From: Product Link Subject: We Will Send Your Bulk Email Date: 1997/03/01 Message-ID: <199703012047.MAA28774@server.ardennet.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. Call us as (805) 654-4042. 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. 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From: Philip Kendall Subject: Different hills (was Re: LP Hill) Date: 1997/03/01 Message-ID: <3318069B.2A36@cam.ac.uk>#1/1 Franz wrote: > > 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 Personally, I can't really see the point of having two hills on which basically the same strategies are played out (with the exception of the beginner's hill) - I think that the LP hill is/would be interesting as it produces different strategies (djn papers etc). Of course, the problem here is determining how different we want to hills to be before we junk one of them :-) Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: bhaskin@juno.com (Brian A Haskin Jr.) Subject: Re: LP Hill Date: 1997/03/01 Message-ID: <19970228.231500.4846.2.BHaskin@juno.com>#1/1 On Fri, 28 Feb 1997 17:49:32 -0500 Franz writes: >> 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 [snip] >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 Sorry, I didn't read your message before submiting phantom clear. I didn't realize that booting away would take up to much time on the tiny hill. Well I would kill it and take out the boot but I really hate to kill a program thats in fifth place. :) If you want to look at the source I have show source turned on. Seriously though I believe that the tiny hill will become dominated by a short attack followed by a core clear. Just my thoughts and probably wrong. >starting up real slow so they can be found in their early stages and >killed fairly simple > >Franz > > Brian Haskin From: email@EMAIL.com Subject: REPAIR YOUR OWN CREDIT!!! 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Now, for only $17.95, we'll send you the easy, three step system that will show you how to repair your own credit. We're so confident this system will work for you, we offer a money-back guarantee. If you're not completely satisfied with this system, return it within 30 days for a full refund. So what are you waiting for? Order now!!! For the complete system, send $17.95, check or money order to: J.D. CREDIT 8880 BENSON AVE. SUITE 116-34 MONTCLAIR, CA 91763 Don't forget to include a return address. Shipping and handling are included in the purchase price. Allow 4-6 weeks for delivery. Visit our website at - www.4tmg.com/jdcredit From: mlcrowd@mail.enol.com Subject: Best Corewar system Date: 1997/03/02 Message-ID: <199703030013.RAA25881@mail.enol.com>#1/1 I'm a beginner to this list (joined 2 or 3 days ago). I was wondering what the best Corewar system (MARS) is? Also, are there any Corewar WWW sites? Thanks in advance, Ben From: Anton Marsden Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/02 Message-ID: #1/1 On Sat, 1 Mar 1997, Philip Kendall wrote: > Personally, I can't really see the point of having two hills on which > basically the same strategies are played out (with the exception of the > beginner's hill) - I think that the LP hill is/would be interesting as it > produces different strategies (djn papers etc). Of course, the problem > here is determining how different we want to hills to be before we junk > one of them :-) The tiny hill and '94 hill are not very different at all... however, the best strategy on any one hill will vary... one shots have an advantage on the tiny hill but have a slim chance of making the '94 hill without being part of a P-warrior. Blur 2 does reasonably well on both hills. Conclusion: both hills use the same strategies but the dominant strategies on each hill are different. LP hills provide some interesting new strategies: - papers which are constructed differently to the "standard" '88/'94 papers. - self-repairing programs - multiple function programs, eg. 4 stones combined with 4 scanners Add pspace to this and it could be a great hill. ---- How many people are playing on the beginners' hill? If there is a lot of demand for the tiny hill we could make the beginners' hill into a tiny hill (?). From: Anton Marsden Subject: Re: Copying and Copyrighting in Core War Date: 1997/03/02 Message-ID: #1/1 On Sat, 1 Mar 1997 mkdaugh@ix.netcom.com wrote: > 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? This is a difficult question to answer. First of all, give credit where credit is due. Tweaking constants to improve a bombing run length would be acceptable, but changing a mod-10 step to another mod-10 step is not considered a 'major' change unless it greatly affects the performance of your warrior against some other warriors (this also applies to bomb changes). It's acceptable to use someone else's warrior in a P-warrior... I once used Beppe's Tornado bomber for Probe ... but the Q^2 scan was a significant piece of code (and I had never written a successful bomber). If you're unsure you can always ask the author if they mind... and most won't. From: Bill Jones Subject: Re: LP Hill Date: 1997/03/02 Message-ID: <3319ED53.26715530@mail.fwi.com>#1/1 John K. Lewis wrote: > > Yeah, the hill is dead. Someone want to start a new one, feel free. I have > source code to run the hill on a Solaris box. Perl stuff. Might > need some tweeking for other systems. If you can get me the source, I have a few machines I can run Hills on.. 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But I ran across a program someone sent me to make money over the internet and I found it really did work. Like a lot of you I get tired of the usual scam artist trying to pitch a chain letter or pyramid scheme. But unlike most junk email which I trash without even reading, I just happened to read this one and I'm glad I did. It's a legitimate program and requires only a one-time investment of $20. I don't know about you guys but I can waste $20 in a week easily. I know most of you will be skeptical and a few will even fire off nasty emails to me for posting this (I would have a year ago :) But some of you will do it and will feel sorry for those who missed out. Email me at opportunity@mci2000.com for more details. From: John K. Lewis Subject: Re: LP Hill Date: 1997/03/02 Message-ID: <5fajr4$est@lastactionhero.rs.itd.umich.edu>#1/1 Yeah, the hill is dead. Someone want to start a new one, feel free. I have source code to run the hill on a Solaris box. Perl stuff. Might need some tweeking for other systems. Anyway, I certainly don't want to see the idea die. The original idea was for the multi-warrior hill to be limited process to reduce ties. John - : 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 < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: coffeecult Subject: pmarsv problem! Date: 1997/03/03 Message-ID: <331B76A0.7221@geocities.com>#1/1 Hi! Im new to Core War, and im having problems with pmarsv: when I run it, I get a GrSetMode unknown adapter driver (roughly something like that :) error - how can I fix this ( I know im using a computer WITH a gfx board). From: everest@borf.pinn.net Subject: 10000 Celebrities Nude! On one disc! *NEW* Date: 1997/03/03 Message-ID: <5fetj0$aul@chile.earthlink.net>#1/1 -( 10,000 pictures of beautiful hot sexy Celebrities CD-ROM - ME#3 )- Questions? CALL US! The number is listed on our website: http://www.nude-celebs.com Just SOME of the features-ME3 CDROM: 600+ pictures of Cindy Crawford 400+ pics of Pamela Anderson 250+ pics of Elle Macpherson 200+ pics of Christina Applegate 200+ pics of Alicia Silverstone -==< 10,000 CELEBRITIES!! >==- 200+ pics of Mariah Carey 200+ pics of Sandra Bullock 150+ pics of Liv Tyler, young star 130+ pics of Niki Taylor 130+ pics of Kate Moss!!! 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Lewis Subject: rugby Date: 1997/03/03 Message-ID: <5fetbh$1bb@lastactionhero.rs.itd.umich.edu>#1/1 An interesting bombing technique. Let me know what you think of it. ;redcode-94b ;name rugby 1.0b ;author John K. Lewis ;strategy 1c bomber ;kill rugby org init o equ 1 y equ 4 x equ 36 t equ 4 d equ -1501 spl #0,<-10 start mov >0,*lucky+1 mov >0,@lucky+1 djn.f -2,#1/1 On 2 Mar 1997 20:15:06 -0500, mlcrowd@mail.enol.com wrote: >I'm a beginner to this list (joined 2 or 3 days ago). I was >wondering what the best Corewar system (MARS) is? Also, are there >any Corewar WWW sites? look at http://www.koth.org the best is pMARS .. available at the above address .... i think it's the only one that does all the new extended stuff ... sort of like netscape of MARS simulators :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: LP Hill Date: 1997/03/03 Message-ID: #1/1 On 1 Mar 1997 03:57:48 -0500, Brian A Haskin Jr. wrote: >Sorry, I didn't read your message before submiting phantom clear. >I didn't realize that booting away would take up to much time on the tiny >hill. >Well I would kill it and take out the boot but I really hate to kill a >program thats in fifth place. :) well try a test and if it does way better then replace the warrior :) ... >If you want to look at the source I have show source turned on. > >Seriously though I believe that the tiny hill will become dominated by a >short attack followed by a core clear. that's one possible strategy .. it could be an unrolled bombing loop ... since quickscan decoding routine takes so much time it isn't worth it ... i allways thought a fast small bomber would dominate the hill .. but there seems to be promise for d-clear based warriors Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: LP Hill Date: 1997/03/03 Message-ID: #1/1 On 2 Mar 1997 01:06:44 GMT, John K. Lewis wrote: >Anyway, I certainly don't want to see the idea die. The original idea >was for the multi-warrior hill to be limited process to reduce ties. that might be a better idea ... anyway .. i should get the server in a week or two (damn pacific bell:) so i might start an lp hill on my box ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/03 Message-ID: #1/1 On Sat, 01 Mar 1997 10:36:11 +0000, Philip Kendall wrote: >Personally, I can't really see the point of having two hills on which >basically the same strategies are played out (with the exception of the >beginner's hill) - I think that the LP hill is/would be interesting as it >produces different strategies (djn papers etc). Of course, the problem >here is determining how different we want to hills to be before we junk >one of them :-) well i think tiny hill produces different strategies ... it promotes short fast warriors with little or no boot or startup time ... the warrior has to kill fast and has to be small (partially due to the 20 length limit ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: jkw@koth.org Subject: www.koth.org Date: 1997/03/03 Message-ID: <199703030344.VAA08829@mail.utexas.edu>#1/1 >I'm a beginner to this list (joined 2 or 3 days ago). I was >wondering what the best Corewar system (MARS) is? Also, are there >any Corewar WWW sites? > >Thanks in advance, > >Ben > www.koth.org From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 03/03/97 Date: 1997/03/03 Message-ID: <199703030500.AAA01412@asgard.ttsg.com>#1/1 Weekly Status on 03/03/97 ****** 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 : 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 Tournament 03/03/97 Date: 1997/03/03 Message-ID: <199703030500.AAA01404@asgard.ttsg.com>#1/1 Weekly Status on 03/03/97 ****** 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 : Thu Feb 27 18:51:05 EST 1997 # %W/ %L/ %T Name Author Score Age 1 39/ 10/ 51 Gisela 7131 Andrzej Maciejczak 169 5 2 39/ 16/ 45 Cannonade Paul Kline 162 130 3 46/ 33/ 21 Giskard v0.5 Ken Mitton 159 103 4 47/ 41/ 12 Test Scanner Anonymous 153 2 5 46/ 46/ 8 Agony T Stefan Strack 146 131 6 43/ 41/ 16 Miss Caress Derek Ross 146 4 7 43/ 42/ 14 test88 P.Kline 144 49 8 28/ 16/ 56 Nothing Special G. Eadon 140 45 9 40/ 41/ 19 Old Tire Swing Randy Graham 139 87 10 40/ 43/ 17 Gisela 6927 Andrzej Maciejczak 136 35 11 39/ 43/ 18 Miss Carry Derek Ross 136 94 12 38/ 44/ 18 Gisela 6279 Andrzej Maciejczak 132 29 13 26/ 21/ 53 Turkey Beppe Bezzi 132 46 14 29/ 34/ 37 Pommes-Ketchup V1.35 S. Schroeder 125 43 15 32/ 40/ 28 Yop La Boum v2.1 P.E.M & E.C. 125 60 16 36/ 48/ 16 Traper3_t Waldemar Bartolik 124 40 17 31/ 38/ 31 MIOTACZ Waldemar Bartolik 123 30 18 35/ 48/ 17 Slaver v1.1i Christoph C. Birk 122 91 19 24/ 28/ 48 One Fat Lady Robert Macrae 120 47 20 34/ 49/ 17 Traper4 Waldemar Bartolik 120 1 21 31/ 47/ 22 Dwa Michaly a Waldemar Bartolik 115 0 From: SKI Koth Server Subject: SKI-ICWS: Status - MultiWarrior 94 03/03/97 Date: 1997/03/03 Message-ID: <199703030500.AAA01408@asgard.ttsg.com>#1/1 Weekly Status on 03/03/97 ****** 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 : 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 Experimental 94 03/03/97 Date: 1997/03/03 Message-ID: <199703030500.AAA01417@asgard.ttsg.com>#1/1 Weekly Status on 03/03/97 ****** 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 03/03/97 Date: 1997/03/03 Message-ID: <199703030500.AAA01400@asgard.ttsg.com>#1/1 Weekly Status on 03/03/97 ****** 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 : 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: George Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/04 Message-ID: #1/1 >> well i think tiny hill produces different strategies ... it promotes short >> fast warriors with little or no boot or startup time ... the warrior has >> to kill fast and has to be small (partially due to the 20 length limit ... > >Most warriors are less than 15 instructions long anyway. And making >warriors smaller and faster is the goal of every redcoder - increased >functionality for no size increase -> better warriors. The tiny hill >doesn't really produce different strategies. But it does make certain >strategies more preferable than others. BUT ... look at most warriors on the 94 hill . they include boots/qscans/decoys/decoymakers .... this is what i mean by smaller warriors .... my papers were making it on the 94 hill mostly because their increased killing power coming from the q^2 scan ... otherwise apeper stands no chance ... if there were enough good warriors on the tiny hill my paper wouldn't snad a chance there either ... it offers other posibilities ... you only use the main engine ... none of the bells and whistles ... so your engine has to startup fast and has to fit in 20 spaces (and belive me some bomber/imps have no chance of making this, btw is tehre any effective bomber/imp on the tiny hill, except my barbarian i mean????) also imps take too long to start up i think ... a fast bomber will kill them FAST ... you have to consider that your opponent will find you 10 times faster then on the normal hill ... that's the beauty of it ... this is the hill where small fast warriors, also usually pretty dumb warriors, are doing very good ... I said it's good for testing engines for the large hill .. not for testing warriors ... and also i think this is a very good hill for beginners since beginners have usually trouble coming up with all those "other" things to add to the warrior .... look how well is a simple d-clear doing on the hill ... although i have to take one of my statements back .. phantom clear is a booting d-clear and is doing better then D which is a normal dclear ... not by much though .... it migth be due to the decoy it leaves behind ... but it shows that a small warrior can boot without much penalty ... Franz From: Anton Marsden Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/04 Message-ID: #1/1 On Mon, 3 Mar 1997, George Lebl wrote: > well i think tiny hill produces different strategies ... it promotes short > fast warriors with little or no boot or startup time ... the warrior has > to kill fast and has to be small (partially due to the 20 length limit ... Most warriors are less than 15 instructions long anyway. And making warriors smaller and faster is the goal of every redcoder - increased functionality for no size increase -> better warriors. The tiny hill doesn't really produce different strategies. But it does make certain strategies more preferable than others. From: Tait Schaffer Subject: Re: He Scans Alone Date: 1997/03/04 Message-ID: #1/1 On 25 Feb 1997, Robert Macrae wrote: > >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. Could you please re-post that, or better yet, e-mail it to me. I missed that article, and I don't think our server can recover it. Thanx a bunch!! tschaffe@willamette.edu From: Planar Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/04 Message-ID: <5fhjav$lbu@news-rocq.inria.fr>#1/1 >From: Philip Kendall >I don't know if I'd be playing today if it >weren't for the b-hill. Same for me. -- Planar (hoping to come back soon) From: Philip Kendall Subject: Re: Copying and Copyrighting in Core War Date: 1997/03/04 Message-ID: <331BF8A7.3C6C@cam.ac.uk>#1/1 mkdaugh@ix.netcom.com wrote: > > 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? > Basically, there aren't any formal criteria for re-use of code, etc. As far as I'm concerned, once I've published a warrior, it's in the public domain and you can rip it off as much as you like, but other people may disagree with this, of course. Generally, simply re-using someone else's recent warrior on the hill would count as a very bad practice - I'm not so sure about old warriors (if I dug out a '88 warrior which for some reason did well on the hill, am I allowed to take the credit for finding it again?), and I also have a different viewpoint with respect to tournaments - I know I basically used Die Hard straight in one round of Beppe's tournament, and just stuck a Q^2 scan on it for another. Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: Philip Kendall Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/04 Message-ID: <331BF5C0.1BF1@cam.ac.uk>#1/1 Anton Marsden wrote: > > How many people are playing on the beginners' hill? If there is a lot > of demand for the tiny hill we could make the beginners' hill into a > tiny hill (?). Don't actually know the answer to this question at the moment, but I'd like to stick up for the b-hill - when I started playing, the b-hill really helped, by letting me get warriors onto a hill, find out what other people were doing, etc - I don't know if I'd be playing today if it weren't for the b-hill. -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: bhaskin@juno.com (Brian A Haskin Jr.) Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/05 Message-ID: <19970305.012051.3918.0.BHaskin@juno.com>#1/1 On Tue, 4 Mar 1997 17:53:23 -0500 George writes: > >I said it's good for testing engines for the large hill .. not for testing >warriors ... > >and also i think this is a very good hill for beginners since beginners >have usually trouble coming up with all those "other" things to add to the >warrior .... look how well is a simple d-clear doing on the hill ... > There was discussion a while back about an intermediate hill. One of the reasons this wasn't done (I believe, can't remember for sure) was that nobody had a very good mechanism to keep it intermediate. I think that the tiny hill does this very well and could act as a good stepping stone to the 94 hill. Not that I can speak with much (any?) authority seeing as I have yet to produce a good 94 hill warrior. Brian Haskin >although i have to take one of my statements back .. phantom clear is a >booting d-clear and is doing better then D which is a normal dclear ... >not by much though .... it migth be due to the decoy it leaves behind... >but it shows that a small warrior can boot without much penalty ... > >Franz > From: bhaskin@juno.com (Brian A Haskin Jr.) Subject: Re: LP Hill Date: 1997/03/05 Message-ID: <19970305.012051.3918.1.BHaskin@juno.com>#1/1 On Mon, 3 Mar 1997 06:21:47 -0500 franz@azstarnet.com (George Lebl) writes: >On 1 Mar 1997 03:57:48 -0500, Brian A Haskin Jr. >wrote: >>Sorry, I didn't read your message before submiting phantom clear. >>I didn't realize that booting away would take up to much time on the >tiny >>hill. >>Well I would kill it and take out the boot but I really hate to kill >a >>program thats in fifth place. :) > >well try a test and if it does way better then replace the warrior :) ... > >>If you want to look at the source I have show source turned on. >> >>Seriously though I believe that the tiny hill will become dominated by a >>short attack followed by a core clear. > >that's one possible strategy .. it could be an unrolled bombing loop ... >since quickscan decoding routine takes so much time it isn't worth it ... > He then quickly tries to prove himself wrong and succeed nicely. A challenger has arrived on the ICWS '94 Experimental hill! Vital statistics: Program "QuickD" (length 19) by "Franz" (contact address "franz@azstarnet.com"): ;strategy qscan+dclear ;strategy qscan for tinyhill (no not Q^2) ;strategy small correction Your program combo fights 200 times: combo wins: 95 QuickD wins: 101 Ties: 4 12 42.8/ 47.1/ 10.1 QuickD Franz 138.5 1 Quick run for cover, he's killing me. :) Brian Haskin >i allways thought a fast small bomber would dominate the hill .. but >there >seems to be promise for d-clear based warriors > >Franz > >-- >-------------------------------------------------------------------------------- >Sex Pistols RULE!!! >franz@azstarnet.com > From: bhaskin@juno.com (Brian A Haskin Jr.) Subject: Tiny hill warriors Date: 1997/03/05 Message-ID: <19970305.012051.3918.2.BHaskin@juno.com>#1/1 Here are phantom clear and musket loader v2, these are two programs that I have has on the tiny hill. Musket loader is a very simple one shot, the only thing about it that I haven't seen before is decrementing with djn through the sne to color the core. (correct me Planar with where this was really done first:) Although I don't know if it really helps any. Phantom clear is simply a d-clear that gets booted away with a small, extremely small, worthlessly? small decoy maker. ;redcode-94x ;name musket loader v2 ;strategy one shot for the tiny hill ;strategy got rid of one instruction and ;strategy added some core coloring ;author Brian Haskin ;assert CORESIZE==800 STEP equ 12 DIST equ 6 add inc,sk sk sne 8,8+DIST djn.f -2,@sk add.ab sk,ptr jmp clr inc dat STEP,STEP for 20-6-8 dat 0,0 rof ptr dat 2,sk-ptr dat 1,lst-ptr+1 clr spl #1,lst-ptr+1 mov *ptr,>ptr mov *ptr,>ptr lst djn -2,>ptr end ;redcode-94x ;name phantom clear ;author Brian Haskin ;strategy boot a d-clear ;assert CORESIZE==800 ;show source ;show off BOOT equ 300 ;Changed CONST1 equ 53 CONST2 equ 187 ;show on org start start mov lst,BOOT for 3 mov {start,ptr mov *ptr,>ptr lst djn -2,>ptr end Brian Haskin From: Beppe Bezzi Subject: Core warrior 56 Date: 1997/03/05 Message-ID: .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 56 3 March, 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. Traffic on the hills is very little, and I'm rather busy, so I delayed the issue. I hope as soon as traffic will come back to old values to begin publishing CW weekly as usual. This week we have an interesting hint by Robert Mcrae on hill balance of power and how much a new warrior, He Scans Alone in the example, will move the equilibrium. --Beppe Bezzi ______________________________________________________________________________ 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 38.6/ 23.7/ 37.7 Head or Tail Christian Schmidt 153.5 14 2 35.4/ 18.1/ 46.5 RetroQ P.Kline 152.7 26 3 38.0/ 26.3/ 35.6 Nine Seven Six M R Bremer 149.7 90 4 32.1/ 15.4/ 52.5 Return Of The Jedimp John K W 148.8 226 5 35.4/ 23.7/ 40.9 Gigolo Core Warrior staff 147.2 280 6 46.2/ 47.1/ 6.7 He Scans Alone P.Kline 145.2 41 7 39.5/ 35.6/ 24.8 Tides v0.1 Ian Oversby 143.5 10 8 32.0/ 21.7/ 46.4 unrequited love kafka 142.3 324 9 40.4/ 38.7/ 20.9 NCC-1701-A Philip Kendall 142.1 29 10 31.0/ 20.7/ 48.4 Trident^2 John K W 141.3 156 11 39.8/ 38.4/ 21.7 Solomon v0.8 Ian Oversby 141.2 72 12 39.5/ 39.4/ 21.1 QFalcon (vii) Ian Oversby 139.6 19 13 39.4/ 40.5/ 20.1 The Machine Anton Marsden 138.2 132 14 32.1/ 26.2/ 41.8 Terkonit 0.4 Christian Schmidt 138.0 32 15 34.0/ 30.3/ 35.7 Fast Fast Fast v2 Franz 137.6 40 16 37.7/ 38.7/ 23.6 Damage Incorporated Anton Marsden 136.6 267 17 35.5/ 36.0/ 28.5 Scanitator 4 Christian Schmidt 135.1 28 18 27.7/ 20.4/ 51.8 Impish v0.2 Ian Oversby 135.1 265 19 32.7/ 31.3/ 36.0 Instant Ogre Edgar 134.1 9 20 36.9/ 40.4/ 22.7 Instant Wolf Edgar 133.4 47 21 41.0/ 49.0/ 10.0 Memories Beppe 132.9 140 22 37.7/ 44.4/ 17.8 Oblivion Ian Sutton 131.1 91 23 26.2/ 21.9/ 51.9 blue spark 0.04 bjoern guenzel 130.5 6 24 31.1/ 33.5/ 35.4 Dust 7.0 Justin Kao 128.7 1 25 4.0/ 0.0/ 0.0 Test I Ian Oversby 12.0 2 Monthly age: 13 this month ( 9 last issue, 15 the issue before ) New warriors: 5 Turnover/age rate 38% Average age: 93 ( 119 last issue, 115 the issue before ) Average score: 135 ( 134 last issue, 138 the issue before ) The top 25 warriors are represented by 15 independent authors: Oversby with 5; Schmidt with 3; Kline, JKW, Marsden and Edgar with 2. All others with one lonely warrior each. The fall of Blur2 and Probe, poor Anton :), made the hill much younger. Head or Tail kept the top spot all time. ______________________________________________________________________________ 94 - What's New # %W / %L / %T Name Author Score Age 3 39.8/ 35.0/ 25.2 Tides v0.1 Ian Oversby 144.5 1 13 32.5/ 32.5/ 35.0 Instant Ogre Edgar 132.5 1 25 23.2/ 22.1/ 54.7 blue spark 0.04 bjoern guenzel 124.4 1 11 37.4/ 38.8/ 23.8 Test I Ian Oversby 136.0 1 25 29.5/ 35.0/ 35.5 Dust 7.0 Justin Kao 124.0 1 Tides is the only warrior to enter the hill in the top spots. ______________________________________________________________________________ 94 - What's No More # %W / %L / %T Name Author Score Age 26 1.9/ 0.9/ 1.2 Pulp v0.5 Ian Oversby 7.0 5 26 35.4/ 46.4/ 18.3 Probe Anton Marsden 124.4 396 26 24.5/ 26.0/ 49.4 Eva Peron David Randel 123.0 8 25 23.2/ 22.1/ 54.7 blue spark 0.04 bjoern guenzel 124.4 1 26 35.1/ 46.4/ 18.5 Blur 2 Anton Marsden 123.8 403 The two older warriors leave the hill. ______________________________________________________________________________ 94 - What's Old # %W / %L / %T Name Author Score Age 8 29.9/ 21.5/ 48.6 unrequited love kafka 138.3 324 5 34.2/ 27.2/ 38.6 Gigolo Core Warrior staff 141.2 280 16 35.4/ 41.5/ 23.1 Damage Incorporated Anton Marsden 129.4 267 19 23.8/ 19.8/ 56.5 Impish v0.2 Ian Oversby 127.8 265 6 28.8/ 16.9/ 54.4 Return Of The Jedimp John K W 140.7 226 No new entries, two 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 Probe Anton Marsden 403 Q^2 -> Bomber 2 Blur 2 Anton Marsden 396 Scanner 3 unrequited love kafka 324 * Stone/ imp 4 Falcon v0.3 Ian Oversby 275 P-warrior 5 Gigolo Core Warrior staff 280 * Q^2 -> Stone/ imp 6 Damage Incorporated Anton Marsden 267 * Q^2 -> Bomber 7 Impish v0.2 Ian Oversby 265 * Stone/ imp 8 Return Of The Jedimp John K W 226 * Q^2 -> Stone/ imp 9 Rosebud Beppe 218 Stone/ imp 10 Q^2 Miro Anders Ivner 214 Q^2 -> Scanner/ bomber 11 Instant Wolf 3.4 Edgar 205 P-warrior 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 156 * Stone/ imp 17 Memories Beppe 140 * Scanner 18 The Machine Anton Marsden 132 * Scanner 19 Tiberius 3.1 Franz 130 P-warrior 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 Oblivio and NineSevenSix are near to enter the new HoF ______________________________________________________________________________ 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 51.2/ 38.7/ 10.1 Pentagram 2.a J.A.Denny 163.8 23 2 48.1/ 35.3/ 16.7 Hexagram J.A.Denny 160.9 21 3 45.5/ 31.3/ 23.2 Flimsy v0.6 Ian Oversby 159.8 22 4 49.2/ 41.0/ 9.8 Goothmonger v1.2 Ian Sutton 157.3 46 5 41.1/ 28.8/ 30.0 Scanitator 3.0 Christian Schmidt 153.4 28 6 43.4/ 33.9/ 22.7 Versatility 1.7 Ross Morgan-Linial 152.9 49 7 40.7/ 28.7/ 30.6 Dust 7.0 Justin Kao 152.7 1 8 40.6/ 29.9/ 29.5 Dust 0.7.5 Justin Kao 151.4 48 9 46.3/ 43.0/ 10.7 Scankiller 0.1 Christian Schmidt 149.6 33 10 46.1/ 44.0/ 9.9 The Stainless Steel Rat Christian Schmidt 148.1 44 11 43.3/ 39.4/ 17.3 Microsoft Office '96 Justin Kao 147.3 98 12 32.6/ 17.9/ 49.5 DemonSpawn J.A.Denny 147.2 31 13 44.3/ 43.4/ 12.3 Short Sword 4 JS Pulido 145.2 3 14 41.7/ 38.6/ 19.7 Vivid Radiation 2.0 Matt Lewinski 144.9 70 15 44.0/ 43.1/ 12.9 Flamberge 13.4 Matt Lewinski 144.9 71 16 38.8/ 33.0/ 28.2 Zorm-B Anonymous 144.7 6 17 37.9/ 32.0/ 30.0 Apocalypse Matt Lewinski 143.8 79 18 35.9/ 30.3/ 33.8 Escargot 0.5 Justin Kao 141.5 68 19 32.9/ 27.1/ 40.0 Quantum Christian Schmidt 138.8 25 20 41.4/ 45.1/ 13.5 Mostly Harmless v1.1 Justin Kao 137.7 52 21 32.9/ 30.4/ 36.7 Heartworm Edgar 135.3 19 22 39.7/ 44.5/ 15.8 Bash the Rat V1.4 Ian Sutton 134.9 63 23 37.3/ 47.2/ 15.5 Dwa Michaly b Waldemar Bartolik 127.4 9 24 32.2/ 43.1/ 24.8 Time Lag 1c3 Ilmari Karonen 121.3 5 25 33.9/ 51.5/ 14.6 Dwa Michaly a Waldemar Bartolik 116.4 13 ______________________________________________________________________________ The Hint The Likely Impact of He Scans Alone on the Hill Population For some time I have been playing with ideas about how populations of warriors evolve. I think HSA will have an important impact on the hill, so it seemed like a good time to formalise what I've been doing and *test* my views. What difference, if any, will HSA make? Background. Imagine that we have a hill with very many warriors, all *sharing* a small number of public designs. Players are continually trying to get warriors on the hill by *selecting* from among those designs, but nothing new is written. As new warriors challenge the hill, the population -- or more precisely, the proportion of each design in the hill population -- will fluctuate around some equilibrium. If you know the scores the warriors average against each other you can calculate what it is. To make it concrete, imagine that all the warriors where copies of Blur, Labo or Torn, a scanner, paper and bomber respectively. This table shows the average points scored by each against the others, so Blur scores 165 against Labo. (For the moment lets ignore the uncertainty due to only having estimates of the average scores). Blur Labo Torn Blur 142 165 99 Labo 117 101 265 Torn 189 22 149 >From this you can calculate the "equilibrium" population, which is Blur Labo Torn 56.8% 25.0% 18.2% At equilibrium, every warrior scores equally. In this case, all warriors score 139.93 points. For example for Blur, 56.8% x 142 + 25.0% x 165 + 18.2% x 99 = 139.93. (Nearly) What happens if you deviate from equilibrium? Well, in this case, if you add more papers the scanners move to the top of the table and more are added, which push off the excess papers. This is a stable equilibrium and the population will oscillate around it, never getting too far out of line before new warriors arrive to take advantage of the disequilibrium. Life gets more complicated as the number of designs is increased, because some may not be present in the equilibrium at all. This means that you can't get an explicit formula for the equilibrium, but you can still simulate easily. Just model the hill, run it for several thousands of new submissions and "hopefully" it will end up near equilibrium. If you prefer something more solid than hope, replicate this process many times with slightly differing tables of scores and you obtain a measure of the stability of the equilibrium. [Theory Note -- I am ignoring potential problems here. In particular it is not in general true that there is only 1 equilibrium -- consider a warrior with a perfect handshake, but which loses to everything else. It may also be possible for non-point equilibria and chaotic behaviour to exist, but I don't think this matters too much in practice.] Phew. So with a small amount of code (Pascal source and Windows executable available) we can take a bunch of warriors and ask which ones would make it into the equilibrium. The warriors in the equilibrium represent in a compact way the current "state of the art". A new warrior pushes the state forward if it makes it into this population. Warriors which don't make it can be tested against the population to find out by how much they miss, which provides a global ranking in the style of Mount Olympus. So How about HSA? As a practical example, I took a dozen warriors intended to cover a spread of types; for simplicity I ignored P-space and Qscans. I make no great claims for the construction of the list, I just picked some of the code I test against. My lack of hill-success suggests this set is profoundly flawed :-/ He Scans Alone Blur 2 Harmony La Bomba Paper Copy Die Hard Paper Copy D-Clear Version (Everyone should have one:) Rosebud Impfinity v4g1 Seventyfive Torch t18 Tornado 3.0 Copy Tornado Dat Version (Minimalist DAT bomb, DAT clear) Because I'm really interested in generic types like "bomber" and "paper", I've usually just taken the central element, perhaps with a small decoy. "Copy" means I've chopped the warrior out of something larger (Apologies to the authors for any breakages:) and "Version" means I've adapted it in some way. This is the resulting score matrix, based on 100 fights. H B H L D D R I S T T T HSA 150 171 152 177 195 102 141 91 102 171 127 112 Blur 120 142 199 165 97 148 145 212 167 117 132 99 Harmony 146 85 142 130 150 189 110 175 108 103 122 134 La Bomba 111 117 136 101 105 268 102 99 177 118 134 265 Die Hard 93 127 90 99 100 148 103 97 174 132 136 164 D-Clear 1 177 151 111 16 76 150 97 109 186 130 112 102 Rosebud 156 139 173 105 100 181 101 91 212 176 184 187 Impfin v4g1 205 74 112 105 109 175 118 102 195 144 166 223 Seventy5 198 128 189 102 69 114 71 81 150 113 114 201 Torch t18 120 165 181 136 93 154 89 123 167 138 116 135 Tornado 3.0 160 153 164 119 85 181 82 91 174 152 133 155 Tornado Dat 184 189 161 22 74 195 106 49 99 138 134 149 We can now crank the handle on our simulated hill, to obtain the following equilibria. To get the following estimates I ran a 10000 rounds on the hill, with HSA first excluded and then included. Weights converged to about 4 decimal places. Pre-HSA HSA Score HSA -- 18% 140.68 Blur 39% 29% 140.68 Harmony 0% 0% 122.77 La Bomba 14% 6% 140.68 Die Hard 0% 0% 120.85 D-Clear 1 0% 0% 127.81 Rosebud 23% 13% 140.69 Impfin v4g1 0% 12% 140.69 Seventy5 0% 3% 140.66 Torch t18 7% 0% 134.45 Tornado 3.0 0% 0% 136.56 Tornado Dat 17% 19% 140.71 The table shows the equilibrium weights Pre- and Post- HSA. The Score column shows the score of each warrior post-HSA. Those with weights greater than 0% should have identical scores, so the 140.68 to 140.71 range is due to incomplete convergence. Those are not in the equilibrium can be ranked on their score against the equilibrium warriors, from Tornado 3.0 which is just out, to Die Hard and Harmony which are far out. The above estimates are subject to error due to using only 100 rounds per battle to estimate the strength of the warriors. As a test on this uncertainty, I ran another 100 trials and in each trial perturbed every score by +-10%. This resulted in interquartile spreads of roughly 6.5% for the warriors which are in the equilibrium -- for example HSA had a weight of between 15.6% and 21.7% half of the time. In practice this means that a difference of weights of less than 10% _within_ a column could well be due to chance, though we can be more confident about differences _between_ columns. This is because a lucky result should benefit a warrior in _both_ tests because the same scores were used. We cannot be confident that Tornado 3.0 is really out of the equilibrium, because it entered the equilibrium in 32 of these 100 perturbed trials, but Harmony and Diehard never make it in. Interpretation Firstly, the warriors not in the equilibrium. It is quite possible that they would get in if a different starting set were considered (in particular a set containing a high-scoring warrior against which they excel), but against these warriors they don't make it. - Harmony does not waste time carpeting trails but is less effective against Silks and loses to anything with SPL bombs. - Die Hard does not split fast enough to over-write opponents, leading to too many draws. - D-Clear does well against the scanners, but little else. Secondly, those in or borderline. - Blur is highly effective and forms a large part of both populations. HSA can lose a lot of time bombing Blur's carpet. It also handles Impfinity well. - La Bomba is significantly hurt by HSA but is not, as I had feared, eliminated. It spreads aggressively enough to score very well against anything which can't stun it. - Impstones overall are little affected; Rosebud is badly hit by HSA but Impfinity takes up the slack. Impfinity seems to gain from its phenomenal split rate, as hitting anything except the stones does not stun. Even with a stone hit, hundreds of further bombs will be thrown by the other. HSA spends a lot of time re-carpeting the DJN trails, so the imp-stones of the future want messy cores... Hmmm... :) - The fast bombers as a group just break even, even though with HSA pure scanners now comprise a juicy 47% of the population. I suspect the rise of Impfinity is what holds back the fast bombers -- the result would have been different if I'd just used Rosebud as the generic stone-imp representative. My DAT version of Tornado picks up enough against the scanners and rosebud to compensate of worse performance against everything else. For the bombers, dealing with imps will rise up the agenda and papers will recede somewhat. - HSA itself takes a significant chunk of the population but it could use a tweak against Impfinity. It doesn't replace Blur, partly because once it hits a DJN trail it stops scanning and carpets the whole thing. Blur's more casual approach to bombing is an advantage when the core is full of rubbish. Assuming these results hold for hill warriors rather than just the examples I've tested, then HSA *is* a substantial step forward. Silks have a major new problem. Fortunately HSA's hyper-aggressive bombing ("positive" is the kind of term the USAF would use:) makes it particularly vulnerable to decoys and trails. Perhaps a stone/silk? Or a fast bomber with a good anti-imp clear? Time to get coding... Regards, Robert Macrae ff95@dial.pipex.com _____________________________________________________________________________ Questions? Concerns? Comments? Complaints? Mail them to people who care. authors: Beppe Bezzi or Myer Bremer or Anton Marsden From: Franz Subject: Re: LP Hill Date: 1997/03/05 Message-ID: #1/1 > I image the source code will run on virtually any system, since it's > 98% perl and 2% Bourne. However, I haven't tried it on anything except > Solaris. Things you need: can ya send me a copy???? i will get a server (maybe soon ... pacific bell SUCKS) so i might start a hill Franz From: Planar Subject: Re: He Scans Alone Date: 1997/03/05 Message-ID: <5fjjkp$60e@news-rocq.inria.fr>#1/1 >From: Tait Schaffer > >Could you please re-post that, or better yet, e-mail it to me. I missed >that article, and I don't think our server can recover it. Thanx a bunch!! You'll find all the warriors that you want (including He Scans Alone) on the web at . -- Planar From: dkd <110000.3244@CompuServe.COM> Subject: iwwiw9//writers wanted Date: 1997/03/05 Message-ID: <5fikct$667$6@mhadf.production.compuserve.com>#1/1 >&***We are now accepting new & previously published* writers for publication. We have 3 offices/ 2 in New York / the other in Florida*. For ALL fiction & nonfiction/ send brief digest/ 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. AGENCY=INTERNATIONAL ***1190>North>Collier>Blvd. ***MarcoIsland:> Florida> ***Zip:==<34145* ***Tel: =<941=642=9660< From: "J.O. Williams" Subject: Re: dummies Date: 1997/03/06 Message-ID: <199703062145.OAA26176@bashful.techbase.com>#1/1 > > I've been working on an introduction to Corewars for some time now... I > finally feel it's time to show the first two chapters. It's called > Corewars for Dummies, and you can find it at: > > www.itd.umich.edu/corewars > > Please tell me what you think of it and improvements you could see. > > John - > > < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > > its http://www.itd.umich.edu/~jklewis/corewars I guessed and found it. -- J.O. Williams TECHBASE International, Ltd. Email: jow@techbase.com 165 South Union Blvd., Suite 510 Phone: +1 (303) 980-5300 Lakewood, Colorado 80228 USA Fax: +1 (303) 969-0022 WebPage: http://www.techbase.com/ From: Jack Mingo Subject: Dubious Literary Agents (Was: WRITERS WANTED) Date: 1997/03/06 Message-ID: <331F7FC9.32B6@pacbell.net>#1/1 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Hello, Friends, 1. The spammer/scammer Woodside "Literary Agency" spammed your newsgroup today. If you didn't see it, praise the cancelbots for doing the job and canceling them. They specialize in victimizing the ignorance of people who want to be writers, but don't know the business: > > We* are now accepting new & previously published writers for > publication. We have 3 offices/ 2 in New York City/ >[...] 2. This is how to reach them, since they routinely forge their addresses, in case you want to contact them. DO NOT SEND THEM OR ANY OTHER "LITERARY AGENCY" MONEY (see #6 below): Ursula Sprachman and James Leonard >33-29 58th Street >Woodside, NY 11377 >718-651-8145 3. This is what happens if you send them your writing, from a post on alt.folklore.ghost-stories: >I responded, perhaps foolishly, to the ad below. I sent a manuscript, >with $150.00. Woodside since sent mail requesting an additional >$250.00....Suspicious? > p >P.S. Too bad. My story is actually quite good. 4. Here is how to find out more: http://www.geocities.com/~hitchcockc/main.html or read my article from the Boston Phoenix: http://www.bostonphoenix.com/archive/styles/97/02/13/NET_STALKING.html 5. Here is what happens when one writes an expos� of a shady but ruthless literary agency: Two FBI agents came to my door last week, saying that Ursula Sprachman had filed a complaint with the US Attorney General's Office, claiming that I had called her, identified myself by name (!), and told her that I'd hired a hitman to come and slit her throat (!!!). They were really quite friendly once we got it straightened out, but really! 