From: pak21@thor.cam.ac.uk (P.A. Kendall) Subject: Re: P-spacers Date: 1997/11/03 Message-ID: #1/1 GhostMachine writes: > What're your opinions on how many componants a P-spacer should > have? Most of the ones I've seen are generally 2 componants.. Has > anyone had any success with more than 2, or is that just too much > code? > Well, Electric Head had 4, and that was on top of the hill for quite a while, and Paul Kline's Yogi Bear (still pretty close to the top of Planar's Hall of Fame) used 3 or 4 (certainly more than 2) -- I don't really think that you can fit more than 4 into 100 lines of code, but there could be possibilities on the Low Process Hill. Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: KOTH Subject: SKI-ICWS: Status - MultiWarrior 94 11/03/97 Date: 1997/11/03 Message-ID: <199711030500.AAA17076@midgaard.ttsg.com>#1/1 Weekly Status on 11/03/97 ****** 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 Jun 17 19:40:34 EDT 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 6026 34 2 U-lat v3.8 Zul Nadzri 6026 12 3 Time to send in the imps Robert Hale 6026 5 4 Ultra Ken Espiritu 6026 1 5 Die Hard P.Kline 6013 80 6 Ultra Ken Espiritu 5974 2 7 Head or Tail Christian Schmidt 5974 7 8 MulDemon J.A.Denny 5974 17 9 Multi Kulti Christian Schmidt 5961 6 10 IMPossible! Maurizio Vittuari 5922 47 11 Ultra Ken Espiritu 0 0 From: KOTH Subject: SKI-ICWS: Status - ICWS Experimental 94 11/03/97 Date: 1997/11/03 Message-ID: <199711030500.AAA17096@midgaard.ttsg.com>#1/1 Weekly Status on 11/03/97 ****** 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 : Sun Jun 22 07:30:00 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 33/ 4/ 63 Evol Cap 4 X John Wilkinson 161 32 2 34/ 12/ 53 Rosebud Beppe 157 11 3 44/ 34/ 23 Dr. Gate X Franz 154 3 4 42/ 32/ 26 Dr. Recover Franz 152 2 5 43/ 39/ 18 Illusion-94/55 Randy Graham 147 14 6 44/ 41/ 15 Memories Beppe Bezzi 147 39 7 38/ 31/ 30 Lithium X 8 John K Wilkinson 146 23 8 37/ 28/ 35 Falcon v0.3 X Ian Oversby 145 5 9 42/ 40/ 18 Stepping Stone 94x Kurt Franke 144 18 10 39/ 35/ 26 BigBoy Robert Macrae 142 57 11 43/ 44/ 13 Tsunami v0.1 Ian Oversby 142 10 12 41/ 45/ 14 Pagan John K W 136 17 13 37/ 37/ 26 Derision M R Bremer 136 49 14 35/ 36/ 29 Tornado 2.0 x Beppe Bezzi 135 56 15 38/ 42/ 20 Fire Master Xv1 JS Pulido 135 54 16 41/ 49/ 10 S.E.T.I. 4-X JKW 134 33 17 29/ 28/ 43 Variation M-1 Jay Han 131 12 18 37/ 45/ 18 Frontwards v2 Steven Morrell 130 62 19 27/ 24/ 49 Hector 2 Kurt Franke 129 52 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 9/ 73/ 19 Pit-Fighter Mole IX 44 0 From: KOTH Subject: SKI-ICWS: Status - Standard 11/03/97 Date: 1997/11/03 Message-ID: <199711030500.AAA17068@midgaard.ttsg.com>#1/1 Weekly Status on 11/03/97 ****** 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 : Mon Jun 16 03:24:04 EDT 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 39/ 39/ 22 Gisela 3G6 Andrzej Maciejczak 139 73 11 29/ 20/ 51 Cannonade P.Kline 139 210 12 40/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 139 254 13 29/ 19/ 53 Rosebud 88 Beppe 139 41 14 29/ 20/ 50 ttti nandor sieben 138 160 15 40/ 43/ 17 Iron Gate Wayne Sheppard 138 304 16 30/ 22/ 48 Simple '88 Ian Oversby 138 65 17 30/ 23/ 47 CAPS KEY IS STUCK AGAIN Steven Morrell 138 176 18 39/ 46/ 15 Test Anton Marsden 132 6 19 38/ 47/ 15 Test Anton Marsden 130 1 20 36/ 46/ 18 Gisela 609 Andrzej Maciejczak 126 48 21 0/ 93/ 7 Gremlin II Sap 7 0 From: KOTH Subject: SKI-ICWS: Status - ICWS Tournament 11/03/97 Date: 1997/11/03 Message-ID: <199711030500.AAA17072@midgaard.ttsg.com>#1/1 Weekly Status