (I think) for the lp environment, which starts off by splitting up to 8 processes, therefore making stun/vamp attacks not that effective, but I've got no hill to try it out on... Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: franz@azstarnet.com (George Lebl) Subject: Re: how do I get better? Date: 1997/02/22 Message-ID: #1/1 On Fri, 21 Feb 1997 20:06:06 -0800, wolak wrote: >I hava been at corewar for a few months, but I don't seem to be getting >any better. Every time I have a warrior I think should be good, it gets >wasted by really simple ones, like > >mov -1, <-1 >jmp -1 > >Could someone point me in the right direction? the overwhelming beginner opinion (yes i thought this too) ... is that a warrior to be good has to be complicated and long ... this isn't the case .. the simplier it is the better results you get .... try just getting some basic "engines" to work for you .. and try improving on that .. try getting effectivity high while reducing the number of hittable instructions to a minimum ... sometimes you sacrifice a few istructions of code to get better effectiveness so you write longer warriors ... but the usual way to go about writing a good warrior is to start out with an idea, an engine ... and then try to minimize it's code without giving up any functionality ... it often can be done a lot farther then one thinks If you have done any otehr programming your thinking will be wastefull ... to get better at corewar is to make tighter faster loops working with as much functionality given into them ... when your code is small try improving on the fragility of the code .. or i mean that the code ISN't fragile .. so it can be hit by a bomb or overrun by a djn stream and still function in some sort of manner ... don't allways start a new idea ... try working long and hard on an idea you have for some time .. then make a simple but working prototype ... then try improving it's size/efficency ... then try to fit some more attacks in your code (like djn streams, decrements) then add some pregame strategy, like booting/decoy-building/qscan and you have a good warrior ... don't try to think of everything yourself .... what people have thought of in the last few years you're not gonna find all out in a few hours on your vt100 term .... look at other peoples code and use their ideas ... if you can improve on theirs idea .. this is the whole point of corewar ... it's to take code and optimize the hell out of it ... there are only few basic strategies .... scanner, bomber, imp, paper .... ther are subcategories under each one ... the strategies that seem to be strong are qscan->stone/imp qscan->scanner decoy->scanner decoy->stone/imp and my ever-so-popular qscan->paper Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Paul Kline Subject: Re: ADD/ADD scanning Date: 1997/02/22 Message-ID: <330EB534.322D@acad.drake.edu>#1/1 Sorry Franz, I don't see how Archer is a multiprocess scanner. It is a single process one-shot scanner with a dat core-clear. Being one-shot is ok, but a multiprocess scanner would have multiple processes in the scan loop or multiple scan loops running in parallel. In theory this would let it maintain speed while running in parallel with a spiral or other different component. Paul Kline pk6811s@acad.drake.edu "Life is too short to fight over cookies" - Mom From: Jack Mingo Subject: ALL WRITERS SEEKING PUBLICATION**** Date: 1997/02/23 Message-ID: <33112788.5B36@pacbell.net>#1/1 A wolf in cheap clothing spammed your group, writing: >We* are now accepting new & previously published writers for >publication. We have 3 offices/ 2 in New York City/ >the other in Florida*. For ALL fiction & nonfiction/ >send brief synopsis/ first chapter/ include a self >addressed, stamped envelope: S.A.S.E. >Poetry: send 3 poems/ S.A.S.E. >Short Stories: send brief synopsis/ 3 pages/ S.A.S.E. >Do not send complete manuscript unless invited to do so. >NYC LITERARY AGENCY >1190=North=Cutthroat Blvd. >Bunco Island:= Florida This is the Woodside Literary Agency, a notorious spammer, accused in a pending civil suit of stalking and other dirty tricks. For more information see: http://www.geocities.com/~hitchcockc/main.html Or read my article: http://www.bostonphoenix.com/archive/styles/97/02/13/NET_STALKING.html (If you want to be a writer, you should NEVER have to pay an agent or publisher for any reason. Legitimate publishers pay you, legitimate agents take a percentage ONLY when and if your book sells.) Jack Mingo misc.writing goodwill ambassador From: LITERARY AGENCY-NYC Subject: ALL WRITERS SEEKING PUBLICATION**** Date: 1997/02/23 Message-ID: <3310A312.515C@aol.net>#1/1 We* are now accepting new & previously published writers for publication. We have 3 offices/ 2 in New York City/ the other in Florida*. For ALL fiction & nonfiction/ send brief synopsis/ first chapter/ include a self addressed, stamped envelope: S.A.S.E. Poetry: send 3 poems/ S.A.S.E. Short Stories: send brief synopsis/ 3 pages/ S.A.S.E. Do not send complete manuscript unless invited to do so. NYC LITERARY AGENCY 1190=North=Collier Blvd. MarcoIsland:= Florida Zip: =34145 Tel: *941=642=9660 From: jim Subject: The Best Free Stuff On The Net - Underground!! Date: 1997/02/23 Message-ID: <199702231925.OAA04430@199702231925.OAA04430>#1/1 Here's the scoop: I have spent the last two months listing the underground sites the big boys would be ashamed to admit exist. Most of the good stuff on the Internet costs money. However, by going to the right places, the very same services can be found absolutely FREE! These superior sites are difficult to find because they don't have the budget to let you know where they are. Here are a few quick examples of what you'll find on my list: FREE WEBPAGES - http://www.webspawner.com Generate your own webpage right on-line for free. No hassles, it's instant and EASY. This is the slickest site on the net! You heard it here first. FREE STOCK QUOTES - http://www.stockmaster.com Get realtime stock quotes without paying a subscription. They'll even generate a complex history graph for your stock on the fly! Check it out. MASTER NO-SPAM LIST - Get yourself on the now forming universal spam remove list for free. I'll tell you how to sign up & ensure all major bulk-mail houses remove your name prior to any mass mailing. Really. FREE E-MAIL - http://www.bigfoot.com How about a disposable e-mail address for secret communicate with your mistress? It's free for the taking, log in and sign yourself up. These examples are just the tip of the iceberg. To get the full underground scoop, forward this e-mail to: phoenix@openix.com Be careful not to simply reply to this message, If you do, your message will remain unread. Once I receive your e-mail at the above address, I'll send you my complete report on the best free underground sites on the net. Read it, and gain the inside dope that only the savy netizen is privy to. This notification is paid for by the non- profit group of Citizens for a