6. Last bit of advice: No matter what their name, how sincere they sound, and how much they praise your work, no legitimate agent or publisher asks you for money upfront. Jack Mingo misc.writing's ambassador of goodwill PS Cancelbot owners, feel free to cancel this after you're sure that Woodside spam is safely canceled. From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's Experimental '94 Hill Date: 1997/03/06 Message-ID: <5fnep0$mec@charnel.ecst.csuchico.edu>#1/1 For up to the second scores and info, visit Pizza's corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth/ Current Status of the Internet Pizza Server Experimental '94 Hill: (accessed with ";redcode-x") Hill Specs: coresize: 800 max. processes: 800 duration: after 8000 cycles, a tie is declared. max. entry length: 20 minimum distance: 20 rounds fought: 200 instruction set: ICWS '94 Draft Last challenge: Wed Mar 5 19:52:09 PST 1997 # %W / %L / %T Name Author Score Age 1 50.7/ 32.0/ 17.4 combo Brian Haskin 169.4 7 2 50.1/ 36.2/ 13.7 musket loader v2 Brian Haskin 164.1 44 3 43.4/ 24.8/ 31.8 Tiny Tiberius Franz 162.1 53 4 44.0/ 29.3/ 26.7 Apocalypse Matt Lewinski 158.7 56 5 41.7/ 28.2/ 30.1 Tiny Fast Fast Fast Franz 155.1 6 6 43.8/ 36.1/ 20.1 phantom clear Brian Haskin 151.4 8 7 44.3/ 40.3/ 15.4 Tiny Porter (+12) Franz 148.2 4 8 43.3/ 38.4/ 18.3 Tiny Wicked Pete II Franz 148.2 5 9 30.9/ 17.0/ 52.1 Conquest Zul Nadzri 144.9 25 10 45.1/ 47.1/ 7.8 D Franz 143.0 41 11 32.9/ 23.2/ 43.9 This is crazy Zul Nadzri 142.7 23 12 43.1/ 47.7/ 9.3 XADD Franz 138.5 9 13 41.0/ 46.0/ 13.0 Tiny AK-47 Franz 136.1 36 14 40.6/ 46.9/ 12.5 QuickD Franz 134.3 1 15 40.8/ 48.4/ 10.8 Golden Gate v4 Franz 133.2 21 16 39.1/ 46.6/ 14.3 Titan Christian Schmidt 131.6 18 17 37.1/ 44.8/ 18.2 dclear w/spl Brian Haskin 129.4 51 18 26.0/ 23.6/ 50.4 WarPaper Christian Schmidt 128.5 13 19 26.0/ 23.6/ 50.4 Terkonit Christian Schmidt 128.5 12 20 37.8/ 51.4/ 10.8 Gun+Gun Zul Nadzri 124.3 10 21 28.8/ 33.7/ 37.5 Paperator Christian Schmidt 123.9 45 22 31.7/ 41.5/ 26.8 Tiny Dr. Gate Franz 122.0 50 23 35.3/ 32.6/ 12.1 musket loader Brian Haskin 118.0 47 24 28.8/ 40.8/ 30.4 Dust 0.7.baby Justin Kao 116.8 33 25 34.4/ 55.6/ 10.0 Look Zul Nadzri 113.2 19 26 22.4/ 54.0/ 23.6 Microswitch Franz 90.8 0 Top 25 Averages: 38.4/ 37.4/ 23.4 138.6 25 -- Brought to you by the Internet Pizza Server! 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From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's Beginner Hill Date: 1997/03/06 Message-ID: <5fnen5$mea@charnel.ecst.csuchico.edu>#1/1 For up to the second scores and info, visit Pizza's corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth/ Current Status of the Internet Pizza Server Beginner's Hill: (accessed with ";redcode-b") Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 maximum age: At age 100, warriors are retired. rounds fought: 200 instruction set: ICWS '94 Draft Last challenge: Wed Mar 5 17:44:53 PST 1997 # %W / %L / %T Name Author Score Age 1 50.5/ 39.2/ 10.3 Pentagram 2.a J.A.Denny 161.8 23 2 45.4/ 31.4/ 23.2 Flimsy v0.6 Ian Oversby 159.4 22 3 47.4/ 35.7/ 16.9 Hexagram J.A.Denny 159.1 21 4 48.4/ 41.7/ 9.9 Goothmonger v1.2 Ian Sutton 155.0 46 5 41.0/ 28.9/ 30.1 Scanitator 3.0 Christian Schmidt 153.1 28 6 40.6/ 28.8/ 30.6 Dust 7.0 Justin Kao 152.5 1 7 43.2/ 34.0/ 22.8 Versatility 1.7 Ross Morgan-Linial 152.4 49 8 40.5/ 29.9/ 29.5 Dust 0.7.5 Justin Kao 151.1 48 9 45.7/ 43.6/ 10.7 Scankiller 0.1 Christian Schmidt 147.7 33 10 32.3/ 18.0/ 49.7 DemonSpawn J.A.Denny 146.7 31 11 45.2/ 44.7/ 10.1 The Stainless Steel Rat Christian Schmidt 145.7 44 12 42.6/ 40.0/ 17.4 Microsoft Office '96 Justin Kao 145.1 98 13 38.7/ 33.1/ 28.2 Zorm-B Anonymous 144.4 6 14 41.5/ 38.7/ 19.8 Vivid Radiation 2.0 Matt Lewinski 144.4 70 15 43.6/ 43.4/ 13.0 Flamberge 13.4 Matt Lewinski 143.9 71 16 37.9/ 32.1/ 30.1 Apocalypse Matt Lewinski 143.6 79 17 43.4/ 44.2/ 12.4 Short Sword 4 JS Pulido 142.6 3 18 35.8/ 30.4/ 33.8 Escargot 0.5 Justin Kao 141.2 68 19 32.8/ 27.2/ 40.0 Quantum Christian Schmidt 138.5 25 20 40.2/ 46.0/ 13.8 Mostly Harmless v1.1 Justin Kao 134.3 52 21 39.3/ 44.8/ 15.8 Bash the Rat V1.4 Ian Sutton 133.8 63 22 31.7/ 30.8/ 37.5 Heartworm Edgar 132.6 19 23 36.0/ 48.1/ 15.9 Dwa Michaly b Waldemar Bartolik 123.9 9 24 31.3/ 43.7/ 25.0 Time Lag 1c3 Ilmari Karonen 118.9 5 25 33.5/ 51.8/ 14.7 Dwa Michaly a Waldemar Bartolik 115.2 13 26 9.0/ 87.4/ 3.6 m-clear (fun warrior) bjoern guenzel 30.5 0 Top 25 Averages: 40.3/ 37.2/ 22.5 143.5 37 -- Brought to you by the Internet Pizza Server! 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From: pizza@ecst.csuchico.edu (Internet Pizza Server) Subject: Current Standings for Pizza's '94 Draft Hill Date: 1997/03/06 Message-ID: <5fnek0$me7@charnel.ecst.csuchico.edu>#1/1 For up to the second scores and info, visit Pizza's corewar and KotH web site: http://www.ecst.csuchico.edu/~pizza/koth/ Current Status of the Internet Pizza Server '94 Draft Hill: (accessed with ";redcode") 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 Last challenge: Thu Mar 6 00:26:30 PST 1997 # %W / %L / %T Name Author Score Age 1 36.6/ 24.5/ 38.9 Head or Tail Christian Schmidt 148.6 17 2 41.9/ 37.5/ 20.7 The Bloodhound Ian Sutton 146.3 1 3 34.6/ 26.8/ 38.6 Nine Seven Six M R Bremer 142.5 93 4 30.9/ 19.8/ 49.2 RetroQ P.Kline 142.1 29 5 32.8/ 23.9/ 43.3 Gigolo Core Warrior staff 141.8 283 6 28.4/ 15.4/ 56.2 Return Of The Jedimp John K W 141.4 229 7 44.6/ 48.2/ 7.2 He Scans Alone P.Kline 141.0 44 8 38.6/ 40.5/ 20.8 NCC-1701-A Philip Kendall 136.8 32 9 37.3/ 38.0/ 24.8 Tides v0.1 Ian Oversby 136.5 13 10 27.3/ 20.9/ 51.8 Trident^2 John K W 133.7 159 11 37.1/ 40.7/ 22.2 QFalcon (vii) Ian Oversby 133.5 22 12 37.0/ 41.1/ 21.9 Solomon v0.8 Ian Oversby 133.0 75 13 27.7/ 22.6/ 49.7 unrequited love kafka 132.7 327 14 37.3/ 42.1/ 20.6 The Machine Anton Marsden 132.5 135 15 35.7/ 40.2/ 24.1 Damage Incorporated Anton Marsden 131.2 270 16 28.8/ 26.7/ 44.5 Terkonit 0.4 Christian Schmidt 130.9 35 17 30.8/ 31.3/ 37.9 Fast Fast Fast v2 Franz 130.4 43 18 24.8/ 20.9/ 54.3 Impish v0.2 Ian Oversby 128.7 268 19 35.0/ 41.9/ 23.0 Instant Wolf Edgar 128.1 50 20 39.1/ 50.1/ 10.8 Memories Beppe 128.1 143 21 31.6/ 36.7/ 31.7 Scanitator 4 Christian Schmidt 126.5 31 22 23.5/ 21.6/ 54.9 blue spark 0.04 bjoern guenzel 125.5 9 23 35.6/ 46.0/ 18.4 Oblivion Ian Sutton 125.1 94 24 28.8/ 32.6/ 38.7 Instant Ogre Edgar 124.9 12 25 26.3/ 35.6/ 38.1 Dust 7.0 Justin Kao 117.1 4 26 23.4/ 30.2/ 46.4 OFF Franz 116.7 2 Top 25 Averages: 33.3/ 33.0/ 33.7 133.6 96 -- Brought to you by the Internet Pizza Server! Send mail with Subject: "koth help" to pizza@ecst.csuchico.edu or try "http://www.ecst.csuchico.edu/~pizza/koth/" for info! From: franz@azstarnet.com (George Lebl) Subject: Re: dummies Date: 1997/03/06 Message-ID: #1/1 On 6 Mar 1997 18:02:52 GMT, John K. Lewis wrote: >www.itd.umich.edu/corewars my browser says it ain't there Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution Date: 1997/03/06 Message-ID: #1/1 ok now in generation 33 and testing the 34th ... the warriors haven't evolved anything new but what they had they improved ... wach this warrior run, which is now the best of the bunch at generation 33 ;redcode-94x ;name Warrior #127 / Generation #33 ;author Evolution ;strategy ??? Random ??? ;assert CORESIZE==800 JMZ.AB {755,$13 SPL.AB #616,$664 JMP.B @425,}17 SPL.AB #616,$664 DJN.X <395,<10 JMN.X *60,<0 JMZ.AB @294,>16 SPL.AB #616,$664 SPL.A *18,$4 SNE.A }14,@80 SNE.A }14,@80 SPL.A #8,#470 SEQ.AB >6,>672 ADD.A <279,@576 SPL.AB #616,$664 SPL.AB #616,$664 SPL.AB #616,$664 MOV.I >7,}4 MOV.I >7,}4 MOV.I >7,}4 END 9 notice the bombing code at the bottom has increased to more movs ... ALSO now there are 3268 MOV instructions in the 34th generation warriors of that 2380 is mov.i and spl's have also increased to 7106 that gives an average of 7 spl instructions per warrior!!! I just figured out a problem with the reproductionb algorithm ... there were not enough small negative numbers generated. this should be ok for generation 35 i'll see if a mov.i x, <-y evolves soon ... since this would not kill itself but at least there is small progress with the warriors at which i'm happy ... since scores are now at around 910+ hmmm just caught a few other nasty errors :( so this generation will have a couple of 0 scores due to the END being not properly set :( but ther should be enough to carry the good genetic information ahead .. i'm pretty curious what can evolve with a stupid genetic algorithm in a relatively low number of generations .... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: John K. Lewis Subject: dummies Date: 1997/03/06 Message-ID: <5fn0sc$4e0@lastactionhero.rs.itd.umich.edu>#1/1 I've been working on an introduction to Corewars for some time now... I finally feel it's time to show the first two chapters. It's called Corewars for Dummies, and you can find it at: www.itd.umich.edu/corewars Please tell me what you think of it and improvements you could see. John - < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: franz@azstarnet.com (George Lebl) Subject: Evolution Date: 1997/03/06 Message-ID: I've written a few scripts and progs to run some evolution on my computer .... the tiny hill proved to be perfect for this as the fights are FAST!!!! here's what i got so far in Generation 11 ;redcode-94x ;name Warrior #112 / Generation #11 ;author Evolution ;assert CORESIZE==800 SEQ.F <171,#273 SPL.AB #616,$664 JMZ.F <6,$4 SPL.AB #616,$664 MUL.X {17,}201 SLT.AB *14,{9 SPL.AB #616,$664 MOV.A >244,$10 SPL.AB #616,$664 JMZ.F <6,$4 SPL.AB #616,$664 MUL.X {17,}201 SLT.AB *14,{9 SPL.AB #616,$664 SPL.AB #616,$664 DJN.AB {1,<530 SEQ.I #589,<643 DIV.X @436,$0 SUB.F $118,}133 SUB.F $118,}133 END 0 in generation 15 ... not much change no new goodies evolved ... the algorithm to about 16th generation was flawed so didn't work perfectly ;redcode-94x ;name Warrior #528 / Generation #15 ;author Evolution ;assert CORESIZE==800 SPL.I {162,<103 SPL.AB #616,$664 SEQ.I <15,>709 SPL.AB #616,$664 SPL.AB #616,$664 MUL.X {17,}201 JMN.BA <660,$2 SNE.A }14,@80 SPL.AB #616,$664 SPL.AB #616,$664 SPL.AB #616,$664 SEQ.AB >6,>672 SLT.I }4,@25 SPL.AB #616,$664 SPL.AB #616,$664 MOV.I >7,}4 DAT.F <18,<78 SUB.F $118,}133 SLT.AB @454,$16 DJN.AB {1,<530 END 9 in generation 17, starting to get interesting, notice the mov bombing instructions in this code ;redcode-94x ;name Warrior #939 / Generation #17 ;author Evolution ;strategy ??? Random ??? ;assert CORESIZE==800 DAT.A >327,{18 SPL.AB #616,$664 MUL.AB {17,{96 SEQ.I <15,>709 SPL.AB #616,$664 SPL.AB #616,$664 MUL.X {17,}201 DIV.BA }20,*19 MUL.BA <10,@83 SPL.AB #616,$664 SPL.AB #616,$664 SNE.A >53,*3 SLT.I }4,@25 SPL.AB #616,$664 SPL.AB #616,$664 MOV.I >7,}4 MOV.I >7,}4 DAT.F <18,<78 SUB.F $118,}133 JMZ.F <6,$4 END 13 and now i'm up to generation 18 testing the 19th generation as i type :) ;redcode-94x ;name Warrior #699 ;author Evolution ;strategy ??? Random ??? ;assert CORESIZE==800 DJN.BA >16,<11 SPL.AB #616,$664 MUL.AB {17,{96 SEQ.I <15,>709 JMP.B >1,{7 MUL.X {17,}201 JMZ.AB @294,>16 SNE.A }14,@80 SPL.AB #616,$664 SPL.AB #616,$664 SPL.AB #616,$664 SEQ.AB >6,>672 SEQ.AB >6,>672 SLT.I }4,@25 SPL.AB #616,$664 SPL.AB #616,$664 MOV.I >7,}4 DJN.B }310,}374 DAT.F <18,<78 SUB.F $118,}133 END 13 I have yet to analyze how exactly these warriors work, but the score is going up slightly .... against a test set of warriors with all kinds of different strategies plus a few of the same generation warriors the random generated warriors were about 650 at max now i'm up to 880 the genetic algoritm is too simple to work perfectly ... i mutate an instruction by ust picking a new one and i cross over only at whole instructions of the total population i pick 10 best and mix each with each 10 times to produce 1000 new warriors ... this should produce a single strategy, since it's ten best genetic algorithm ... once one strategy is marginally better it gets reproduced ... what first evolved were jmp #'s and spl #'s ... with added jmp > and similiar ... this concept grew and reproduced into many warriors creating a lot of spl/spl warriors with a following bombing/??? instruction ... in the later 16+ mov instructions as bombing routines starting to appear ... going from about 400 in a thousand to 1700 instructions in thousand warriors in generation 19 here's some statistics for generation 19: rotten:~/evol$ cat [0-9]/*.red | grep MOV | wc -l 1788 rotten:~/evol$ cat [0-9]/*.red | grep JMP | wc -l 409 rotten:~/evol$ cat [0-9]/*.red | grep JMN | wc -l 437 rotten:~/evol$ cat [0-9]/*.red | grep JMZ | wc -l 1154 rotten:~/evol$ cat [0-9]/*.red | grep DJN | wc -l 518 rotten:~/evol$ cat [0-9]/*.red | grep SPL | wc -l 6845 rotten:~/evol$ cat [0-9]/*.red | grep MUL | wc -l 1416 rotten:~/evol$ cat [0-9]/*.red | grep DIV | wc -l 398 rotten:~/evol$ cat [0-9]/*.red | grep ADD | wc -l 224 rotten:~/evol$ cat [0-9]/*.red | grep SUB | wc -l 1554 rotten:~/evol$ cat [0-9]/*.red | grep SLT | wc -l 1029 as you can see the spl instruction is VERY common. in generation 15 djn was much higher but is probably loosing to mov, which is gaining popularity Rigth now the best warriors are self killing coreclears with extra selfsplitting and several non-critical instructions usually executed too due to the random nature of the warriors I will leave it for at least the next few days ... (I've been running it since yesterday and am quite pleased with the progress ... since mov bombing finally evolved:) i have last tried the 15th generation warrior on the hill with 48 (i think) points (tiny hill that is) if someone is interested in the scripts i can send it but i doubt it is aything earth breaking ... best would be to generate object code and do genetics on that and maybe hack pmars to read this code and i would probably compile the pmars main (changed name) into my code to save a system call ... as it is it's running on my first console and does about a generation every 20 minutes or so now that dat bombing is in ... :) used o take a while with the jmp bombing, which was not very effective ...:) any comments???? Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: Different hills (was Re: LP Hill) Date: 1997/03/06 Message-ID: #1/1 On 5 Mar 1997 09:07:51 -0500, Brian A Haskin Jr. wrote: >>although i have to take one of my statements back .. phantom clear is a >>booting d-clear and is doing better then D which is a normal dclear ... >>not by much though .... it migth be due to the decoy it leaves behind... >>but it shows that a small warrior can boot without much penalty ... to prove another point .. i've written a dclear with a qscan ... not ahving enough room it doesn't boot ... it does better against dclears (slightly anyway) but worse otherwise since most scanners will find it quicker though it should do about the same for stone and imps .... but it scored less then other dclears so ... here is is anyway ;redcode-94x ;name QuickD ;author Franz ;strategy qscan+dclear ;strategy qscan for tinyhill (no not Q^2) ;assert CORESIZE==800 QB equ 100 QS equ 30 ptr equ (start-5) org start start x for 5 sne.i QB+(QS*(x*4-3)),QB+(QS*(x*4-2)) seq.i QB+(QS*(x*4-1)),QB+(QS*(x*4)) mov.ab #QB+(QS*(x*4-3))-ptr,ptr rof dclr spl #0,}ptr mov.i bmb,>ptr djn.f dclr+1,>ptr bmb dat >534,bmb+10-ptr end -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: El Filibusterismo Subject: Re: I suppose Date: 1997/03/07 Message-ID: <33207E19.7BA4@concentric.net>#1/1 Franz wrote: > i don't know what you mean by initialized array ... but it definately > supports way more then what dewdney wrote about ... we wrote a version that had the array initialized with the integer -1 in each position. That way we could have the programs "Scan" the array and then even work in teams. ANyone else have/had that idea? Also, anyone here merge core programs with classifier systems (ala von neumann?) > returning to the imp .... i don't think mov 0,1 is all that gone, it's > just improved > > Franz From: Franz Subject: Re: I suppose Date: 1997/03/07 Message-ID: #1/1 > we've gone way past MOV 0 1 > right? definately > started playing this game after reading AK dewdney's blip on the subject > in 93...from then on we were hooked, me and a buddy had no internet > access really back then, so we ended up writing our own MARS and > corewars simulator on Pascal 6.0.... but I take it that's not the > standard, so my question is: > > what version of core wars are you guys using? (And does it support an > initialized array)? and what FTP site is it on? well the defacto standard is pMARS using the 94 proposed standard with many extentions i don't know what you mean by initialized array ... but it definately supports way more then what dewdney wrote about ... look at www.koth.org and ftp.koth.org (in pub/corewar i think) for all the goodies .... returning to the imp .... i don't think mov 0,1 is all that gone, it's just improved Franz From: El Filibusterismo Subject: I suppose Date: 1997/03/07 Message-ID: <33207013.1648@concentric.net>#1/1 we've gone way past MOV 0 1 right? started playing this game after reading AK dewdney's blip on the subject in 93...from then on we were hooked, me and a buddy had no internet access really back then, so we ended up writing our own MARS and corewars simulator on Pascal 6.0.... but I take it that's not the standard, so my question is: what version of core wars are you guys using? (And does it support an initialized array)? and what FTP site is it on? From: George Subject: Evolution, it works Date: 1997/03/07 Message-ID: #1/1 after 52 generations i now have a warrior that does twice as good its generation brother ... it can now do 80 points on the hill so maybe the 100th or so generation migth get on the hill so here's the little wonder, it's not too good with scanners as it's too long .. but otherwise it's scores are fairly balanced against all warriors ... this one scored above 1000 in my evolution algorithm we'll see if this improves by morning, the main difference on this warrior is that it does not die ... watch the djn instruction which catches all processes ;redcode-94x ;name Warrior #638 / Generation #52 ;author Evolution ;strategy ??? Random ??? ;assert CORESIZE==800 JMZ.AB {755,$13 NOP.AB {391,$15 JMN.F #450,>780 SPL.AB #616,$664 SEQ.AB {789,$685 DJN.BA $261,$799 MOV.AB <794,{404 JMZ.AB @294,>16 SLT.AB <799,#3 SNE.A }14,@80 SPL.A *18,$4 SNE.A }14,@80 SPL.BA }168,<0 NOP.X #797,@18 MUL.I *782,}786 SPL.AB #616,$664 SPL.AB #616,$664 SPL.AB #616,$664 MOV.I >7,}4 DJN.F #795,{505 END 9 well although mov djn and spl are the main instructions producing the success of this warrior the per instruction stats don't seem that way .... btw mov popularity has dropped considerably (from about 2500 to what it is now) For Generation #53 SPL : 4943 MUL : 1576 JMZ : 1444 DJN : 1295 SNE : 1258 MOV : 1231 NOP : 1230 ADD : 990 JMN : 856 SUB : 745 JMP : 571 SEQ : 534 DAT : 522 STP : 436 DIV : 356 MOD : 90 LDP : 70 Total = 18412 on the other hand look at how my red directory looks like JMP : 2934 MOV : 2877 SEQ : 2528 SPL : 2216 DAT : 1933 ADD : 1024 DJN : 685 SNE : 300 SUB : 195 JMZ : 140 NOP : 71 JMN : 70 MOD : 63 STP : 50 DIV : 42 LDP : 34 MUL : 8 i must jump quite a lot :) and seqs are from all the qscans, although most of the warriors on this statistics are mine but it's not an accurate aproximation since tehre are many versions of some warriors but if tehre are many versions then logically i probablyw orked on it more so it deserves more attention in the stats :) and sorry no total i'm lazy to type that command in (a bit of awk would do) well .. whatever Franz From: franz@azstarnet.com (George Lebl) Subject: Re: um Date: 1997/03/08 Message-ID: #1/1 On Sat, 08 Mar 1997 12:18:08 -0800, El Filibusterismo wrote: >anyone know how to slow down the mars screen for the battle? It goes by >way too fast. buy a slower computer :) nah .. you usually don't need a slower display anyway one way to make it go slower is to: start with a debugger open -e option and then type sk 100 and then hold enter (use a lower number for more slowdown) when you realease it will stop ... this is good for seeing how a warrior works since going step by step is too slow ... so usually 100 steps is good >also, does anyone know where a faq is for the new redcode? it's posted here .. though i think it's still quite outdated .. and tehre is yet anotehr updated faq (unofficial) but what here is official anyway ... ICWS is dead adn '94 is still just a proposed standard ... though a de facto standard ... there is one hill left with '88 Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution, it works Date: 1997/03/08 Message-ID: #1/1 On Sat, 08 Mar 1997 11:31:00 -0800, El Filibusterismo wrote: >ah, but how does it handle a pipeline leak? what kind of leak are you talking about ... anyway .. i didn't study the warrior in detail ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: yo Franz and whoever is interested Date: 1997/03/08 Message-ID: #1/1 On Sat, 08 Mar 1997 09:58:40 -0800, El Filibusterismo wrote: >anyone ever do this? > >VAMPYRE >c. 1993 El Filibusterismo > >ADD #4 1 >MOV 2 0 >JMP 0 -2 >JMP 0 -4 yup similiar stuff is called vampire ... i did one of those too ... >anyway I don't think these will work with the "industry standard" mars >anyone care to try them out, lemme know what happens... just a bit of retouching would do though Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: Beginners Question Date: 1997/03/08 Message-ID: #1/1 On Sat, 08 Mar 1997 14:21:06 -0800, Jim Humphreys wrote: >Does there exist a simple guide to Redcode? >I've looked at the 2 tutorials which are generally >reccommended, but I found them rathere unhelpful. >Does there exist a sort of equivalent of the 'For >Dummies' guides which doesn't assume a familiarity with >assembly language? funny you should mention it ... there is a corewar for dummies ... though just two chapters so it doesn't go into all that much www.itd.umich.edu/~jklewis/corewars btw .. what were you looking at ... I think there was a guide for beginners on koth ... in about 10 chapters or so... don't know how good that is ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: El Filibusterismo Subject: um Date: 1997/03/08 Message-ID: <3321C980.3B45@concentric.net>#1/1 anyone know how to slow down the mars screen for the battle? It goes by way too fast. also, does anyone know where a faq is for the new redcode? email fixer1@concentric.net thanks. From: El Filibusterismo Subject: alternative MARS Date: 1997/03/08 Message-ID: <3321BF7B.438B@concentric.net>#1/1 a couple of years ago, a buddy and me were so impressed with the Core War idea that we reverse engineered a MARS and a Redcode parser. Obviously the pmars used now has a lot more abilities, but if you want to check ours out it's at Http://www.concentric.net/~FIXER1 under the link [Corewars] the nice thing (only nice thing) about this MARS is that because we kept on changing the platform that this needed to be run on it should run on every PC from a 8086 up. It supports ALL video displays, including green mono. Let me know what you guys think. From: El Filibusterismo Subject: Re: Evolution, it works Date: 1997/03/08 Message-ID: <3321BE74.C4E@concentric.net>#1/1 George wrote: > > after 52 generations i now have a warrior that does twice as good its > generation brother ... it can now do 80 points on the hill > > so maybe the 100th or so generation migth get on the hill > > so here's the little wonder, it's not too good with scanners as it's too > long .. but otherwise it's scores are fairly balanced against all > warriors ... this one scored above 1000 in my evolution algorithm > > we'll see if this improves by morning, the main difference on this warrior > is that it does not die ... watch the djn instruction which catches all > processes ah, but how does it handle a pipeline leak? (sad reference to Von Neumann) From: El Filibusterismo Subject: yo Franz and whoever is interested Date: 1997/03/08 Message-ID: <3321A8D0.1D5D@concentric.net>#1/1 if you want a copy of the programs I did as a Jr. Core Warrior. Man that sounds dorky. http://www.concentric.net/~fixer1 click on the thing at the top that says [corewars] _______________ part 2 anyone ever do this? VAMPYRE c. 1993 El Filibusterismo ADD #4 1 MOV 2 0 JMP 0 -2 JMP 0 -4 ________ or SMARTFRIAR Random JMP 0 19 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 JMP 0 333 MOV #4 2 JMP 0 4 DAT 0 0 DAT 0 17 DAT 0 #-1 ADD #9 -2 CMC -2 @-3 JMP 0 -2 CMP @-5 -16 { -> skip if header found, -> attack if not} JMP 0 5 MOV #0 @-7 ADD #2 -8 DJZ -10 -12 JMP 0 -3 ADD #27 -11 JMP 0 -15 ____ SHRAPNEL ADD #9 1 MOV 1 1 JMP 0 -2 _______ anyway I don't think these will work with the "industry standard" mars anyone care to try them out, lemme know what happens... From: Jim Humphreys Subject: Beginners Question Date: 1997/03/08 Message-ID: <3321E652.682E@netcomuk.co.uk>#1/1 Does there exist a simple guide to Redcode? I've looked at the 2 tutorials which are generally reccommended, but I found them rathere unhelpful. Does there exist a sort of equivalent of the 'For Dummies' guides which doesn't assume a familiarity with assembly language? Thanks Jim Humphreys From: khart@home.hpnts.net Subject: Debt Free Date: 1997/03/08 Message-ID: <199703080702.BAA01075@home.nts-online.net>#1/1 Do You Know How It Feels To Be Truly Debt Free FREE Issue! The Debt Free monthly newsletter teaches you how to reduce your debt! Become a subscriber and earn an extra $1,900.00 or more per month! Easy "step-by-step" approach. Our subscribers are experiencing INCREDIBLE SUCCESS! For Your Free Copy, Send E-mail to: khart@hpnts.net From: George Subject: Re: Evolution Date: 1997/03/09 Message-ID: #1/1 > I'm not sure of what cross over methods you are >using to produce the next generation but would like to see them. i'm doing a random replacement of whole isntructions ... if i had more time i would do object code crossovers and mutations on the bit level ... also if i do i plan to hack pmars so that it doesn't have to read textfiles, but object code files .... for faster battles .... since in each generation there are 10*1000*2 reads of warriors so 20,000 reads would make up a bity of time .... i dunno ... rigth now it's on the text level and unless a miracle happens and i get one mroe week of spring break (since i already got too many plans for that week so i won't have any time for programming) i don't think i'll be able to do anything >It's possable that because of the well known stone/paper/... >paths that evolotion would block a form that was optimal only >when competing with other GA warrior that to make a warrior >that is competitive against one set of warriors you would >need use that group as the selection function ie. to beat >warrior-X use sucsess against warrior-X as the fitness test >for the GA-warrior population. This may be part of your >system already. Also using the seperation of populations >like 'islands' to incress the divergence of staratigies >perhaps allowing a certian amount of recombination after some >number of generations. I'm using 6 warriors of diverse strategies, (my warriors:) and 4 randomly chosen from the current generation ... what could be changed to make this a worthy genetic alg would be -increase population size -increase number of figths -do mutations/crossovers on bit level -roulettewheel selection of parents (allows diversity) -maybe make different enviroments(hand written warriors) for parts of the pool -definately more parents to do reproduction from we might start a project similiar to tierra but completely corewar based .... with a few (or many) people running the alg on some machines .... then tehre would have to be a way of recombining these .... it would be like if an enviroment would be separated for a cpl of generations and then maybe some good strands would be exchanged .... and woudl promote general evolution over all the machines .... the purpose of this would be to create the optimal wariror for corewar ... I think that with a good algorithm and a few generations from what i see now maybe a 1000 generations would be more correct an estimate to produce a reasonable warior ... the tiny hill would provide excellent set of rules for this as figths are fast to also simulate the diversity of a natural evolution even on a signle machines there would be different pools which would overlap a set of predators would be in each loop which would be well balanced hand written warriors .... for example there migth be a pool where the number of paper predators is dominant so stones would be more likely to evolve there ... Franz From: "J. Boer" Subject: Re: Evolution Date: 1997/03/09 Message-ID: #1/1 Hey, I'm not sure of what cross over methods you are using to produce the next generation but would like to see them. It's possable that because of the well known stone/paper/... paths that evolotion would block a form that was optimal only when competing with other GA warrior that to make a warrior that is competitive against one set of warriors you would need use that group as the selection function ie. to beat warrior-X use sucsess against warrior-X as the fitness test for the GA-warrior population. This may be part of your system already. Also using the seperation of populations like 'islands' to incress the divergence of staratigies perhaps allowing a certian amount of recombination after some number of generations. jason On 9 Mar 1997, George Lebl wrote: > > The evolution is in a deadlock ... the engine invented in generations > aorund 40 still persists and the score don't increase ... > > I'm at generation 150 ... and still waiting for a better code ... the > scores stay around the same they don't increase nor decrease ... > > I wonder if it's the problem of the genetic algorithm or if it is just > normal for evolution hey dinosaurs were around for a long time, and once > cell organisms even longer .... > > Franz > > -- > -------------------------------------------------------------------------------- > Sex Pistols RULE!!! franz@azstarnet.com > > From: franz@azstarnet.com (George Lebl) Subject: Evolution Date: 1997/03/09 Message-ID: <5fuv35$o74@nnrp3.farm.idt.net>#1/1 The evolution is in a deadlock ... the engine invented in generations aorund 40 still persists and the score don't increase ... I'm at generation 150 ... and still waiting for a better code ... the scores stay around the same they don't increase nor decrease ... I wonder if it's the problem of the genetic algorithm or if it is just normal for evolution hey dinosaurs were around for a long time, and once cell organisms even longer .... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Jim Humphreys Subject: Re: dummies Date: 1997/03/09 Message-ID: <33230DCB.17E7@netcomuk.co.uk>#1/1 John K. Lewis wrote: > I've been working on an introduction to Corewars for some time now... I > finally feel it's time to show the first two chapters. It's called > Corewars for Dummies, and you can find it at: > www.itd.umich.edu/corewars > Please tell me what you think of it and improvements you could see. Thanks to you and others who replied to my posting re a beginner's guide. I thought the tutorial was excellent -exactly what was needed. Only problem is - when are the next chapters due :) Actually from your tutorial I have picked up enough to feel more confident about reading one of the more difficult tutorials. Best Wishes Jim Humphreys From: John A Denny III Subject: Protect Instruction Date: 1997/03/09 Message-ID: <332264DE.29B3@vt.edu>#1/1 Whatever happened to the protection instruction? This instruction was around in '85...'88. I figured it was lost in the '88 standard, anyone know why? maybe we could bring it back? -- __ __________ \ \ / /_______/ John Denny \ \/ / | | jdenny@vt.edu \__/ |_| From: jkoss@snet.net Subject: Re: Evolution Date: 1997/03/10 Message-ID: <5g20fm$iuu@goofy.snet.net>#1/1 On 1997-03-09 franz@azstarnet.com said: >Newsgroups: rec.games.corewar >The evolution is in a deadlock ... the engine invented in >generations aorund 40 still persists and the score don't increase .. I am sorta a self-taught semi-expert in GA's.. here goes.. >I'm at generation 150 ... and still waiting for a better code ... >the scores stay around the same they don't increase nor decrease ... The reason for this can be: 1) They are as successful as they can get (against the competition they are fighting) Are you fighting them against each other or against a benchmark of 'good' wariors? You might want to run two populations and crossbreed between them, one population fights everything you got, the other fights only 'good' warriors. You weight the fitness seperately so that no matter how horrible one population is doing compared to the other, it continues to contribute to the gene pool and improve.. 2) You are not creating newborns with large enough alterations to present a meaningful improvement. I assume you are doing crossbreeding as well as mutations, but I don't have any idea how you are doing the crossbreeding or how much mutations you are making. Crossbreeding can be as simple as selecting a pivot point and all genes before it come from one parent, all genes after it come from the other parent. That strategy would be good here when there is alot of variety in the gene pool, but if the gene pool is based on 4 or 5 patterns with many instances of small modifications to them, then this kind of crossbreeding may not be able to make a better decendant than the parents because those particular 4 or 5 patters wont mix into a more efficient warrior. I suggest you use multiple crossbreeding techniques (how about 5 or 6 parents for some newborns, only 2 for others..) and different levels of mutation... I also suggest you generate a RANDOM warrior each generation and force it to be a one of the parents of at least a few individuals in the new population, this introduces LARGE mutations (many genes next to each other) without having to run off a few hundred thousand generations. Remember, Genetic Algorithms are just a way of performing a RANDOM SEARCH of a LARGE SPACE of possibilities using incremental "thats better than this" techniques. >I wonder if it's the problem of the genetic algorithm or if it is >just normal for evolution hey dinosaurs were around for a long time Evolution is a poorly optimised GA. Since we know the space you are trying to search is really truely enormous, a large population is needed to prevent the entire population from settling down on only a couple of local maximums. In other words, they may have climbed a hill over here, and can find no higher ground around them. But way over there is a giant mountain that nobody can get to because getting there requires downgrading the species first. A large population increases the number of local maximums (hills) the population can sit on, and crossbreeding these different specialized critters (if there are enough local maximums) can lead to finding higher hills that nobody is currently climbing... One more idea, you might want to compete two different populations against each other, both populations reproducing independently of the other. This forces one population to respond to anothers improvements. Instead of picking up the same attacking strategy as the other guys, they are pushed towards a defensive strategy instead... "self defense" is half the game, right? Hope I have helped (and hope nobody is mad that this is posted publically) Also, check out the newsgroup 'comp.ai.genetic' J. Koss (jkoss@snet.net) --: crossbreeding produces mutation Net-Tamer V 1.08 - Test Drive From: chris@NOSPAM.openix.com (Christopher Hodson) Subject: Re: bare bones 94 system Date: 1997/03/10 Message-ID: #1/1 In article , nas170@aed06.usask.ca says... > I'm looking for a bare bones 94 system for testing my computer created > warriors. No graphics, just scores. I want the system to support testing > one warrior against a list of warriors. I was going to hack pmars to > support this, but it looks like a huge job (multi-platform, graphics, > pspace, etc.). > > I am using a Linux system, so ANSI C code is nice. I am willing to do > some hacking on the corewar system as well. I looked at the code in the > 94 spec. but is quite incomplete. > > Thanks for any help. > > > Neil > No hacking needed. Just check the makefile, take out the graphics definition, and use the server definitions. recompile. bingo. I keep two binaries around for different reasons. -- -- Christopher Hodson remove NOSPAM for real addresses finger chris@NOSPAM.shell.openix.com for public key From: El Filibusterismo Subject: Re: Protect Instruction Date: 1997/03/10 Message-ID: <3324B8B8.19A2@concentric.net>#1/1 John A Denny III wrote: > > Whatever happened to the protection instruction? > This instruction was around in '85...'88. > I figured it was lost in the '88 standard, anyone know why? > maybe we could bring it back? hmm... how similar are the instructions possible in redcode to those in regular assembly? in the 94 standard? or the 88 standard? From: El Filibusterismo Subject: i know this is a kind of a stupid question Date: 1997/03/10 Message-ID: <3324B6B3.330F@concentric.net>#1/1 ok, I'm running pmars on a 133 system. How do you slow the video display down? I figure the thing is pmars -v3 dwarf.red jugg.red right? but it goes too damn fast. can't see it run. From: El Filibusterismo Subject: Re: Evolution Date: 1997/03/10 Message-ID: <3324B6F7.1298@concentric.net>#1/1 George Lebl wrote: > > The evolution is in a deadlock ... the engine invented in generations > aorund 40 still persists and the score don't increase ... > > I'm at generation 150 ... and still waiting for a better code ... the > scores stay around the same they don't increase nor decrease ... > > I wonder if it's the problem of the genetic algorithm or if it is just > normal for evolution hey dinosaurs were around for a long time, and once > cell organisms even longer .... > > Franz > > -- > -------------------------------------------------------------------------------- > Sex Pistols RULE!!! franz@azstarnet.com what do you think of the Tierra online project? From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: ICWS status?? Date: 1997/03/10 Message-ID: #1/1 I'm wondering if ICWS is still alive, and if not, what happened to it? -Robin -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: nas170@aed06.usask.ca (Neil A Schemenauer) Subject: bare bones 94 system Date: 1997/03/10 Message-ID: #1/1 I'm looking for a bare bones 94 system for testing my computer created warriors. No graphics, just scores. I want the system to support testing one warrior against a list of warriors. I was going to hack pmars to support this, but it looks like a huge job (multi-platform, graphics, pspace, etc.). I am using a Linux system, so ANSI C code is nice. I am willing to do some hacking on the corewar system as well. I looked at the code in the 94 spec. but is quite incomplete. Thanks for any help. Neil From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: Evolution Date: 1997/03/10 Message-ID: #1/1 >>>>> In article <5fuv35$o74@nnrp3.farm.idt.net>, franz@azstarnet.com (George Lebl) writes: In article <5fuv35$o74@nnrp3.farm.idt.net> franz@azstarnet.com (George Lebl) writes: > The evolution is in a deadlock ... the engine invented in generations > aorund 40 still persists and the score don't increase ... > I'm at generation 150 ... and still waiting for a better code ... the > scores stay around the same they don't increase nor decrease ... > I wonder if it's the problem of the genetic algorithm or if it is just > normal for evolution hey dinosaurs were around for a long time, and once > cell organisms even longer .... This type if pre-pre-cambrian funk was observed in Tierra: many many gens of nothing, then suddenly all types of organisms sprouting like leaves on a tree, then starting ot settle down as the more ridiculous ones die off, etc, etc. Interesting how well this mirrors theoretical ideas of life's evolution on Earth, huh? Anyways, wait. Let it run for a few weeks, keep logs every ten or a hundred gens. Let us know. -Robin -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: Franz Subject: Re: Evolution Date: 1997/03/10 Message-ID: #1/1 > I suspect that what really needs to be done is to support a much larger > breeding poulation. But the size of the poulation should be allowed to vary, > if the populations is stagnating then it needs to be allowed to grow until a > new improved warrior takes over and the population diversity crashes again. > > Hmm if only I could find time to do this myself. well we could all work together on it ... Franz From: Franz Subject: Re: Evolution Date: 1997/03/10 Message-ID: #1/1 > Well, in CW history, linear bombing evolved to step-bombing which > requires an ADD instruction after each MOV. Does your engine > perform insertion mutations? Seems like that would eventually > create a step-bomber. Especially if all the existing relative > addresses were stretched to maintain pointer function. hmm insertion mutation can happen but it's not a high probablility mutation. I think I will add insertion/deletions to teh code today ..see if it does something i'm still on spl # spl # mov ??,}x djn # engine the stats for the number of instructions in a warrior indicate this will be the case for most of the warrior is the pool > As you can see, the step-bomber must really overcome the > self-destruct problem before stepping has even a small > chance. And that may be a huge leap for an evolver. i'm more waiting for a better linear bomber then for a step bomber which has to have a lot of support and with my mutation engine would be a miracle to evolve :) i was at generation 180 or so this morning and still the same basic engine that evolved around generation 40 ... I might increase the population size to 2000 and take out the fighting with warriors from population pool and leave only predators .... I will first try to change the mutation to increase chances of the actual engine mutating > Initialize: > -Fill core with random instructions. > -Start a process at every location. > -Run a few thousand cycles > -Identify instructions which have processes queued up > in them or have been executed in the last 100 cycles. > -Isolate blocks of these 'active' instructions together > with locations referenced by them, and the number of > processes remaining in them, creating a life-form. > -Replace dead-space instructions with dat's hmmm ... you would have to be sure the active bolcks aren't using otehr parst of teh core as data ... this would also not evolve scanners > Iterate: > -Make thousands of mutated copies of each life-form. > -Test each copy against a standard set of challenges. > -Select best performers and re-iterate. basically what i'm doing ... > The Initialize process should run in parallel with the iterate > process to generate new life-forms in every generation. that's an interesting idea ... i'll increase the population size and part of the warriors will be completely random .... i think in a few generations there should evolve a better then the old engine which has little chance for being dramatically changed just by mutation crossovers since most warriors are of similiar nature > Here are some mutations to try: > > -insert instruction blocks, using blocks > identified in previous levels or newly generated > -insert/delete duplicate instructions > -insert/delete random instructions > -change number of initial processes at locations > -alter references > -replace modifiers > > Insert/delete actions should usually adjust all affected > references. > > Changes to references, and references in new instructions > should favor small numbers or locations referenced by > other instructions in the same block. > > It might be better to NOT randomly replace opcodes, except > by insert/deletion. Chances are really slim that changing > a 'good' opcode will improve it. Though maybe substituting > related instructions (add/sub) (jmp/jmz/jmn/djn) would work. well yeah .. it isn't perfect .. actually mutation should be done bitwise or on instruction, operands , address mode .... level .... not the whole instruction I will definately make it insert/delete to see what it does with current population thanx Franz From: Paul Kline Subject: Re: Evolution Date: 1997/03/10 Message-ID: <3323E876.442E@acad.drake.edu>#1/1 George Lebl wrote: > > The evolution is in a deadlock ... the engine invented in generations > aorund 40 still persists and the score don't increase ... Well, in CW history, linear bombing evolved to step-bombing which requires an ADD instruction after each MOV. Does your engine perform insertion mutations? Seems like that would eventually create a step-bomber. Especially if all the existing relative addresses were stretched to maintain pointer function. Would that be a competitive performer however? A three-line linear bomber: spl mov jmp can survive a single hit on spl or jmp and still wipe your bomber. It also bombs at .5c which you will have a hard time matching. A 4-line step-bomber: spl mov add jmp if the step is 1, then it bombs at .33c and will lose most of the battles. Let's create a win matrix: Linear Step Step bomber bomber bomber direction direction wins% notes --------- --------- ------ ----- +1 +1 0 +1 -1 33 +1 +2 28 #1 +1 -2 50 #2 +1 +3 0 #3 +1 -3 0 #4 #1. 