on 11/03/97 ****** 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 : Fri May 2 20:31:14 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 41/ 11/ 48 Spell-Bound Ian Oversby 172 3 2 38/ 9/ 53 Gisela 7131 Andrzej Maciejczak 167 8 3 47/ 32/ 20 Giskard v0.5 Ken Mitton 162 106 4 37/ 14/ 48 Cannonade Paul Kline 160 133 5 48/ 41/ 11 Test Scanner Anonymous 156 5 6 44/ 39/ 18 Miss Caress Derek Ross 148 7 7 47/ 46/ 8 Agony T Stefan Strack 148 134 8 42/ 40/ 18 Gisela 6279 Andrzej Maciejczak 144 32 9 41/ 38/ 21 Old Tire Swing Randy Graham 143 90 10 43/ 42/ 15 test88 P.Kline 143 52 11 42/ 42/ 17 Gisela 6927 Andrzej Maciejczak 142 38 12 40/ 41/ 19 Miss Carry Derek Ross 140 97 13 27/ 15/ 57 Nothing Special G. Eadon 140 48 14 26/ 19/ 55 Turkey Beppe Bezzi 133 49 15 30/ 31/ 39 Pommes-Ketchup V1.35 S. Schroeder 129 46 16 32/ 38/ 30 Yop La Boum v2.1 P.E.M & E.C. 127 63 17 32/ 39/ 29 MIOTACZ Waldemar Bartolik 125 33 18 25/ 26/ 48 One Fat Lady Robert Macrae 124 50 19 36/ 48/ 16 Traper3_t Waldemar Bartolik 124 43 20 34/ 44/ 22 Dwa Michaly c Waldemar Bartolik 123 1 21 2/ 98/ 0 Unknown Anonymous 7 0 From: KOTH Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 11/03/97 Date: 1997/11/03 Message-ID: <199711030500.AAA17082@midgaard.ttsg.com>#1/1 Weekly Status on 11/03/97 ****** 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 : Thu May 29 16:05:18 EDT 1997 # Name Author Score Age 1 Chain 4 Pedro 5008 10 2 TimeScapeX (0.1) J. Pohjalainen 5008 85 3 Paper V D. D. Randel 5008 6 4 Evolve X John Wilkinson 5008 25 5 MulDemonX J.A.Denny 5008 5 6 Wax Zul Nadzri 5008 13 7 U-lat Zul Nadzri 5008 16 8 MulDemon J.A.Denny 5008 7 9 A Big Milk Shake Christian Schmidt 5008 9 10 Newest test Pedro 5008 24 11 Time to send in the imps Robert Hale 5008 3 12 Paper8 G. Eadon 5008 51 13 U-lat II Zul Nadzri 5008 11 14 Test2 George Eadon 5008 45 15 This is Test1 Kurt Franke 5008 50 16 Victim 16 Pedro 5008 15 17 Paperone Beppe Bezzi 5008 70 18 Pieces - 94x Robert Hale 5008 2 19 ViP - 94x Robert Hale 5008 1 20 Papyrus 4 Justin Kao 4986 23 21 Pieces Robert Hale 4942 4 From: HCRdesigns@aol.com Subject: software Date: 1997/11/04 Message-ID: <63ntli$5vm@news3.ee.net>#1/1 need a sample email us and we will send you a wholesale catalog free. this the information that retailers dont want you to have.so stop paying retail prices. for $9.95 my staff will send you 50 wholesale catalogs of software and computers. 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SIMPLE ORDER FORM: NAME_________________________________ ADDRESS______________________________ CITY_________________________________ STATE________________________________ ZIP__________________________________ EMAIL ADDRESS________________________ From: John K. Lewis Subject: Re: an inane question, i know... Date: 1997/11/05 Message-ID: <63qnp6$9o0$1@newbabylon.rs.itd.umich.edu>#1/1 Vargus wrote: Personally I think it's time for a shake up, but I may be in the minority. I just haven't had that "must play" feeling. Two things accured to me, one was that in this new "internet" age we might want something like personal hills, where people could post thier own warriors to fight against. Second, the game desperately needs to be updated. We have explored most of the interesting space of the current command set. I'm not saying there isn't unexplored space, just that the space left is pretty hard to find. I'm tired of hunting for new strategies, which is the real reason I was interested in the game in the first place. It's kinda sad because there really aren't that many good programming games out there. I