better net Collen Farben & Staff Working to bring out the best of the net. (Non-profit sponsors welcome.) Note: You'll not hear from me again, get your copy of the free report now. From: AGSerm@netwizards.net (Ansel Sermersheim) Subject: Pmars bombs! Date: 1997/02/23 Message-ID: #1/1 I've recently decided to get back into Corewars after an extended absence. I'm using a completely different computer than I used to, and on it, pmarsv bombs utterly. If I run pmars, it works fine. Pmarsv -v works fine. Pmarsv -v 7x4 (where x is 2,3,4,5,6, or 7) dies. On 3, it says 'Unknown adapter in GrSetMode'. On any other, it gives the following stack trace: General Protection Fault at eip=17079 eax=00000000 ebx=000000e0 ecx=0000004f edx=000003ce esi=0000027a edi=d0000870 ebp=00064b98 esp=00064b70 cs=10f ds=107 es=107 fs=107 gs=107 ss=117 cr2=00004fee Call frame traceback EIPs: 0x00017079 0x00015ca8 0x00016c7c 0x000140b3 0x0000b7a3 0x0000b8ed 0x0000c0c2 0x0000138a 0x000014f5 The program can't be bad, I just got a clean copy off of www.koth.org. The old one acted exactly the same. The version of both was 0.8.0, AFAIK. All this wierdness happens under a DOS box in win95. However, if I 'reboot to ms-dos', I can run in mode 7, and ONLY mode 7. Any other mode gives me an identical stack trace. Can anyone point me at how to fix this? I'd really like to be able to code and do work at the same time. Thanks, Ansel (Dreaming of being on a hill someday) From: Bjoern Guenzel Subject: Re: how do I get better? Date: 1997/02/23 Message-ID: <330F8F86.41C6@ucl.ac.uk>#1/1 wolak wrote: > > I hava been at corewar for a few months, but I don't seem to be getting > any better. Every time I have a warrior I think should be good, it gets > wasted by really simple ones, like > > mov -1, <-1 > jmp -1 > > Could someone point me in the right direction? Don't worry too much about this simple warrior - there is no Strategy that beats all warriors equally effective, so maybye you have just chosen to work against that one strategy that's being killed by this simple coreclear. What kind of thing are you working on? OBviously not on a paper, since there is no way how a paper could be defeated by a dat clear... If scanner or stone, try to be at least 0.5c scanning or bombing, and step 4 or 5 if possible (if you want to kill Coreclears, I don't want to claim you can't be good with other steps, btw, chaotic steps are very popular, you can even get to a kind of step 2 ...). Then make sure that you have a Coreclear in your warrior (see Corewarrior hints and other sources), with 1c output if possible (eg 0.5c bombs, 0.5c decrements) - the warrior above get's even killed by a djn stream alone, so you really shpould be able to cope with it. Maybye there is a way you could incorporate a djn-stream in your warrior without extra cost...? Why don't you post your Code? People are always happy to help, and you will probably learn a hell of a lot from their comments. Don't be afraid, everybody here remembers the time they started and wrote awkward programs...:-) And it is true, if you want to learn about effective bomb engines, core clears etc. there is no way around analysing other peoples Code. In the beginning it is hard to read Corewar programs, but you get used to it... > thanks, > Matt Bjoern -- ...learning we are only immortal for a limited time - (Rush) From: jkw@koth.org Subject: Re: how do I get better? Date: 1997/02/24 Message-ID: <199702241904.NAA16260@mail.utexas.edu>#1/1 >hmm well i did a few ... you just have to put a nop in (that's the easy >and lazy way to do this) once in a while ... or you can just make sure it >searches most of the core before hitting the qscan ... there migth not be >any on the hill since it isn't as effective ... I think the main reason qscans->scanners aren't quite so effective is simply that scanners are at their best at the very beginning of the round. Qscanning and booting away takes time, and it gives your opponent time to trash the core and blind your scan. -jkw- From: Franz Subject: Re: ADD/ADD scanning Date: 1997/02/24 Message-ID: #1/1 > One strategy is to scan once through core, using a step approximately > the > size of your average opponent. If you are very fast or very small this > is a good strategy. Another strategy is to use a near-imp number like > 2670 or 2671 for a size-10 or size-13 step that takes longer to discover > imps. Another strategy would be a large, optimal step that essentially > does a sparse pass followed by finer scanning. Which is the best? > More data needed. I have little time at the moment (ok i got some time at school for reading news but not at home to play with corewar) so I will try this ... my problem is i think it takes too much code for decoding (2-instructions) so i use the second location close to first strategy, which is fairly good but not optimum ... I think maybe making it 3 or 5 times the mod-step size would improve the general performance without degrading the fast reaction, since if the second location was a hit it would have to go through 3*mod-step locations before hitting it instead of 1*mod-step > Decoys, including bombs are the main problem for one-shot scanners to > solve. well as i suspect there are a lot of 1,1 decoys which are invisible, bombs are a larger problem, if i were to scan at a mod that is similiar to most bombers and assuming that all bombs are same i might have a chance of missing bombs too ... though i don't think this type of warrior will do an good against stone/imps ... except being faster it doesn't have an advantage, stone/imps are usually failry slowed down by their imps and the sub scan misses the imp streams.... unlike a conventional add/jmz scan ... and only finds the head of an imp ... adding a bomb to it thus doing a .75c bomb/scan might make a difference ... against scanners it seems to be smaller then most but about as fast (well only .66c at the moment, I'm thinking on how to do some .8c version if at all possible with this scan routine) > > > scanning process (this is a major weakness of He Scans Alone - fast > > > coreclears can easily beat it). However, if too many splits are made the > > > scan becomes negligible :-( > > He Scans Alone wipes at 66%, so if it locks onto a 100% core-clear it > will lose the race. Still against Dclear it goes something like > 37/43/20, > which is very acceptable, since Dclear can't make it on the Hill by > itself. > Against Dclear as a p-component, He Scans wins frequently enough to keep > him switched off. my thing clears at .5c so i suspect it being even worse ... just got an idea ... the mod-step of a scanner should probably be even so that it misses the stream made by a d-clear on first pass and can jut go and find the actual clear ... so mod-5 is out of the question ... > > BTW does anyone think this type of scanning is a worthwile idea or is it > > just not worth the trouble to switch from cmp scanner types .... > > F-scan's smaller size should make it worthwhile to