56% of the time it makes the first hit, but half of those are non-fatal, and the step-bomber self-destructs. #2. 100% of the time it makes the first hit, but half of those are non-fatal, and the step-bomber self-destructs. #3. 66% of the time it makes the first hit, but none of those are fatal, leading to self-destruction. #4. 100% of the time it makes the first hit, but none of those are fatal, leading to self-destruction. As you can see, the step-bomber must really overcome the self-destruct problem before stepping has even a small chance. And that may be a huge leap for an evolver. ---- Here's a really undeducated proposal for an evolver system: Initialize: -Fill core with random instructions. -Start a process at every location. -Run a few thousand cycles -Identify instructions which have processes queued up in them or have been executed in the last 100 cycles. -Isolate blocks of these 'active' instructions together with locations referenced by them, and the number of processes remaining in them, creating a life-form. -Replace dead-space instructions with dat's Iterate: -Make thousands of mutated copies of each life-form. -Test each copy against a standard set of challenges. -Select best performers and re-iterate. The Initialize process should run in parallel with the iterate process to generate new life-forms in every generation. The evolver should supply the required number of processes at each location of the life-form, otherwise you will be forever getting it to evolve a separate startup phase. Here are some mutations to try: -insert instruction blocks, using blocks identified in previous levels or newly generated -insert/delete duplicate instructions -insert/delete random instructions -change number of initial processes at locations -alter references -replace modifiers Insert/delete actions should usually adjust all affected references. Changes to references, and references in new instructions should favor small numbers or locations referenced by other instructions in the same block. It might be better to NOT randomly replace opcodes, except by insert/deletion. Chances are really slim that changing a 'good' opcode will improve it. Though maybe substituting related instructions (add/sub) (jmp/jmz/jmn/djn) would work. Good luck! Paul Kline pk6811s@acad.drake.edu From: Paul Kline Subject: Re: yo Franz and whoever is interested Date: 1997/03/10 Message-ID: <3323CBCD.2340@acad.drake.edu>#1/1 El Filibusterismo wrote: > > if you want a copy of the programs I did as a Jr. Core Warrior. > Man that sounds dorky. > THAT'S what we need - a Jr. Core Warrior Hill! :-) And a secret decoder ring to give you all the source on the Hill. Paul Kline pk6811s@acad.drake.edu From: Scott Manley Subject: Re: Evolution Date: 1997/03/10 Message-ID: <9703100948.AA22335@alpha3.arm.ac.uk>#1/1 > rigth now it's on the text level and unless a miracle happens and i get > one mroe week of spring break (since i already got too many plans for that > week so i won't have any time for programming) i don't think i'll be able > to do anything I think it might be an idea to have a number of hills each representing traditional environmental 'niches'. Instead of the score against all the warrios on the same hill being important the fitness of a warrior would be judged by its performance against the other hills, the actual formula would have to vary for each hill. The most obvious example would be the simple paper-scissor-stone series where you could have each hills score based on its perforamance against the other 2. To really make things work it woud be nice to dyanmically alter the weightings of the scoring system to avoid stagnation. I suspect that what really needs to be done is to support a much larger breeding poulation. But the size of the poulation should be allowed to vary, if the populations is stagnating then it needs to be allowed to grow until a new improved warrior takes over and the population diversity crashes again. Hmm if only I could find time to do this myself. -- Scott Manley (aka Szyzyg) /------ _@/ Mail -----\ ___ _ _ __ __ _ | Armagh Observatory | / __| __ ___| |_| |_ | \/ |__ _ _ _ | |___ _ _ | Armagh | \__ \/ _/ _ \ _| _| | |\/| / _` | ' \| / -_) || | | Northern Ireland | |___/\__\___/\__|\__| |_| |_\__,_|_||_|_\___|\_, | | BT61 9DG. | http://star.arm.ac.uk/~spm/welcome.html |__/ \=====================/ From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 03/10/97 Date: 1997/03/10 Message-ID: <199703100500.AAA25987@asgard.ttsg.com>#1/1 Weekly Status on 03/10/97 ****** 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 - MultiWarrior 94 03/10/97 Date: 1997/03/10 Message-ID: <199703100500.AAA25983@asgard.ttsg.com>#1/1 Weekly Status on 03/10/97 ****** 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 : 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 Experimental 94 03/10/97 Date: 1997/03/10 Message-ID: <199703100500.AAA25991@asgard.ttsg.com>#1/1 Weekly Status on 03/10/97 ****** 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 - ICWS Tournament 03/10/97 Date: 1997/03/10 Message-ID: <199703100500.AAA25979@asgard.ttsg.com>#1/1 Weekly Status on 03/10/97 ****** 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 : Fri Mar 7 19:26:27 EST 1997 # %W/ %L/ %T Name Author Score Age 1 39/ 12/ 49 Spell-Bound Ian Oversby 166 3 2 36/ 10/ 54 Gisela 7131 Andrzej Maciejczak 161 8 3 45/ 34/ 21 Giskard v0.5 Ken Mitton 157 106 4 35/ 16/ 49 Cannonade Paul Kline 154 133 5 46/ 42/ 12 Test Scanner Anonymous 150 5 6 45/ 47/ 8 Agony T Stefan Strack 143 134 7 41/ 41/ 18 Miss Caress Derek Ross 142 7 8 42/ 43/ 15 test88 P.Kline 141 52 9 40/ 42/ 18 Gisela 6279 Andrzej Maciejczak 138 32 10 40/ 43/ 17 Gisela 6927 Andrzej Maciejczak 136 38 11 38/ 41/ 21 Old Tire Swing Randy Graham 135 90 12 25/ 16/ 59 Nothing Special G. Eadon 135 48 13 38/ 43/ 19 Miss Carry Derek Ross 132 97 14 24/ 19/ 56 Turkey Beppe Bezzi 129 49 15 27/ 33/ 40 Pommes-Ketchup V1.35 S. Schroeder 121 46 16 32/ 45/ 23 Dwa Michaly c Waldemar Bartolik 120 1 17 30/ 40/ 30 MIOTACZ Waldemar Bartolik 119 33 18 33/ 50/ 17 Traper3_t Waldemar Bartolik 116 43 19 22/ 28/ 51 One Fat Lady Robert Macrae 116 50 20 28/ 42/ 30 Yop La Boum v2.1 P.E.M & E.C. 114 63 21 1/ 3/ 1 Traper4 Waldemar Bartolik 3 2 From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 03/10/97 Date: 1997/03/10 Message-ID: <199703100500.AAA25973@asgard.ttsg.com>#1/1 Weekly Status on 03/10/97 ****** 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 : 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: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: ICWS status?? Date: 1997/03/11 Message-ID: <19970310.220843.3374.8.KWirsing@juno.com>#1/1 Yes ICWS is still alive. Check it out at http://www.koth.org for it. On Mon, 10 Mar 1997 20:37:51 -0500 rlpowell@napier.uwaterloo.ca (Robin Powell) writes: > >I'm wondering if ICWS is still alive, and if not, what happened to it? > > >-Robin >-- >+---------------------------------------------------------------+ >| Oceania: A New Country In Development -> welcome@oceania.org | >| Web Page: http://oceania.org For Those Who Value Freedom | >+---------------------------------------------------------------+ > -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: goextreme@hotmail.com Subject: We have taken the Hassles out of the net Date: 1997/03/11 Message-ID: <3325ecda.0@news1.betacom.net>#1/1 WELCOME And Go To www.GoExtreme.com The Premiere Site on the Internet for EXTREME NET TOOLZ, Internet Relay Chat (IRC) help, and Newsgroup help without the clutter! A large group of irc operators and newsgroup gurus have tested and evaluated the best internet toolz and HERE are their choices to become an EXTREME Net user! All of this software is FREE!! It is either shareware or freeware! Enjoy! Best newsgroup reader: Free Agent!...Freeware!!! Best chat software: mIRC 4.72!...Shareware!!! Become your own FTP site! WAR-FTP 1.55 ....Freeware!!!! Fastest jpeg\gif viewer ACDSEE!...Shareware!!! Best E-Mail Program Eudora Lite 3.01!...Freeware!!! Winzip 6.2 takes the chore out of these zip files!...Shareware!!! CuteFTP 1.8 makes "browsing" FTP sites a snap!...Shareware!!! Fastest Web Browser Netscape 3.01!...Shareware!!! (�`�.(�`�.!�!BOSnet: Voted The MOST EXTREME Internet Provider!�!.���).���) Great Page for Extreme Net Toolz! All listed software here! Get Extreme `Net Toolz here! Great Help Page for IRC!!! Fserve, Flood Protection, New IRC Servers! IRC Help here! Great Help Page for News Groups! How To Do It! Big List of Public Servers! Newsgroup Help here! This information provided so that we may all enjoy the Internet, IRC, and Newsgroups better! !�!We receive no money!�! Members of [freespeech] Campaign and [AOL SUX Get a REAL ISP Campaign] From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: ICWS status?? Date: 1997/03/11 Message-ID: <19970311.184259.3846.1.KWirsing@juno.com>#1/1 On Tue, 11 Mar 1997 16:52:54 -0500 Philip Kendall writes: >Robin Powell wrote: >> >> I'm wondering if ICWS is still alive, and if not, what happened to >it? >> > >Nope, it's pretty dead :-( There was a discussion here a while back >about >it/forming other societies, and someone (who I can't remember) is the >president (he's not playing corewar anymore), but if he resigns, >someone >else (who's also not playing) becomes pres, and we can't contact that >second person. > >Any particular reason why you're interested in ICWS? > >-- > Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) > Ok, if ICWS is dead, then why do we have the ICWS Tournaments and this mailing list? -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: ICWS status?? Date: 1997/03/11 Message-ID: <19970311.185144.4646.0.KWirsing@juno.com>#1/1 On Tue, 11 Mar 1997 16:53:53 -0500 rlpowell@napier.uwaterloo.ca (Robin Powell) writes: > >OK, question #2: If ICWS is still around, why is ICWS'94 still a >proposed standard after 4 years? > >-Robin Why? Do you want a new standard? -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: RHS Linux User Subject: HOT SPOT! Date: 1997/03/11 Message-ID: <199703111121.DAA31074@fullmkt1.fullmkt.com>#1/1 Haven't you ever wanted to fire your boss? http://www.lotto-online.com From: Derek Ross Subject: Re: Evolution Date: 1997/03/11 Message-ID: <595@arbroath.win-uk.net>#1/1 > >The evolution is in a deadlock ... the engine invented in generations >aorund 40 still persists and the score don't increase ... > >I'm at generation 150 ... and still waiting for a better code ... the >scores stay around the same they don't increase nor decrease ... > >I wonder if it's the problem of the genetic algorithm or if it is just >normal for evolution hey dinosaurs were around for a long time, and once >cell organisms even longer .... > >Franz > >-- >-------------------------------------------------------------------------------- >Sex Pistols RULE!!! franz@azstarnet.com > Nah, this is what generally happens with the GA's I've written to find solutions for the 'travelling salesman' problem. Good initial progress, which slowly grinds to a near halt. Once the GA reaches the near halt situation, there are long periods of stasis interrupted by occasional advances. Fiddling with the genome representation or the numbers of individuals or whatever changes the time it takes to reach the near halt situation or the nearness to the 'correct' solution. Perhaps a more sophisticated GA is the answer, I don't know. Cheers Derek 31 Carnegie Street Telephone +44 (0) 1241-877190 Arbroath, Angus, UK DD11 1TX From: JS Pulido Subject: Instantaneous Coffe: a Multi-Proc Scanner Date: 1997/03/11 Message-ID: #1/1 If I wait to publish a successful warrior, I'll be lurking forever :-( so here is one unsuccessful warrior. Instantaneous Coffe is a multiproc DIV-Scan with a 3-points spiral, but the scaner is slow, the imp is weak and get only 70 points against b-hill :-( I'm working on a proc-pump to make the scan self-split, but I'm not sure that the warrior improves. TIA for your help. Saludos JS Pulido jspg@mx2.redestb.es o0619@quijote.eui.upm.es ;redcode-b test ;name Instantaneous-Coffe v0.1 ;strat Div-Scanner ;assert CORESIZE==8000 FOR 0 Div-Scanner: ptr dat #0, #STEP eye dat #0, #DES+STEP c: mov.i bomb, >ptr ;carpet a: add.ab #STEP, eye d: div.b @eye, @eye ;@eye.b==0 -> ; the proc die ;@eye.b!=0 -> ; @eye.b=1 m: mov.ba @eye, ptr ;ptr.a=@eye.b n: mov.i *ptr, ptr ;@eye.b==ptr.a==0 -> ; ptr.b=ptr.b ;@eye.b==ptr.a==1 -> ; ptr.b=eye.b PROC QUEUE: [...]admnc[...]admnc[...]admnc[...]admnc ... ROF STEP EQU (3315) DES EQU (1) org start sc spl 1 spl 1 spl 1 spl 1 b1 ptr spl #DES+STEP, #0 ;scan eye add.ab #STEP, #DES-(STEP*((16*4)))+(STEP*2) mov.i b1, }ptr ;scan mov.ba eye, @ptr-1 mov.b @eye, ptr-1 hit div.b @eye, @eye jmn.b b3, eye spl #0, #0 ;scan clear mov.i *bp, #1/1 I have finished a few more upgrades to the Pizza hills: o The ";change" command is fully functional. Now you can change or add info in the header of your code. Everything but name, password, or email address. These three can be changed by sending mail to me. For complete instruction on how to use ";change", see < http://www.ecst.csuchico.edu/~pizza/koth/commands.html#change >. o Warriors pushed off the '94 Hill with a score less than 110 points will not age the hill. This should reduce "artificial aging" completely. This may lead to several warriors having the same age in some cases, but shouldn't be a problem. o A new CGI script has been added to the web page, "Usage Statistics". This will let you see how poplular the various hills are, and how much mail the pizza hills receive each day. Also, as I have stated before, I can add more hills to the pizza server fairly effortlessly. If five people can agree on a set of specs for an LP hill, it would be no problem to add it. 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: sd@ecst.csuchico.edu (Thomas H. Davies) Subject: Re: ;kill Date: 1997/03/11 Message-ID: <5g4m1o$5t2@charnel.ecst.csuchico.edu>#1/1 In article <199703110019_MC2-1264-D36D@compuserve.com>, Justin Kao wrote: >Sorry this is posted to the newsgroup, but I don't have Thos's email >address.. It's at the bottom of pizza's koth web page. >So could someone please forward this to Thos... I'd like to kill Escargot >and Dust 0.7.5. Done. 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: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: Evolution Date: 1997/03/11 Message-ID: #1/1 If the point of GA's is to in come way mimic biological evoluation (and I'm not saying it nescessarily is, but that's a damn good starting point) then it behooves us to try to answer this question: How do gene-lengthening mutations occur IRL? My suspicion is that it is due to gene-splitting errors: ie. two halves split in different places, resulting in a gene longer or shorter than the original. My guess is that the following 1. Mutations of individual genomes (possible several in a generation, in the early, high-UV days). 2. Gene splitting errors. 3. Gene re-attaching errors (i.e. the two halves of the genome overlapping, the individual portions being mashed together with unpredictable results). 4. Normal gene combination (both asexual and sexual). is a complete list the methods used in nature for evolution. Of course, nature has access to many,many years of CPU time on a massively parrallel proccessing computer... -Robin -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: i know this is a kind of a stupid question Date: 1997/03/11 Message-ID: #1/1 >>>>> In article <3324B6B3.330F@concentric.net>, El Filibusterismo writes: In article <3324B6B3.330F@concentric.net> El Filibusterismo writes: > ok, I'm running pmars on a 133 system. How do you slow the video > display down? > I figure the thing is pmars -v3 dwarf.red jugg.red > right? > but it goes too damn fast. > can't see it run. Try pmars -v7y4 dwarf.red jugg.red where y is 1 for VGA, 2 or 3 for SVGA, 4 or 5 for EGA, 6 for CGA, 0 for text only. -Robin -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: ICWS status?? Date: 1997/03/11 Message-ID: #1/1 OK, question #2: If ICWS is still around, why is ICWS'94 still a proposed standard after 4 years? -Robin >>>>> In article <19970310.220843.3374.8.KWirsing@juno.com>, kwirsing@juno.com (Karlton E Wirsing) writes: In article <19970310.220843.3374.8.KWirsing@juno.com> kwirsing@juno.com (Karlton E Wirsing) writes: > Yes ICWS is still alive. Check it out at http://www.koth.org for it. > On Mon, 10 Mar 1997 20:37:51 -0500 rlpowell@napier.uwaterloo.ca (Robin > Powell) writes: >> >> I'm wondering if ICWS is still alive, and if not, what happened to it? -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: Philip Kendall Subject: Re: i know this is a kind of a stupid question Date: 1997/03/11 Message-ID: <33258A6D.43F6@cam.ac.uk>#1/1 El Filibusterismo wrote: > > ok, I'm running pmars on a 133 system. How do you slow the video > display down? > I figure the thing is pmars -v3 dwarf.red jugg.red > right? > but it goes too damn fast. > can't see it run. You can't see anything run on pmars, that's the point, but if you actually meant pmarsv, try pmarsv -v7 [warriors]. Possibly 8 or 9 slow it down even more, but the docs only go up to 7. OTOH, I never found that just watching something run really gave much info on what was happening - single steps/trace were always much more useful. Phil P.S. It's not really a stupid question, just pmars is a couple of years old now, and computing power has gone up quite significantly in that time. -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: Philip Kendall Subject: Re: ICWS status?? Date: 1997/03/11 Message-ID: <33258993.3D98@cam.ac.uk>#1/1 Robin Powell wrote: > > I'm wondering if ICWS is still alive, and if not, what happened to it? > Nope, it's pretty dead :-( There was a discussion here a while back about it/forming other socities, and someone (who I can't remember) is the president (he's not playing corewar anymore), but if he resigns, someone else (who's also not playing) becomes pres, and we can't contact that second person. Any particular reason why you're interested in ICWS? -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: Evolution Date: 1997/03/11 Message-ID: <19970310.221650.3374.12.KWirsing@juno.com>#1/1 Could you post the exact algorithm that you are using? -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: ICWS status?? Date: 1997/03/12 Message-ID: <19970312.210710.2822.0.KWirsing@juno.com>#1/1 On Wed, 12 Mar 1997 18:31:45 -0500 Franz writes: >> Ok, if ICWS is dead, then why do we have the ICWS Tournaments and >this >> mailing list? > >i can't remember anything ICWS sponsored ... > >the newsgroup does not depend on ICWS > >and the tournaments are spontaneous action of the people in this >newsgroup .... > >Franz > > If ICWS doesn't sponsor the tournaments then why are the tournaments labeled SKI-ICWS? -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: dave@ibb.com Subject: INTERNET INCOME INVITATION Date: 1997/03/12 Message-ID: <199703130025.QAA30582@ico.com>#1/1 ONLY NOTICE! BY INVITATION ONLY MONTHLY INCOME WITH INTERNET BILLBOARDS GUARANTEED! This is your opportunity to hold a 24 to 36 month Master Lease and collect rent from Internet Highway Billboards. 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There are many major markets still available and, as with any real estate, its Location, Location,Location! You must call within the next 48 hours to reserve a Billboard location. When calling, please indicate the RESERVATION NUMBER : TS-80771 so that the location will be held until you can receive and review all the information about this opportunity. CALL 1-800-477-6885 (Toll Free) or (909) 477-6820 Mon - Sat. 7:00am - 6:00pm (PST). FREE!---WITH THIS INVITATION: Free Local Yellow Page & Classified Listing in any of 350 City Editions! Plus..Get a Web Page , E-mail Account and Search Engine Registration..FREE !!! To get information Hit Reply and type "INFO" IN SUBJECT LINE AND INCLUDE your City , State and Zip in the BODY. Note: Only those notified are eligible for this offer. You cooperation is vital, no other notice will be sent. Locations are available on a first come basis only. If you would like to be removed from our mailing list please PUT REMOVE IN THE SUBJECT HEADER. THANK YOU. INTERACTIVE CONSULTING SYSTEMS, 10300 4TH ST.,#200, RANCHO CUCAMONGA, CA, 1-800-477-6885, 909-477-6820, FAX 909-477-6835. From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: ICWS status?? Date: 1997/03/12 Message-ID: #1/1 >>>>> In article <19970311.185144.4646.0.KWirsing@juno.com>, kwirsing@juno.com (Karlton E Wirsing) writes: In article <19970311.185144.4646.0.KWirsing@juno.com> kwirsing@juno.com (Karlton E Wirsing) writes: > On Tue, 11 Mar 1997 16:53:53 -0500 rlpowell@napier.uwaterloo.ca (Robin > Powell) writes: >> >> OK, question #2: If ICWS is still around, why is ICWS'94 still a >> proposed standard after 4 years? >> >> -Robin > Why? Do you want a new standard? It's not that, it's just that the point of a proposed standard ois to eventually turn it into a standard or to drop it altogether, neither of which seem to have happened. -Robin -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: Franz Subject: Re: ICWS status?? Date: 1997/03/12 Message-ID: #1/1 > Ok, if ICWS is dead, then why do we have the ICWS Tournaments and this > mailing list? i can't remember anything ICWS sponsored ... the newsgroup does not depend on ICWS and teh tournaments are spontainious action of the people in this newsgroup .... Franz From: Franz Subject: Re: Evolution Date: 1997/03/12 Message-ID: #1/1 > The reason for this can be: > > 1) They are as successful as they can get (against the competition they > are fighting) > > Are you fighting them against each other or against a benchmark of 'good' > wariors? You might want to run two populations and crossbreed between them, > one population fights everything you got, the other fights only 'good' > warriors. You weight the fitness seperately so that no matter how horrible > one population is doing compared to the other, it continues to contribute to > the gene pool and improve.. well if i had enought time i would write something better ... but as it is I only have enough cpu time :) ... so i run stupid algs and see if they work .... there are many problems .... maybe if someone els got some work on it we could produce something worth running ... a system flexible enough so that options should be easily changed and there could eb different pools of warriors ... > 2) You are not creating newborns with large enough alterations to present > a meaningful improvement. > > I assume you are doing crossbreeding as well as mutations, but I don't have > any idea how you are doing the crossbreeding or how much mutations you are > making. this is done as simple as it gets ... i randomly cross the two files mbetween instructions, mutations are done on a basis that an instruction is added/replaced by a compeltely arbitrary instruction I used to have a diff alg some time ago which did single parameter mutations (addressing mod, instruction, number ...) > Crossbreeding can be as simple as selecting a pivot point and all genes > before it come from one parent, all genes after it come from the other parent. hmmm .. i do just ... take two switch at random places and the result is combinatiation of the two ... > I also suggest you generate a RANDOM warrior each generation and force it > to be a one of the parents of at least a few individuals in the new population, > this introduces LARGE mutations (many genes next to each other) without having > to run off a few hundred thousand generations. since generation 200 or so i do this .... has not yet produced a good warrior .... i just add a random warriors to the pool (10% exactly) > Remember, Genetic Algorithms are just a way of performing a RANDOM SEARCH > of a LARGE SPACE of possibilities using incremental "thats better than this" > techniques. yes i know ... and sometimes they are good at this .... given infinite amount of time even my completely braindead algorithm would come up with the ultimate corewar warrior ... > Evolution is a poorly optimised GA. and mine is even poorer :) > Since we know the space you are trying to search is really truely enormous, > a large population is needed to prevent the entire population from settling > down on only a couple of local maximums. and they did ... right now i don't have the cpu power to do large populations with at least some effectivness ... > A large population increases the number of local maximums (hills) the > population can sit on, and crossbreeding these different specialized critters > (if there are enough local maximums) can lead to finding higher hills that > nobody is currently climbing... again ... not having time ANYBODY WANTS TO WORK ON THIS .... i can provide the source right now but i don't think it would help all that much .... if at least a few people were working on this we could produce a system that could be run on many places and recombined ... the point of this whole project would be for a genetic algorithm starting from completely random pieces of code to produce a warrior(s) capable of beating fairly good human written warriors > "self defense" is half the game, right? > > Hope I have helped (and hope nobody is mad that this is posted publically) nah ...I haven't seen anybody flamed here ... so don't worry ... and this newsgroup IS for stuff like this ... since it clearly has to do with corewar ... Franz From: Franz Subject: Re: i know this is a kind of a stupid question Date: 1997/03/12 Message-ID: #1/1 > ok, I'm running pmars on a 133 system. How do you slow the video > display down? > > I figure the thing is pmars -v3 dwarf.red jugg.red > right? > but it goes too damn fast. > can't see it run. run it with debugger (-e) type sk 100 ... and keep hitting enter .... Franz From: Franz Subject: Re: Evolution Date: 1997/03/12 Message-ID: #1/1 > what do you think of the Tierra online project? well they don't run on MARS :) ... taht's my problem Franz From: Franz Subject: Re: Evolution Date: 1997/03/12 Message-ID: #1/1 > Of course, nature has access to many,many years of CPU time on a > massively parrallel proccessing computer... definately aproblem for artificial GA algs .. the way nature does it does not have to be the best/fastest way ... it's the way it works though .. however long it might take ... my point was to find out if seemingly random messing around with warriors can actually produce something worth mentioning Franz From: Franz Subject: Re: Protect Instruction Date: 1997/03/12 Message-ID: #1/1 > > Whatever happened to the protection instruction? > > This instruction was around in '85...'88. > > I figured it was lost in the '88 standard, anyone know why? > > maybe we could bring it back? > > hmm... how similar are the instructions possible in redcode to those in > regular assembly? in the 94 standard? or the 88 standard? assembly deals with true addresses, MARS deals with memory cells ... asm doesn't have spl (would be nice wouldn't it) and has absolute addressing (or PC relative) redcode has only pc relative Franz From: Franz Subject: Re: ICWS status?? Date: 1997/03/12 Message-ID: #1/1 > I'm wondering if ICWS is still alive, and if not, what happened to it? well last i heard it was some legal trouble and general un-interest in ICWS that brought it down Franz From: Franz Subject: Re: Evolution Date: 1997/03/12 Message-ID: #1/1 > Could you post the exact algorithm that you are using? if you preomise not to puke and flame for the coming years for writing ugly code :) Franz From: Franz Subject: Re: ICWS status?? Date: 1997/03/12 Message-ID: #1/1 > OK, question #2: If ICWS is still around, why is ICWS'94 still a > proposed standard after 4 years? ok a while ago ... tehre was a disc about it ... and that we should at least change the name to make it soudn like a standard ... ok i now proclaim it UCWS'96 96 since it's extended and was used in '96 ... and ucws stands for unofficial core war standard ... since it's unofficial you don't have to agree .. :) and i can just proclaim away ... i really think it's kind of confusing at least for beginners since there are old '94 systems and new '94 extended systems ... and it's still not a standard .... ok UCWS'96 and i'm gonna call it that from now on and you ain't gonna stop me .... :) Franz From: stst@vuse.vanderbilt.edu (Stefan Strack) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 1997/03/12 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: Franz Subject: Re: bare bones 94 system Date: 1997/03/12 Message-ID: #1/1 > I'm looking for a bare bones 94 system for testing my computer created > warriors. No graphics, just scores. I want the system to support testing > one warrior against a list of warriors. I was going to hack pmars to > support this, but it looks like a huge job (multi-platform, graphics, > pspace, etc.). not a huge job at all ... just compile pmars with no graphics turned on (sometimes it helps to read the makefile:) for testing against a list of warriors ... a simple bash script should do the job ... i rewrote the benchmark stuff into C and bash (could have been all bash but it was dos/basic .. and i went line by line and translted without thought ... > I am using a Linux system, so ANSI C code is nice. I am willing to do > some hacking on the corewar system as well. I looked at the code in the > 94 spec. but is quite incomplete. hmmm what u mean???? .... oh yeah get the pentium compiler and do a -O6 -frisc compilation it speeds up quute a lot .. ALSO put -fomit-frame-pointer ... also strength reduction works in that one i think ... for some additional speed up ... it's pretty funny that some warriors didn't notice teh speed up and some did quite a lot ... I was gonna profile pmars once but never got the time to do it ... Franz From: Franz Subject: Re: Evolution Date: 1997/03/12 Message-ID: #1/1 > This type if pre-pre-cambrian funk was observed in Tierra: many many > gens of nothing, then suddenly all types of organisms sprouting like > leaves on a tree, then starting ot settle down as the more ridiculous > ones die off, etc, etc. > > Interesting how well this mirrors theoretical ideas of life's > evolution on Earth, huh? > > Anyways, wait. Let it run for a few weeks, keep logs every ten or a > hundred gens. Let us know. I think my method of mutation is braindead, but it seems to be evolving, although very slowly ... not it actually starts right on the actual engine which saves a few turns of completely useless instructions I might have to rewrite the mutation algorithm ... yesterday i finally rebooted since i was running the evolution for so long i missed three versions of linux .. so i just had to upgrade ... :) .... the development version has to be rebooted every now and then since i get the urge to upgrade about every time a new version comes out :) I almost forgot what kernel compilation looks like the last few days .... :) Franz From: Philip Kendall Subject: LP Hill Specs proposal (Was Re: More Pizza upgrades completed) Date: 1997/03/12 Message-ID: <33268955.6424@cam.ac.uk>#1/1 Thomas H. Davies wrote: > > Also, as I have stated before, I can add more hills to the pizza server > fairly effortlessly. If five people can agree on a set of specs for an > LP hill, it would be no problem to add it. I propose: coresize: 8000 max. processes: 8 duration: after 80,000 cycles, a tie is declared. max. entry length: 200 minimum distance: 200 rounds fought: 200 instruction set: ICWS '94 Draft ie the same as the now defunct Wasted Youth hill. Let's get this hill up and running. To avoid voting on the newsgroup, unless you're proposing something different, just e-mail your vote to Thos (sd@ecst.csuchico.edu) - gets those votes in! Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: FREEDOM2001@earthlink.net Subject: Are You In Need of a Lifestyle Change.... Date: 1997/03/12 Message-ID: <199703120509.VAA25022@spain.it.earthlink.net>#1/1 You were reconmended for the following information. If it is of no interest to you, there is no need to resond as you are not on a mailing list with us, also if this dosen't intrest 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 1-800-322-6169 ext.5571. This is a free 2 minute recording, so call right now! Prosperous regards, Daryl Lozopone Not MLM/Serious Inquiries Only From: sieben@imap1.asu.edu Subject: Re: bare bones 94 system Date: 1997/03/12 Message-ID: <5g56lu$5ka@news.asu.edu>#1/1 : hacking the C source. I did a quickie Bourne script to fight any warrior : against the Wilkies benchmark list...even with fancy output formatting, It seems that everybody forgot about mts the tournament scheduler. Check out ptools. Nandor. From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: ICWS status?? Date: 1997/03/13 Message-ID: <19970313.090821.3398.0.KWirsing@juno.com>#1/1 On Wed, 12 Mar 1997 18:32:00 -0500 rlpowell@napier.uwaterloo.ca (Robin Powell) writes: >>>>>> In article <19970311.185144.4646.0.KWirsing@juno.com>, >kwirsing@juno.com (Karlton E Wirsing) writes: >In article <19970311.185144.4646.0.KWirsing@juno.com> >kwirsing@juno.com (Karlton E Wirsing) writes: > > > > On Tue, 11 Mar 1997 16:53:53 -0500 rlpowell@napier.uwaterloo.ca >(Robin > > Powell) writes: > >> > >> OK, question #2: If ICWS is still around, why is ICWS'94 still >a > >> proposed standard after 4 years? > >> > >> -Robin > > > Why? Do you want a new standard? > >It's not that, it's just that the point of a proposed standard ois to >eventually turn it into a standard or to drop it altogether, neither >of which seem to have happened. > >-Robin What is stopping the ICWS'94 Standard from being official? -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: Robert Macrae Subject: Re: Instantaneous Coffe: a Multi-Proc Scanner Date: 1997/03/13 Message-ID: <3328040A.73E@dial.pipex.com>#1/1 JS Pulido wrote: > > If I wait to publish a successful warrior, I'll be lurking > forever :-( so here is one unsuccessful warrior. Hey, perhaps we could start a trend. I've a *very* unsuccessful scanner to publish... coming as soon as it stops bombing itself :-/ > ;redcode-b test > ;name Instantaneous-Coffe v0.1 > ;strat Div-Scanner... > sc spl 1 > spl 1 > spl 1 > spl 1 This looks odd. By running 16 processes in parallel through the code, you will execute 16 ADDs, then 16 MOVs etc. 15 of the ADDs are wasted, and the 16 MOVs all attack the same or adjacent cells leading to very low efficiencies. If you want to run multiple processes you should spread them evenly through the code loop, perhaps using something like the imp vector launch to squirt processes where you want them. I used this to create a 3-cell, multiprocess vampire once. > b1 ptr spl #DES+STEP, #0 ;scan In multiprocess scanner the trick is to ensure that you bomb the same location which gave rise to the detection, and an SPL #0 will make this even harder because ADDs will be mixed in unpredictably with scans. You scarcely need an SPL for robustness (you should rely on the imp if you get bombed) so I�d remove it. > eye add.ab #STEP, #DES-(STEP*((16*4)))+(STEP*2) > mov.i b1, }ptr ;scan > mov.ba eye, @ptr-1 > mov.b @eye, ptr-1 > hit div.b @eye, @eye > jmn.b b3, eye Is this an effective scanner? It looks as if it takes 6 cycles to deal with 1 location (0.17c) so you would be faster and smaller if you just bombed. > spl #0, #0 ;scan > clear mov.i *bp, jmp -1 If you used a clear with a gate, like Pink or D-Clear, you would be able to kill imps rather than drawing when they over-run you -- check them out on Planar�s site. > b3 dat #b3-bp, #clear-1-cl > cl bp dat #b2, #clear-1-cl > dat 0, 0 ;scan > b2 spl #b3-bp, #clear-1-cl ... [Imp launch omitted] ... > dat #BASE+(ISTEP*8), #sc > dat #BASE+(ISTEP*6), #BASE+(ISTEP*7) > dat #BASE+(ISTEP*4), #BASE+(ISTEP*5) > dat #BASE+(ISTEP*2), #BASE+(ISTEP*3) > vector dat #BASE, #BASE Not sure if I�m reading the launch right, but for consistency shouldn�t the last line be �vector dat #BASE, #BASE+(ISTEP*1)�? If this imp is weak, check that the imp processes are executing in the right order. From: etyey reur <110000.3244@CompuServe.COM> Subject: writers!!!! Date: 1997/03/13 Message-ID: <5g8tl6$j3c$18@mhafc.production.compuserve.com>#1/1 ***We** are now accepting new & previously published* writers for publication. We have 3 offices/ 2 in New York / the other in Florida**. For ALL fiction & nonfiction/ send brief digest/ 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. We are also accepting screenplays for TV/ Movies/ Please follow guidelines as for fiction and nonfiction. /*^INTERNATIONAL AGENCY** /*^33-29 58 Street** /*^Woodside, NY 11377** /*^(718)651-8145*** From: Philip Kendall Subject: Re: ICWS status?? Date: 1997/03/13 Message-ID: <3327D4CD.2D24@cam.ac.uk>#1/1 Karlton E Wirsing wrote: > > Franz wrote: > >> Ok, if ICWS is dead, then why do we have the ICWS Tournaments and > >this > >> mailing list? > >i can't remember anything ICWS sponsored ... > >the newsgroup does not depend on ICWS > >and the tournaments are spontaneous action of the people in this > >newsgroup .... > > If ICWS doesn't sponsor the tournaments then why are the tournaments > labeled SKI-ICWS? > A small notational confusion has arisen here: What Karlton refers to as tournaments, Franz (and most others :-) ) refer to as hills. The tournaments that Franz referred to are Nandor & Stefan's Fall Core War Tournament and Beppe's Direct Elimination Core War Tournament - check out the links to them from Planar's page. As for why the hills are labelled SKI-ICWS, SKI stands for Stormking Industries, and does ICWS stand for Internation Core War Server???? (No real idea here...) Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: Plainsman Subject: MONEY: WANT SOME??? Date: 1997/03/13 Message-ID: <3327A20A.6365@gorilla.net> !!!MAKE MONEY NOW - It's Legal and it's Simple!!! This is the FAIREST, MOST HONEST WAY I KNOW OF to SHARE THE WEALTH...why not put out your "NET" and gather some YOURSELF!?! Hello! Would you like to gather thousands of dollars, quickly, legally, with NO CATCH? Then keep reading...Please take just a few minutes to read this article, it just might change your life, just like it did mine. It's TRUE! You can make up to over $50,000.00 in only 4-6 weeks, maybe sooner! I SWEAR I AM NOT LYING TO YOU, AND THIS IS NOT A SCAM! If you are interested, please, keep reading. If not, then maybe it's not for you, and I sincerely apologize for wasting your time. 