think another aspect of the game that limits it's success is a very small winning space. What I mean by this is that there really is only one way to win. This tends to limit strategies. If there were three possible ways to win, then the strategy space might fill up faster. Those who are worried about play balance need not. Corewars is play balanced by virture of it's open design, everyone gets the same toys to play with. I've tried in the past to bring these issues up, but I guess people are defensive about the game. No one wants to have to tool back up, but I think it's pretty clear the game is progressing very slowly and it's pretty hard to see what might breath new life into it other than a new standard. We've tried stop gap fixes, added new commands, tried other types of core. It's time for a new standard. John K. Lewis ^^^^^ : I've just this minute been over to Berkeley to persue the corewar ftp : archive... : Tell me there's something slightly more current in the cw world than : '95? I first fell for this game back in '92/3, but havent had much : oppourtunity to chase it up in the last couple of years. It'd be a : shame to see it dying out. : __ | __ Cyberius Teaser : \|/ HTTP://adl.auslink.net/~cyberius/ : __/|\__ "Just think of it as Evolution in action" : | - L.Niven and J.Pournelle, "Oath of Fealty" < john k. lewis > < jklewis@umich.edu > < 77325 > < sig.virus 2.0 > From: cyberius@auslink.net (Vargus) Subject: Re: an inane question, i know... Date: 1997/11/05 Message-ID: <34605cac.36480046@news.adl.auslink.net>#1/1 On 05 Nov 1997 10:38:34 +0000, pak21@thor.cam.ac.uk (P.A. Kendall) wrote: * cyberius@auslink.net (Vargus) writes: [snip] * > Tell me there's something slightly more current in the cw world than * > '95? [snip] * Lots and lots, just that the Berkeley FTP site is no longer maintained * (AFAIK) -- check out Planar's site * (http://pauillac.inria.fr/~doligez/corewar) which contains a whole * load of warriors, issues of Core Warrior (the CW newsletter), etc, etc oh goody! lotsa toys to check out! :) thanks for the rapid reply, btw. judging from the traffic in here, i was a bit afraid it was a ghost-town in here. __ | __ Cyberius Teaser \|/ HTTP://adl.auslink.net/~cyberius/ __/|\__ "Just think of it as Evolution in action" | - L.Niven and J.Pournelle, "Oath of Fealty" From: pak21@thor.cam.ac.uk (P.A. Kendall) Subject: Re: an inane question, i know... Date: 1997/11/05 Message-ID: #1/1 cyberius@auslink.net (Vargus) writes: > I've just this minute been over to Berkeley to persue the corewar ftp > archive... > > Tell me there's something slightly more current in the cw world than > '95? I first fell for this game back in '92/3, but havent had much > oppourtunity to chase it up in the last couple of years. It'd be a > shame to see it dying out. Lots and lots, just that the Berkeley FTP site is no longer maintained (AFAIK) -- check out Planar's site (http://pauillac.inria.fr/~doligez/corewar) which contains a whole load of warriors, issues of Core Warrior (the CW newsletter), etc, etc HTH Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: Max Cu Subject: STARNET COMM. LAUNCHES ONLINE CASINO... Date: 1997/11/06 Message-ID: <34620A39.394F@starnetc.com>#1/1 This is a multi-part message in MIME format. --------------533517213635 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Starnet Canada Starnet USA World Gaming EFS Caribbean STARNET COMMUNICATIONS INTERNATIONAL INC.'S SUBSIDIARY - WORLD GAMING SERVICES INC. - COMMENCES INTERNET GAMING OPERATIONS Vancouver, BC, October 22, 1997 - Starnet Communications International Inc. 