pursue. An > f-scanning > version of He Scans Alone runs about 11 lines and still beats most imp > programs, but is not quite as good against silks. At least for my code. > > Archer is a bit like combination bomber-scanners that move a bomb, then > use the bomb as a pointer to another location, thus saving an increment. > See Seventyfive and Withershins Thrice. Herem and Scimitar are bombers > that use the same trick to boost their bombing speed. I think all my recent bombers are .6c using this and to add a bomb to archer would also take this ... one more idea .. i could add two bombs (thus making it .8c but this is only scanning at .4c and bombing at .4c) and makes the code longer .... it also works as a hybrid .6c bomber with one bomb being a subtraction ... I'll try a scanner driven clear with this if it will make a diff ... Franz From: Franz Subject: Re: ADD/ADD scanning Date: 1997/02/24 Message-ID: #1/1 > >a general questions for veterans of singleshots:) > >for a single shot, is it more productive to do fast but sparse scanning > >and then clear .. or do a LOT of scanning before going to clear > Well, the only successful one-shot I had was Porch Swing. When I > changed it later and made Porch Swing +, I made two changes that gave > a 30 point benefit over the old the day after the old fell off the > hill. The two changes I made were a decoy (as big as PS+ was, I had > to move away from it) and a longer scanning time. I made the decoy by > hand so I could scan it 3 times before setting off my clear. If I > remember correctly, my scanning hit X and X+14 first time through, > then X+4, X+18, then X+8 and X+22. This still left some sizable > holes, but it did pretty good while it was there. hmm seems like you are scanning more heavily then i do ... I got 114 on the hill without any improvements. it's a spl/spl/dat single shot using add/sub/jmz scanning i think with decoy and boot i'll add at least 10-20 points and i also have to redo the scanning step, it's right now 8-2 hybrid .. which sucks ... i thought about doing either mod-8 or have it miss my code and do mod-4 that's why i was asking. i think i'll get it at least to 130 on the hill ... one more thing you can try with add/sub/jmz .... put a bomb in there as in add/mov/sub/jmz ... this will make it .5c scan + .25c bomb plus instand damage on one of the scanned locations, so locations are subtracted at .25c while scanning ... i don't think i'm gonna try this since it would throw off my constants too much at this time ... though i'm gonna try to see if it helps at all ... (for this to work you have to move a pointer as a bomb just as you do with a .6c bomber) > > Randy Graham > Franz From: sieben@imap1.asu.edu Subject: Re: Pmars bombs! Date: 1997/02/24 Message-ID: <5esjlu$ldo@news.asu.edu>#1/1 : All this wierdness happens under a DOS box in win95. However, if I : 'reboot to ms-dos', I can run in mode 7, and ONLY mode 7. Any other mode : gives me an identical stack trace. : Can anyone point me at how to fix this? I'd really like to be able to : code and do work at the same time. Check out the beta test executable on my homepage. It's a slowly progressing work on a version that works with win95. mathpost.la.asu.edu/~sieben Nandor. From: rgraham@hotmail.com (Randy Graham) Subject: Re: how do I get better? Date: 1997/02/24 Message-ID: <3312a947.3904049@news.ios.com>#1/1 On Sat, 22 Feb 1997 10:08:20 +0000, Philip Kendall spake thus: >George Lebl wrote: >> >> the strategies that seem to be strong are >> >> qscan->stone/imp >> qscan->scanner >> decoy->scanner >> decoy->stone/imp >> and my ever-so-popular >> qscan->paper > >Has anyone written a really effective qscan->scanner? I'd always thought >that the qscan code would distract the scanner too much, but I may be >wrong :-) I remember a Core Warrior hint along these lines, but I haven't >seen anything come of it - I don't think that any of the warriors on the >'94 hill own up to using qscan->scanner. Well, my earliest attempts on the hill were all scanners (about all I was successful with, in fact). One fairly successful one (when the hill was a kinder gentler place) was Strahd. He was a qscan -> 66% cmp-scanner, I think (I know I had one of these, just can't remember for sure if it was Strahd). He got into the top 10 for just a bit. Didn't live very long though, because he wasn't too good against imp/stones (and there were a lot of them at the time) or Torch. > >Phil > >-- > Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) Randy Graham From: rgraham@hotmail.com (Randy Graham) Subject: Re: ADD/ADD scanning Date: 1997/02/24 Message-ID: <3311a7a7.3488098@news.ios.com>#1/1 On 21 Feb 1997 14:25:51 -0500, Franz spake thus: >[bunches I'm not equipped to deal with deleted] >a general questions for veterans of singleshots:) >for a single shot, is it more productive to do fast but sparse scanning >and then clear .. or do a LOT of scanning before going to clear Well, the only successful one-shot I had was Porch Swing. When I changed it later and made Porch Swing +, I made two changes that gave a 30 point benefit over the old the day after the old fell off the hill. The two changes I made were a decoy (as big as PS+ was, I had to move away from it) and a longer scanning time. I made the decoy by hand so I could scan it 3 times before setting off my clear. If I remember correctly, my scanning hit X and X+14 first time through, then X+4, X+18, then X+8 and X+22. This still left some sizable holes, but it did pretty good while it was there. > >Franz > Randy Graham From: SKI Koth Server Subject: SKI-ICWS: Status - MultiWarrior 94 02/24/97 Date: 1997/02/24 Message-ID: <199702240500.AAA15648@asgard.ttsg.com>#1/1 Weekly Status on 02/24/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Multiwarrior 94 CoreWar Hill: Last battle concluded at : Tue Feb 11 13:25:35 EST 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 5174 29 2 U-lat v3.8 Zul Nadzri 5174 7 3 Die Hard P.Kline 5137 75 4 MulDemon J.A.Denny 5102 12 5 IMPossible! Maurizio Vittuari 5102 42 6 Multi Kulti Christian Schmidt 5102 1 7 dTest P.Kline 5065 3 8 Get Even Robert Macrae 5028 28 9 Get Even II Robert Macrae 5018 26 10 Head or Tail Christian Schmidt 4979 2 11 pTest P.Kline 4957 4 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Tournament 02/24/97 Date: 1997/02/24 Message-ID: <199702240500.AAA15643@asgard.ttsg.com>#1/1 Weekly Status on 02/24/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries Annual ICWS Tournament CoreWar Hill: Last battle concluded at : Mon Feb 17 20:17:59 EST 1997 # %W/ %L/ %T Name Author Score Age 1 40/ 9/ 51 Gisela 7131 Andrzej Maciejczak 170 4 2 39/ 14/ 46 Cannonade Paul Kline 164 129 3 45/ 33/ 22 Giskard v0.5 Ken Mitton 156 102 4 46/ 41/ 14 Test Scanner Anonymous 151 1 5 43/ 41/ 16 Miss Caress Derek Ross 145 3 6 45/ 47/ 8 Agony T Stefan Strack 143 130 7 28/ 15/ 57 Nothing Special G. Eadon 141 44 8 42/ 43/ 15 test88 P.Kline 140 48 9 40/ 41/ 19 Old Tire Swing Randy Graham 138 86 10 27/ 