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But the money just kept coming in. In my first week, I made about 20 to 30 dollars. By the end of the second week I had a mad total of over $1,000!!!! In the third week, I had over $10,000, and it's STILL GROWING! This is now my fourth week and I have made a total of just over $42,000 and it's still flowing in.........It's certainly worth $5; I spent more than that on lottery tickets! Let me tell you how this works and most importantly WHY it works...also, make sure you print a copy of this article NOW, so you can get the information off of it as you need it. Now, the process is very SIMPLE and consists of 3 EASY steps: STEP 1: Get 5 separate pieces of paper , and write the following on each piece of paper: "PLEASE PUT ME ON YOUR MAILING LIST" along with your mailing address. Get 5 $1 bills and place ONE inside EACH of the 5 pieces of paper so that the bill won't be seen through the envelope to prevent thievery. Next, place one paper-wrapped bill in each of 5 envelopes and seal them. You should now have 5 sealed envelopes, each with a piece of paper stating the above phrase and your address with a $1 bill inside. You are requesting a service -- asking to be put on a mailing list -- and you are paying $1 to each person for putting you on their mailing list. This is what makes this PERFECTLY LEGAL -- you are paying for a requested service! Next, mail the 5 envelopes to the following addresses: 1) D. Wood 5451 Beach Ct. Denver, CO 80221 2) Che Alim Che Haron, Lot 1807, Kg. Kepas Apam, 17000, Pasir Mas, Kelantan, MALAYSIA 3) D. Lara 209 Skylark Dr. Ranger, TX 76470 4) Alex Gussev Sole 37a/20 EE-0003, Tallinn ESTONIA 5) A. Plainsman PO BOX 2674 Tulsa, OK 74101 STEP 2: Now remove the #1 name from the list above and move each of the others up. (#5 becomes #4, #4 becomes #3, and so on). Then add YOUR NAME and ADDRESS as #5. STEP 3: Change anything you need to, but I would seriously recommend that you keep your article as close to this original as possible, taking special care to verify that all names and addresses appear -- of course with the exception of removing #1 -- EXACTLY as they appear on this article. Be sure all the numbers are correct, just as you received them. Now you are ready to post your completed article to AT LEAST 200 newsgroups. (I think there are close to 18,000 groups!). All you NEED is 200, but remember, the MORE you post, the more return$$$$$$$$$$$ you'll get!!! Don't know how to "post" in the newsgroups? Well, follow these instructions EXACTLY: FOR NETSCAPE USERS: 1) Click on any newsgroup, like normal. Then click on the "To: News" button which is in the top left corner of the Newsgroups page. This will bring up a message box. 2) Fill in the "Subject" line with a FLASHY title, like the one I used. 3) Now, go to the message part of the box and retype the article exactly as it is here, with the exception of your few changes. Your finished article should show YOUR NAME and ADDRESS in the #5 position! 4) When you're done typing the WHOLE article, click on "File" (ABOVE the "Send" Button). Then click "Save As..." and save your article. DO NOT SEND YOUR ARTICLE UNTIL YOU SAVE IT (so you won't have to retype it 200+ times!) 5) Now that you have saved the article, go ahead and send your first copy! (click that "Send" button in the top left corner) 6) Now you're ready to post the rest...go to ANY other newsgroup article and click the "To News" button again. Type in your Flashy subject line in the Subject box. Click on the "Attachment" button and get your article from wherever you saved it. Click once on your article file, then click "Open", then click "OK". If you did this right, you should see your article's FILENAME in the Attachment box, with a shaded background. Repeat 6) above and POST AWAY!!! ****************** IF YOU'RE USING INTERNET EXPLORER: It's just as easy...Holding down the left mouse button, highlight this entire article, then press the "Ctrl" key and the letter "C" key AT THE SAME TIME to copy the article. Then print the article for your records to have the names of those 5 to whom you will send $1 each. Select ANY one newsgroup from the list by double-clicking the newsgroup's name. Then click "News" at the top of the new window and click "New Message to Newsgroups". When the "New Message" window appears, type your Fancy subject onto the "Subject" line. Then click in the large window below and press the "Ctrl" button and the letter "V" AT THE SAME TIME, and your article will appear in the message window. ***BE SURE TO MAKE THE NAME AND ADDRESS CHANGES AS EXPLAINED EARLIER, VERIFYING THAT EACH IS EXACTLY AS IT ORIGINALLY APPEARED (after eliminating the #1 listing). Now re-highlight the REVISED article and re-copy it (Ctrl + C) so you have the changes. Then all you have to do for each newsgroup is "Ctrl + V", and then POST it (click on the little 'push-pin & paper icon' at the top left corner, OR click "File" and "Post Message") IT'S THAT EASY!!! ******************* AND THAT'S ALL THERE IS TO IT! All you have to do is hop from newsgroup to newsgroup and "post away". After you get the hang of it, it takes about 30 seconds for each newsgroup! ***REMEMBER, THE MORE NEWSGROUPS YOU POST IN, THE MORE $$$$$$$ YOU'LL GATHER!! BUT YOU MUST POST A MINIMUM OF 200, as explained in the WHY section, below*** You will begin receiving money from around the world within days! You may want to consider renting a PO BOX due to the large amounts of mail you'll receive. If you wish to remain anonymous, you can invent a name to use, as long as the postman will deliver it. ***JUST MAKE SURE ALL THE ADDRESSES ARE CORRECT*** AND NOW for the WHY part...Out of 200 postings, say you receive only 5 replies (which is a very low example). You would have collected $5 with your name at #5 in the article. Now EACH of the 5 who sent you $1 are required to post a MINIMUM of 200 postings, each with your name at #4. If there are only 5 replies to EACH of those 5 (5 X 200 = 1000 postings) you receive another $25! When those 25 make their required postings (25 X 200 = 5000 postings), only 5 replies EACH nets you another $125! When the 125 make their necessary postings (125 X 200 = 25,000 postings), 5 replies EACH brings you $625 more! NOW it starts GETTIN' GOOD...when these 625 people, just like you and me, make their required postings (625 X 200 = 125,000 postings), you will, on merely 5 replies each, gain another $3125!!! Now remember, this was set in motion by a $5 investment and a little bit of your time for posting! Isn't this AMAZING??? And as I said earlier, 5 responses is actually VERY LOW! The average is probably closer to 20 or 30! Look what happens if you get only 15 reponses EACH: Here's what you'll make: as #5 $15 as #4 $225 as #3 $3,375 as #2 $50,625 as #1 $759,375 Then when your name is rotated off the list, you can reenter from the latest posting that is appearing in the newsgroups, and SEND OUT ANOTHER $5 TO THE NAMES ON THE LIST, PUTTING YOUR NAME AT #5 AGAIN. And then just start posting again. The thing to remember is this: There are THOUSANDS OF PEOPLE ALL OVER THE WORLD WHO ARE JOINING THE INTERNET AND ARE READING THESE ARTICLES EVERYDAY, JUST LIKE YOU ARE RIGHT NOW!!! So can you afford $5 to see if it works for you? Can you afford NOT to? Some might say, "What if the plan is played out and no one sends you the money?" So what?...what are the chances of that happening when there are TONS OF NEW, HONEST USERS AND NEW, HONEST PEOPLE who are joining the Internet and newsgroups each and every day and are willing to give it a try? Recent estimates range from 20,000 to 50,000 new users, every day, with thousands of those joining the actual Internet. If we all play FAIRLY and HONESTLY, this will work, I promise you!!! Go ahead and print out this article right now, because if you're like most of us, we tend to put off opportunities when they're right in front of us, and so we miss out. I HOPE THAT ALL OF YOU WILL BE AS RICHLY BLESSED AS I HAVE BEEN AS A RESULT OF THIS PLAN. PLAY IT FAIRLY AND HONESTLY, AND YOU TOO WILL REAP THE HUGE REWARDS!!! Those who try to "short" the system by not sending the $1 bills to those on the list will not end up receiving as much. Someone I talked to knew someone who tried to cheat the plan this way and his returns merely dribbled in, but when he sent the 5 $1 bills, people added him to their lists. And in 4-5 weeks, he gained over $10,000! This is indeed the FAIREST and most HONEST way I have ever seen to share the wealth of the world at such a low cost!!! Please remember to be sure the addresses are correct, and THANK YOU for YOUR participation! From: sd@ecst.csuchico.edu (The Elusive Rutabaga Boy) Subject: Re: LP Hill Specs proposal Date: 1997/03/14 Message-ID: <5gcck6$c7n@charnel.ecst.csuchico.edu>#1/1 Philip Kendall wrote: > >I propose: > >coresize: 8000 >max. processes: 8 >duration: after 80,000 cycles, a tie is declared. >max. entry length: 200 >minimum distance: 200 >rounds fought: 200 >instruction set: ICWS '94 Draft > >ie the same as the now defunct Wasted Youth hill. The people have spoken. Having recieved 6 pieces of mail agreeing to the above specs, the Pizza LP hill is now open. It can be accessed with ";redcode-lp". 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: jkoss@snet.net Subject: Re: Evolution Date: 1997/03/14 Message-ID: <5gca92$jk5@goofy.snet.net>#1/1 On 1997-03-12 5g20fm$iuu@goofy.snet.net said: >Newsgroups: rec.games.corewar >well if i had enought time i would write something better ... but >as it is I only have enough cpu time :) I see .. too bad >... so i run stupid algs >and see if they work .... there are many problems .... maybe if >someone els got some work on it we could produce something worth >running ... Since I still only run a 386/40, I'm sorta outa the loop on this .. my system is WAY too slow to do any "big" GA stuff in a seamingly finite amount of time. As I always say, "Any number large enough as to be indistinguishable from infinity might as well be infinity itself" >> Crossbreeding can be as simple as selecting a pivot point and >>all genes before it come from one parent, all genes after it come >from the other parent. >hmmm .. i do just ... take two switch at random places and the >result is combinatiation of the two ... This is definately not suited for this sort of GA .. genes (instructions) close to each other are relevant to each other .. if a "good" section of warrior A is 5 instructions long, and you are picking each one only 50% of the time (the other 50% from warrior B) you end up with only a 3.125% chance that the "good" section will be copied to the child (unless BOTH A and B have that "good" section) >> I also suggest you generate a RANDOM warrior each generation >>and force it to be a one of the parents of at least a few >>individuals in the new population, this introduces LARGE >>mutations (many genes next to each other) without having to run >off a few hundred thousand generations. >since generation 200 or so i do this .... has not yet produced a >good warrior .... i just add a random warriors to the pool (10% >exactly) Looks like your only solution might be to increase the population, alter the crossbreeding (to copy -sections- of code from a single parent), and buy a faster machine ... (hum, or rent time on one) J. Koss (jkoss@snet.net) --: COMPUTERVREDEBREUK Net-Tamer V 1.08 - Test Drive From: kwirsing@juno.com (Karlton E Wirsing) Subject: Non Corewars Material Date: 1997/03/14 Message-ID: <19970314.205334.4278.1.KWirsing@juno.com>#1/1 Why is our list being bombarded with non corewars related material, and is there any way to stop it? -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: Franz Subject: Re: ICWS status?? Date: 1997/03/14 Message-ID: #1/1 > What is stopping the ICWS'94 Standard from being official? well the thing that is stopping that is that there is no official entity to make a standard official .... it's a de facto standard ... well actually it's UCWS'96 ... i almost forgot .. :) it's not official ... it's teh first unofficial standard in history .... Franz From: Franz Subject: Re: ICWS status?? Date: 1997/03/14 Message-ID: #1/1 > It's not that, it's just that the point of a proposed standard ois to > eventually turn it into a standard or to drop it altogether, neither > of which seem to have happened. i did turn it into a standard a cpl of posts ago :) Franz From: Anton Marsden Subject: Re: ICWS status?? Date: 1997/03/14 Message-ID: #1/1 On Tue, 11 Mar 1997, Robin Powell wrote: > OK, question #2: If ICWS is still around, why is ICWS'94 still a > proposed standard after 4 years? I don't know the answer to this but I do know that the '94 draft will probably undergo more changes eventually (turning it into a '9x draft) - ideas for new warriors are running out. Some people still code in '88... I wrote one '88 warrior recently and it's still on the standard hill (I think). Ideas in '94 can sometimes be implemented in '88 as well... although it can be difficult to port the code. From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: Newbie to Core War Date: 1997/03/15 Message-ID: <19970315.180602.8502.0.KWirsing@juno.com>#1/1 On Sat, 15 Mar 1997 17:10:26 -0500 lar1@earthlink.net writes: >Hi, I just got software for Core War (Pmars) and some worriors. I am >a >MOJOR beginor at this, and was wondering if someone could point me n >the >right direction to some help files, tutorials, or any other useful >files. >Thanx!! > >-Lar1 > > Goto http://www.koth.org for help files, tutorials, and links to related sites on Core War. -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: lar1@earthlink.net Subject: Newbie to Core War Date: 1997/03/15 Message-ID: <199703151713.JAA28707@spain.it.earthlink.net>#1/1 Hi, I just got software for Core War (Pmars) and some worriors. I am a MOJOR beginor at this, and was wondering if someone could point me n the right direction to some help files, tutorials, or any other useful files. Thanx!! -Lar1 From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: Non Corewars Material Date: 1997/03/15 Message-ID: <15199740.Amiga@sci.fi>#1/1 On Fri, 14 Mar 1997, Karlton E Wirsing (kwirsing@juno.com) wrote: > Why is our list being bombarded with non corewars related material, > and is there any way to stop it? Not only do we get all the crossposts to rec.games.corewar, but since the address of the list appears on the posts in the newsgroup, 'bots pick it up into commercial mailing lists. The easiest way to stop spammers who send email directly to the list is to disallow posting by those who don't subscribe to the list. As for the stuff that is gatewayed from the usenet, the only solution would be to find someone willing to be a moderator. Anyway, the signal-to-noise ratio of r.g.c is still pretty good compared to many other groups, even in the rec.games hierarchy. And since a significant part of the junk seems to come from the list, the simple change mentioned above should help quite a lot. Ilmari Karonen -- iltzu@sci.fi -- http://www.sci.fi/~iltzu/ From: mocon76139@aol.com (MOcon76139) Subject: core wars for macintosh performa Date: 1997/03/15 Message-ID: <19970315035001.WAA16587@ladder01.news.aol.com>#1/1 hey folks, were can I get a version of core wars for the macintosh performa. The stuff I pulled from berkeley crashes the performa....... thanks mike From: bulkemail@mediabrokers.com Subject: Corporate MKTG lists, fax/phone numbers, SIC's, revenue, size etc. Date: 1997/03/16 Message-ID: <199702170025.GAA08056@nowhere.com>#1/1 *If you want to be removed from our mailing list, please respond to this email and put "Remove" in the subject line. If you sell product business to business, at an amazingly low price we can supply you with current marketing lists, customized to your needs, from our data base of over 1,000,000 manufacturing, high tech, service, software, wholesale, distribution, entertainment/production, professional, and retail companies nationwide. You can select your list by SIC code (type of company and what kind of product it produces), company size (number of employees), yearly revenue, and area of the country in which they are located. While most of our data base consists of companies doing $1 million yearly in revenue and above, we also have such categories as schools, doctors, lawyers, dentists, restaurants and small retail stores of various kinds. You can select your list from the largest firms in the nation (The Fortune 5,000) down to many of the smallest. You may also select your list by product area. For example, if you want a list of only companies producing product in the high tech arena, such as circuit boards, hard drives, and peripherals, or software, we can do that. Or if you want companies which manufacture machine tools, we can provide that as well. Our data base contains only businesses, and was developed for business to business selling only. This is NOT a Bulk E Mail list. Rather, our lists contain primarily company names, fax numbers, phone numbers, SIC codes and relevant data (company size, revenue, etc.). In some cases, we can include addresses, but in the main the lists we offer do not include them. Our lists are current within the past six months. All company names and fax numbers have been used within that time. All unusable numbers have been removed, and all companies which wished to be removed from the marketing list have been removed. In the past 12 months alone, this custom data base has been used by over 100 companies, including Fortune 500 firms, to sell their products to other select businesses. Since the cost of advertising this list via E Mail is so economical, we can offer you access to our data base for a price-per-name we simply couldn't offer otherwise. We will provide you with a custom list, pulled from our data base to your specifications for five cents per name. This includes unlimited use rights for the list. Thie list will be provided to you on disc in virtually any format you desire. The only requirement we have is a minimum order of 3,000 names at five cents per name ($150.00). If you do order the minimum of 3,000 names there is an additional $10.00 charge for computer time to pull the list, for a total charge of $160.00 for 3,000 names. If you order 5,000 names or more ($250.00) the additional $10.00 charge is waived. We have over 1,000,000 current names in our data base, and we will negotiate price breaks for large orders. Tell us what you need, and we'll work out a price. If we may be of service to you, please call F&P Lists at (818) 701-2172. We are standing by to go to work for you. Thank you. From: jkw@koth.org Subject: Re: bare bones 94 system Date: 1997/03/16 Message-ID: <199703170031.SAA18923@mail.utexas.edu>#1/1 >Quoth Neil A Schemenauer: >It's not. Grab the basic pmars source distribution from www.koth.org >(click Resources, then pMARS home page...I could give you a direct URL but >it uses *#@#$&! frames). You want pmars08s.tar.Z. The makefile outlines You can also click the "Corewars Now!" icon... which takes you to www.koth.org/pmars.html, btw... -jkw- From: jkw@koth.org Subject: Tommy Hilfiger Date: 1997/03/16 Message-ID: <199703170149.TAA26026@mail.utexas.edu>#1/1 Wow. I always thought Tommy Hilfiger was some pussy dork, what with that little 3 color flag. I guess he's kinda cool after all. Hahaha... :) >I thought I'd pass this on. It's not humor. If you don't believe in >equality, then you can ignore this and go about your life. If you do >believe in equality, please read this and pass it on. > >-Josh > >> Hello to everyone on this list, >> >> I just thought that I'd write and inform people of the type of >> person that Tommy Hilfiger is. For those who missed the Opra >> Winfrey show where she interviewed the clothing designer, he made >> a VERY RACIST remark regarding the people that purchase his >> clothing line. >> >> Summed up, he basically said that if he had known that so many >> chinamen and niggers were going to buy his clothes, he never >> would have made it so nice. Afterwhich, Opra kindly asked him >> to leave. >> >> Now that we all know that he is a RACIST, my suggestion is that >> we and all of our friends should boycott the Tommy Hilfiger >> line. I don't see any point in supporting someone who has such >> a narrow mind. >> >> Please forward this to your friends. >> >> Thanks for taking the time to read this, >> >> GEOFF >> > > From: John K. Lewis Subject: Re: More Pizza upgrades completed Date: 1997/03/16 Message-ID: <5gi18f$nq8@lastactionhero.rs.itd.umich.edu>#1/1 Thomas H. Davies wrote: : Also, as I have stated before, I can add more hills to the pizza server : fairly effortlessly. If five people can agree on a set of specs for an : LP hill, it would be no problem to add it. : Thos CORESIZE: 8000 NO. FIGHTS: 200 DURATION: 80000 MAX PROC: 8 < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: sieben@imap1.asu.edu Subject: Re: Non Corewars Material Date: 1997/03/16 Message-ID: <5gh9ri$egd@news.asu.edu>#1/1 There should not be hard to write a filter for the listserver. It could scan for corewar words to make a positive identification and also scan for get money fast type posts to make negative identification. The rest should be moderated but it's probably not a big portion after the filter. Nandor. From: rgraham@hotmail.com (Randy Graham) Subject: Re: Tommy Hilfiger Date: 1997/03/17 Message-ID: <332d5fa9.7432043@news.ios.com>#1/1 On 16 Mar 1997 23:26:36 -0500, jkw@koth.org spake thus: >Wow. I always thought Tommy Hilfiger was some pussy dork, what with that >little 3 color flag. I guess he's kinda cool after all. Hahaha... :) > >>[drivel that we don't want deleted] I didn't think any current warriors really used flags for protection. Seems like since Cowboy in about 1989 did his protective walls and move thing, everybody changed steps to keep that from being effective. Any idea what routine he uses to keep checking his three flags in core? And by three color, do you just mean they are three different instructions or .a and .b fields? What place is T.H. on the hill right now? Oh, by the way, why in the world is this crap being posted here? I read enough other newsgroups filled with garbage. Randy Graham From: Philip Kendall Subject: Re: More Pizza upgrades completed Date: 1997/03/17 Message-ID: <9DpB7KAyDZLzEwa3@kendalls.demon.co.uk>#1/1 In article <5gi18f$nq8@lastactionhero.rs.itd.umich.edu>, "John K. Lewis" wrote >Thomas H. Davies wrote: >: Also, as I have stated before, I can add more hills to the pizza server >: fairly effortlessly. If five people can agree on a set of specs for an >: LP hill, it would be no problem to add it. > >: Thos > >CORESIZE: 8000 >NO. FIGHTS: 200 >DURATION: 80000 >MAX PROC: 8 > For those of you not checking out Pizza often enough, the LP hill has been up up and running since Friday-ish (and I'm top :-) ), so get over there and start knocking me off! Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: gmeadon@mit.edu (*) Subject: Steve Morell's Paper Date: 1997/03/17 Message-ID: <5gk9j2$cfk@senator-bedfellow.MIT.EDU>#1/1 I remember a couple of years ago, Steve Morell (I think) did some work where he discussed some aspects of Corwar in a formal number-theoretic way. Does anyone know where his paper might be archived? I seem to remember that he posted it here, but I can't find it on any of the web sites. Maybe I'm not looking in the right place? George From: gmeadon@mit.edu (*) Subject: Re: Evolution Date: 1997/03/17 Message-ID: <5gk9cb$cfk@senator-bedfellow.MIT.EDU>#1/1 jkoss@snet.net wrote: : Looks like your only solution might be to increase the population, alter : the crossbreeding (to copy -sections- of code from a single parent), and buy : a faster machine ... (hum, or rent time on one) It has occured to me that you could get a lot of CPU time if you distributed the load across the network. I'm sure lots of Corewar fans would be willing to run a nice'd down bare-bones pmars in the background which could run battles assigned to it by some central server. I imagine Windows has some similiar mechanism for picking up spare cycles. A fair amount of code would have to be written, but it certainly would be a cheap way to harness a lot of CPU time. George From: Paul Kline Subject: Re: Evolution Date: 1997/03/17 Message-ID: <332D5310.5D4E@acad.drake.edu>#1/1 Derek Ross wrote: > > > Nah, this is what generally happens with the GA's I've written to > find solutions for the 'travelling salesman' problem. Good initial > progress, which slowly grinds to a near halt. A good algorithm for the travelling salesman problem has been found, details are in the latest Scientific American. The trick is to 'break' connections in a limited- random manner to keep the evolution in a state of flux until an acceptable level of efficiency is reached. Reminded me of shaking the Tinker-Toy can to get the sticks and hubs to fit better, sometimes you have to reach in and pull a piece or two out and put them in again on top. Like calculating pi, you never quite get the 'final' answer just one that is as good as you are willing to make it. Not sure how to bring that idea into CW evolution though. Paul Kline pk6811s@acad.drake.edu From: Franz Subject: Re: Newbie to Core War Date: 1997/03/17 Message-ID: #1/1 > Hi, I just got software for Core War (Pmars) and some worriors. I am a > MOJOR beginor at this, and was wondering if someone could point me n the > right direction to some help files, tutorials, or any other useful files. www.koth.org From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 03/17/97 Date: 1997/03/17 Message-ID: <199703170500.AAA08188@asgard.ttsg.com>#1/1 Weekly Status on 03/17/97 ****** 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 : Tue Mar 11 18:20:55 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 Kill Anton Marsden 7 0 From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Experimental 94 03/17/97 Date: 1997/03/17 Message-ID: <199703170500.AAA08206@asgard.ttsg.com>#1/1 Weekly Status on 03/17/97 ****** 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: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 03/17/97 Date: 1997/03/17 Message-ID: <199703170500.AAA08202@asgard.ttsg.com>#1/1 Weekly Status on 03/17/97 ****** 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 - MultiWarrior 94 03/17/97 Date: 1997/03/17 Message-ID: <199703170500.AAA08197@asgard.ttsg.com>#1/1 Weekly Status on 03/17/97 ****** 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 - ICWS Tournament 03/17/97 Date: 1997/03/17 Message-ID: <199703170500.AAA08193@asgard.ttsg.com>#1/1 Weekly Status on 03/17/97 ****** 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 : Fri Mar 7 19:26:27 EST 1997 # %W/ %L/ %T Name Author Score Age 1 39/ 12/ 49 Spell-Bound Ian Oversby 166 3 2 36/ 10/ 54 Gisela 7131 Andrzej Maciejczak 161 8 3 45/ 34/ 21 Giskard v0.5 Ken Mitton 157 106 4 35/ 16/ 49 Cannonade Paul Kline 154 133 5 46/ 42/ 12 Test Scanner Anonymous 150 5 6 45/ 47/ 8 Agony T Stefan Strack 143 134 7 41/ 41/ 18 Miss Caress Derek Ross 142 7 8 42/ 43/ 15 test88 P.Kline 141 52 9 40/ 42/ 18 Gisela 6279 Andrzej Maciejczak 138 32 10 40/ 43/ 17 Gisela 6927 Andrzej Maciejczak 136 38 11 38/ 41/ 21 Old Tire Swing Randy Graham 135 90 12 25/ 16/ 59 Nothing Special G. Eadon 135 48 13 38/ 43/ 19 Miss Carry Derek Ross 132 97 14 24/ 19/ 56 Turkey Beppe Bezzi 129 49 15 27/ 33/ 40 Pommes-Ketchup V1.35 S. Schroeder 121 46 16 32/ 45/ 23 Dwa Michaly c Waldemar Bartolik 120 1 17 30/ 40/ 30 MIOTACZ Waldemar Bartolik 119 33 18 33/ 50/ 17 Traper3_t Waldemar Bartolik 116 43 19 22/ 28/ 51 One Fat Lady Robert Macrae 116 50 20 28/ 42/ 30 Yop La Boum v2.1 P.E.M & E.C. 114 63 21 1/ 3/ 1 Traper4 Waldemar Bartolik 3 2 From: golfball.bargains@startext.net Subject: About Golf Balls Date: 1997/03/18 Message-ID: <199703182044.OAA06783@lepton.startext.net>#1/1 =====> WE WANT YOU TO KNOW MORE ABOUT GOLF BALLS <======= Lets Take Air For Example.... All of us know how tough it is to hit a good shot in windy conditions. We assume therefore that air is just another natural element we must out wit in order to score well. In reality, AIR is what makes it possible for us the hit the ball as far as we do. The SPIN we impart on a ball actually gives the ball lift, much like the wing on an aircraft imparts lift. This lift makes it possible for the ball to stay airborne longer, enabling it to travel further. In a vacuum, the average 250 yard drive would only travel about 180 yards. A winged aircraft would not fly. Air is your Friend....::)) Golfballs Unlimited reclaims balls from over 130 courses in 13 states. We stock over 50 varieties of balls. If you're an average player, by the time you have played 3 holes with a new ball, you are playing with a ball that's in much worse condition than our premium balls. We offer the highest possible quality recycled balls available...at direct pricing....TREMENDOUS SAVINGS over new balls. Yes we have BALATAS. Customer Satisfaction Is Absolutely Guaranteed. Let me know if you'd like a price catalog. I can email it directly to you. Please call 800-484-2909, the security code is 3010, then *1 Just leave me the email address where I should send the catalog. I do need the exact spelling of your email address. Regards, Dana Jones The Ballman I have worked to see that this goes to those who may have an interest in golf. If you do not, I apologize for the inconvenience. *********************************************************** Dana Jones Golfballs Unlimited Our Mission: To Be The Best Supplier (as determined by our customers) Of Recycled Golf Balls. *********************************************************** From: "J. Boer" Subject: Re: Steve Morell's Paper Date: 1997/03/18 Message-ID: #1/1 On 18 Mar 1997 sieben@imap1.asu.edu wrote: > : I remember a couple of years ago, Steve Morell (I think) did some work where > : he discussed some aspects of Corwar in a formal number-theoretic way. Does > : anyone know where his paper might be archived? I seem to remember that he > > Yeah, I'm still waiting for the nice TeX version. It's coming VERY slowly. > > Nandor. I would be interested in a raw ascii version of such a paper. Anyone know where such a paper is at? jason From: sieben@imap1.asu.edu Subject: Re: Steve Morell's Paper Date: 1997/03/18 Message-ID: <5gn1ns$aji@news.asu.edu>#1/1 : I remember a couple of years ago, Steve Morell (I think) did some work where : he discussed some aspects of Corwar in a formal number-theoretic way. Does : anyone know where his paper might be archived? I seem to remember that he Yeah, I'm still waiting for the nice TeX version. It's coming VERY slowly. Nandor. From: John David Regehr Subject: more evolution Date: 1997/03/18 Message-ID: #1/1 This seems like a good time to delurk... A few months ago I got interested in evolving warriors, and wrote code to do it. Here are some of the design decisions: * to operate on binary redcode - I added a couple of routines to pmars that allow it to input and output object code for warriors * to have evolved warriors fight each other, as well as warriors that are known to be good * to use rank selection with elitism to create the next generation; that is, rank all warriors and select by position rather than raw score, and also keep a few of the best warriors from one generation to the next; this should keep selection pressure high even when warriors are fairly homogeneous, and should avoid making things worse when mutations don't pan out The operators I used are: * insert or delete a few instructions * crossover with some probability at each instruction * random change to a random field of an instruction * random change to starting address I've been running with core size 80000 and max cycles 8000 since there are many warriors available for this configuration. Unfortunately this is slow. Can anybody direct me to a repository of small, fast warriors to use in the fitness function? Most people on the experimental hill don't seem to show source. As a performance hack, I can start multiple pmars processes at once to utilize multiprocessors. I'm interested in parallelizing further; there seem to be two ways to go: * farm battles out to a cluster of machines * run different populations on different machines, and every so often migrate a few warriors between populations; this has the advantage of much better scaling, and should also encourage diversity The resulting warriors seemed to be pretty good, but improvement eventually leveled out. The parameter space is large, and I haven't had time to play with it as much as I'd like to. I don't currently have any of the evolved warriors, but if there's interest I can disassemble and post some. I'm definitely not a GA expert - I read Melanie Mitchell's "An Introduction to Genetic Algorithms" (highly recommended) and talked a lot with a friend that does research in the area. Any thoughts or comments are appreciated... -- John Regehr From: "Robert P. Ricci" Subject: Re: Evolution Date: 1997/03/18 Message-ID: <199703180506.WAA12398@ns1.theonlynet.com>#1/1 > Date: Mon, 17 Mar 1997 19:37:52 -0500 > Reply-to: gmeadon@mit.edu > From: gmeadon@mit.edu (*) > To: Multiple recipients of list > Subject: Re: Evolution > jkoss@snet.net wrote: > > : Looks like your only solution might be to increase the population, alter > : the crossbreeding (to copy -sections- of code from a single parent), and buy > : a faster machine ... (hum, or rent time on one) > > It has occurred to me that you could get a lot of CPU time if you distributed > the load across the network. I'm sure lots of Corewar fans would be willing > to run a nice'd down bare-bones pmars in the background which could run > battles assigned to it by some central server. I imagine Windows has some > similiar mechanism for picking up spare cycles. A fair amount of code would > have to be written, but it certainly would be a cheap way to harness a lot > of CPU time. > > George > I'm sort of a newbie to corewars, but I have access to some cpu time on a T1 -- I'd be willing to experiment with this, if anyone would like to work on it. Robert Ricci rricci@theonlynet.com From: franz@azstarnet.com (George Lebl) Subject: Re: More Pizza upgrades completed Date: 1997/03/18 Message-ID: #1/1 On Mon, 17 Mar 1997 18:44:02 +0000, Philip Kendall wrote: >For those of you not checking out Pizza often enough, the LP hill has >been up up and running since Friday-ish (and I'm top :-) ), so get over >there and start knocking me off! already working on it :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: Evolution Date: 1997/03/19 Message-ID: #1/1 >>>>> In article <199703180506.WAA12398@ns1.theonlynet.com>, "Robert P. Ricci" writes: In article <199703180506.WAA12398@ns1.theonlynet.com> "Robert P. Ricci" writes: >> Date: Mon, 17 Mar 1997 19:37:52 -0500 >> Reply-to: gmeadon@mit.edu >> From: gmeadon@mit.edu (*) >> To: Multiple recipients of list >> Subject: Re: Evolution >> jkoss@snet.net wrote: >> >> : Looks like your only solution might be to increase the population, alter >> : the crossbreeding (to copy -sections- of code from a single parent), and buy >> : a faster machine ... (hum, or rent time on one) >> >> It has occurred to me that you could get a lot of CPU time if you distributed >> the load across the network. I'm sure lots of Corewar fans would be willing >> to run a nice'd down bare-bones pmars in the background which could run >> battles assigned to it by some central server. I imagine Windows has some >> similiar mechanism for picking up spare cycles. A fair amount of code would >> have to be written, but it certainly would be a cheap way to harness a lot >> of CPU time. > I'm sort of a newbie to corewars, but I have access to some cpu time > on a T1 -- I'd be willing to experiment with this, if anyone would > like to work on it. Ummm... a T1 is a pohne line... -Robin PS: Could be a different T1, I suppose, but most people will think if the phone line (very fast phone line, but not relevant ot the discussion at hand). -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: rlpowell@napier.uwaterloo.ca (Robin Powell) Subject: Re: Evolution Date: 1997/03/19 Message-ID: #1/1 >>>>> In article <5gk9cb$cfk@senator-bedfellow.MIT.EDU>, gmeadon@mit.edu (*) writes: In article <5gk9cb$cfk@senator-bedfellow.MIT.EDU> gmeadon@mit.edu (*) writes: > jkoss@snet.net wrote: > : Looks like your only solution might be to increase the population, alter > : the crossbreeding (to copy -sections- of code from a single parent), and buy > : a faster machine ... (hum, or rent time on one) > It has occured to me that you could get a lot of CPU time if you distributed > the load across the network. I'm sure lots of Corewar fans would be willing > to run a nice'd down bare-bones pmars in the background which could run > battles assigned to it by some central server. I imagine Windows has some > similiar mechanism for picking up spare cycles. A fair amount of code would > have to be written, but it certainly would be a cheap way to harness a lot > of CPU time. Been thinking about writing a general-purpose distributed computing alg for this (eventual) pupose. Will write. Coming soon. -Robin -- +---------------------------------------------------------------+ | Oceania: A New Country In Development -> welcome@oceania.org | | Web Page: http://oceania.org For Those Who Value Freedom | +---------------------------------------------------------------+ From: "Robert P. Ricci" Subject: Re: Evolution Date: 1997/03/19 Message-ID: #1/1 For starters, can you recommend a good place (webiste, book, whatever) to get information about GA's from? On Wed, 19 Mar 1997, George Lebl wrote: > >I'm sort of a newbie to corewars, but I have access to some cpu time > >on a T1 -- I'd be willing to experiment with this, if anyone would > >like to work on it. > > ok .... GREAT ... we should decide on how this all should be done ... > > if anybody has any time to do some coding that would be cool too :) ... > the current ga i did is really simple and wouldn't mind a rewrite :) > second it doesn't take into account many, many things ... > > Franz > > -- > -------------------------------------------------------------------------------- > Sex Pistols RULE!!! franz@azstarnet.com > From: "Robert P. Ricci" Subject: Re: collaborative GA idea Date: 1997/03/19 Message-ID: #1/1 I'd be willing to work on this project with you. Since I don't know much about GA's, I'd probably be more help as, say, maybe the central person to send warriors to. I've got access to all the resources we'd probably need ( I work at and ISP and can get plenty of hard drive space, CPU time, etc. ) Anyway, if you could use this kind of help, let me know. Robert Ricci rricci@theonlynet.com On Wed, 19 Mar 1997, John David Regehr wrote: > The people running core war GAs could fairly easily link together into a > massively parallel, distributed GA. > > Every (say) 50 generations, the GA program would mail a few of its best > warriors to a server somewhere. The server responds by mailing back a few > warriors that it has collected from other people; these are incorporated > into the next generation. The server might send out every warrior it > recevies to two or more people - this would decrease the chances of > information being lost due to machine crashes. > > Because migration is infrequent, and because everybody running a GA is > free to choose their own parameters for mutation rate, population size, > etc. this scheme should promote diversity while allowing GAs to leverage > off of discoveries made by others. > > Any takers? During the next month or so I plan on implementing this... > I'll post when it's working. > > -- > John Regehr > > From: Beppe Bezzi Subject: Re: LP Hill Questions Date: 1997/03/19 Message-ID: #1/1 At 01.58 19/03/97 -0500, you wrote: >Forgive me if this is a FAQ but what happens when a warrior exceeds its limit >of processes.. Id never really looked into it before since if you hit >8000 processes you were dead in the water any way ;) > >Do both processes die when you attempt to spl or just one ? >and if so which ?? > When you reach the max processes number SPL instructions behave as if they were NOP, no new process is created but the executing one doesn't die >Thanks for any info.. > >BAz (currently 22nd on the LP Hill and slipping fast ;) ) > >btw, I really like the idea of the LP Hill.. > > From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution Date: 1997/03/19 Message-ID: #1/1 >I'm sort of a newbie to corewars, but I have access to some cpu time >on a T1 -- I'd be willing to experiment with this, if anyone would >like to work on it. ok .... GREAT ... we should decide on how this all should be done ... if anybody has any time to do some coding that would be cool too :) ... the current ga i did is really simple and wouldn't mind a rewrite :) second it doesn't take into account many, many things ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: JS Pulido Subject: Re: Instantaneous Coffe: a Multi-Proc Scanner Date: 1997/03/19 Message-ID: #1/1 Robert Macrae wrote: JS Pulido wrote: >> ;redcode-b test >> ;name Instantaneous-Coffe v0.1 >> ;strat Div-Scanner... > >> sc spl 1 >> spl 1 >> spl 1 >> spl 1 > >This looks odd. By running 16 processes in parallel through the code, you >will execute 16 ADDs, then 16 MOVs etc. 15 of the ADDs are wasted, and >the 16 MOVs all attack the same or adjacent cells leading to very low >efficiencies. If you want to run multiple processes you should spread >them evenly through the code loop, perhaps using something like the imp >vector launch to squirt processes where you want them. I used this to >create a 3-cell, multiprocess vampire once. I know that, but a pump that squirts processes makes the warrior longer (the SPLs are executed once so they are startup code) and the 16 ADDs are executed in-parallel once (see below) > >> b1 ptr spl #DES+STEP, #0 ;scan > >In multiprocess scanner the trick is to ensure that you bomb the same >location which gave rise to the detection, and an SPL #0 will make this >even harder because ADDs will be mixed in unpredictably with scans. You >scarcely need an SPL for robustness (you should rely on the imp if you >get bombed) so I=12d remove it. > The engine needs the SPL#0 because the DIV kills one process every time that eye points to a 0 B field and the ADDs are not mixed because the jmn points to a DAT cell. See the p-queue: S1 ;only one SPL 1 to make it shorter S0 S0 AD S0 AD S0 M1 AD S0 M1 AD S0 M2 M1 AD S0 M2 M1 AD S0 M3 M2 M1 AD S0 M3 M2 M1 AD S0 ;8 useless ADDs ;The add constant is calculated to be DES+(STEP*2) now DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 ;If It finds 0 at DES+(STEP*2) and finds non-zero at DES+(STEP*3): DV M3 M2 M1 AD S0 JN DV M3 M2 M1 AD S0 ;If it finds non-zero anymore: (Am I using a correct syntax? :-( DV M3 M2 M1 AD S0 DT DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 DV M3 M2 M1 AD S0 ... >> eye add.ab #STEP, #DES-(STEP*((16*4)))+(STEP*2) >> mov.i b1, }ptr ;scan >> mov.ba eye, @ptr-1 >> mov.b @eye, ptr-1 >> hit div.b @eye, @eye >> jmn.b b3, eye > >Is this an effective scanner? It looks as if it takes 6 cycles to deal >with 1 location (0.17c) so you would be faster and smaller if you just >bombed. > Yes, it is an uneffective and very slow scanner but if it just bombs = it is a bomber, not a scanner ;-) I can move it from 1-carpet 1-scan in 6 to 1-carpet 1-bomb 1-scan in 7 or to 1-carpet 2-scan in 9 or to 2-carpet 2-scan in 10, but the total size grows a lot :-( >> spl #0, #0 ;scan >> clear mov.i *bp, > jmp -1 > >If you used a clear with a gate, like Pink or D-Clear, you would be able >to kill imps rather than drawing when they over-run you -- check them out >on Planar=12s site. > Yes, but with the goto-clear system I'm using I need a backward clear :-( (May be I should change the gt-c system) >> b3 dat #b3-bp, #clear-1-cl >> cl bp dat #b2, #clear-1-cl >> dat 0, 0 ;scan >> b2 spl #b3-bp, #clear-1-cl > >.. > [Imp launch omitted] >.. > >> dat #BASE+(ISTEP*8), #sc >> dat #BASE+(ISTEP*6), #BASE+(ISTEP*7) >> dat #BASE+(ISTEP*4), #BASE+(ISTEP*5) >> dat #BASE+(ISTEP*2), #BASE+(ISTEP*3) >> vector dat #BASE, #BASE > >Not sure if I=12m reading the launch right, but for consistency shouldn=12t >the last line be =13vector dat #BASE, #BASE+(ISTEP*1)=14? If this imp = is >weak, check that the imp processes are executing in the right order. > Yes, the last line is dat #BASE,#BASE+ISTEP. (May be a mail puck :-) Saludos JS Pulido jspg@mx2.redestb.es o0619@quijote.eui.upm.es From: jason Subject: Evoluition ga_war.c Date: 1997/03/19 Message-ID: This message is in MIME format. The first part should be readable text, while the remaining parts are likely unreadable without MIME-aware tools. Send mail to mime@docserver.cac.washington.edu for more info. ---2130757628-1129678272-858816153=:26714 Content-Type: TEXT/PLAIN; charset=US-ASCII hey, I got excited by all the evolution talk and cooked up this code it is still a little ragged but I will be fixxing it up more this next week over spring break. It evolves a population in place with no generations. It cycles though all the warrior and matches them against a random opponent a total win leads to a straight replacement of the losser. A partial win leads to a mutation replacement. A tie can lead to a in place self mutation. I also have a Valhalla where the warrior that has scored the best for a given slot is kept and sometimes is returned to battle. I does alot of file access so I load it in a ramdisk this speeds it up and keeps from grinding the disk to dust. It was compiled using djgpp 2.01 and should be able to compile anywhere with gcc and a couple of changes like the path seperator. I will be making a config-able version and working out the portablity problems soon. You need to make the directory for the a.exe and ./valhalla before running it to make a new population set create_population=1 you also need cp if you are using dos and a warior called plant.red that is a spl #0,#0 in the directory. Also pmars under dos I suggest a recompile with out go32 to avoid selector problems. ps this will not run for long under 95' because of the bug in the dpmi server. Here is a example of a program produced after 1000 cycles on a population of 100. This is closed evolution no predaters were used although that might be some thing I will try latter. ;redcode-b ;name ga_24.red ;author jason ;strategy evolved by ga_war.c 1000 cycles 100 population ;assert CORESIZE == 8000 seq.x { 4,{ 4 spl.ba # -2,* -3 mov.i { -1,< -4 djn.i * 1,> 3 jmn.f # 0,{ -3 dat.x < 2,$ 4 nop.ba $ 2,@ 3 dat.f > -3,< -3 jmn.a > -2,< 0 jmp.x $ 4,{ 2 end jason ---2130757628-1129678272-858816153=:26714 Content-Type: TEXT/PLAIN; charset=US-ASCII; name="ga_war.c" Content-Transfer-Encoding: BASE64 Content-ID: Content-Description: DQ0KDQ0KI2luY2x1ZGUgPHN0ZGlvLmg+DQ0KI2luY2x1ZGUgPHN0cmluZy5o Pg0NCiNpbmNsdWRlIDxzdGRsaWIuaD4NDQojaW5jbHVkZSA8dGltZS5oPg0N Cg0NCg0NCnN0YXRpYyB1bnNpZ25lZCBsb25nIG51bWJlcl9vZl9vcGNvZGVz PTE3OyANDQoNDQpzdGF0aWMgY2hhciAqIG9wY29kZXNbXT17XA0NCgkJImRh dCIsIm1vdiIsImFkZCIsInN1YiIsXA0NCgkJIm11bCIsImRpdiIsIm1vZCIs ImptcCIsXA0NCgkJImpteiIsImptbiIsImRqbiIsInNwbCIsXA0NCgkJInNs dCIsImNtcCIsInNlcSIsInNuZSIsXA0NCgkJIm5vcCJ9Ow0NCg0NCg0NCnN0 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article <5gni0g$3lr$1@wumpus.its.uow.edu.au>, William Stubbs wrote >Forgive me if this is a FAQ but what happens when a warrior exceeds its limit >of processes.. Id never really looked into it before since if you hit >8000 processes you were dead in the water any way ;) > >Do both processes die when you attempt to spl or just one ? >and if so which ?? > If a warrior is running at its process limit, then a spl acts just like a nop. Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: franz@azstarnet.com (George Lebl) Subject: Re: more evolution Date: 1997/03/19 Message-ID: #1/1 >A few months ago I got interested in evolving warriors, and wrote code to >do it. Here are some of the design decisions: > >* to operate on binary redcode - I added a couple of routines to pmars > that allow it to input and output object code for warriors yes definately the way to go for good random changes but still it keeps them small ... small changes help the most as far as i've tried and crossing object code woudl also leave room for large changes ... >* to have evolved warriors fight each other, as well as warriors that are > known to be good there has to be quite a lot of warriors from the current pool though if you want to do this ... otherwise warriors that fought warriors that die instantly would get a very unfair advantage and the evolution does not go forward ... >* to use rank selection with elitism to create the next generation; that > is, rank all warriors and select by position rather than raw score, > and also keep a few of the best warriors from one generation to the > next; this should keep selection pressure high even when warriors are > fairly homogeneous, and should avoid making things worse when mutations > don't pan out that's what i use although i heard a curved roulette wheel is better since it allows crossing bigger "valleys" in evolution, but giving chance to some lower ideas that can evolve to good warriors >The operators I used are: > >* insert or delete a few instructions >* crossover with some probability at each instruction >* random change to a random field of an instruction >* random change to starting address hmm .. about what i use although i operate on text files ... what i think would be the best would be this ... (of course i'm definately not an expert on ga nor have i read any book about it :) .... but this seems to be as close as it gets to the "real thing" do everything on the order of bits pick a pivot point on each warrior and cross them at that point so each warrior will get some part of each parent ... a warrior should also be crossed with it self to make the chance of at least partial replica of teh warrior into the next round then do a cpl of mutations on bit level fix size to fit limit (20 for the small hill) check validity of instructions and fix if neccessary check the starting point and fix if neccessary ... and you have an offspring >I've been running with core size 80000 and max cycles 8000 since there are >many warriors available for this configuration. Unfortunately this is >slow. Can anybody direct me to a repository of small, fast warriors to >use in the fitness function? Most people on the experimental hill don't >seem to show source. I already sent you the ones i use in an email ... there have been a cpl posted here and some on the tiny hill might have the ";show source" turned on ... 8000 is too large to create ANYTHING in any reasonable amout of time ... although time gain is only linear it is usually 10 times as much ... and i think that's quite a good erason to choose 800 .... from what i've seen it would take quite long to produce a warrior worth speaking about from random parents ... >* run different populations on different machines, and every so often > migrate a few warriors between populations; this has the advantage of > much better scaling, and should also encourage diversity yes this would be the way to go and might get a cpl more people involved .... the programs could email themselves every once in a while ... to create migrations >I'm definitely not a GA expert - I read Melanie Mitchell's "An >Introduction to Genetic Algorithms" (highly recommended) and talked a lot >with a friend that does research in the area. kewl ... let's work on this ... (from what you say your system seems quite good ... so we should use that :) ... my system sucks i guess :) .... anyway ... what do u think ????? Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Franz Subject: Re: collaborative GA idea Date: 1997/03/19 Message-ID: #1/1 > Because migration is infrequent, and because everybody running a GA is > free to choose their own parameters for mutation rate, population size, > etc. this scheme should promote diversity while allowing GAs to leverage > off of discoveries made by others. > > Any takers? During the next month or so I plan on implementing this... > I'll post when it's working. good idea ... we then need a system which makes it easy to change parameters so you could run whatever you want with still the same system .... Franz From: Franz Subject: Re: Evoluition Date: 1997/03/19 Message-ID: #1/1 > How would make a worior evolve anyway? take it mutate it reproduce it test it ..... :) pick the best offsprings do the same again Franz From: lar1@earthlink.net Subject: Evoluition Date: 1997/03/19 Message-ID: <199703190403.UAA11913@hungary.it.earthlink.net>#1/1 How would make a worior evolve anyway? From: Planar Subject: Re: Steve Morell's Paper Date: 1997/03/19 Message-ID: <5gootu$f02@news-rocq.inria.fr>#1/1 In article , "J. Boer" writes: >I would be interested in a raw ascii version of such >a paper. Anyone know where such a paper is at? I must have a copy of the article that Steven posted here. I'll dig it out if you really insist. -- Planar From: John David Regehr Subject: collaborative GA idea Date: 1997/03/19 Message-ID: #1/1 The people running core war GAs could fairly easily link together into a massively parallel, distributed GA. Every (say) 50 generations, the GA program would mail a few of its best warriors to a server somewhere. The server responds by mailing back a few warriors that it has collected from other people; these are incorporated into the next generation. The server might send out every warrior it recevies to two or more people - this would decrease the chances of information being lost due to machine crashes. Because migration is infrequent, and because everybody running a GA is free to choose their own parameters for mutation rate, population size, etc. this scheme should promote diversity while allowing GAs to leverage off of discoveries made by others. Any takers? During the next month or so I plan on implementing this... I'll post when it's working. -- John Regehr From: wstubbs@wumpus.its.uow.edu.au (William Stubbs) Subject: LP Hill Questions Date: 1997/03/19 Message-ID: <5gni0g$3lr$1@wumpus.its.uow.edu.au>#1/1 Forgive me if this is a FAQ but what happens when a warrior exceeds its limit of processes.. Id never really looked into it before since if you hit 8000 processes you were dead in the water any way ;) Do both processes die when you attempt to spl or just one ? and if so which ?? Thanks for any info.. BAz (currently 22nd on the LP Hill and slipping fast ;) ) btw, I really like the idea of the LP Hill.. From: digi4fun@dial.eunet.ch (Digi4Fun Corp.) Subject: Muzzle Velocity available at 4CDS Date: 1997/03/19 Message-ID: <5gnhae$mhf@news.eunet.ch>#1/1 ======== It's War! ======== From Digi4Fun Corp. Muzzle Velocity is THE World War II based real-time simulation. Command hundreds of units and take direct command of them. Fight face-to-face with your enemy in a rich SVGA 3D environment. Play intensity as never experienced before. Easy to learn, yet hard to master. This 3rd generation real-time game adds 3D game play in any unit at any time. It's the Nr. 2 download from http://www.gamesmania.com Get the RETAIL Version 1.23 from http://www.4CDS.com Release version 1.23 comes with: 1 Full Packaging 1 CD-ROM, 1 User manual 3 careers, ( German, US, British ) 147 missions, Speech, Fast Pentium Version! *** GET THE ULTIMATE WAR GAME *** DOWNLOAD THE DEMO NOW and relive the 1944 battles. IF YOU LIKE WARGAMES THIS IS A *MUST* http://www.digi4fun.com (USA) http://www.digi4fun-uk.com (International) http://www.digi4fun.li (Europe) Get the self-extracting DEMO today, from one of our web-sites! Enjoy it if you have a PC using Win95 or DOS! WARGAME ACTION STRATEGY COURAGE SKILL STEEL PANTHER SHERMAN TIGER FIREFLY MUSTANG TYPHOON FOCKE WULF REALTIME VICTORY FREEDOM WW2 SVGA MCGA PENTIUM PRIEST KINGTIGER JAGDTIGER WOLVERINE PERSHING LEE BLITZKRIEG CARPET BOMB GRENADE MG ULIMATE FUN FFI RESISTANCE VICTOIRE V-DAY D-DAY GREAT CLOSE COMBAT COMMAND CONQUER GERMANY FRANCE HOLLAND BELGIUM From: Steven Morrell Subject: Re: Steven Morrell's Paper Date: 1997/03/20 Message-ID: <333173A0.5E88@math.utah.edu>#1/1 Nandor Quoth: :: I remember a couple of years ago, Steve Morell (I think) did some :: work where he discussed some aspects of Corwar in a formal :: number-theoretic way. Does anyone know where his paper might be :: archived? I seem to remember that he :Yeah, I'm still waiting for the nice TeX version. It's coming VERY slowly. Indeed it is. Fortunately, I got myself a computer powerful enough to really do TeX now, and I should be able to proof the first section tonight, provided that IBM's TechExplorer really does TeX. If not, I may have to get an OS powerful enough to really do TeX. In the meantime, (and there seems to be plenty of that near me), I will repost the original unreadable paper, complete with typo's, in just a minute. Steven Morrell morrell@math.utah.edu From: "Robert P. Ricci" Subject: Re: Evolution Date: 1997/03/20 Message-ID: #1/1 On Thu, 20 Mar 1997, Christopher Hodson wrote: > In article <199703180506.WAA12398@ns1.theonlynet.com>, > rricci@theonlynet.com says... > > > > > I'm sort of a newbie to corewars, but I have access to some cpu time > > on a T1 -- I'd be willing to experiment with this, if anyone would > > like to work on it. > > > > Robert Ricci > > rricci@theonlynet.com > > > Um, a T1 is a piece of wire. To actually get some CPU time it would > be more effective to get a computer > -- > Christopher Hodson remove NOSPAM for real addresses > finger chris@NOSPAM.shell.openix.com for public key > Yes, I'm sure it would. Thank you for that amazing insight. I'm sure with this kind of in-depth knowledge and reading skills, you could go far in the computing world. Robert Ricci rricci@theonlynet.com From: Steven Morrell Subject: Mathematics of Stepsizes - Repost Date: 1997/03/20 Message-ID: <33318BD4.2D1C@math.utah.edu> Abstract: Corewar is a programming game played on a board simulating computer memory. This board is called the core, and consists of N cells, each containing an assembly language command. Programs run simultaneously, with the objective of killing other programs in core and thus becoming the sole owner of the core. Addition, subtraction, and multiplication give the core a Z/NZ ring structure. N is called the coresize. Popular values of N are 8000, 8192, and 55440. In this article, we examine ways to optimize simple bombing or scanning step sizes. We give formulas to measure 'optimization' of a step for a given coresize, and prove that imp-pairs have the same optima score. Contents: (0) Terminology (1) Euclid's Algorithm and Continued Fractions (2) Some Models for Bombing Core (incomplete) (3) A Better Formula for the Length of Intervals (4) The Optima Step Formula (5) The Find-X Formula (omitted in current draft) (6) Locally Fibonacci Step-Sizes (omitted in current draft) (7) Calculations (omitted in current draft) --- (0) Terminology We denote subscripts and superscripts in a TeX-ish way. So "X sub 1" will be written X_1, and X^2 = X*X. If we need to perform math on subscripts, we will use curly braces to denote groupings. We also use the following symbols: Z+ : The set of all positive integers. (A,B) : The greatest common factor of positive integers A,B. [x] : The integral part of a non-negative real number x. A|B : The integer A divides the integer B evenly (that is, without remainder.) --- (1) Euclid's Algorithm and Continued Fractions In this section, we build the mathematical framework for the results of this article. We explore the relationship betwwen Euclid's Algorithm and continued fractions, and prove a classic result of Euler, who seems to have anticipated Corewar in 1764. Recall that Euclid's Algorithm computes (A,B), with integers A>B>0, as follows: Let X_0 = A and X_1 = B. Inductively define X_{i+1} = X_{i-1} - X_i*Y_i, (1) with Y_i=[X_{i-1}/X_i]. (2) Clearly, 0 <= X_{i+1} < X_i. If X_{i+1}=0, our induction must stop (because Y_{i+1} is undefined). In this case, define k to be the largest i for which X_i is non-zero. Since X_{i+1}0. Hence, X_k and (A,B) have the same factors, so X_k=(A,B). Definition: Given A_1,A_2,...,A_n in Z+, we define the continued fraction generated by the A_i's as = A_1+1/(A_2+1/...(A_{n-1}+1/A_n)...) (3) We define the length of to be n. Clearly, is always rational. We define the numerator of to be p, where p/q is the reduced fraction with p/q= and denote it by p=[A_1,...,A_n]. We allow "empty" numerators, defining []=1. Propositon 1: Given A,B in Z+ with A>B, we have A/B = where the Y_i's and k are defined by Euclid's algorithm using (1) and (2). Proof: We the notations of Euclid's algorithm above and induction on k. When k=1, we have X_2=0 (by definition of k), so we know by (1) with i=1 that 0 = X_0-Y_1*X_1. Hence, = Y_1 = X_0/X_1. Now, suppose k>1. Note that X_1>X_2>0, so we can use Euclid's algorthm on A'= X_1, B'= X_2 to find each Y'_i, and it is easy to see that Y'_i = Y_{i+1}. Hence, for induction we may assume that X_1 / X_2 = . We then have = Y_1+1/ = Y_1+1/(X_1/X_2) = (Y_1 * X_1 + X_2)/X_1 = X_0/X_1 = A/B. [box] Corollary 2: If we are given the Y_i's and m=(A,B), we can recover A and B. Proof: is rational, hence can be uniquely written as a reduced fraction a/b. Existence: Since this fraction is reduced, we have (a,b)=1. Define A= ma, B= mb. Then A/B=a/b= and (A,B)=m*(a,b)=1. Uniqueness: If A/B=A'/B'= and (A,B)=(A',B')=m then A/m,B/m are in Z+ and (A/m,B/m)=1, so (A/m)/(B/m) is the reduced fraction a/b. Hence A/m=a, B/m=b. Similary, A'/m=a, B'/m=b. Thus A=A' and B=B'. [box] Corollary 3: Given A,B in Z+ with A>B and (A,B)=1, we have A = [Y_1,...,Y_k], B = [Y_2,...,Y_k] where the Y_i's and k are defined by Euclid's algorithm using (1) and (2). Proof: From Proposition 1, we know A/B=. This fraction is reduced when (A,B)=1, so A = [Y_1,...,Y_k] by definition. If k=1, then B=1=[]. Now if k>1 and C/D is the reduced fraction , then we have A/B= Y_1 + 1/(C/D) = (Y_1*C + D)/C. The fractions on both sides of this equation are reduced, hence B=C. But C = [Y_2,...,Y_k] by definition. [box] Corollary 4: For any continued fraction with n>=2, the following identity holds: [A_1,...,A_n] = A_1*[A_2,...,A_n] + [A_3,...,A_n]. (4) Proof: If A/B= and C/D= are both reduced fractions, then A/B= (A_1*C + D)/C, as in the proof of Corollary 3. Multiplying both sides by B=C, we obtain: A = A_1*C + D. From Corollary 3, we have A = [A_1,...,A_n], C = [A_2,...,A_n], and D = [A_3,...,A_n]. [box] Examples: 43/10 = <4,3,3>. Also, 43/10 = <4,3,2,1>, even though these are not the Y_i defined in (2). 43/30 = <1,2,3,4>. If (A,B)=1 and A/B = <1,1,...,1> (k times), then A=F_{k+1} and B=F_k, where F_i is the i'th term in the Fibonacci sequence {1,1,2,3,5,8,13,...}. We now come to the main result of this section, proved by Euler in 1764. Theorem 5: For any continued fraction , the following relations hold: [A_1,...,A_n]=[A_n,...,A_1] (5) [A_2,...,A_n] * [A_1,...,A_{n-1}] = [A_1,...,A_n] * [A_2,...,A_{n-1}] - (-1)^n (n>1) (6) Proof: We use induction on n. When n=0 or n=1, (5) is tautological. And for n=2, we have, by (4), [A_1,A_2]= A_1 * [A_2]+ [] = A_1 * A_2 + 1. Hence, [A_2] * [A_1] = A_2 * A_1 = (A_1 * A_2 + 1)*1 -1 = [A_1,A_2]*[]-(-1)^2, so (6) holds. For n>=2, we use (4) and induction on (5) repeatedly to get: [A_1,...,A_2] = A_1 * [A_2,...,A_n] + [A_3,...,A_n] = A_1 * [A_n,...,A_2] + [A_n,...,A_3] = A_1 * (A_n * [A_{n-1},...,A_2] + [A_{n-2},...,A_2]) + A_n * [A_{n-1},...,A_3] + [A_{n-2},...,A_3] = A_1 * A_n * [A_2,...,A_{n-1}] + A_1 * [A_2,...,A_{n-2}] + A_n * [A_3,...,A_{n-1}] + [A_3,...,A_{n-2}]. If we replace (A_1,...,A_n) with (A_n,...,A_1), the first and fourth terms of the right-hand expression stay the same, and the second and third terms get swapped. Thus, [A_1,...,A_n] = [A_n,...,A_1] since they both equal the same expression. This proves (5) for all n>0. Finally, for n>=3, we can assume by induction that (6) holds for . In other words, [A_2,...,A_{n-1}]*[A_3,...,A_n}] = [A_3,...,A_{n-1}]*[A_2,...,A_n] -(-1)^{n-1}. Thus, [A_1,...,A_n]*[A_2,...,A_{n-1}] = (A_1*[A_2,...,A_n]+[A_3,...,A_n]) *[A_2,...,A_{n-1}] = A_1*[A_2,...,A_n]*[A_2,...,A_{n-1}] +[A_3,...,A_n]*[A_2,...,A_{n-1}] = A_1*[A_2,...,A_n]*[A_2,...,A_{n-1}] +[A_3,...,A_{n-1}]*[A_2,...,A_n]+(-1)^n = [A_2,...,A_n]*(A_1*[A_2,...,A_{n-1}]+[A_3,...,A_{n-1}])+(-1)^n = [A_2,...,A_n]*[A_1,...,A_{n-1}]+(-1)^n. This is (6) for , so by induction, (6) holds for all n>1. [box] Corollary 6: Given positive integers A,B, with A/B = , define positive integers A',B' by A'/B' = (7) where (A',B')=(A,B) (8) Then the following relationships hold: A' = A; (9) B'*B = -(-1)^k*(A,B)^2 (mod A). (10) Proof: Let m=(A,B). Then (A/m)/(B/m) is the reduced form of A/B, whence A = m*[Y_1,...,Y_k], B = m*[Y_2,...,Y_k]. Similarly, A' = m*[Y_k,...,Y_1], B' = m*[Y_{k-1},...,Y_1]. Then (9) follows from (5), and (6) can be written as: (B/m)*(B'/m)=(A/m)*[Y_2,...,Y_{k-1}]-(-1)^k. We multiply both sides by m^2 to get B*B'=A*m*[Y_2,...,Y_{k-1}]-(-1)^k*m^2. Then (10) follows from passing to congruence (mod A). [box] --- (2) Some Models for Bombing Core Let N be the coresize and let KZ/NZ given by f(n)=n+N. Rather than mess with cosets, we will refer to elements of core by representatives in Z. For a0, let U_j be the interval containing 0 in the partition after j bombs. Theorem 7: For all j with 0=0 is in the partition. In the first case, we have ||[a,b)||=||[d+g*K,e+G*K)||=e-d=||[d,e)||, so we are done. Otherwise, since d is in the bombing run, we know that d=l*K for some l with 1. Applying Corollary 3 to X_0/m,X_1/m, we get X_0= m*[Y_1,...,Y_k] X_1= m*[Y_2,...,Y_k] and inductively using Corollary 4 with equation (1), we get X_i= m*[Y_{i+1},...,Y_k] (0<=i<=k). (12) Inductively using Corollary 4 with equation (11), we also get Z_i= [Y_{i-1},...,Y_1] (1<=i<=k+1). (13) Now we can describe the bombing sequence as a series of bombing runs by looking at the intervals U_i containing 0. Definition: The i'th bombing run for i=1 and X_{i-1}-p*X_i>= 0, whch means p<=Y_i. We have by hypothesis that the first bomb in the i'th bombing run is dropped at X_{i-1}-X_i and shrinks U_j. So, what is the gap in time between a bombs being dropped at X_{i-1}-(p-1)*X_i and X_{i-1}-p*X_i? Since all bombs are evenly spaced, this gap will be the same for all p, and with p=1, we know that the Z_{i-1}'th bomb dropped at X_{i-1} and the Z_{i-1}+Z_i'th bomb drops at X_{i-1}-X_i. Thus the value of p increases every Z_i bombs. We know that the value of p starts at one with the Z_i+Z_{i-1}'th bomb, so we can verify that the p given in the statement of the theorem is correct. Next, we must verify that the bombs we just dropped were the i'th bombing run. We started with bomb Z_i+Z_{i-1}, and dropped Z_i bombs for each p between 1 and Y_i (except for the last bombing run, where p only ranged between 1 and Y_i-1). Thus, the last bomb in this bombing was the Z_i+Z_{i-1}+Y_i*Z_i-1=Z_i+Z_{i+1}-1'th bomb (or Z_{k+1}-1=N/m-1 for the last run). From the last two paragraphs, with p=Y_i+1, we see that the first bomb of the next bombing run is dropped at X_{i-1}-(p+1)*X_i= X_{i+1}-X_i. And with p=Y_i, we have the Z_{i+1}'th bomb is the Z_i*Y_i+Z_{i-1}'th bomb, which drops at X_{i-1}-X_i*Y_i= X_{i+1}. This finishes the induction step. [box] --- (4) The Optima Step Formula In Corewar, the step size of a bombing or scanning pattern is the distance between successive bombing or scanning locations. Chosing a good step size is critical to the success of a warrior, so we need a way of measuring the effectiveness of a step size. What makes one step size better than another? Here is one train of thought: Larger enemies can usually be found faster than small ones. If your step takes the same time to find small enemies as large ones, it probably needs to be optimized against larger enemies. On the other hand, if your step size is too coarse, small programs can slip through the cracks. For instance, assuming 8000 instructions in core, a step size of 4000 is bad. The first two bombs are spaced well, but the pattern only hits two core locations. An ideal pattern will divide the core into successively smaller chunks, until it has checked all locations in core (except where your code resides). We can measure the success of this method by adding the lengths of the largest untouched segments during different stages of bombing. This sum is the optima function of a coresize and step. A lower function value between step-sizes with the same greatest common factor indicates a more optimal pattern. Definition: The optima function is defined to be: O(N,K)= sum_j( ||U_j|| ). Corollary 8 assures that this is the sum we want. Proposition 10: O(N,K) = O(N,N-K). Proof: In coresize N, we can consider a step-size of N-K as a step-size of K bombing in the other direction. If the U_j are the intervals containing 0 for step-size K, as above, then, by symmetry, the intervals U'_j containing 0 for step-size N-K will just be the U_j reversed; that is, if for some j, U_j=[-a,b), then U'_j=[-b,a). Note that ||U_j|| = a+b = ||U'_j||. We sum over all j to get the result. [box] Theorem 11: O(N,K)= sum_{i=1}^k(X_{i-1}*Z{i+1}-X_i*Z_i-X_i*Z_i*(Y_i*(Y_i-1)/2) Proof: We write O(N,K)= sum_{i=1}^k O_i(N,K), where each O_i is the sum of the ||U_j|| from the i'th bombing run. In the i'th bombing run, we have (by theorem 9) Z_i intervals of length X_{i-1}-(p-1)*X_i, for p ranging from 1 to Y_i. Adding these up, we think that O_i(N,K)= sum_{p=1}^{Y_i} Z_i*(X_{i-1}-(p-1)*X_i) = sum_{p=1}^{Y_i}(Z_i*X_{i-1}) - sum_{p=1}^{Y_i}(Z_i*X_i*(p-1)) = Y_i*Z_i*X_{i-1} - Z_i*X_i*(Y_i*(Y_i-1)/2) Well, not quite. We forgot that the last bombing run only uses the values of p from 1 to Y_k-1. Thus we must add the correction term -Z_k*(X_{k-1}-(Y_k-1)*X_k)= -Z_k*(X_{k-1}-Y_k*X_k+X_k) = -Z_k*(X_{k+1}+X_k) = -Z_k*X_k since X_{k+1}=0. We thus have O(N,K)= (15) sum_{i=1}^k( Y_i*Z_i*X_{i-1} - Z_i*X_i*(Y_i*(Y_i-1)/2) ) -Z_k*X_k. We also have the following telescoping sum: sum_{i=1}^k( X_i*Z_i - X_{i-1}*Z_{i-1}) = X_k*Z_k - X_0*Z_0 = X_k*Z_k since Z_0=0. Substituting this into (15), we get O(N,K)= (16) sum_{i=1}^k( Y_i*Z_i*X_{i-1} - Z_i*X_i*(Y_i*(Y_i-1)/2) - X_i*Z_i + X_{i-1}*Z_{i-1}). and the first and fourth terms of the sum combine thusly: Y_i*Z_i*X_{i-1} + X_{i-1}*Z_{i-1} = X_{i-1}*(Y_i*Z_i+Z_{i-1}) = X_{i-1}*Z{i+1}. to yield the formula we wished to prove. [box] Corollary 12: If {K,K''} is an imp-pair for coresize N, then O(N,K)=O(N,K''). Proof: Recall that {K,K''} is an imp-pair if and only if K*K'' = 1 (mod N). For any given K,N, we know that K'' exists if and only if (K,N)=1, and we know that K'' is unique. Construct K' and N' as in corollary 6. Then we have N=[Y_1,...,Y_k], K=[Y_2,...,Y_k], N'=[Y_k,...,Y_1], K'=[Y_{k-1},...,Y_1]. If we define X'_i,Y'_i, and Z'_i by X'_0=N',X'_1=K' and the recurrence relations in section 3, we get the follwing for all applicable i: Y'_i=Y_{k+1-i} X'_i=Z_{k+1-i} Z'_i=X_{k+1-i}. If we apply theorem 11 and reverse the order of summation, we get O(N',K')= sum_{i=1}^k(X'_{i-1}*Z'{i+1} -X'_i*Z'_i -X'_i*Z'_i*(Y'_i*(Y'_i-1)/2) = sum_{i=1}^k(X'_{k+1-(i-1)}*Z'_{k+1-(i+1)} -X'_{k+1-i}*Z'_{k+1-i} -X'_{k+1-i}*Z'_{k+1-i}*(Y'_{k+1-i}*(Y'_{k+1-i}-1)/2) = sum_{i=1}^k(Z_{i+1}*X_{i-1} -Z_i*X_i -Z_i*X_i*(Y_i*(Y_i-1)/2) = O(N,K). Now, by corollary 6, we have N'=N and K*K'= +/- 1 (mod N), so by uniqueness of K'', we have either K''=K' (mod N) or K''=-K' (mod N). In the first case, O(N,K'')=O(N',K'), and in the second case, O(N,K'')= O(N,N-K')=O(N',K') by proposition 10. [box] From: jkw@koth.org Subject: Re: A few LP programs Date: 1997/03/20 Message-ID: <199703202219.QAA09815@mail.utexas.edu>#1/1 >Completely Indestructable >------------------------- > Turned out to be pretty damn well destructable, unfortunately. The >first paper I've ever written, so I wasn't expecting much. It copies itself >all over core, but only splits to it if we have less than 8 processes. >Perhaps I should insert some bombing? > >;redcode-lp >;name Completely Indestructible v1.0 rimmer 2.0 by jkw scores 232 Completely Indestructible v1.0 by Ian Sutton scores 46 Results: 70 8 22 --- Well... it doesn't seem all THAT Indestructable... :) -jkw- From: Erwin Hugo Achermann Subject: Re: Evolution Date: 1997/03/20 Message-ID: <199703200817.JAA16270@ru10.inf.ethz.ch>#1/1 On Wed March 19, Robert P. Ricci wrote: > For starters, can you recommend a good place (webiste, book, whatever) to > get information about GA's from? > You'll find everything you want to know about GA (and maybe more) at http://sigart.acm.org/otherAI.html /* follow ENCORE The Evolutionary Computation Repository Network */ As far as I know there's a mirror in Europe of ENCORE at http://blanche.polytechnique.fr/www.eark/EC/Welcome.html Have fun Erwin Achermann From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution Date: 1997/03/20 Message-ID: #1/1 >Um, a T1 is a piece of wire. To actually get some CPU time it would >be more effective to get a computer hmmm ... there's some logic in that ... :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: evloution Date: 1997/03/20 Message-ID: #1/1 >But isn't the odds of evolving by mutation like 1/1000?? odds for mutation are small (if it were 1/1000 it'd be easy) ... the more power comes from combination of successfull strands (in this case redcode programs) to create something better ... hopefully ... this is why diversity is needed so that there are different life forms to combine to come up with something more powerfull, even same basic concept if evolved on two different systems, then combined could yeild something more powerfull then nay of the two ... of course crossbreeding two completely different warriors will almost allways produce trash and there is only a small chance of getting it right .... but that's what the ga is there for ... to pick those combinations/mutations that are more usefull then other and work on those. mutation is neccessary to create/better warriors ... since only crossbreeding won't yeild now new instructions (well it does if done on bit level) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: collaborative GA idea Date: 1997/03/20 Message-ID: #1/1 >I'd be willing to work on this project with you. Since I don't know much >about GA's, I'd probably be more help as, say, maybe the central person >to send warriors to. I've got access to all the resources we'd probably >need ( I work at and ISP and can get plenty of hard drive space, CPU >time, etc. ) Anyway, if you could use this kind of help, let me know. cool ... we should get a mailing-list to discuss these things ... since now it's a pain to just e-mail everybody ... anyway ... we could definately use cpu and harddisk once we get it running the way it seems now there would be a central computer "scheduling" migrations to all systems running the ga ... the systems would accept mail from the main central server and send it it's best ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: John David Regehr Subject: Re: Evolution Date: 1997/03/20 Message-ID: #1/1 > For starters, can you recommend a good place (webiste, book, whatever) to > get information about GA's from? You might take a look at: Mitchell, Melanie. An Intoduction to Genetic Algorithms. MIT Press, 1996. I found it to be well written, and full of useful information. John Regehr From: bx880@torfree.net (Ian Sutton) Subject: A few LP programs Date: 1997/03/20 Message-ID: #1/1 The LP hill is was a good idea, but I don't have any code to test against! In the hope that others will post their code, I am posting some of mine. Hopefully Indestructable ------------------------ I think its an old idea: boot away clears round core, and hopefully we will kill the enemy before our last clear is done for. An added twist to this is a control mechanism which can boot away another clear if one dies. "Hopefully" we should be able to last indefinitely, but usually the booter bites it fairly quickly. Each clear is fast because it skips every other instruction and it does fairly well against other similar types. ;redcode-lp ;name Hopefully Indestructible v1.0 ;author Ian Sutton ;strategy When we have less than 8 processes, ;strategy boot away another fast core clear/imp gate. ;assert CORESIZE == 8000 step equ 810 org boot boot add.a #step, bptr mov clear+2, {bptr mov clear+1, {bptr mov clear+0, {bptr bptr spl -step+100, <1 jmp boot, >-200 for 20 dat 0, 0 rof clear mov dbomb, >gate jmp -1, >gate dbomb dat <1, 19 Completely Indestructable ------------------------- Turned out to be pretty damn well destructable, unfortunately. The first paper I've ever written, so I wasn't expecting much. It copies itself all over core, but only splits to it if we have less than 8 processes. Perhaps I should insert some bombing? ;redcode-lp ;name Completely Indestructible v1.0 ;author Ian Sutton ;strategy Paper which is hard to kill. ;assert CORESIZE == 8000 step equ 3337 org boot boot mov #7, #0 mov <-1, {bptr jmn.b -1, @boot bptr spl -step+100, 1 ; only split to a new copy if we can add.a #step, bptr ; pseudo random step since it adds even if we ; don't split jmp boot, 1 dat 1, 1 One Man Army ------------ Dunno why I tried this on the LP hill, since bombers don't really stand much chance without qscan considering all the papers on there. It bombs 2 locations every 4 cycles, but if we scan something else then we can add another Damage style MOV bomb. Probably isn't much interest but what the hell. ;redcode-94 ;name One Man Army v1.0 ;author Ian Sutton ;strategy lightning fast large bomber ;assert CORESIZE == 8000 gate equ (stcode-3) step equ -6503 stbomb equ (ecode+1489) org strt stcode drop2 mov bomb2, *drop loop strt mov bomb, @drop drop mov stbomb+step*2, *stbomb add incr, drop nxt jmz.f loop, *drop jmn.f drop2, @drop2 ; gets bombed with spl to start clear bomb spl #step, >step*2+1 ; yes 2 spls in a row mov cbomb, >gate ecode djn.f -1, >gate dat 0,0 dat 0,0 cbomb dat >5335, 20 incr spl #step*3, #step*3 bomb2 mov -step*2, >-step*2 Imp Chucka ---------- I'm not posting Imp Chucka 'cos its a real turkey. 'Nuff said. Get posting!! Ian Sutton bx880@torfree.net From: bx880@torfree.net (Ian Sutton) Subject: Whoops Date: 1997/03/20 Message-ID: #1/1 Sorry, left out a line in my previous post. This version should work. Ian Sutton bx880@torfree.net ;redcode-lp verbose ;name Hopefully Indestructible v1.0 ;author Ian Sutton ;strategy When we have less than 8 processes, ;strategy boot away another fast core clear/imp gate. ;assert CORESIZE == 8000 gate equ (clear-4) step equ 810 org boot boot add.a #step, bptr mov clear+2, {bptr mov clear+1, {bptr mov clear+0, {bptr bptr spl -step+100, <1 jmp boot, >-200 for 20 dat 0, 0 rof clear mov dbomb, >gate jmp -1, >gate dbomb dat <1, 19 From: lar1@earthlink.net Subject: Re: evloution Date: 1997/03/20 Message-ID: <199703200439.UAA00303@spain.it.earthlink.net>#1/1 But isn't the odds of evolving by mutation like 1/1000?? From: chris@NOSPAM.openix.com (Christopher Hodson) Subject: Re: Evolution Date: 1997/03/20 Message-ID: #1/1 In article <199703180506.WAA12398@ns1.theonlynet.com>, rricci@theonlynet.com says... > > I'm sort of a newbie to corewars, but I have access to some cpu time > on a T1 -- I'd be willing to experiment with this, if anyone would > like to work on it. > > Robert Ricci > rricci@theonlynet.com > Um, a T1 is a piece of wire. To actually get some CPU time it would be more effective to get a computer -- Christopher Hodson remove NOSPAM for real addresses finger chris@NOSPAM.shell.openix.com for public key From: jspeter@birch.ee.vt.edu (Jim Peterson) Subject: Multi-host Corewars (Re: collaborative GA idea) Date: 1997/03/20 Message-ID: <5gq1go$30d$1@solaris.cc.vt.edu>#1/1 In article , Franz writes: > > Any takers? During the next month or so I plan on implementing this... > > I'll post when it's working. > > good idea ... we then need a system which makes it easy to change > parameters so you could run whatever you want with still the same system > ..... We could take this a lot further than just GA evolution of random warriors. We could start a new competition between human opponents where the warriors must first defeat their current opponents while remaining intact enough to negotiate with a pseudo-OS to migrate to a new system. The migration code could be quite simple, involving, perhaps, a new opcode for system calls (SYS?) that would restore the warrior's original code from pseudo-disk and then queue up code from a range of addresses for execution on a new host. The warrior could then remain on the old host and attempt to ward off any invaders. In the spare cycles, random warriors could evolve, be pitted against any resident warriors, and potentially migrate to other systems or mate with other warriors. While it seems like a lot of overhead for a redcode warrior, much of the work could be performed by the (standardized) pseudo-OS through the SYS instruction, e.g.: loop sys.ab #GETHOSTS, host ; Get # of potential hosts to which to migrate mod.b count, host ; Pick next host to use (wrap to range) sys.ab #QUEUEUP, host ; Migrate jmp.b loop, >count ; Increment count and repeat count dat #0, #0 hosts dat #0, #0 host dat #0, #0 There are, of course, many details to work out, such as: - Penalties for running the above code and migrating all over the place. - Procedure for introducing a warrior into a currently-executing battle. - Operating system calls (what they do, what their numeric constants are, when they can be performed (e.g. restricting their use until all other warriors are dead)) - Logging the progress of warriors - Providing techniques for mating warriors and automatically migrating random warriors to other hosts. With such a system, then, the ideal human-written code would be one that wipes out its opponents, attempts to mate with as many warriors as possible, battles its young until it loses to a (supposedly) superior offspring, and migrates to conquer other hosts. Certain hosts could be restricted to evolving warriors, which would then leak out into the general population (courtesy of the OS) and do battle with human-written opponents. The idea of a different host could also just refer to a different pmars process running on the same system. Any thoughts? --Jim From: Robert Macrae Subject: Re: more evolution Date: 1997/03/20 Message-ID: <333161B1.355C@dial.pipex.com>#1/1 John David Regehr wrote: > The resulting warriors seemed to be pretty good, but improvement > eventually leveled out. The parameter space is large, and I haven't had > time to play with it as much as I'd like to. You can trim the effective parameter space a bit by generating constants from non-uniform distributions. If you look at the numbers which appear in warriors they are mainly small. Some combinations also appear very frequently (SPL #x, xxx: DJN -y, <>x etc so your population of raw instructions should be overweight these. -- Regards, Robert Macrae From: lar1@earthlink.net Subject: Help with redcode..... Date: 1997/03/20 Message-ID: <199703210406.UAA27662@andorra.it.earthlink.net>#1/1 Like I said I am a newbie to Core War..... I know that mov 0,1 will move the insturtion mov 0,1 into the next address, but how can I move, lets say dat 0? And how can I check if 5 locations away still have dat 0 in it? From: "Robert P. Ricci" Subject: GA Mailing List Date: 1997/03/20 Message-ID: <199703210039.RAA07750@ns1.theonlynet.com>#1/1 I'll try to talk my manager into letting me set up a mailing list for GA discussions on our server - we've already got majordomo, so it shouldn't be too hard to do. Or, maybe we could use a list on stormking. Robert Ricci rricci@theonlynet.com From: jason Subject: Re: evloution Date: 1997/03/20 Message-ID: #1/1 On 20 Mar 1997 lar1@earthlink.net wrote: > But isn't the odds of evolving by mutation like 1/1000?? > No, the odd of evolving by mutation is so good I bet my life on it. If you try 1000 or a 1000000 things that fail and one works then is carried on it has evolved. I got on the beginer hill with code that evolved without any intervention. Ok it got 25 place but that is something and I think I can do much better soon with some tuning to the fitness test. And a little more expermentation. jason From: Chris Davis Subject: Re: Evolution Date: 1997/03/20 Message-ID: #1/1 On Thu, 20 Mar 1997, Robin Powell wrote: > In article <5gk9cb$cfk@senator-bedfellow.MIT.EDU> gmeadon@mit.edu (*) writes: > > Been thinking about writing a general-purpose distributed computing > alg for this (eventual) pupose. Will write. Coming soon. > > -Robin I have somewhat limited access to several machines(40 sparc 10's, 6 40 mhz Indys, and a 8*150Mhz Indy) as well as my own collection of networked Sun systems that I use for distributed processing. I'm trying to get my network running, but wouldn't mind doing a little work on the Distributed GA project as well. Let me know. Chris =============================================================================== If at first you don't succeed, you must be a programmer. =============================================================================== | Chris Davis | davis@ecf.utoronto.ca | Computer Engineering OTO | www.ecf.utoronto.ca/~davis | University of Toronto | ------------------------------------------------------------------------------- x86's, Sun3's and Sparc's running Debian Linux, NetBSD, SunOS and Solaris In a Parallel Computer and Linux Clustering Project. =============================================================================== "Together we will rule the world, all by myself" =============================================================================== From: TLCam@mail2w-ext.prodigy.net Subject: Please read this TWICE!!! Date: 1997/03/21 Message-ID: <199703211832.NAA59462@mail1y-int.prodigy.net> Dear friend, ================================================ ================================================ This is a "ONE-TIME MESSAGE" you were randomly selected to receive this. There is no need to reply to remove, you will receive no further mailings from us. If you have interest in this GREAT INFORMATION, please do not click reply, use the contact information in this message. Thank You! :-) ================================================ ================================================ *** Print This Now For Future Reference *** The following income opportunity is one you may be intersested in taking a look at. It can be started with VERY LITTLE investment and the income return is TREMENDOUS!!! $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ You are about to make at least $50,000 in less than 90 days! Please read the enclosed program...THEN READ IT AGAIN!!! $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ THIS IS A LEGITIMATE, LEGAL, MONEY MAKING OPPORTUNITY. It does not require you to come into 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'll get that big break that you've been waiting for, THIS IS IT! Simply follow the instructions, and your dream will come true. This multi-level e-mail order marketing program works perfectly...100% EVERY TIME. E-mail is the sales tool of the future. Take advantage of this non-commercialized method of advertising NOW!!! The longer you wait, the more people will be doing business using e-mail. Get your piece of this action!!! MULTI-LEVEL MARKETING (MLM) has finally gained respectability. It is being taught in the Harvard Business School, and both StanfordResearch and the Wall Street Journal have stated that between 50% and 65% of all goods and services will be sold through multi-level methods by the mid to late 1990's. This is a Multi-Billion Dollar industryand of the 500,000 millionaires in the U.S., 20% (100,000) made their fortune in the last several years in MLM. Moreover, statistics show 45 people become millionaires every day through Multi-Level Marketing. The enclosed information is something I almost let slip through my fingers. Fortunately, sometime later I re-read everything and gave some thought and study to it. My name is Christopher Erickson. Two years ago, the corporation I worked at for the past twelve years down-sized and my position was eliminated. After unproductive job interviews, I decided to open my own business. Over the past year, I incured many unforeseen financial problems. I owed my family, friends and creditors over $35,000. The economy was taking a toll on my business and I just couldn't seem to make ends meet. I had to refinance and borrow against my home to support my family and struggling business. AT THAT MOMENT something significant happend in my life and I am writing to share the experience in hopes that this will change your life FOREVER FINANCIALLY!!! In mid December, I received this program via e-mail. Six month's prior to receiving this program I had been sending away for information on various business opportunities. All of the programs I received, in my opinion, were not cost effective. They were either too difficult for me to comprehend or the initial investment was too much for me to risk to see if they would work or not. One claimed that I would make a million dollars in one year...it didn't tell me I'd have to write a book to make it! But like I was saying, in December of 1995 I received this program. I didn't send for it, or ask for it, they just got my name off a mailing list. THANK GOODNESS FOR THAT!!! After reading it several times, to make sure I was reading it correctly, I couldn't believe my eyes. Here was a MONEY MAKING PHENOMENON. I could invest as much as I wanted to start, without putting me further into debt. After I got a pencil and paper and figured it out, I would at least get my money back. After determining the program was LEGAL and NOT A CHAIN LETTER, I decided "WHY NOT." Initially I sent out 10,000 e-mails. It cost me about $15.00 for my time on-line. The great thing about e-mail is that I don't need any money for printing to send out the program, only the cost to fulfill my orders. I am telling you like it is, I hope it doesn't turn you off, but I promised myself that I would not "rip-off" anyone, no matter how much money it cost me! A good program to help do this is Ready Aim Fire, an e-mail extracting and mass mail program. At http://microsyssolutions.com/raf In less than one week, I was starting to receive orders for REPORT #1. By January 13, I had received 26 orders for REPORT #1. When you read the GUARANTEE in the program, you will see that "YOU MUST RECEIVE 15-20 ORDERS FOR REPORT #1 WITHIN 2 WEEKS. IF YOU DON'T, SEND OUT MORE PROGRAMS UNTIL YOU DO!" My first step in making $50,000 in 20-90 days was done. By January 30, I had received 196 orders for REPORT #2. If you go back to the GUARANTEE, "YOU MUST RECEIVE 100+ ORDERS FOR REPORT #2 WITHIN 2 WEEKS. IF NOT, SEND OUT MORE PROGRAMS UNTIL YOU DO. ONCE YOU HAVE 100 ORDERS, THE REST IS EASY, RELAX, YOU WILL MAKE YOUR $50,000 GOAL." Well, I had 196 orders for REPORT #2, 96 more than I needed. So I sat back and relaxed. By March 19, of my e-mailing of 10,000, I received $58,000 with more coming in every day. I paid off ALL my debts and bought a much needed new car. Please take time to read the attatched program, IT WILL CHANGE YOUR LIFE FOREVER!!! Remember, it won't work if you don't try it. This program does work, but you must follow it EXACTLY! Especially the rules of not trying to place your name in a different place. It won't work, you'll lose out on a lot of money! REPORT #2 explains this. Always follow the guarantee, 15-20 orders for REPORT #1, and 100+ orders for REPORT #2 and you will make $50,000 or more in 20-90 days. I AM LIVING PROOF THAT IT WORKS!!! If you choose not to participate in this program, I am sorry. It really is a great opportunity with little cost or risk to you. If you choose to participate, follow the program and you will be on your way to financial security. If you are a fellow business owner and are if financial trouble like I was, or you want to start your own business, consider this a sign. I DID! Sincerely, Christopher Erickson P.S. Do you have any idea what 11,700 $5 bills ($58,000) look like piled up on a kitchen table? IT'S AWESOME! A PERSONAL NOTE FROM THE ORGINATOR OF THIS PROGRAM: By the time you have read the enclosed program and reports, you should have concluded that such a program, and one that is legal, could not have been created by an amateur. Let me tell you a little about myself. I had a profitable business for 10 years. Then in 1979 my business began falling off. I was doing the same things that were previously successfull for me, but it wasn't working. Finally, I figured it out. It wasn't me, it was the economy. Inflation and recession had replaced the stable economy that had been with us since 1945. I don't have to tell you what happend to the unemployment rate... because many of you know from first hand experience. There were more failures and bankruptcies than ever before. The middle class was vanishing. Those who knew what they were doing invested wisely and moved up. Those who did not, including those who never had anything to save or invest, were moving down into the ranks of the poor. As the saying goes, "THE RICH GET RICHER AND THE POOR GET POORER." The traditional methods of making money will never allow you to "move up" or "get rich", inflation will see to that. You have just received information that can give you financial freedom for the rest of your life, with "NO RISK" and "JUST A LITTLE BIT OF EFFORT." You can make 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 this money, nor anyone else who has provided a testimonial for this program. I have already made over 4 MILLION DOLLARS! I have retired from the program after sending out over 16,000 programs. Now I have several offices that make this and several other programs here and over seas. By the spring we wish to market the "internet" by a partnership with AMERICA ON LINE. Follow the program EXACTLY AS INSTRUCTED. Do not change it in any way. It works exceedingly well as it is now. Remember to e-mail a copy of this exciting report to everyone you can think of. One of the people you send this to may send out 50,000...and your name will be on everyone of them! Remember though, the more you send out the more potential customers you will reach. So my friend, I have given you the ideas, information, materials and opportunity to become financially independent, IT IS UP TO YOU NOW! "THINK ABOUT IT" Before you delete this program from your mailbox, as I almost did, take a little time to read it and REALLY THINK ABOUT IT. Get a pencil and figure out what could happen when YOU participate. Figure out the worst possible response and no matter how you calculate it, you will still make a lot of money! You will definitely get back what you invested. Any doubts you have will vanish when your first orders come in. IT WORKS! Paul Johnson, Raleigh, NC HERE'S HOW THIS AMAZING PROGRAM WILL MAKE YOU $$$$$ Let's say that you decide to start small, just to see how it goes, and we'll assume you and all those involved send out only 2,000 programs each. Let's also assume that the mailing receives a 0.5% response. Using a good list the response could be much better. Also many people will send out hundreds of thousands of programs instead of 2,000. But continuing with this example, you send out only 2,000 programs. With a 0.5% response, that is only 10 orders for REPORT #1. Those 10 people respond by sending out 2,000 programs each for a total of 20,000. Out of those 0.5%, 100 people respond and order REPORT #2. Those 100 mail out 2,000 programs each for a total of 200,000. The 0.5% response to that is 1,000 orders for REPORT #3. Those 1,000 send out 2,000 programs each for a 2,000,000 total. The 0.5% response to that is 10,000 orders for REPORT #4. That's 10,000 $5 bills for you. CASH!!! Your total income in this example is $50 + $500 + $5,000 + $50,000 for a total of $55,550!!! REMEMBER FRIEND, THIS IS ASSUMING 1,990 OUT OF THE 2,000 PEOPLE YOU MAIL TO WILL DO ABSOLUTELY NOTHING AND TRASH THIS PROGRAM! DARE TO THINK FOR A MOMENT WHAT WOULD HAPPEN IF EVERYONE, OR HALF SENT OUT 100,000 PROGRAMS INSTEAD OF 2,000. Believe me, many people will do just that, and more! By the way, your cost to participate in this is practically nothing. You obviously already have an internet connection and e-mail is FREE!!! REPORT #3 will show you the best methods for bulk e-mailing and obtaining e-mail lists. INSTRUCTIONS: We at Erris Mail Order Marketing Businesses, have a method of raising capital that REALLY WORKS 100% EVERYTIME. I am sure that you could use $50,000 to $125,000 in the next 20-90 days. Before you say "BULL... ", please read this program carefully. This is not a chain letter, but a perfectly legal money making opportunity. Basically, this is what you do: As with all multi-level business, we build our business by recruiting new partners and selling our products. Every state in the USA allows you to recruit new multi-level business partners, and we offer a product for EVERY dollar sent. YOUR ORDERS COME AND ARE FILLED THROUGH THE MAIL, so you are not involved in personal selling. You do it privately in your own home, store or office. This is the GREATEST Multi-Level Mail Order Marketing anywhere: Step (1) Order all four (4) REPORTS listed by NAME AND NUMBER. Do this by ordering the REPORT from each of the four (4) names listed on the next page. For each REPORT, send $5 CASH and a SELF-ADDRESSED STAMPED envelope (BUSINESS SIZE #10) to the person listed for the SPECIFIC REPORT. International orders should also include $1 extra for postage. It is essential that you specify the NAME and NUMBER of the REPORT requested to the person you are ordering it from. You will need ALL FOUR (4) REPORTS because you will be REPRINTING and RESELLING them. DO NOT alter the names or sequence other than what the instructions say. IMPORTANT: Always provide same-day service on all orders. Step (2) Replace the name and address under REPORT #1 with your's, moving the one that was there down to REPORT #2. Drop the name and address under REPORT #2 TO REPORT #3, moving the one that was there to REPORT #4. The name and the address that was under REPORT #4 is dropped from the list and this party is no doubt on the way to the bank. When doing this, make certain you type the names and addresses ACCURATELY!!! DO NOT MIX UP MOVING PRODUCT/REPORT POSITIONS!!! Step (3) Having made the requested changes in the NAME list, save it as text (.txt) file in it's own directory to be used with whatever e-mail program you like. Again, REPORT #3 will tell you the best methods of bulk e-mailing and acquiring e-mail lists. Step (4) E-mail a copy of the entire program (all of this is very important) to everyone whose address you can get your hands on. Start with friends and relatives since you can encourage them to take advantage of this fabulous money-making opportunity. That's what I did. And they love me now, more than ever. Then, e-mail to anyone and everyone! Use your imagination! You can get e-mail addresses from companies on the internet who specialize in e-mail mailing lists. These are very cheap, 100,000 addresses for around $35. IMPORTANT: You won't get a good response if you use an old list, so always request a FRESH, NEW list. You will find out where to purchase these lists when you order the four (4) REPORTS. ALWAYS PROVIDE SAME-DAY SERVICE ON ALL ORDERS!!! REQUIRED REPORTS: ***Order each REPORT by NUMBER and NAME*** ALWAYS SEND A SELF-ADDRESSED, STAMPED ENVELOPE AND $5 CASH FOR EACH ORDER REQUESTING THE SPECIFIC REPORT BY NAME AND NUMBER. ____________________________________________________ REPORT #1 "HOW TO MAKE $250,000 THROUGH MULTI-LEVEL SALES" ORDER REPORT #1 FROM: T&P ENTERPRISES 3431 W. Thunderbird Rd. #13-182 Phoenix, Az. 85023 ____________________________________________________ REPORT #2 "MAJOR CORPORATIONS AND MULTI-LEVEL SALES" ORDER REPORT #2 FROM: HENDON ENTERPRISES P.O. Box #188 Seguin, TX. 78156 ____________________________________________________ REPORT #3 "SOURCES FOR THE BEST MAILING LISTS" ORDER REPORT #3 FROM: PROSPERITY GROUP P.O.Box #968 Englewood, Fl. 34295 ____________________________________________________ REPORT #4 "EVALUATING MULTI-LEVEL SALES PLANS" ORDER REPORT #4 FROM: MILLENNIUM TECH. 603 W. 13th St. #1A-109 Austin, Tx. 78701 ____________________________________________________ CONCLUSION: I am enjoying my fortune that I made by sending out this program. You too, will be making money in 20-90 days, if you follow the SIMPLE STEPS outlined in this mailing. To be financially independent is to be FREE. Free to make financial decisions as never before. Go into business, get into investments, retire or take a vacation. No longer will a lack of money hold you back. However, very few people reach financial independence, because when opportunity knocks, they choose to ignore it. It is much easier to say "NO" than "YES", and this the question that you must answer. Will YOU ignore this amazing opportunity or will you take advantage of it? If you do nothing, you have indeed missed something and nothing will change. Please re-read this material, this is a special opportunity. If you have any questions, please feel free to write to the sender of this information. You will get a prompt and informative reply. My method is simple. I sell thousands of people a product for $5 that cost me pennies to produce and e-mail. I should also point out that this program is LEGAL and everyone who participates WILL make money. This is not a chain letter or a pyramid scam. At times you probably received chain letters, asking you to send money, on faith, but getting NOTHING in return, NO product what-so-ever! Not only are chain lettters illegal, but the risk of someone breaking the chain makes them quite unattractive. You are offering a legitimate product to your people. After they purchase the product from you, they reproduce more and resell them. It's simple free enterprise. As you learned from the enclosed material, the PRODUCT is a series of four (4) FINANCIAL AND BUSINESS REPORTS. The information contained in these REPORTS will not only help you in making your participation in this program more rewarding, but will be useful to you in any 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 mail this program. The concise one and two page REPORTS you will be buying can easily be reproduced at a local copy center for a cost of about 3 cents a copy. Best wishes with the program and Good Luck! "IT WAS TRULY AMAZING" "Not being the gambling type, it took me several weeks to make up my mind to participate in this program. But conservative as I am, I decided that the initial investment was so little that there was no way that I could not get enough orders to at least get my money back. BOY, was I ever surprised when I found my medium sized post office box crammed with orders! I will make more money this year than any ten years of my life before." Mary Riceland, Lansing, MI TIPS FOR SUCCESS: Send for your four (4) REPORTS immediately so you have them when the orders start coming in. When you receive a $5 order, you MUST send out the product/service to comply with U.S. Postal and lottery laws. Title 18 Sections 1302 and 1341 specifically 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. You can use your own name if you desire. 2. Get a post office box (preferred). 3. Edit the name and addresses on the program. You must remember, your name and address go next to REPORT #1 and the others all move down one, with the fourth one being bumped OFF the list. 4. Obtain as many e-mail addresses as possible to send to, until you receive the information on mailing list companies in REPORT #3. 5. Decide on the number of programs you intend to send out. The more you send, and the quicker you send them, the more money you will make. 6. After mailing the programs, get ready to fill the orders. 7. Copy the four (4) REPORTS so your are able to send them out as soon as you receive an order. IMPORTANT: ALWAYS PROVIDE SAME-DAY SERVICE ON ORDERS YOU RECEIVE! 8. Make certain the letter and the reports are neat and legible. YOUR GUARANTEE: The check point which GUARANTEES your success is simply this: You must receive 15-20 orders for REPORT #1. This is a must!!! If you don't within 2 weeks, e-mail out more programs 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 programs until you do. Once you have received 100 or more orders for REPORT #2, (take a deep breath) you can sit back and relax, because YOU ARE GOING TO MAKE AT LEAST $50,000. Mathematically it is a proven guarantee. Of those who have participated in this program and reached the above GUARANTEES, ALL have reached their $50,000 goal. Also, remember, every time your name is moved down the list you are in front of a different REPORT, so you can keep track of your progress by knowing what people are ordering from you. IT'S THAT EASY, REALLY, IT IS!!! REMEMBER: "HE WHO DARES NOTHING, NEED NOT HOPE FOR ANYTHING." "INVEST A LITTLE TIME, ENERGY AND MONEY NOW OR SEARCH FOR THE REST OF YOUR LIFE." From: danny58@speedydelivery.net Subject: 5.9 CENT PER MINUTE Date: 1997/03/21 Message-ID: <199702170025.GAA08056@speedydelivery.net>#1/1 _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ S P E C T R U M C O M M U N I C A T I O N S !!! 5.9 CPM (cents per minute) LONG DISTANCE!! BRAND NEW --- JUST ANNOUNCED!! NO BLACK BOX NEEDED!! YOU DO NOT HAVE TO PRE-PAY FOR LD!! _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ FREE PERSONALIZED WEB PAGE WHEN YOU JOIN OUR SUCCESS TEAM ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Tag-Team Email support in place ready to go! ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ => * 5.9 CPM LONG DISTANCE - 24 hours every day * Billed in 6 second increments * NO black box required! NO minimum usage! * NO pre-payment on LD required * ONE TIME $50 to sign up * Sponsor just 2 to recoup your $50 investment * NO Minimum monthly purchase required * Commissions paid WEEKLY, not monthly * Phone cards available for your convenience * Fantastic pay plan ===> $300/day and $1000/day ============================================ COMING SOON * PrePaid Cellular * Nationwide Internet Services * Virtual Office Technology * International Call Back Service * TV Internet Devices (Web TV) * Discount residential/business 800 numbers * Satellite TV Equipment programming ============================================ We've signed up folks EVERY DAY since we joined! All our top leaders and heavy hitters are fully qualified and waiting for our next batch of NEW sign-ups to place people under. You sign up with us ... and you'll have the BEST upline support you've ever dreamed of. We have already given away over 100 people to our downline already ... you can be next!! From day one you'll qualify for group volume on all your levels down through INFINITY!!! We are co-op advertising to huge amounts of people. Once you respond to this email ... you will see why folks are flocking to us for the sharpest web pages and tag-team script email support. Folks, this blows away everything else out there! Spearheaded by an accomplished attorney and full staff with over 18 years of telecommunications experience and major carriers on board. Currently 3,000+ daily application processing ability about to triple in capability. This offers all the security you could want with the best opportunity on the market!!! There will be many multimillionaires created literally almost overnight with this program! You've seen the incredible explosion created over 7.9 LD, you can imagine how fast this will spread at only 5.9 with none of the hassles!!!! DON'T MISS OUT ON THIS EXTRAORDINARY OPPORTUNITY!!! Get details NOW and join before everyone else you know does!!! => We'll send you the Fast Fax on Demand giving you all the details => We'll send you the Phone number for a 3 minute introduction => We'll send you the Company conference call info => We'll send you the info on OUR upline/downline conf calls => We'll show you how easy and fast YOUR web page can be up $$ Yes, we are already getting checks! $$ Yes, we already have our packets from the company Don't join any group til you see the web page they will offer you!! Our web pages are fantastically and beautifully designed. Our web masters have encorportated technologies in this web page that others only hope for. We have it NOW and ready for you to use! HIT THE REPLY BUTTON and we'll immediately send out details so you can sign up FIRST and get into the BEST POSITION POSSIBLE! You have never found a better time than NOW !! From: bx880@torfree.net (Ian Sutton) Subject: Re: A few LP programs Date: 1997/03/21 Message-ID: #1/1 jkw@koth.org wrote: : rimmer 2.0 by jkw scores 232 : Completely Indestructible v1.0 by Ian Sutton scores 46 : Results: 70 8 22 : --- : Well... it doesn't seem all THAT Indestructable... :) : -jkw- Maybe I should resubmit it as "Completely Indestructible against the 2 programs I tested it against." On second thoughts maybe not, my titles are long enough already. Ian From: Fintan.costllo@tcd.not.ie (Fintan Costello) Subject: Re: .ALL WRITERS Date: 1997/03/21 Message-ID: #1/1 "My god, it's full of stars!" -- _ _ _ If I'd known it was harmless I'd have killed it myself _ _ _ _ _ _ | | | to email me, remove the | Fintan Costello | (01) 6081800 | | "not." from my address | TCD, Dublin,Ireland | Standard disclaimer | From: DOO SING <110025.1742@CompuServe.COM> Subject: .ALL WRITERS Date: 1997/03/21 Message-ID: <5gtua1$ovo$11@mhafn.production.compuserve.com>#1/1 ~*=We**are now accepting new & previously published* writers for publication. We have 3 offices/ 2 in *New York / the other in *Florida**. For ALL fiction & nonfiction/ send brief digest/ 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. *We are also accepting screenplays for TV/ Movies/ Please follow guidelines as for fiction and nonfiction. >=*NYC AGENCY==* >=*33-29 58 Street==* >=*fLUSHING, NY 11377=-* >=*(718)651-8145==* *remember the MIA's* -- *REMEMBER THE *MIA'S* From: George Subject: Re: Evolution Date: 1997/03/22 Message-ID: #1/1 >I would be happy to help with this. >I can do some coding particularly in C also after we have it up and >running I >have 5 pentiums ranging from 120-150mhz on a lan with dial-up internet >access, >4 of them run win95 and the router is running FreeBSD. i don't know how win95 friendly will the system be ... we plan to do either bash/ksh/perl on a lot of stuff ... since it's easier to maintain and change ... (there might be bash for win95 though but i'm not sure) but the freebsd should be cool ... anyways ... we are cc-ing each otehr right now and we should have a mailing list ... >Just a thought it might be nice instead of running one main server to run >a network >of servers so that people could set up a local server on there lan that >would >communicate with the outside network. hmmm ... well we're planning to do one server that just does the migration, each system would run their own enviroments with their own parameters .... we also want to be able to farm the fights over a bunch of machines (through nfs i guess) (wow that rhymes) ... to create bigger enviroments Franz From: bhaskin@juno.com (Brian A Haskin Jr.) Subject: Re: Evolution Date: 1997/03/22 Message-ID: <19970322.192742.3790.0.BHaskin@juno.com>#1/1 I would be happy to help with this. I can do some coding particularly in C also after we have it up and running I have 5 pentiums ranging from 120-150mhz on a lan with dial-up internet access, 4 of them run win95 and the router is running FreeBSD. Just a thought it might be nice instead of running one main server to run a network of servers so that people could set up a local server on there lan that would communicate with the outside network. But we should probably go for something simple right now and then we can improve on it. :) Hope I can be of service. Brian Haskin On Sat, 22 Mar 1997 01:33:01 -0500 franz@azstarnet.com (George Lebl) writes: >anyway ... we'll have a mailing list and we're working on the ga sys >... >right now we need more coders (it won't probably be too much coding, >unless we get real fancy with the distributed thing, which would be >nice) > >Franz > >-- >-------------------------------------------------------------------------------- >Sex Pistols RULE!!! >franz@azstarnet.com > From: lar1@earthlink.net Subject: Yet another redcode problem.... Date: 1997/03/22 Message-ID: <199703230030.QAA11244@lithuania.it.earthlink.net>#1/1 How do I compare the data location and 10? I thought of cmp... but I can't figure out how to use it. Any help will be apperacited. :) -lar1 From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution Date: 1997/03/22 Message-ID: #1/1 >Definitely. I'm sure there are many interesting projects to be done by >mixing core war and artificial life, but for now we're thinking about a >straightforward distributed genetic algorithm. yup it's supposed to evolve a warrior that would beat the crap out of human written warriors (or at least get on the hill if nothing else :) >If anybody is interested, it's possible to run Tierra in "core war" mode >by giving creatures read, write, and execute permissions to other >creatures address spaces. I tried this a few times and (as expected) the >population died out fairly quickly. tierra is a different concept as it tries to emulate life ... and corewar has nothing to itself about survival ... all the programs do is kill ... they usually destory themselves in the proccess, reducing themselves to an imp or coreclear ... >Have you evolved any good warriors with your program? I'm curious because >I didn't see a crossover routine, and I'd be really surprised if anything >good evolved out of random mutations alone - crossover is really the key >idea in genetic algorithms. Excuse me if I didn't look at the code hard >enough and missed something. mutations should produce very simple warriors, but would take TOO long to evolve anything large ... (I think) ... at least that's what i was told ... I tried mutation engine a long time ago with no results to speak of Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: George Subject: Re: Evolution Date: 1997/03/22 Message-ID: #1/1 >Ok I've had time to fix up my in place evolution >so it works from a config file. I've built it >with out change on HP-UX, AIX, and DOS. So it >should be easy to use almost any where GCC is. >The parsing is a hack but the rest of the code >is pretty clean now. Anyway I'm going to play >around with the fitness function some perhaps I >will add a second selection to each cycle where >a over all koth will be found and spread to some >of the weaker slots. I may also add a selection >against some "predators" to encorage strong code. >I assume everyone who has be thinking about a >distributed corewar ga system has looked at the >Terria project and read what they have done in >this area. I for one think that adding network >code the warrior them self is a bad idea. The >arena battle idea sould be maintained and the >transportation of warrior should be a function >of the system and not of the warriors them selves. >The idea of competition should be encoraged with >a code stable type system rather than another >game of life. With programs responsable for there >own distrabution. I've include my code with this >post and will not do it again but will put it on >page for anyone who cares. we'll have a mailing list soon about all this .. and we're building a distributed system ... and a system which should do all kinds of evolution enviroments and share the results ... Franz From: John David Regehr Subject: Re: Evolution Date: 1997/03/22 Message-ID: #1/1 > I for one think that adding network > code the warrior them self is a bad idea. The > arena battle idea sould be maintained and the > transportation of warrior should be a function > of the system and not of the warriors them selves. Definitely. I'm sure there are many interesting projects to be done by mixing core war and artificial life, but for now we're thinking about a straightforward distributed genetic algorithm. If anybody is interested, it's possible to run Tierra in "core war" mode by giving creatures read, write, and execute permissions to other creatures address spaces. I tried this a few times and (as expected) the population died out fairly quickly. > The idea of competition should be encoraged with > a code stable type system rather than another > game of life. With programs responsable for there > own distrabution. I've include my code with this > post and will not do it again but will put it on > page for anyone who cares. Have you evolved any good warriors with your program? I'm curious because I didn't see a crossover routine, and I'd be really surprised if anything good evolved out of random mutations alone - crossover is really the key idea in genetic algorithms. Excuse me if I didn't look at the code hard enough and missed something. John From: jason Subject: Re: Evolution Date: 1997/03/22 Message-ID: hey, Ok I've had time to fix up my in place evolution so it works from a config file. I've built it with out change on HP-UX, AIX, and DOS. So it should be easy to use almost any where GCC is. The parsing is a hack but the rest of the code is pretty clean now. Anyway I'm going to play around with the fitness function some perhaps I will add a second selection to each cycle where a over all koth will be found and spread to some of the weaker slots. I may also add a selection against some "predators" to encorage strong code. I assume everyone who has be thinking about a distributed corewar ga system has looked at the Terria project and read what they have done in this area. I for one think that adding network code the warrior them self is a bad idea. The arena battle idea sould be maintained and the transportation of warrior should be a function of the system and not of the warriors them selves. The idea of competition should be encoraged with a code stable type system rather than another game of life. With programs responsable for there own distrabution. I've include my code with this post and will not do it again but will put it on page for anyone who cares. jason ----------------------------------------------- /* This file is: ga_war.c by jason boer 3/20/97 boer@cs.uiowa.edu for now... Hello, This is a program to evolve REDCODE programs for Corewars using a closed system of unnatural selection. To maximize portability these are the instructions for this program. You are free to do whatever you want with it. You will not owe me even a nickel if you do, but in no case will I owe you if you grind your harddrive to dust. This program does tons of file accesses and is intended to be run from a ramdisk and NOT from a harddrive. To use this code place it in a directory of your choice, then make a directory under that called valhalla. You then need to copy "plant.red" and "ga_war.cfg" into a file they are listed below. Then compile this file. It was made with DJGPP 2.01 a DOS port of gcc. I have tried to make this as portable as possible and in most cases changing the path_symbol in the "ga_war.cfg" file should be all that is need. So type "gcc -Wall -O2 ga_war.c", OK if that didn't work then goodluck. I am not able help you with this kind of problem. Now you have a.exe or a.out so run it. Wait did I say you need to have "pmars" in your path and I can't stress too much this should!!! be a ramdisk. If you don't have a ramdisk try simtel there are some there. Now run the code it will create a population of REDCODE programs and begin the process of unnatural selection on them. The code should be fairly clear in showing the exact way it is doing this. If you make any big breakthroughs with this or make a super new improvement to this code feel free to let me know and tell me what you did. But you are not obligated to do so. Put this in a file called: "plant.red" cut here------------------------- ;redcode-94 ;name plant ;assert CORESIZE == 8000 spl.x # 0,# 0 end cut here------------------------- Put this in a file called: "ga_war.cfg" cut here------------------------- ;the form of this must not be changed ;the parser is very-very-very dumb ; ; value can be {0,1} create_new_population=1 ; value must be {n>1} or else population_size=25 ; value must be {n>1} or else number_of_cycles=250 ; value must be {n>=0} starting_cycle=0 ; value must be {00} number_of_battles=3 ; 2 letters only...dumb population_name=xx ; OK, dos use \\ unix use // path_symbol=\\ cut here------------------------- */ #include #include #include #include /********************/ static unsigned long number_of_opcodes=17; static char * opcodes[]={\ "dat","mov","add","sub",\ "mul","div","mod","jmp",\ "jmz","jmn","djn","spl",\ "slt","cmp","seq","sne",\ "nop"}; static unsigned long number_of_modifiers=7; static char * modifiers[]= {".a ",".b ",".ab",".ba",".f ",".x ",".i "}; static unsigned long number_of_address_modes=7; static char * address_modes[]= {"#","$","@","<",">","*","{","}"}; /************************************/ /*these are set from the config file*/ static char path_symbol[32]=""; static int create_new_population=0; static char population_name[32]=""; static int population_size=0; static int starting_cycle=0; static int number_of_cycles=0; static int number_of_battles=0; static int mutation_rate=0; static int resurrection_rate=0; static int insertion_rate=0; static int removal_rate=0; static int max_number_size=0; static int max_instructions=0; /********************/ static int * valhalla_record=0; /********************/ int a_random_integer(int range){ return (int)range-(rand()%(range*2)); } int a_random_number(int range) { return (int)rand()%range; } /********************/ int a_mutation() { return ((a_random_number(100)+1)<=mutation_rate); } int a_resurrection() { return ((a_random_number(100)+1)<=resurrection_rate); } int a_insertion() { return ((a_random_number(100)+1)<=insertion_rate); } int a_removal() { return ((a_random_number(100)+1)<=removal_rate); } /********************/ void fprint_header(FILE * file,char * file_name) { fprintf(file,";redcode-94\n"); fprintf(file,";assert CORESIZE == 8000\n"); fprintf(file,";name %s\n",file_name); } /********************/ void fprint_body(FILE * target_file,FILE * source_file) { char buffer[256]; strcpy(buffer,";"); while (strstr(buffer,";")!=0) fgets (buffer,255,source_file); while (strstr(buffer,"end")==0) { fprintf(target_file,"%s",buffer); fgets (buffer,255,source_file); } } /********************/ void fprint_end(FILE * target_file,int score) { fprintf(target_file,"end\n"); fprintf(target_file,";%d\n",score); } /********************/ void file_copy(char * source_name,char *target_name) { FILE * target_file=0; FILE * source_file=0; char buffer[256]; if (0==(target_file=fopen(target_name,"w+"))) exit(0); if (0==(source_file=fopen(source_name,"r"))) exit(0); while (fgets(buffer,255,source_file)!=0) fprintf(target_file,"%s",buffer); fclose(target_file); fclose(source_file); } /********************/ void update_cycle_file(int cycle) { FILE * file=0; int index; if (0==(file=fopen("cycle.txt","w+"))) exit(0); fprintf(file,"%d\n",cycle); fprintf(file,"create_new_population=%d\n",create_new_population); fprintf(file,"population_size=%d\n",population_size); fprintf(file,"number_of_cycles=%d\n",number_of_cycles); fprintf(file,"starting_cycle=%d\n",starting_cycle); fprintf(file,"max_instructions=%d\n",max_instructions); fprintf(file,"max_number_size=%d\n",max_number_size); fprintf(file,"mutation_rate=%d\n",mutation_rate); fprintf(file,"insertion_rate=%d\n",insertion_rate); fprintf(file,"removal_rate=%d\n",removal_rate); fprintf(file,"resurrection_rate=%d\n",resurrection_rate); fprintf(file,"number_of_battles=%d\n",number_of_battles); fprintf(file,"population_name=%s\n",population_name); fprintf(file,"path_symbol=%s\n",path_symbol); for (index=1;indexmax_instructions) { printf(";;;;; %s\n",file_name); return 0; } /*test with plant*/ sprintf(command,"pmars -b -o plant.red %s > temp.txt",file_name); system(command); if ((file=fopen("temp.txt","r"))==0) exit(0); while (strstr(buffer,file_name)==0) fgets (buffer,255,file); fclose(file); s_ptr=(strstr(buffer,"scores")); s_ptr+=7; if (atoi(s_ptr)<1) { printf("===== %s %s",file_name,s_ptr); return 0; } else { printf("===== %s %s",file_name,s_ptr); return 1; } }/*test_viable()*/ /********************/ void create_seed_population(int population_size,char * population_name) { FILE * file=0; int index; char buffer[256]; char file_name[256]; for (index=1;index temp.txt", number_of_battles,source_name,t_name); system(command); if ((file=fopen("temp.txt","r"))==0) exit(0); fgets (buffer,255,file); if (strstr(buffer,source_name)==0) { s_ptr=(strstr(buffer,"scores")); s_ptr+=7; t_score=atoi(s_ptr); } else { s_ptr=(strstr(buffer,"scores")); s_ptr+=7; s_score=atoi(s_ptr); } fgets (buffer,255,file); if (strstr(buffer,source_name)==0) { s_ptr=(strstr(buffer,"scores")); s_ptr+=7; t_score=atoi(s_ptr); } else { s_ptr=(strstr(buffer,"scores")); s_ptr+=7; s_score=atoi(s_ptr); } fclose(file); printf("^^^^^%9s %9s:%d %d\n",source_name,t_name,s_score,t_score); if (s_score>=(3*number_of_battles)) return TOTAL_WIN; if (t_score>=(3*number_of_battles)) return TOTAL_LOSS; if (s_score>t_score) return WIN; if (s_score %s\n",source_name,target_name); } /********************/ int valhalla_score(char * file_name) { FILE * file=0; char buffer[256]; if (0==(file=fopen(file_name,"r"))) exit(0); strcpy(buffer,";"); while (strstr(buffer,"end")==0) fgets (buffer,255,file); fgets (buffer,255,file); fclose(file); return atoi((buffer+1)); }/*valhalla_score()*/ /********************/ void send_to_valhalla(int source_number,char * source_file_name) { char target_file_name[256]; /*make vahalla file name*/ sprintf(target_file_name,".%svalhalla%s%s",path_symbol,path_symbol,source_file_name); /*is this one better than the current valhalla file*/ if(valhalla_score(target_file_name)>=valhalla_record[source_number]) return; /*it not better,so copy the file to valhalla*/ file_copy(source_file_name,target_file_name); valhalla_record[source_number]=0; printf(">>>>> %s\n",source_file_name); }/*send_to_valhalla()*/ /********************/ void return_from_valhalla(char * target_file_name) { FILE * source_file=0; FILE * target_file=0; char source_file_name[256]; sprintf(source_file_name,".%svalhalla%s%s",path_symbol,path_symbol,target_file_name); /*is this one better than the current valhalla file*/ if(valhalla_score(source_file_name)<=valhalla_score(target_file_name)) return; if (0==(target_file=fopen(target_file_name,"w+"))) exit(0); if (0==(source_file=fopen(source_file_name,"r"))) exit(0); fprint_header(target_file,target_file_name); fprint_body(target_file,source_file); fprint_end(target_file,0); fclose(target_file); fclose(source_file); printf("<<<<< %s\n",target_file_name); }/*return_from_valhalla()*/ /********************/ void add_to_valhalla_score(char * file_name,int target_number,int score) { FILE * source_file=0; FILE * target_file=0; valhalla_record[target_number]+=score; if (0==(source_file=fopen(file_name,"r"))) exit(0); if (0==(target_file=fopen("temp.red","w+"))) exit(0); fprint_header(target_file,file_name); fprint_body(target_file,source_file); fprint_end(target_file,valhalla_record[target_number]); fclose(source_file); fclose(target_file); /*replace it*/ file_copy("temp.red",file_name); }/*add_to_valhalla_score()*/ /********************/ void run_one_cycle(int population_size,char * population_name) { int source_number; int target_number; char source_name[256]; char target_name[256]; /*index through whole population*/ for (source_number=1;source_number<=population_size;source_number++) { /*pick a target*/ target_number=source_number; while (target_number==source_number) target_number=(a_random_number(population_size)+1); /*make file names*/ sprintf(source_name,"%s_%d.red",population_name,source_number); sprintf(target_name,"%s_%d.red",population_name,target_number); switch (run_competion(source_name,target_name)) { case TOTAL_WIN : add_to_valhalla_score(source_name,source_number,3); send_to_valhalla(target_number,target_name); straight_replace(source_name,target_name); break; case TOTAL_LOSS : add_to_valhalla_score(target_name,target_number,3); send_to_valhalla(source_number,source_name); straight_replace(target_name,source_name); break; case WIN : add_to_valhalla_score(source_name,source_number,1); send_to_valhalla(target_number,target_name); create_successor(source_name,target_name); break; case LOSS : add_to_valhalla_score(target_name,target_number,1); send_to_valhalla(source_number,source_name); create_successor(target_name,source_name); break; case TIE : if (a_resurrection()) return_from_valhalla(source_name); else if (a_mutation()) { send_to_valhalla(source_number,source_name); create_successor(source_name,"temp.red"); straight_replace("temp.red",source_name); } break; default : break; }/*switch*/ }/*for*/ }/*run_one_cycle()*/ /********************/ int main() { int index; setup(); if (create_new_population) create_seed_population(population_size,population_name); for (index=starting_cycle;index<(starting_cycle+number_of_cycles);index++) { printf("..... %d ..... %d ..... %d .....