20/ 53 Turkey Beppe Bezzi 134 45 11 39/ 44/ 17 Miss Carry Derek Ross 134 93 12 39/ 45/ 17 Gisela 6927 Andrzej Maciejczak 133 34 13 38/ 44/ 18 Gisela 6279 Andrzej Maciejczak 132 28 14 31/ 32/ 37 Pommes-Ketchup V1.35 S. Schroeder 131 42 15 32/ 40/ 28 Yop La Boum v2.1 P.E.M & E.C. 124 59 16 36/ 49/ 15 Traper3_t Waldemar Bartolik 124 39 17 31/ 38/ 31 MIOTACZ Waldemar Bartolik 124 29 18 36/ 48/ 16 Slaver v1.1i Christoph C. Birk 123 90 19 24/ 27/ 50 One Fat Lady Robert Macrae 121 46 20 30/ 39/ 31 Beauty 1000 v 0.0 Pedro 120 36 21 34/ 53/ 13 Traper3_t4 Waldemar Bartolik 114 2 From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 02/24/97 Date: 1997/02/24 Message-ID: <199702240500.AAA15652@asgard.ttsg.com>#1/1 Weekly Status on 02/24/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries MultiWarrior Experimental 94 CoreWar Hill: Last battle concluded at : Fri Feb 7 21:35:52 EST 1997 # Name Author Score Age 1 Chain 4 Pedro 5436 6 2 TimeScapeX (0.1) J. Pohjalainen 5436 81 3 Paper V D. D. Randel 5436 2 4 Evolve X John Wilkinson 5436 21 5 A Big Milk Shake Christian Schmidt 5436 5 6 MulDemonX J.A.Denny 5436 1 7 Wax Zul Nadzri 5436 9 8 U-lat Zul Nadzri 5436 12 9 Newest test Pedro 5436 20 10 Papyrus 4 Justin Kao 5436 19 11 Test2 George Eadon 5436 41 12 MulDemon J.A.Denny 5436 3 13 Paper8 G. Eadon 5436 47 14 This is Test1 Kurt Franke 5436 46 15 Fork v0.2-9p/51b Christoph C. Birk 5436 23 16 Stamp Franz 5436 15 17 jaded M R Bremer 5436 52 18 Victim 16 Pedro 5414 11 19 U-lat II Zul Nadzri 5413 7 20 Paperone Beppe Bezzi 5413 66 21 Hmm William Stubbs 682 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Experimental 94 02/24/97 Date: 1997/02/24 Message-ID: <199702240500.AAA15656@asgard.ttsg.com>#1/1 Weekly Status on 02/24/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/~koth *FAQ* http://www.koth.org/~koth/corewar-faq.html Current Status of the StormKing Industries ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Fri Dec 6 09:51:25 EST 1996 # %W/ %L/ %T Name Author Score Age 1 31/ 5/ 64 Evol Cap 4 X John Wilkinson 158 32 2 45/ 42/ 13 Memories Beppe Bezzi 149 39 3 32/ 15/ 53 Rosebud Beppe 149 11 4 42/ 36/ 22 Dr. Gate X Franz 148 3 5 40/ 35/ 26 Dr. Recover Franz 144 2 6 36/ 29/ 35 Falcon v0.3 X Ian Oversby 144 5 7 42/ 42/ 17 Illusion-94/55 Randy Graham 142 14 8 39/ 36/ 25 BigBoy Robert Macrae 142 57 9 43/ 44/ 13 Tsunami v0.1 Ian Oversby 141 10 10 41/ 43/ 17 Stepping Stone 94x Kurt Franke 139 18 11 36/ 35/ 29 Lithium X 8 John K Wilkinson 137 23 12 37/ 38/ 25 Derision M R Bremer 136 49 13 40/ 46/ 14 Pagan John K W 133 17 14 41/ 50/ 9 S.E.T.I. 4-X JKW 132 33 15 37/ 43/ 20 Fire Master Xv1 JS Pulido 131 54 16 38/ 45/ 17 Frontwards v2 Steven Morrell 131 62 17 27/ 24/ 48 Hector 2 Kurt Franke 130 52 18 33/ 38/ 29 Tornado 2.0 x Beppe Bezzi 128 56 19 27/ 29/ 43 Variation M-1 Jay Han 126 12 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 39/ 55/ 7 dodger component M R Bremer 122 4 From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 02/24/97 Date: 1997/02/24 Message-ID: <199702240500.AAA15638@asgard.ttsg.com>#1/1 Weekly Status on 02/24/97 ****** NOTICE ****** Complete Berkeley archive available! ****** NOTICE ****** See up to the second scores and the latest Core War information at : http://www.koth.org/ *FAQ* http://www.koth.org/corewar-faq.html Current Status of the StormKing Industries Standard KotH CoreWar Hill : Last battle concluded at : Fri Feb 21 21:51:23 EST 1997 # %W/ %L/ %T Name Author Score Age 1 43/ 30/ 27 Leapfrog David Moore 156 7 2 36/ 24/ 40 Test Wayne Sheppard 147 199 3 31/ 16/ 53 Test I Ian Oversby 146 35 4 31/ 20/ 49 Evoltmp 88 John K W 143 29 5 25/ 8/ 67 Trident^2 '88 John K W 141 2 6 38/ 37/ 25 Tangle Trap David Moore 139 52 7 29/ 20/ 51 Cannonade P.Kline 138 210 8 29/ 21/ 50 ttti nandor sieben 138 160 9 30/ 23/ 48 Simple '88 Ian Oversby 137 65 10 38/ 39/ 23 PacMan David Moore 137 8 11 28/ 19/ 53 Rosebud 88 Beppe 137 41 12 30/ 23/ 47 CAPS KEY IS STUCK AGAIN Steven Morrell 136 176 13 39/ 41/ 20 Beholder's Eye V1.7 W. Mintardjo 136 254 14 38/ 41/ 21 Stasis David Moore 135 86 15 39/ 44/ 17 Blur '88 Anton Marsden 135 16 16 39/ 44/ 17 Iron Gate Wayne Sheppard 134 304 17 37/ 41/ 22 Gisela 3G6 Andrzej Maciejczak 133 73 18 37/ 48/ 15 Test Anton Marsden 127 6 19 36/ 47/ 17 Gisela 609 Andrzej Maciejczak 124 48 20 36/ 48/ 15 Test Anton Marsden 124 1 21 18/ 76/ 6 Vhv Anonymous 60 0 From: franz@azstarnet.com (George Lebl) Subject: Re: how do I get better? Date: 1997/02/24 Message-ID: #1/1 On Sat, 22 Feb 1997 10:08:20 +0000, Philip Kendall wrote: >> the strategies that seem to be strong are >> >> qscan->stone/imp >> qscan->scanner >> decoy->scanner >> decoy->stone/imp >> and my ever-so-popular >> qscan->paper > >Has anyone written a really effective qscan->scanner? I'd always thought >that the qscan code would distract the scanner too much, but I may be >wrong :-) I remember a Core Warrior hint along these lines, but I haven't >seen anything come of it - I don't think that any of the warriors on the >'94 hill own up to using qscan->scanner. hmm well i did a few ... you just have to put a nop in (that's the easy and lazy way to do this) once in a while ... or you can just make sure it searches most of the core before hitting the qscan ... there migth not be any on the hill since it isn't as effective ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Robert Macrae Subject: Re: misc. strategy Date: 1997/02/25 Message-ID: <5evrs0$8h5@join.news.pipex.net>#1/1 Kevin Buffington wrote: >I was wondering what the average size of programs currently on the >various hills are. .. This is how I see the various components: Quickscans once-through 20-60 cells Decoymakers and boots once-through 6-15 cells P-Logic once-through 6-10 cells Scanners looping 8-15 cells Bombers looping 5-9 cells Papers splitting 6-10 cells Stones looping 4-6 cells Clears looping 3-5 cells Once-through code can be big because it isn't vulnerable for long. Scanners can be medium because they find their opponents fast. Everything else has to be small to avoid damage. A lot of effort goes into trimming the number of vulnerable locations, for example by making code resistant to increments and decrements, and some cells will be more vulnerable than others. For example if you drop a DAT bomb on a scanner, the scanner dies but a DAT bomb on the end of a Clear should just slow it down. My impression is that sizes have been reasonably constant -- though perhaps Q^2 scans have trimmed things down a bit -- so a census of Planar's archive would provide a good answer. From: franz@azstarnet.com (George Lebl) Subject: Archer II Date: 1997/02/25 Message-ID: #1/1 couldn't resist ... so i went and made a few changes ... this version is weaker against scanners, and the scores from my benchmark are about the same as they were for archer 1 BUT this seems to be a more balanced warrior, still some improvements remain to be made ... I just sent it to the hill ... I expect it to get a 90 it's tied with rave and impfinity in my tests ... fast fast fast kills it real quick ... ;redcode-94 ;name Archer II ;author Franz ;strategy 66% f.scan oneshot ... with some instant damage ... mod-4 now ;strategy using add/sub/jmz scan and d-clear ;assert CORESIZE==8000 sstep equ 2936 stscn equ (step+sstep) org scan step dat.f sstep,sstep ;this will be found ptr dat stscn+4,stscn ;dclear is here to kill some imps dat 0,0 dat 0,0 dat 0,0 loop add.f step, @scan+1 ;slight decrement protection scan sub.f *ptr,@ptr jmz.f loop,@ptr wipe spl #0,<0 ;invisible (will have decrement on -1 line ;will it help???? ) mov bomb,>ptr djn.f wipe+1,>ptr bomb dat >5334,20 end -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: He Scans Alone Date: 1997/02/25 Message-ID: #1/1 On 25 Feb 1997 22:58:34 GMT, Robert Macrae wrote: >1) The disappearance of "one paper opponent" is scarcely co-incidence. An >SPL carpet is the best way to stun Silks (IMO there is a minor gain if >the carpet is laid backward) but pre-Blur carpet scanners wasted too much >time on decoys to do well against other warriors, restricting carpets to >the role of a specialist P-components. I fear that the presence of >positive carpet scanners may eliminate Silks even as P-components. i don't think silks are on their way out .. i think fast fast fast is here to show the way ... it can do better against scanners since it leaves a mess behind ... it's copies don't live ... they die ... and quick ... I think this is that way to win as a paper ... short, fast and dies fast >2) The scan/carpet attack is pretty effective against imps so Silk/Imp is >not an answer. i don't think silk imp was ever an answer since it was producing way too many ties to be effective ... only maybe as a pcomponent if all other strategies are loosing Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Robert Macrae Subject: Re: He Scans Alone Date: 1997/02/25 Message-ID: <5evqqq$6gr@join.news.pipex.net>#1/1 >He Scans Alone is starting his (hopefully loooong) slide down >the '94 hill, primarily due to some new stone implementations, >as well as the disappearance of at least one paper opponent. >So here is the code. .. HSA is a remarkably beautiful piece of code, and I think, an important one. My guess is that it will mark a significant change in the balance of power. 1) The disappearance of "one paper opponent" is scarcely co-incidence. An SPL carpet is the best way to stun Silks (IMO there is a minor gain if the carpet is laid backward) but pre-Blur carpet scanners wasted too much time on decoys to do well against other warriors, restricting carpets to the role of a specialist P-components. I fear that the presence of positive carpet scanners may eliminate Silks even as P-components. 2) The scan/carpet attack is pretty effective against imps so Silk/Imp is not an answer. 3) The positive carpet provides an attack with almost all the advantages of a oneshot. HSA has perhaps 30% more vulnerable cells than a 0.8c oneshot in exchange for which it gains immunity to decoys, used quick scans etc and power against all flavours of imp. (This is a *good* deal:) I fear even the smallest oneshots and perhaps noshot coreclears may be obsolete -- their natural prey, papers, has been eaten and HSA beats warriors to which they lose. >He Scans Alone is starting his (hopefully loooong) slide down >the '94 hill, primarily due to some new stone implementations, >as well as the disappearance of at least one paper opponent. >So here is the code. .. HSA is a remarkably beautiful piece of code, and I think, an important one. My guess is that it will mark a significant change in the balance of power. 1) The disappearance of "one paper opponent" is scarcely co-incidence. An SPL carpet is the best way to stun Silks (IMO there is a minor gain if the carpet is laid backward) but pre-Blur carpet scanners wasted too much time on decoys to do well against other warriors restricting it to the role of a specialist P-component. I fear that the presence of positive carpet scanners may eliminate Silks even as P-components. 2) The scan/carpet attack is very effective against 3 point imps (though impfinity with 7 pt imps seems to suffer less?) so Silk/Imp is not the answer. 3) The positive carpet provides an attack with almost all the advantages of a oneshot. HSA has perhaps 30% more vulnerable cells than a 0.8c oneshot in exchange for which it gains immunity to decoys, used quick scans etc and power against all flavours of imp. (This is a *good* deal:) I fear even the smallest oneshots and noshot coreclears may be obsolete -- their natural prey, papers, has been eaten and HSA beats warriors to which they lose. I think that the coming equilibrium will not be paper / scissor / stone, but positive-carpet-scanner / fast-bomber / imp-stone. Features like bombdodging, Q^2 scans and P-spacing between the above will maintain variety but it is a new ballgame. Hmmm -- the time may soon be ripe for a Q^2 Thermite :-) From: franz@azstarnet.com (George Lebl) Subject: Re: ADD/ADD scanning Date: 1997/02/25 Message-ID: #1/1 On Wed, 26 Feb 1997 10:49:18 +0000, Paul Kline wrote: >> just got an idea ... the mod-step of a scanner should probably be even so >> that it misses the stream made by a d-clear on first pass and can jut go >> and find the actual clear ... so mod-5 is out of the question ... > >Ah! I'm starting to be a believer in Archer's add/sub/jmn scan :-) feeleth thy power ... >I notice in running tests against evoltmp that the imp sometimes >penetrates Archer's wipe and saves itself by putting a process >into the loop. Moving the scan pointers to a dat instruction >ahead of the code would prevent this. Or mov the pointer from >scan to the dat line before wiping, which starts the wipe >back a few lines to better cover the opponent. Also try: well the pointer could be in front of the code all together and then the sub would use indirect addressing remember archer has benn a proof of concept .. written very fast with basically n optimizations done ... it's basically a test of how this scanning works as opposed to normal scans ... although due to it's small size it could be a fairly good one-shot the problem with the pointer being in front is that archer finds itself ... the add and then proceeds to kill itself but hits the pointer and skips the wipe ... it's a quick and dirty solution with no intermediate instructions between wipe and scan ... it's main strengths are scanners .. and it really is fairly good against these ... since scanners don't trash the core behind them a one shot can get a kill ... also the solution i used offered a way to do 6-4-mod scanning ... maybe making the main code invisible to own scan and having a trigger instruction somewhere .. plus adding perfect gate to the clear would make it better against imps > mov bomb ,{scan > >before wiping, this will sometimes get a kill against another scanner >even when he has spl-bombed your wipe. > >Remember, this bomb will kill 3-point imps much more effectively when >using a dclear style wipe: > > dat 10,>5335 yes again .. it's been a testbed :) ... i'll post the improved archer soon ... >Also, using the a-field as wipe pointer is useless against >Blue Funk's form of imp, he always penetrates with: yes .. this is already solved and I use b-increment > mov.i #3044,#2667 > >Another variation would be to use a 2-line mov/djn loop to spl-carpet >the >found location before dat-wiping core. A little trial with a 13-line >carpet gave an increase from 8 to 19 wins against FastFastFast, and from >6 to 17 wins against evoltmp. > >So many possibilities, so little time. yes ain't it ... i don't have almsot any time lately ... but maybe i will have some tonite and i want to work on archer or wicked pete (archer with ssd clear) if i get anything done i'll post the code since i don't think archer by itself has much of a chance to be long lived on the hill .. if it would get on the hill at all ... it could be improved by a decoy and boot ... by more optimizations, by a better step .... it could definately get in there .... i will try the small spl carpet thing as that sounds good ... wow .. just got an idea ... do the wipe like this spl # mov sbomb,>scan ;spl carpet, this goes to the scan pointer as a spl ;carpet it will get slower and slower with time as ;d-clear takes over mov dbomb,>dpoint ;a dclear this starts at the beginning and does a djn.f -1,>dpoint ; complete loop this way i would save an instruction ... i still have to try if this is at all good damn .. i gotta get some coding time ... i'm getting withdrawl symptoms Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: how do I get better? Date: 1997/02/25 Message-ID: #1/1 On 24 Feb 1997 17:15:35 -0500, jkw@koth.org wrote: >>hmm well i did a few ... you just have to put a nop in (that's the easy >>and lazy way to do this) once in a while ... or you can just make sure it >>searches most of the core before hitting the qscan ... there migth not be >>any on the hill since it isn't as effective ... > >I think the main reason qscans->scanners aren't quite so effective is >simply that scanners are at their best at the very beginning of the round. >Qscanning and booting away takes time, and it gives your opponent time to >trash the core and blind your scan. true though ak-47 without decoy and boot did about 10 points worse on the hill Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: stst@vuse.vanderbilt.edu (Stefan Strack) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 1997/02/25 Message-ID: Archive-name: games/corewar-faq Last-Modified: 95/10/12 Version: 3.6 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 MacpMARS1.99a.cpt.hqx - port of v0.8 for the Mac, with display and debugger MacpMARS1.0s.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 3.6 1995/10/12 22:44:37 stst Exp stst $ From: Paul Kline Subject: Re: ADD/ADD scanning Date: 1997/02/25 Message-ID: <3312BD2F.5CB2@acad.drake.edu>#1/1 Franz (et al) wrote: > > a general questions for veterans of singleshots:) > for a single shot, is it more productive to do fast but sparse scanning > and then clear .. or do a LOT of scanning before going to clear ... my One strategy is to scan once through core, using a step approximately the size of your average opponent. If you are very fast or very small this is a good strategy. Another strategy is to use a near-imp number like 2670 or 2671 for a size-10 or size-13 step that takes longer to discover imps. Another strategy would be a large, optimal step that essentially does a sparse pass followed by finer scanning. Which is the best? More data needed. Decoys, including bombs are the main problem for one-shot scanners to solve. > > scanning process (this is a major weakness of He Scans Alone - fast > > coreclears can easily beat it). However, if too many splits are made the > > scan becomes negligible :-( He Scans Alone wipes at 66%, so if it locks onto a 100% core-clear it will lose the race. Still against Dclear it goes something like 37/43/20, which is very acceptable, since Dclear can't make it on the Hill by itself. Against Dclear as a p-component, He Scans wins frequently enough to keep him switched off. > BTW does anyone think this type of scanning is a worthwile idea or is it > just not worth the trouble to switch from cmp scanner types .... F-scan's smaller size should make it worthwhile to pursue. An f-scanning version of He Scans Alone runs about 11 lines and still beats most imp programs, but is not quite as good against silks. At least for my code. Archer is a bit like combination bomber-scanners that move a bomb, then use the bomb as a pointer to another location, thus saving an increment. See Seventyfive and Withershins Thrice. Herem and Scimitar are bombers that use the same trick to boost their bombing speed. Paul Kline pk6811s@acad.drake.edu From: Franz Subject: Re: Archer II Date: 1997/02/26 Message-ID: #1/1 > In article , franz@azstarnet.com (George Lebl) writes: > >couldn't resist ... so i went and made a few changes ... this version is > >weaker against scanners, and the scores from my benchmark are about the > >same as they were for archer 1 BUT this seems to be a more balanced > > Hmm. It does slightly worse against the particular mix of warriors > that is found on Mt Olympus: > > 276 Archer 41/ 45/ 14 237 137.95 > > 283 *Archer II 43/ 49/ 8 133 137.75 > Archer II is worse against scanners since it's longer, but quite a lot more effective against imps ... so the scores are about the same BUT I think Archer II make a better all around warrior ... since the scores are more balanced ... > The difference is so small, maybe it's not significant. More > interesting is the result of Archer II vs. Archer: > > Archer II 47.5/ 51.0/ 1.5 144.0 > > > Archer beats Archer II by a few percent. this is exactly what is expected ... archer II has more locations Archer can find so Archer finds Archer II more quickly ... the improvements in Archer II are aimed against imps so it does slightly worse against scanners ... compare all the scanner scores of both and you should see that the original gets better scores ... Actually I got another version of this scan ... Wicked pete to score about 114 on the hill .. and that's without boot and decoy which i will add .. plus i'll still work on reducing the size ... I can make the final hit location part of the decoy .... that would mean the step size is volnurable to attacks on the decoy which i'll still have to see if that makes a difference ... otherwise i have YET ANOTHER version, Porter, which has similiar scores on the hill as wicked pete .... I'll post that one as well soon ... (well i'm not home so i don't have them with me:) Franz From: rgraham@hotmail.com (Randy Graham) Subject: Re: misc. strategy Date: 1997/02/26 Message-ID: <33187235.15356773@news.ios.com>#1/1 On Thu, 27 Feb 1997 09:39:15 +0000, Paul Kline spake thus: >Sizes of stand-still programs tend to be limited by the mod-factor. >If you stay even slightly under the size