%d\n",index,index,index,index); printf("..... %d ..... %d ..... %d .....%d\n",index,index,index,index); printf("..... %d ..... %d ..... %d .....%d\n",index,index,index,index); update_cycle_file(index); run_one_cycle(population_size,population_name); } return 1; } From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution Date: 1997/03/22 Message-ID: #1/1 > I have somewhat limited access to several machines(40 sparc 10's, >6 40 mhz Indys, and a 8*150Mhz Indy) as well as my own collection of >networked Sun systems that I use for distributed processing. I'm trying to >get my network running, but wouldn't mind doing a little work on the >Distributed GA project as well. Let me know. we're gonna have a mailing list for this since it seems quite a few people are interested ... maybe we'll even evolve something afterall :) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: franz@azstarnet.com (George Lebl) Subject: Re: Evolution Date: 1997/03/22 Message-ID: #1/1 >> > I'm sort of a newbie to corewars, but I have access to some cpu time >> > on a T1 -- I'd be willing to experiment with this, if anyone would >> > like to work on it. >> > >> Um, a T1 is a piece of wire. To actually get some CPU time it would >> be more effective to get a computer > >Yes, I'm sure it would. Thank you for that amazing insight. I'm sure with >this kind of in-depth knowledge and reading skills, you could go far in the >computing world. but you gotta admit it has logic :) anyway ... we'll have a mailing list and we're working on the ga sys ... right now we need more coders (it won't probably be too much coding, unless we get real fancy with the distributed thing, which would be nice) Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: Chris Davis Subject: Re: Evolution Date: 1997/03/23 Message-ID: #1/1 On Sat, 22 Mar 1997, George Lebl wrote: > we're gonna have a mailing list for this since it seems quite a few people > are interested ... maybe we'll even evolve something afterall :) > > Franz > I'm currently setting up the distributed sun systems running SunOS, Linux and NetBSD, but I do need something to do to other 22 hours in a day, so I can do some coding or testing. I'm familiar with C, C++ Shell scripts and know enough perl to be dangerous. But, do add me to the mailing list. Chris =============================================================================== If at first you don't succeed, you must be a programmer. =============================================================================== | Chris Davis | davis@ecf.utoronto.ca | Computer Engineering OTO | www.ecf.utoronto.ca/~davis | University of Toronto | ------------------------------------------------------------------------------- x86's, Sun3's and Sparc's running Debian Linux, NetBSD, SunOS and Solaris In a Parallel Computer and Linux Clustering Project. =============================================================================== "Together we will rule the world, all by myself" =============================================================================== From: remove@netchem.com Subject: Please Help Yourself, Help Others & Help the Internet Date: 1997/03/23 Message-ID: <199703232100.NAA03107@netchem.com>#1/1 Dear Sir/Madam, Your email address is on many spammers' lists. That is why you received so much junk email lately. Most of the spammers will stop sending you junk email if you ask them to remove your email address from their lists. But the problem is that there are too many spammers. The spammers are not supposed to send you junk email in the first place. Why do you even have to spend your time to reply? We are compiling a REMOVE list. It is much faster for the spammers to remove your email address if we send them the list because most of the spammers use automated software. To add your name to the REMOVE list, simply reply to this email. You do not have to write anything. It is FREE! We are also compiling a blacklist of spammers. If you receive junk email from someone, please forward the original message to list@netchem.com. Please do not use spammers to advertise your product on the Internet. It is not easy to send out 1 million email. The spammer will take your money and disappear. To avoid further spamming, we send out this message only to limited number of users. Please forward this email to your friends if you think it is useful to them. Sincerely, Jerry ------------------------------------------------- Jerry Wang, PhD, Chemechanics, Inc. http://www.netchem.com, mailto:jerryw@netchem.com ------------------------------------------------- From: doa@cjs.com Subject: MUST READ TWICE Date: 1997/03/23 Message-ID: <199703232257.HAA09448@gol1.gol.com> Dear friend, The following income opportunity is one you may be interested in taking a look at. It can be started with VERY MINIMAL outlay and the income return is TREMENDOUS! <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> You are about to make at least $50,000 - In less than 90 days Read the enclosed program...THEN READ IT AGAIN!... <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> The enclosed information is something I almost let slip through my fingers. Fortunately, sometime later I re-read everything and gave some thought and study to it. My name is Christopher Erickson. Two years ago, the corporation I worked at for the past twelve years down-sized and my position was eliminated. After unproductive job interviews, I decided to open my own business. Over the past year, I incurred many unforeseen financial problems. I owed my family, friends, and creditors over $35,000. The economy was taking a toll on my business and I just couldn't seem to make ends meet. I had to refinance and borrow against my home to support my family and struggling business. I truly believe it was wrong for me to be in debt like this. AT THAT MOMENT something significant happened in my life and I am writing to share my experience in hopes that this will change your life FOREVER....FINANCIALLY!!! In mid-December, I received this program via email. Six months prior to receiving this program I had been sending away for information on various business opportunities. All of the programs I received, in my opinion, were not cost effective. They were either too difficult for me to comprehend or the initial investment was too much for me to risk to see if they worked or not. One claimed I'd make a million dollars in one year...it didn't tell me I'd have to write a book to make it. But like I was saying, in December of '95 I received this program. I didn't send for it, or ask for it, they just got my name off a mailing list. THANK GOODNESS FOR THAT!!! After reading it several times, to make sure I was reading it correctly, I couldn't believe my eyes. Here was a MONEY-MAKING PHENOMENON. I could invest as much as I wanted to start, without putting me further in debt. After I got a pencil and paper and figured it out, I would at least get my money back. After determining that the program is LEGAL and NOT A CHAIN LETTER, I decided "WHY NOT". Initially I sent out 50,000 emails. It only cost me about $60.00. The great thing about email is that I didn't need any money for printing to send out the program, only the cost to fulfill my orders. I am telling you like it is, I hope it doesn't turn you off, but I promised myself that I would not "rip-off" anyone, no matter how much money it cost me! A good program to help do this is EMAIL USA Bulk E-Mail @ http://www.mass-email.com In less than one week, I was starting to receive orders for REPORT #1. By January 13th, I had received 26 orders for REPORT #1. When you read the GUARANTEE in the program, you will see that "YOU MUST RECEIVE 15 TO 20 ORDERS FOR REPORT #1 WITHIN TWO WEEKS. IF YOU DON'T, SEND OUT MORE PROGRAMS UNTIL YOU DO!" My first step in making $50,000 in 20 to 90 days was done. By January 30th, I had received 196 orders for REPORT #2. If you go back to the GUARANTEE, "YOU MUST RECEIVE 100 OR MORE ORDERS FOR REPORT #2 WITHIN TWO WEEKS. IF NOT, SEND OUT MORE PROGRAMS UNTIL YOU DO. ONCE YOU HAVE 100 ORDERS, THE REST IS EASY, RELAX, YOU WILL MAKE YOUR $50,000 GOAL." Well, I had 196 orders for REPORT #2, 96 more than I needed. So I sat back and relaxed. By March 19th, of my emailing of 10,000, I received $58,000 with more coming in everyday. I paid off ALL my debts and bought a much needed new car. Please take time to read the attached program, IT WILL CHANGE YOUR LIFE FOREVER! Remember, it wont work if you don't try it. This program does work, but you must follow it EXACTLY! Especially the rules of not trying to place your name in a different place. It doesn't work, you'll lose out on a lot of money! REPORT #2 explains this. Always follow the guarantee, 15 to 20 orders for REPORT #1, and 100 or more orders for REPORT #2 and you will make $50,000 or more in 20 to 90 days. I AM LIVING PROOF THAT IT WORKS !!! If you choose not to participate in this program, I'm sorry. It really is a great opportunity with little cost or risk to you. If you choose to participate, follow the program and you will be on your way to financial security. If you are a fellow business owner and you are in financial trouble like I was, or you want to start your own business, consider this a sign. I DID! Sincerely, Christopher Erickson PS Do you have any idea what 11,700 $5 bills ($58,000) look like piled up on a kitchen table? IT'S AWESOME! "THREW IT AWAY" "I had received this program before. I threw it away, but later wondered if I shouldn't have given it a try. Of course, I had no idea who to contact to get a copy, so I had to wait until I was emailed another copy of the program. Eleven months passed, then it came. I DIDN'T throw this one away. I made $41,000 on the first try." Dawn W., Evansville, IN "NO FREE LUNCH" "My late father always told me, 'remember, Alan, there is no free lunch in life. You get out of life what you put into it.' Through trial and error and a somewhat slow frustrating start, I finally figured it out. The program works very well, I just had to find the right target group of people to email it to. So far this year, I have made over $63,000 using this program. I know my dad would have been very proud of me." Alan B., Philadelphia, PA A PERSONAL NOTE FROM THE ORIGINATOR OF THIS PROGRAM By the time you have read the enclosed information and looked over the enclosed program and reports, you should have concluded that such a program, and one that is legal, could not have been created by an amateur. Let me tell you a little about myself. I had a profitable business for ten years. Then in 1979 my business began falling off. I was doing the same things that were previously successful for me, but it wasn't working. Finally, I figured it out. It wasn't me, it was the economy. Inflation and recession had replaced the stable economy that had been with us since 1945. I don't have to tell you what happened to the unemployment rate...because many of you know from first hand experience. There were more failures and bankruptcies than ever before. The middle class was vanishing. Those who knew what they were doing invested wisely and moved up. Those who did not, including those who never had anything to save or invest, were moving down into the ranks of the poor. As the saying goes, "THE RICH GET RICHER AND THE POOR GET POORER." The traditional methods of making money will never allow you to "move up" or "get rich", inflation will see to that. You have just received information that can give you financial freedom for the rest of your life, with "NO RISK" and "JUST A LITTLE BIT OF EFFORT." You can make 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, nor anyone else who has provided a testimonial for this program. I have already made over FOUR MILLION DOLLARS! I have retired from the program after sending out over 16,000 programs. Now I have several offices which market this and several other programs here in the US and overseas. By the Spring, we wish to market the 'Internet' by a partnership with AMERICA ON LINE. Follow the program EXACTLY AS INSTRUCTED. Do not change it in any way. It works exceedingly well as it is now. Remember to email a copy of this exciting program to everyone that you can think of. One of the people you send this to may send out 50,000...and your name will be on every one of them!. Remember though, the more you send out, the more potential customers you will reach. So my friend, I have given you the ideas, information, materials and opportunity to become financially independent, IT IS UP TO YOU NOW! "THINK ABOUT IT" Before you delete this program from your mailbox, as I almost did, take a little time to read it and REALLY THINK ABOUT IT. Get a pencil and figure out what could happen when YOU participate. Figure out the worst possible response and no matter how you calculate it, you will still make a lot of money! Definitely get back what you invested. Any doubts you have will vanish when your first orders come in. IT WORKS! Paul Johnson, Raleigh, NC HERE'S HOW THIS AMAZING PROGRAM WILL MAKE YOU $$$$$$ Let's say that you decide to start small, just to see how it goes, and we'll assume you and all those involved send out 2,000 programs each. Let's also assume that the mailing receives a .5% response. Using a good list the response could be much better. Also many people will send out hundreds of thousands of programs instead of 2,000. But continuing with this example, you send out only 2,000 programs. With a 5% response, that is only 10 orders for REPORT #1. Those 10 people respond by sending out 2,000 programs each for a total of 20,000. Out of those .5%, 100 people respond and order REPORT #2. Those 100 mail out 2,000 programs each for a total of 200,000. The .5% response to that is 1,000 orders for REPORT #3. Those 1,000 send out 2,000 programs each for a 2,000,000 total. The .5% response to that is 10,000 orders for REPORT #4. That's 10,000 five dollar bills for you. CASH!!!! Your total income in this example is $50 + $500 + $5000 + $50,000 for a total of $55,550!!!! REMEMBER FRIEND, THIS IS ASSUMING 1,990 OUT OF 2,000 PEOPLE YOU MAIL TO WILL DO ABSOLUTELY NOTHING... AND TRASH THIS PROGRAM! DARE TO THINK FOR A MOMENT WHAT WOULD HAPPEN IF EVERYONE OR HALF SENT OUT 100,000 PROGRAMS INSTEAD OF ONLY 2,000. Believe me, many people will do that and more! By the way, your cost to participate in this is practically nothing. You obviously already have an internet connection and email is FREE!!! REPORT#3 will show you the best methods for bulk emailing and purchasing email lists. 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'll get that big break that you've been waiting for, THIS IS IT! Simply follow the instructions, and your dream will come true. This multi-level email order marketing program works perfectly...100% EVERY TIME. Email is the sales tool of the future. Take advantage of this non-commercialized method of advertising NOW!! The longer you wait, the more people will be doing business using email. Get your piece of this action!! MULTI-LEVEL MARKETING (MLM) has finally gained respectability. It is being taught in the Harvard Business School, and both Stanford Research and The Wall Street Journal have stated that between 50% and 65% of all goods and services will be sold throughout Multi-level Methods by the mid to late 1990's. This is a Multi-Billion Dollar industry and of the 500,000 millionaires in the US, 20% (100,000) made their fortune in the last several years in MLM. Moreover, statistics show 45 people become millionaires everyday through Multi-Level Marketing. INSTRUCTIONS We at Erris Mail Order Marketing Business, have a method of raising capital that REALLY 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 "Bull", please read the program carefully. This is not a chain letter, but a perfectly legal money making opportunity. Basically, this is what we do: As with all multi-level business, we build our business by recruiting new partners and selling our products. Every state in the USA allows you to recruit new multi- level business partners, and we offer a product for EVERY dollar sent. YOUR ORDERS COME AND ARE FILLED THROUGH THE MAIL, so you are not involved in personal selling. You do it privately in your own home, store or office. This is the GREATEST Multi-level Mail Order Marketing anywhere: Step (1) Order all four 4 REPORTS listed by NAME AND NUMBER. Do this by ordering the REPORT from each of the four 4 names listed on the next page. For each REPORT, send $5 CASH and a SELF- ADDRESSED, STAMPED envelope (BUSINESS SIZE #10) to the person listed for the SPECIFIC REPORT. International orders should also include $1 extra for postage. It is essential that you specify the NAME and NUMBER of the report requested to the person you are ordering from. You will need ALL FOUR 4 REPORTS because you will be REPRINTING and RESELLING them. DO NOT alter the names or sequence other than what the instructions say. IMPORTANT: Always provide same-day service on all orders. Step (2) Replace the name and address under REPORT #1 with yours, moving the one that was there down to REPORT #2. Drop the name and address under REPORT #2 to REPORT #3, moving the one that was there to REPORT #4. The name and address that was under REPORT #4 is dropped from the list and this party is no doubt on the way to the bank. When doing this, make certain you type the names and addresses ACCURATELY! DO NOT MIX UP MOVING PRODUCT/REPORT POSITIONS!!! Step (3) Having made the required changes in the NAME list, save it as a text (.txt) file in it's own directory to be used with whatever email program you like. Again, REPORT #3 will tell you the best methods of bulk emailing and acquiring email lists. Step (4) Email a copy of the entire program (all of this is very important) to everyone whose address you can get your hands on. Start with friends and relatives since you can encourage them to take advantage of this fabulous money-making opportunity. That's what I did. And they love me now, more than ever. Then, email to anyone and everyone! Use your imagination! You can get email addresses from companies on the internet who specialize in email mailing lists. These are very cheap, 100,000 addresses for around $35.00. IMPORTANT: You won't get a good response if you use an old list, so always request a FRESH, NEW list. You will find out where to purchase these lists when you order the four 4 REPORTS. ALWAYS PROVIDE SAME-DAY SERVICE ON ALL ORDERS!!! REQUIRED REPORTS ***Order each REPORT by NUMBER and NAME*** ALWAYS SEND A SELF-ADDRESSED, STAMPED ENVELOPE AND $5 CASH FOR EACH ORDER REQUESTING THE SPECIFIC REPORT BY NAME AND NUMBER ________________________________________________________ REPORT #1 "HOW TO MAKE $250,000 THROUGH MULTI-LEVEL SALES" ORDER REPORT #1 FROM: CCS P.O. Box 411241 Charlotte, N.C. 28241 ________________________________________________________ REPORT #2 "MAJOR CORPORATIONS AND MULTI-LEVEL SALES" ORDER REPORT #2 FROM: Hendon Enterprises P.O. Box 188 Seguin, TX 78156 ________________________________________________________ REPORT#3 "SOURCES FOR THE BEST MAILING LISTS" ORDER REPORT #3 FROM: Prosperity Group PO Box 968 Englewood, FL 34295 ________________________________________________________ REPORT #4 "EVALUATING MULTI-LEVEL SALES PLANS" ORDER REPORT #4 FROM: Millennium Tech. 603 W.13th St. #1A-109 Austin, TX 78701 ________________________________________________________ CONCLUSION .I am enjoying my fortune that I made by sending out this program. You too, will be making money in 20 to 90 days, if you follow the SIMPLE STEPS outlined in this mailing. To be financially independent is to be FREE. Free to make financial decisions as never before. Go into business, get into investments, retire or take a vacation. No longer will a lack of money hold you back. However, very few people reach financial independence, because when opportunity knocks, they choose to ignore it. It is much easier to say "NO" than "YES", and this is the question that you must answer. Will YOU ignore this amazing opportunity or will you take advantage of it? If you do nothing, you have indeed missed something and nothing will change. Please re-read this material, this is a special opportunity. If you have any questions, please feel free to write to the sender of this information. You will get a prompt and informative reply. My method is simple. I sell thousands of people a product for $5 that costs me pennies to produce and email. I should also point out that this program is legal and everyone who participates WILL make money. This is not a chain letter or pyramid scam. At times you have probably received chain letters, asking you to send money, on faith, but getting NOTHING in return, NO product what-so-ever! Not only are chain letters illegal, but the risk of someone breaking the chain makes them quite unattractive. You are offering a legitimate product to your people. After they purchase the product from you, they reproduce more and resell them. It's simple free enterprise. As you learned from the enclosed material, the PRODUCT is a series of four 4 FINANCIAL AND BUSINESS REPORTS. The information contained in these REPORTS will not only help you in making your participation in this program more rewarding, but will be useful to you in any 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 mail this program. The concise one and two page REPORTS you will be buying can easily be reproduced at a local copy center for a cost off about 3 cents a copy. Best wishes with the program and Good Luck! "IT WAS TRULY AMAZING" "Not being the gambling type, it took me several weeks to make up my mind to participate in this program. But conservative as I am, I decided that the initial investment was so little that there was no way that I could not get enough orders to at least get my money back. BOY, was I ever surprised when I found my medium sized post office box crammed with orders! I will make more money this year than any ten years of my life before." Mary Riceland, Lansing, MI TIPS FOR SUCCESS Send for your four 4 REPORTS immediately so you will have them when the orders start coming in. When you receive a $5 order, you MUST send out the product/service to comply with US Postal and Lottery laws. Title 18 Sections 1302 and 1341 specifically state that: "A PRODUCT OR SERVICE MUST BE EXCHANGED FOR MONEY RECEIVED." WHILE YOU WAIT FOR THE REPORTS TO ARRIVE: 1. Name your new company. You can use your own name if you desire. 2. Get a post office box (preferred). 3. Edit the names and addresses on the program. You must remember, your name and address go next to REPORT #1 and the others all move down one, with the fourth one being bumped OFF the list. 4. Obtain as many email addresses as possible to send until you receive the information on mailing list companies in REPORT #3. 5. Decide on the number of programs you intend to send out. The more you send, and the quicker you send them, the more money you will make. 6. After mailing the programs, get ready to fill the orders. 7. Copy the four 4 REPORTS so you are able to sent them out as soon as you receive an order. IMPORTANT: ALWAYS PROVIDE SAME-DAY SERVICE ON ORDERS YOU RECEIVE! 8. Make certain the letter and reports are neat and legible. YOUR GUARANTEE The check point which 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 two weeks, email out more programs 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 programs until you do. Once you have received 100 or more orders for REPORT #2, (take a deep breath) you can sit back and relax, because YOU ARE GOING TO MAKE AT LEAST $50,000. Mathematically it is a proven guarantee. Of those who have participated in the program and reached the above GUARANTEES-ALL have reached their $50,000 goal. Also, remember, every time your name is moved down the list you are in front of a different REPORT, so you can keep track of your program by knowing what people are ordering from you. IT'S THAT EASY, REALLY, IT IS!!! REMEMBER: "HE WHO DARES NOTHING, NEED NOT HOPE FOR ANYTHING." "INVEST A LITTLE TIME, ENERGY AND MONEY NOW OR SEARCH FOR IT FOR THE REST OF YOUR LIFE." From: lar1@earthlink.net Subject: Re: Yet another redcode problem.... Date: 1997/03/23 Message-ID: <199703231840.KAA27434@norway.it.earthlink.net>#1/1 >In article <199703230030.QAA11244@lithuania.it.earthlink.net> you write: >> How do I compare the data location and 10? I thought of cmp... but I >>can't figure out how to use it. Any help will be apperacited. :) >> >>-lar1 >> > >try this > >cmp.a #10, location > >this will compare the number 10 to the a value of the instruction >at address location memory cells away from the cmp instruction. > > But where does it go if it is not = where if it is? From: lar1@earthlink.net Subject: Evolulation(What u are all talking bout') Date: 1997/03/23 Message-ID: <199703230427.UAA26834@sweden.it.earthlink.net>#1/1 I would be happy to help too, I know basic VERY well, and i am learning c, and ASM. I also know Visual Basic and some Java. :) I have a 486/dx 100 and a 486/dx 33? I alos ahve a pice of junk xt @ 1.44 mz. To top it all off, a Macintosh performa 476 :) I am thinking bout' an mmx pintum and another 386. They are not networked, but will be soon :^) From: konradott@t-online.de (Konrad Ott) Subject: What means ;assert ? Date: 1997/03/24 Message-ID: <5h67fj$t50@news00.btx.dtag.de>#1/1 I tried to challenge the beginner's hill at pizza, but without success. I got back the message 'missing ;assert' and I coudn't find any hint was is meant. Konrad Ott From: pdmarzec@acsu.buffalo.edu Subject: A Green Game! Date: 1997/03/24 Message-ID: <3337500A.3EDF@acsu.buffalo.edu> -- $$$ MAKE $100,000 FAST! $$$ OK, I know there's alot of these out there, but TRUST ME, this one's the best. Why? Because all other mailing lists have 5 levels, but this one has 6!!! That means you make an average of 7 times more money!!!! Spending 5 minutes to read this could change your life. Shhhhh...LISTEN...Do you hear opportunity knocking? $100,000 in 90 days!!! READ THIS .... IT DOESN'T CONTAIN ANY WILD PROMISES, JUST SOME VERY GOOD PROBABILITIES. IT'S LEGAL, SIMPLE, and the fairest, most honest way I have seen to share in the wealth of the world! BUT --> IT DOES HAVE THE POTENTIAL to change your life so lets help each other out. The Internet has grown tremendously. It doubles in size every 4 months. Think about it. You see those 'Make Money Fast' posts more and more. That's because it WORKS! So I thought, all those new users might make it work. Besides,what's $6.00? I spend more than that each day on sodas and snacks at work! So I sent in my money and posted. TESTIMONIAL(letter written by a participant in this program) About 4 months ago I read this literature and I ignored it. I was tempted to follow through, but I was convinced it was just a hoax. About 4 weeks later I decided to go ahead and give it a try. Two weeks went by and I could not believe what was happening. Within a few more weeks, I had collected in excess of $10,000($1.00 bills)!!! For the first time in years I am debt free. I finally realized that if I had not followed through, then I would not have known that it works. Follow the instructions exactly and most importantly be honest! Sincerely, John C. Thomson Here's how it works in 3 easy steps: STEP (1) Invest your $6 by writing your name and address on six separate pieces of paper along with the words: "Please add me to your mailing list." (In this way, you're not just sending a dollar to someone; you're paying for a legitimate service.) Fold a $1 bill inside each paper, and mail them to the following six addresses: 1) Shari Love, P.O. Box 2806-560, Torrance, CA 90509-2806 2) Raul Sanchez, 1123 Mulberry Pl., Wellington, FL 33414 3) Todd Schager, 1108 Sawmill Rd., Brick, NJ 08724 4) Joe Scitzifrentic, 1701 Amherst Rd., Tustin, CA 92780 5) Peter Taulbork, 3902 Ramblewood Dr., Elkhorn Ne, 68022 6)Paul Marzec, 51 Country Place, Lancaster, NY 14086 STEP (2) Now remove the #1 name from the list, and move the other names up. This way, #6 becomes #5 and so on. Put your name in as the sixth one on the list. STEP (3) Post the article to at least 250 newsgroups. There are at least 16,000 newsgroups at any give moment in time. The more groups you post to, the more people will see your article and send you cash! STEP (4) You are now in business for yourself, and should start seeing returns within 7 to 14 days. Remember, the Internet is new and huge. There is no way you can lose. ****************************************************************** WHAT ARE YOUR CHANCES? HERE COMES THE INTERESTING PART!! Lets just say that 200 people read his ad and 3.5% respond. THIS IS A VERY LOW NUMBER!!! 200 ads at 3.5% response is 7 people(the 6th space) $7.00 Those 7x200=1,400 at 3.5% response is 49(5th space) $49.00 Those 49x200=9,800 at 3.5% response is 343(4th space) $343.00 Those 343x200=68,600 at 3.5% response is 2,401(3rd space) $2,401.00 Those 2,401x200=480,000 at 3.5% response is 16,807(2nd space) $16,807.00 Those 6,807x200=3,361,400 at 3.5% response is 117,649(1st space) $117,649.00 __________ TOTAL $137,256.00 Check these figures with your calculator, it will give back the same results! That's if ONLY 200 people read this ad. There are thousands and thousands of people on the Internet today and growing more and more every day!! Valuable tips ------------- 1. Use a simple text editor like Notepad. 2. Only post to appropriate Newsgroups. 3. Don't use a misleading SUBJECT line. This is an honest and legitimate way of making a reasonable amount of money, and making it on a regular basis. But only if your message is sincere and clearly understood by others will you succeed. PLEASE NOTE: This system is based on everyone being honest, but it's all too tempting not to bother mailing out envelopes with dollar bills inside. The success for all participating is dependent upon this taking place and if carried out will mean a 500% increase on your article being redistributed! The system won't work to yours or indeed other people's advantage if you don't follow the procedure. You can however, if you wish to remain anonymous use a pseudonym - but please ensure that your address is correct. By the very nature of the way the system works you may not see the benefits the first week. BUT COMMENCING THE SECOND WEEK, YOUR INTAKE OF MAIL FROM AROUND THE WORLD WILL TRULY ASTONISH YOU! Please give this some serious thought, because this is one of the few money making schemes that really does work. This is a perfectly legal business(refer to title 18, sections 1302 & 13411 of the United States Postal and Lottery Laws) **CAUTION** If you remove any other name besides the one in the number one position, you will not be covered by title 18. Chain letters are illegal and you can be prosecuted by the state, federal and postal authorities. STAY WITHIN THE SYSTEM AND YOU CAN MAKE ENOUGH HONESTLY WITHOUT WORRIES. Enjoy your new life!!! From: Martin Moller Pedersen Subject: mailinglist info 2 Date: 1997/03/24 Message-ID: <199703242100.WAA16607@neon.daimi.aau.dk>#1/1 Hey Martin again, To subscribe to the mailinglist about corewar and genetic algorithms send an email to corewar-ga-request@sunsite.auc.dk and write in the body: subscribe cheers Martin M. Pedersen From: Martin Moller Pedersen Subject: Corewar-ga mailing now running Date: 1997/03/24 Message-ID: <199703241831.TAA15848@neon.daimi.aau.dk>#1/1 I have started a mailing list for those who are interest in genetic algorithms and corewar. subscribe by sending an email to corewar-ga-request@sunsite.auc.dk If you have/gets any trouble with the list just email me at tusk@daimi.aau.dk /Cheers Martin M. Pedersen From: Beppe Bezzi Subject: Re: Yet another redcode problem.... Date: 1997/03/24 Message-ID: #1/1 At 18.22 23/03/97 -0500, you wrote: >>In article <199703230030.QAA11244@lithuania.it.earthlink.net> you write: >>> How do I compare the data location and 10? I thought of cmp... but I >>>can't figure out how to use it. Any help will be apperacited. :) >>> >>>-lar1 >>> >> >>try this >> >>cmp.a #10, location >> >>this will compare the number 10 to the a value of the instruction >>at address location memory cells away from the cmp instruction. >> >> >But where does it go if it is not = where if it is? > > Redcode 94 has two instructions that allow comparison: SEQ (skip equal) and SNE (skip not equal) SEQ is exactly as the old CMP instruction. You can use this sintax: seq.a #10, loc jmp not_ten ;it's not ten so I don't skip this line ten ... ;some code here From: SKI Koth Server Subject: SKI-ICWS: Status - ICWS Experimental 94 03/24/97 Date: 1997/03/24 Message-ID: <199703240500.AAA11834@asgard.ttsg.com>#1/1 Weekly Status on 03/24/97 ****** 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 - ICWS Tournament 03/24/97 Date: 1997/03/24 Message-ID: <199703240500.AAA11821@asgard.ttsg.com>#1/1 Weekly Status on 03/24/97 ****** 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 : Fri Mar 7 19:26:27 EST 1997 # %W/ %L/ %T Name Author Score Age 1 39/ 12/ 49 Spell-Bound Ian Oversby 166 3 2 36/ 10/ 54 Gisela 7131 Andrzej Maciejczak 161 8 3 45/ 34/ 21 Giskard v0.5 Ken Mitton 157 106 4 35/ 16/ 49 Cannonade Paul Kline 154 133 5 46/ 42/ 12 Test Scanner Anonymous 150 5 6 45/ 47/ 8 Agony T Stefan Strack 143 134 7 41/ 41/ 18 Miss Caress Derek Ross 142 7 8 42/ 43/ 15 test88 P.Kline 141 52 9 40/ 42/ 18 Gisela 6279 Andrzej Maciejczak 138 32 10 40/ 43/ 17 Gisela 6927 Andrzej Maciejczak 136 38 11 38/ 41/ 21 Old Tire Swing Randy Graham 135 90 12 25/ 16/ 59 Nothing Special G. Eadon 135 48 13 38/ 43/ 19 Miss Carry Derek Ross 132 97 14 24/ 19/ 56 Turkey Beppe Bezzi 129 49 15 27/ 33/ 40 Pommes-Ketchup V1.35 S. Schroeder 121 46 16 32/ 45/ 23 Dwa Michaly c Waldemar Bartolik 120 1 17 30/ 40/ 30 MIOTACZ Waldemar Bartolik 119 33 18 33/ 50/ 17 Traper3_t Waldemar Bartolik 116 43 19 22/ 28/ 51 One Fat Lady Robert Macrae 116 50 20 28/ 42/ 30 Yop La Boum v2.1 P.E.M & E.C. 114 63 21 1/ 3/ 1 Traper4 Waldemar Bartolik 3 2 From: SKI Koth Server Subject: SKI-ICWS: Status - Standard 03/24/97 Date: 1997/03/24 Message-ID: <199703240500.AAA11815@asgard.ttsg.com>#1/1 Weekly Status on 03/24/97 ****** 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 : Tue Mar 11 18:20:55 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 Kill Anton Marsden 7 0 From: SKI Koth Server Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 03/24/97 Date: 1997/03/24 Message-ID: <199703240500.AAA11829@asgard.ttsg.com>#1/1 Weekly Status on 03/24/97 ****** 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 - MultiWarrior 94 03/24/97 Date: 1997/03/24 Message-ID: <199703240500.AAA11825@asgard.ttsg.com>#1/1 Weekly Status on 03/24/97 ****** 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 : Thu Mar 20 15:14:36 EST 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 5361 29 2 U-lat v3.8 Zul Nadzri 5361 7 3 Die Hard P.Kline 5287 75 4 MulDemon J.A.Denny 5286 12 5 dTest P.Kline 5281 3 6 Get Even Robert Macrae 5276 28 7 IMPossible! Maurizio Vittuari 5263 42 8 Multi Kulti Christian Schmidt 5260 1 9 Get Even II Robert Macrae 5186 26 10 Head or Tail Christian Schmidt 5172 2 11 Parasite v0.1 Carsten Leonhardt 3911 0 From: wolak Subject: Re: Evolution Date: 1997/03/25 Message-ID: <33387DE0.6173@wolak.com>#1/1 Hi, I'm handy with coding (asm, perl etc...). I would be glad to help. Could you add me to this mailing list -> my _real_ address is Mwolak@wesleyan.edu Thanks Matt From: John David Regehr Subject: Re: more evolution Date: 1997/03/25 Message-ID: #1/1 > > The resulting warriors seemed to be pretty good, but improvement > > eventually leveled out. The parameter space is large, and I haven't had > > time to play with it as much as I'd like to. > > You can trim the effective parameter space a bit by generating constants > from non-uniform distributions. If you look at the numbers which appear in > warriors they are mainly small. Some combinations also appear very > frequently (SPL #x, xxx: DJN -y, <>x etc so your population of raw > instructions should be overweight these. I already do something like this: I have a file composed of all the instructions from a large number of warriors. To generate a random instruction, there's a (say) 80% chance of selecting an instruction from the file, and the rest of time the instruction is really random. It seems to work well... John From: Pawel Kaniewski Subject: Help! Date: 1997/03/25 Message-ID: #1/1 Please help me !!! Can anyone tell me name and maybe location of programs, for corewars? I have PC. From: franz@azstarnet.com (George Lebl) Subject: Re: Evolulation(What u are all talking bout') Date: 1997/03/25 Message-ID: #1/1 On 23 Mar 1997 03:18:13 -0500, lar1@earthlink.net wrote: >I would be happy to help too, I know basic VERY well, and i am learning c, >and ASM. I also know Visual Basic and some Java. :) I have a 486/dx 100 >and a 486/dx 33? I alos ahve a pice of junk xt @ 1.44 mz. To top it all >off, a Macintosh performa 476 :) I am thinking bout' an mmx pintum and >another 386. They are not networked, but will be soon :^) it will be unix only ... since it's gonna be much easier on unix ... and since all of us kewl dudes run linux on our home machines :) basic won't help much .... since i don't think there even is a good implementation of basic on linux ... but i might be wrong we seem to be favoring perl for most stuff, sh for the simple stuff ... and C for the low level stuff ... Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: What means ;assert ? Date: 1997/03/26 Message-ID: <27199759.Amiga@sci.fi>#1/1 On Wed, 26 Mar 1997, Konrad Ott (konradott@t-online.de) wrote: > I tried to challenge the beginner's hill at pizza, but without > success. > I got back the message 'missing ;assert' and I coudn't find any hint > was is meant. I was planning to wait until version 1.00 before spreading the url, but since there seem to be a lot of beginner questions on the r.g.c now, I thought I'd suggest trying the Beginner's guide to Redcode, version 0.52. As the version number shows, it's still very incomplete, but I just finished the chapter on ;assert lines, and I think it's decent enough to be shown in public. :) If you read it, I'd really like to hear some feedback. (the mailto link at the end isn't just a decoration..) Please tell me if you find any spelling mistakes or weird sentences, (English isn't my first language) typos, (a lot of it was typed after midnight) HTML incompatibilities, (it validates, but that doesn't mean it works) or bugs in my examples. (I'm still a beginner myself) I'm sure there are still a lot of all those. My more or less successful attempt at writing a redcode tutorial for the very beginners is available at: http://www.sci.fi/~iltzu/corewar/guide.html -- Ilmari Karonen (mailto:iltzu@sci.fi) http://www.sci.fi/~iltzu/ From: LINE-X@mcl.cl Subject: TIRED OF NOT MAKING ENOUGH MONEY? Date: 1997/03/26 Message-ID: <199703261140.HAA04342@oberon.macland.cl>#1/1 LINE-X NORTHWEST Custom spray-in bedliners and protective coatings Tired of not making enough money? Want to set your own hours? Ever thought of owning your own business? Line-X is the answer A great opportunity for anyone who has the drive and desire to own their own business. The facts are: Truck owners spend more money customizing their vehicles than any other automotive buyer. Light duty trucks and utilities have out sold cars since 1994, and the numbers are still growing. 83% of all truck buyers purchase a product to protect the bed of their truck. Check out our web site http://www.fitsweb.com/line-x or E-mail us LINE-XNW@msn.com From: Philip Kendall Subject: Re: What means ;assert ? Date: 1997/03/26 Message-ID: #1/1 In article <5h67fj$t50@news00.btx.dtag.de>, Konrad Ott wrote >I got back the message 'missing ;assert' and I coudn't find any hint >was is meant. Well, I'm tempted just to say read the pMARS docs, but you might not have pMARS, in which case you won't know this (from the docs) pMARS supports the ;assert directive as a way of checking whether a warrior is run under the parameters it was designed for. If the expression following ;assert evaluates to "0" (false), assembly is aborted with an error message. If an ;assert is missing, a warning is issued. Examples: ;assert CORESIZE == 55440 && MAXLENGTH >= 200 ;assert !(CORESIZE % 4) ; is multiple of 4 ;assert 1 ; if warrior works under all settings The run-time variable VERSION holds the current pMARS ver- sion (e.g. "60" is v0.6.0) and is useful in ;assert expressions. Just stick ;assert 1 into your source code if you don't want to worry about all this Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: franz@azstarnet.com (George Lebl) Subject: join the evolution mailling list Date: 1997/03/26 Message-ID: #1/1 ok everyone who is interested in the GA project (evolution) join the corewar-ga mailing list! (well since there was somebody that asked so i'm posting this) to do that send a letter to corewar-ga-request@sunsite.auc.dk with subscribe in the body. that will do the trick Franz -- -------------------------------------------------------------------------------- Sex Pistols RULE!!! franz@azstarnet.com From: kwirsing@juno.com (Karlton E Wirsing) Subject: Re: Help! Date: 1997/03/26 Message-ID: <19970325.231924.9286.0.KWirsing@juno.com>#1/1 On Tue, 25 Mar 1997 10:44:58 -0500 Pawel Kaniewski writes: >Please help me !!! >Can anyone tell me name and maybe location of programs, for corewars? >I have PC. > > > Check out http://www.koth.org for information, documentation, programs and links on corewars. -- Karlton Wirsing mailto: wirsingk@acm.org Hardware may eventually die, but Software is immortal Software, one of the few things that you can sell and still have it after you sold it. From: Goss@mail192.com Subject: At last... Date: 1997/03/26 Message-ID: <1945214554569.BAA24545@mail183.com>#1/1