of your opponent's >step you get free wins in a number of matches. For example, >if X is bombing with a step of 10, and you are size 10-19 he needs >a minimum of 8000/10 = 800 bombs to ding you. Which means that >once you become size 10 you might just as well be size 19 because >it adds no risk. On the other hand if you can reduce to size 9, >then in 10% of the matches you have a 'free' win. So your choice >is to add code (up to 9 lines) and get better at killing the >opponent or surviving a hit, or get smaller and take the free wins. But this ignores the fact that vulnerability is also dependent on the instruction hit. Remember when we had Porch Swing and Withershins Thrice on top of the hill. Beppe found out quickly that in some instances, they were vulnerable to a bomb to the point of death, but other hits only slowed them down. So that extra instruction shaved may or may not actually make that big a difference as far as where in the bomb pattern your most vulnerable parts are. >Somebody once reported that moving a one-shot scanner to a >three-shot scanner made a big difference because it got >past some decoys. Hadn't thought of doing that myself, and don't follow this group as closely as I used to (not enough time for all my hobbies). Still, might be interesting to get back in and try this. Since I still can write good scanners and nothing else, I could work on this. >Paul Kline >pk6811s@acad.drake.edu Randy Graham From: Planar Subject: Re: Archer II Date: 1997/02/26 Message-ID: <5f1esd$2ov@news-rocq.inria.fr>#1/1 In article , franz@azstarnet.com (George Lebl) writes: >couldn't resist ... so i went and made a few changes ... this version is >weaker against scanners, and the scores from my benchmark are about the >same as they were for archer 1 BUT this seems to be a more balanced Hmm. It does slightly worse against the particular mix of warriors that is found on Mt Olympus: 276 Archer 41/ 45/ 14 237 137.95 283 *Archer II 43/ 49/ 8 133 137.75 The difference is so small, maybe it's not significant. More interesting is the result of Archer II vs. Archer: Archer II 47.5/ 51.0/ 1.5 144.0 Archer beats Archer II by a few percent. -- Planar From: Ian Oversby Subject: Re: He Scans Alone Date: 1997/02/26 Message-ID: <33141041.3E4D@ee.surrey.ac.uk>#1/1 Robert Macrae wrote: > 3) The positive carpet provides an attack with almost all the advantages > of a oneshot. HSA has perhaps 30% more vulnerable cells than a 0.8c > oneshot in exchange for which it gains immunity to decoys, used quick > scans etc and power against all flavours of imp. (This is a *good* deal:) > I fear even the smallest oneshots and perhaps noshot coreclears may be > obsolete -- their natural prey, papers, has been eaten and HSA beats > warriors to which they lose. I think that HSA does not have the size advantage of a one-shot scanner. Once the core-clear has been entered there are three or four executing instructions to bomb. In Derision, for example, only one of the instructions in the core-clear is truly vulnerable; the first MOV. It is true that one-shots are very vulnerable to certain warriors but against imp/stones & papers and even pure stones, they are quite effective. In Tides I p-spaced a one-shot with a pure stone which was good against most warriors that the one-shot lost to. The result is currently quite good (although perhaps too similar to NCC-1701-A?). > I think that the coming equilibrium will not be > > paper / scissor / stone, > but > positive-carpet-scanner / fast-bomber / imp-stone. I'm not convinced of this. I don't think paper will disappear as it is so effective against stones. When combined with a Q^2 scan a paper finds making the hill fairly easy. I recently submitted Pulp with a Q^2 and it entered in around 12th place. Papers are currently holding high positions on the hill. Ian -- ------------------------------------------------------------------------------ E-mail : ee31io@surrey.ac.uk Disclaimer : No-one, but me, believes any of this. ------------------------------------------------------------------------------ From: fastcash@usacellular.com Subject: NEED FAST CASH??? WE PAY TOP $$ Date: 1997/02/26 Message-ID: <5f0oso$1u34@useneta1.news.prodigy.com>#1/1 $$$$$$$$$WE BUY ALL$$$$$ *F*A*S*T C*A*S*H* CASH IS WAITING FOR YOUR UNWANTED ITEMS * INCLUDING BUT NOT LIMITED TO GOLD DIAMONDS WATCHES SILVER PLATINUM ELECTRONICS,TVS, STEREOS,VCR'S COMPUTERS, MEMORY CHIPS, MODEMS *FOR MORE INFO STOP IN TO http://www.usacellular.com/fastcash.htm From: Paul Kline Subject: Re: ADD/ADD scanning Date: 1997/02/26 Message-ID: <33141529.7C6@acad.drake.edu>#1/1 Franz wrote: > just got an idea ... the mod-step of a scanner should probably be even so > that it misses the stream made by a d-clear on first pass and can jut go > and find the actual clear ... so mod-5 is out of the question ... Ah! I'm starting to be a believer in Archer's add/sub/jmn scan :-) I notice in running tests against evoltmp that the imp sometimes penetrates Archer's wipe and saves itself by putting a process into the loop. Moving the scan pointers to a dat instruction ahead of the code would prevent this. Or mov the pointer from scan to the dat line before wiping, which starts the wipe back a few lines to better cover the opponent. Also try: mov bomb ,{scan before wiping, this will sometimes get a kill against another scanner even when he has spl-bombed your wipe. Remember, this bomb will kill 3-point imps much more effectively when using a dclear style wipe: dat 10,>5335 Also, using the a-field as wipe pointer is useless against Blue Funk's form of imp, he always penetrates with: mov.i #3044,#2667 Another variation would be to use a 2-line mov/djn loop to spl-carpet the found location before dat-wiping core. A little trial with a 13-line carpet gave an increase from 8 to 19 wins against FastFastFast, and from 6 to 17 wins against evoltmp. So many possibilities, so little time. Paul Kline pk6811s@acad.drake.edu From: zulhair@petronas.com.my Subject: LP Hill Date: 1997/02/27 Message-ID: <0001339C.1280@petronas.com.my>#1/1 As has been discussed before, I propose LP Hill to replace one of the current multiwarriors hill (the one with almost all warriors get the same score). IMHO, the efford needed to replace the multiwarrior hill with LP hill is no harder than to fix the current one since it seems that the multiwarrior got infected by some kind of disease. (That's why it can only give only one score to all the warriors.) Thank you. zul nadzri From: jkw@koth.org Subject: Corewars Now! Date: 1997/02/27 Message-ID: <199702272149.PAA20776@mail.utexas.edu>#1/1 I recently made a gif that Tuc has put on www.koth.org... it's a hyper-cute imitation of the now overly-famous and imitated-ad-nauseum "Netscape Now!" icon. But, what the hell? It's still cool. :) I'm inviting anyone that has a link to the pmars homepage to copy the gif to their own homepages... -jkw- From: Paul Kline Subject: Re: misc. strategy Date: 1997/02/27 Message-ID: <33155641.A49@acad.drake.edu>#1/1 Robert Macrae wrote: > My impression is that sizes have been reasonably constant -- though > perhaps Q^2 scans have trimmed things down a bit -- so a census of > Planar's archive would provide a good answer. The Q^2 cooperative has put pressure on the rest to get smaller, faster, different, or... conform :-) Sizes of stand-still programs tend to be limited by the mod-factor. If you stay even slightly under the size of your opponent's step you get free wins in a number of matches. For example, if X is bombing with a step of 10, and you are size 10-19 he needs a minimum of 8000/10 = 800 bombs to ding you. Which means that once you become size 10 you might just as well be size 19 because it adds no risk. On the other hand if you can reduce to size 9, then in 10% of the matches you have a 'free' win. So your choice is to add code (up to 9 lines) and get better at killing the opponent or surviving a hit, or get smaller and take the free wins. Of course you will also be facing mod-12 and mod-13 programs, so that introduces another barrier. The reason people don't use mod-16 scans and bombing patterns is that they give up too many losses. Even though a 'mod-12' scan is really a mod-4, the first pass through core usually determines the outcome, because the enemy is making a similar run against you, and the chance that you both will miss on the first pass is really small. Somebody once reported that moving a one-shot scanner to a three-shot scanner made a big difference because it got past some decoys. Paul Kline pk6811s@acad.drake.edu From: mkdaugh@ix.netcom.com Subject: Copying and Copyrighting in Core War Date: 1997/02/28 Message-ID: <3317C62B.7995@ix.netcom.com>#1/1 As another neophyte on the list, I have a question about using code from others' warriors. Looking at other warriors has been real helpful to learning redcode, but I'm wondering if there is an accepted practice to defining how much of someone else's code one can use and claim as a "new" warrior. Is there any established etiquette on copying and modifying someone else's warrior? Does a simple acknowledgement in the comments suffice? Does tweaking some of the constants count as a new direction? BTW, thanks for the useful thread on "getting better". -Mike mkdaughgh@ix.netcom.com From: Franz Subject: Re: LP Hill Date: 1997/02/28 Message-ID: #1/1 > I think it's a good idea with this LP hill, but remember what's going on > with this tiny hill. At the beginning there were a lot of entries but now it's > still dead. I like the tiny hill it's the battle of simple algorithms ... no q scans no decoys .... (no room for them) i'd post moreon it if i had time and if there were other people playing the hill ..... try it ... if you have a new idea of how to do something the tiny hill is excelent for that. and optima numbers and imp numbers are VERY similiar since it's 800 large .... also it's the hill with the fastest results ... (since it's 800 long and 8000 max cycles) so you can try a lot of modifications with 200 fights and still get the result REAL fast ... I don't think the strategies are that different on the small hill ... it's still speed of kill that matters ... there is no time for boots and startup stuff you gotta be fast ... papers have slight disadvantage of starting up real slow so they can be found in their early stages and killed fairly simple Franz From: Christian Schmidt Subject: Re: LP Hill Date: 1997/02/28 Message-ID: <33174297.54C5@goofy.zdv.uni-mainz.de>#1/1 I think it's a good idea with this LP hill, but remember what's going on with this tiny hill. At the beginning there were a lot of entries but now it's still dead. Chris From: Newletter@HipHopSite.com Subject: Free Hip-Hop Music Newsletter Date: 1997/02/28 Message-ID: <5f6d8h$qd1@mtinsc05.worldnet.att.net>#1/1 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ HipHopSite.com NewsLetter it aint where ya from it's where ya @ ^^^^^^^^^^^^^^^^^^^^^^^^ http://www.HipHopSite.com ^^^^^^^^^^^^^^^^^^^^^^^^ Issue IV Volume I ---------------------------- Free Subsciption!!!! --------------------------- To Subscibe to this free weekly Newsletter type " subscibe " in the subject heading and mail it to NewsLetter@HipHopSite.com. You will be informed of all the latest hip-hop information and music before anyone else. -------------------------------- Thank You !!! ------------------------------ (forward this to anybody who likes Hip-Hop) ------------------------------ Legal Junk --------------------------------- NOTE: We do not want to offend anybody! 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We also added a new section called 'In the Deck' it features some of our favorite album in-stores and not in stores (we always get the exclusives !) Here is a list of some of our new stuff : - Krs-One !!!!! "Rapture's Delight" - A HipHopSite.com exclusive. It is our clip of the week. - Raekwon "Wu-Gambinos (Hidden Chamber Remix) - Another HipHopSite.com exclusive. It is our Underground joint of the week. - In our New Joints section we new stuff from Jeru, Mr. Complex, Buckshot, Tracy Lee and The Hieroglyphics Family ! And a live version of Snoop's Vapors. Plus a few surprises. In the 'News on the DL' section : - Is Kool Keith signed ? - Lauryn Hill (Fugees) pregnant ? - Bone's new album. - Wu-Tang, Wu-Tang and more Wu-Tang !!!!!!!!!! And if you were sleeping last week you can still here the new B.I.G. Scarface, Beenie man and the BushBabees and T-max from the Source 'unsigned hype' Coming next week !!!! : - Wu-Weeks continues with more Wu-Tang. - New Alkaholiks !!!!! - More Soul Assassins exclusives. - More KRS-One - and more Hip-Hop. Do not forget to join our mailing list so we can send you stuff to your front door ... for free !!!!!!!!!! If you have any news that you think other headz should know about send it to NewsLetter@HipHopSite.com. -peace ^^^^^^^^^^^^^^^^^^^^^^^^^ http://www.HipHopSite.com ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ NOTE: If you do not want to receive this newsletter type " remove " in the subject heading and mail it to NewsLetter@HipHopSite.com. We will promptly take off our free subscription list. Sorry for the inconvenience. From: franz@azstarnet.com (George Lebl) Subject: Re: LP Hill Date: 1997/02/28 Message-ID: #1/1 >IMHO, the efford needed to replace the multiwarrior hill with LP hill is no >harder than to fix the current one since it seems that the multiwarrior got >infected by some kind of disease. (That's why it can only give only one >score to all the warriors.) does anybody send anything to that hill anymore ???? i got a couple of warriors there (i think) but i haven't gotten any mail so i expect thei're either dead or the hill is dead ... I can see more interest on this newsgroup for the lp hill ... in the last few days at least 3 otehr epople wished there were an LP hill ... and since the big multiwarrior hill ain't so great .... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com