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From: Chancelor 
Subject: Please read!!
Date: 1997/03/27
Message-ID: <333B4D77.5FCA@bright.net>#1/1


This is in no way a chain letter but a message. Yesterday 
morning, while she was on spring break, one of my friends was killed in 
an accident. She was 18 years old, planning on going to college. I didn't 
know how to say goodbye, so I thought I would let people know. Heather 
has been a good friend for three years now. I met her when I was a 
freshman, she a sophomore. I had somewhat of a thing for her, but nothing 
ever came of it. This is a message not of her death but of her life. She 
died a young lady, with a lot of potential. So please, live life like 
it's your last day. Because you never know when situtations might occur 
that could end it. Please if you feel like it, pass it on. If you don't, 
remeber it. Life is already too short.



From: jason 
Subject: ga_war.c page.
Date: 1997/03/27
Message-ID: #1/1



Hello,

I now have a page with the program I'm working
on for in place evolution of corewars warriors.
I have had pretty good results but have yet to
make it close to the hill.  I will be posting to my page
some of my evolved warriors in the next few days
along with other work in progress.  My program
models a evolution of a simple single cell type
system so doesn't use a crossover operation but
if you consider the workings of 'real' evolution
I'm sure you will agree that many organism evolve
without sexual modes of reproduction.  My program
is C and tries to maximize portablity to most types
of system ie.DOS,UNIX. others shouldn't be hard if
you can run gcc or some other C compiler.

jason

http://www.cs.uiowa.edu/~boer




From: a07070@academic.csubak.edu (Rhett Garber)
Subject: GAs
Date: 1997/03/27
Message-ID: <5hef8u$atp$1@nuke.csu.net>#1/1


  Hi i'm a high school student working on a Science fair project 
concerning evolving Corewarriors and I would appreciate it if any
of you Corewar gurus would take a look at what i've got going so
far and tell me what you think. Thanx,

                      Rhett Garber
                  a07070@academic.csubak.edu



From: rnjdist@juno.com
Subject: Free Info:
Date: 1997/03/28
Message-ID: <199703282350.SAA20045@newman.concentric.net>#1/1


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From: stst@vuse.vanderbilt.edu (Stefan Strack)
Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ)
Date: 1997/03/28
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: subb3@ibm.net
Subject: Windows version of Corewar
Date: 1997/03/30
Message-ID: <333dbf84.0@news1.ibm.net>#1/1


Is there a Windows version of Corewar? If so, where can I find it?

TIA.

Subba.Rao




From: wtnewton@nc5.infi.net (Terry)
Subject: New URL for Newton's Pages
Date: 1997/03/31
Message-ID: <5hnqtc$vjb$1@nw001.infi.net>#1/1


Hey all,

My ISP upgraded and moved my web pages to a new server.
All pages at http://www.infi.net/~wtnewton/ ...
have been moved to http://www.nc5.infi.net/~wtnewton/ ...

The coreware stuff is at http://www.nc5.infi.net/~wtnewton/corewar/

Just a note...
- Terry





From: SKI Koth Server 
Subject: SKI-ICWS: Status - MultiWarrior 94 03/31/97
Date: 1997/03/31
Message-ID: <199703310500.AAA13999@asgard.ttsg.com>#1/1


			Weekly Status on  03/31/97

******
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******

	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 : Thu Mar 20 15:14:36 EST 1997
 
 #                      Name               Author   Score     Age
 1                Aulder Man          Ian Oversby    5361      29
 2                U-lat v3.8           Zul Nadzri    5361       7
 3                  Die Hard              P.Kline    5287      75
 4                  MulDemon            J.A.Denny    5286      12
 5                     dTest              P.Kline    5281       3
 6                  Get Even        Robert Macrae    5276      28
 7               IMPossible!    Maurizio Vittuari    5263      42
 8               Multi Kulti    Christian Schmidt    5260       1
 9               Get Even II        Robert Macrae    5186      26
10              Head or Tail    Christian Schmidt    5172       2

11             Parasite v0.1    Carsten Leonhardt    3911       0



From: SKI Koth Server 
Subject: SKI-ICWS: Status - ICWS Tournament 03/31/97
Date: 1997/03/31
Message-ID: <199703310500.AAA13995@asgard.ttsg.com>#1/1


			Weekly Status on  03/31/97

******
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******

	Complete Berkeley archive available!

******
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******

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 : Fri Mar 7 19:26:27 EST 1997
 
 #  %W/ %L/ %T                      Name               Author   Score     Age
 1  39/ 12/ 49               Spell-Bound          Ian Oversby     166       3
 2  36/ 10/ 54               Gisela 7131   Andrzej Maciejczak     161       8
 3  45/ 34/ 21              Giskard v0.5           Ken Mitton     157     106
 4  35/ 16/ 49                 Cannonade           Paul Kline     154     133
 5  46/ 42/ 12              Test Scanner            Anonymous     150       5
 6  45/ 47/  8                   Agony T        Stefan Strack     143     134
 7  41/ 41/ 18               Miss Caress           Derek Ross     142       7
 8  42/ 43/ 15                    test88              P.Kline     141      52
 9  40/ 42/ 18               Gisela 6279   Andrzej Maciejczak     138      32
10  40/ 43/ 17               Gisela 6927   Andrzej Maciejczak     136      38
11  38/ 41/ 21            Old Tire Swing         Randy Graham     135      90
12  25/ 16/ 59           Nothing Special             G. Eadon     135      48
13  38/ 43/ 19                Miss Carry           Derek Ross     132      97
14  24/ 19/ 56                    Turkey          Beppe Bezzi     129      49
15  27/ 33/ 40      Pommes-Ketchup V1.35         S. Schroeder     121      46
16  32/ 45/ 23             Dwa Michaly c    Waldemar Bartolik     120       1
17  30/ 40/ 30                   MIOTACZ    Waldemar Bartolik     119      33
18  33/ 50/ 17                 Traper3_t    Waldemar Bartolik     116      43
19  22/ 28/ 51              One Fat Lady        Robert Macrae     116      50
20  28/ 42/ 30          Yop La Boum v2.1         P.E.M & E.C.     114      63

21   1/  3/  1                   Traper4    Waldemar Bartolik       3       2



From: SKI Koth Server 
Subject: SKI-ICWS: Status - Standard 03/31/97
Date: 1997/03/31
Message-ID: <199703310500.AAA13990@asgard.ttsg.com>#1/1


			Weekly Status on  03/31/97

******
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 Mar 29 19:46:33 EST 1997
 
 #  %W/ %L/ %T                      Name               Author   Score     Age
 1  41/ 30/ 28                  Leapfrog          David Moore     152       7
 2  34/ 24/ 42                      Test       Wayne Sheppard     145     199
 3  30/ 16/ 54                    Test I          Ian Oversby     143      35
 4  31/ 20/ 49                Evoltmp 88             John K W     143      29
 5  39/ 36/ 25               Tangle Trap          David Moore     142      52
 6  41/ 43/ 16                  Blur '88        Anton Marsden     138      16
 7  28/ 20/ 51                      ttti        nandor sieben     136     160
 8  22/  8/ 70             Trident^2 '88             John K W     136       2
 9  39/ 43/ 17                 Iron Gate       Wayne Sheppard     135     304
10  29/ 22/ 49                Simple '88          Ian Oversby     135      65
11  36/ 38/ 26                    PacMan          David Moore     134       8
12  28/ 23/ 49   CAPS KEY IS STUCK AGAIN       Steven Morrell     133     176
13  37/ 41/ 22                    Stasis          David Moore     133      86
14  26/ 20/ 54                 Cannonade              P.Kline     133     210
15  37/ 41/ 22       Beholder's Eye V1.7         W. Mintardjo     132     254
16  25/ 19/ 56                Rosebud 88                Beppe     132      41
17  36/ 40/ 24                Gisela 3G6   Andrzej Maciejczak     131      73
18  39/ 46/ 15                      Test        Anton Marsden     131       6
19  38/ 47/ 16                      Test        Anton Marsden     129       1
20  34/ 46/ 21                Gisela 609   Andrzej Maciejczak     121      48

21   6/ 55/ 40                   spawner steffan davies (stef      57       0



From: SKI Koth Server 
Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 03/31/97
Date: 1997/03/31
Message-ID: <199703310500.AAA14003@asgard.ttsg.com>#1/1


			Weekly Status on  03/31/97

******
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 03/31/97
Date: 1997/03/31
Message-ID: <199703310500.AAA14008@asgard.ttsg.com>#1/1


			Weekly Status on  03/31/97

******
NOTICE
******

	Complete Berkeley archive available!

******
NOTICE
******

See up to the second scores and the latest Core War information at :

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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