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--------------533517213635-- From: Paul Kline Subject: OS Clear Date: 1997/11/07 Message-ID: <346339B1.23E7@acad.drake.edu>#1/1 A middling improvement to the simple dclear is to do a one-shot f-scan to jump-start the clear. This version does a 66% bomb/scan to gain a few wins against fast scanners. Makes a nice pspace component, (especially against Digitalis :-) ;redcode-94 test ;name OS Clear ;author P.Kline ;assert CORESIZE == 8000 ;strategy one-shot to a dclear clGate dat clBomb ,13 dat 0 ,0 Clear add clSpl ,@1 mov clBomb ,*clGate jmz.f -2 ,@clGate clSpl spl #891/3 ,#2668 mov clBomb ,>clGate djn.f -1 ,>clGate dat 0 ,0 clBomb dat {5535,{10 end Clear Paul Kline pk6811s@acad.drake.edu From: Paul Kline Subject: Re: an inane question, i know... Date: 1997/11/07 Message-ID: <34633B39.18B6@acad.drake.edu>#1/1 John K. Lewis wrote: > > Personally I think it's time for a shake up, but I may be in > the minority. I just haven't had that "must play" feeling. One factor that could easily be fixed, there are too many programs on the Hills whose source has never been published. It's difficult to advance the game without sharing. Sharing ideas, even minor improvements, can inspire others to jump in. Paul Kline pk6811s@acad.drake.edu From: KOTH Subject: SKI-ICWS: Status - ICWS Experimental 94 11/10/97 Date: 1997/11/10 Message-ID: <199711100500.AAA26829@midgaard.ttsg.com>#1/1 Weekly Status on 11/10/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 : Sun Jun 22 07:30:00 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 33/ 4/ 63 Evol Cap 4 X John Wilkinson 161 32 2 34/ 12/ 53 Rosebud Beppe 157 11 3 44/ 34/ 23 Dr. Gate X Franz 154 3 4 42/ 32/ 26 Dr. Recover Franz 152 2 5 43/ 39/ 18 Illusion-94/55 Randy Graham 147 14 6 44/ 41/ 15 Memories Beppe Bezzi 147 39 7 38/ 31/ 30 Lithium X 8 John K Wilkinson 146 23 8 37/ 28/ 35 Falcon v0.3 X Ian Oversby 145 5 9 42/ 40/ 18 Stepping Stone 94x Kurt Franke 144 18 10 39/ 35/ 26 BigBoy Robert Macrae 142 57 11 43/ 44/ 13 Tsunami v0.1 Ian Oversby 142 10 12 41/ 45/ 14 Pagan John K W 136 17 13 37/ 37/ 26 Derision M R Bremer 136 49 14 35/ 36/ 29 Tornado 2.0 x Beppe Bezzi 135 56 15 38/ 42/ 20 Fire Master Xv1 JS Pulido 135 54 16 41/ 49/ 10 S.E.T.I. 4-X JKW 134 33 17 29/ 28/ 43 Variation M-1 Jay Han 131 12 18 37/ 45/ 18 Frontwards v2 Steven Morrell 130 62 19 27/ 24/ 49 Hector 2 Kurt Franke 129 52 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 9/ 73/ 19 Pit-Fighter Mole IX 44 0 From: Christian Schmidt Subject: Re: OS Clear Date: 1997/11/10 Message-ID: #1/1 On Fri, 7 Nov 1997, Paul Kline wrote: > A middling improvement to the simple dclear is to do a one-shot > f-scan to jump-start the clear. This version does a 66% bomb/scan > to gain a few wins against fast scanners. Makes a nice pspace > component, (especially against Digitalis :-) Or against Alladins Cave :-) OS Clear wins 114 OS Clear wins 120 Alladins Cave wins 84 Digitalis 2 wins 77 Ties 2 Ties 3 > Paul Kline > pk6811s@acad.drake.edu Christian Schmidt From: KOTH Subject: SKI-ICWS: Status - ICWS Tournament 11/10/97 Date: 1997/11/10 Message-ID: <199711100500.AAA26808@midgaard.ttsg.com>#1/1 Weekly Status on 11/10/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 May 2 20:31:14 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 41/ 11/ 48 Spell-Bound Ian Oversby 172 3 2 38/ 9/ 53 Gisela 7131 Andrzej Maciejczak 167 8 3 47/ 32/ 20 Giskard v0.5 Ken Mitton 162 106 4 37/ 14/ 48 Cannonade Paul Kline 160 133 5 48/ 41/ 11 Test Scanner Anonymous 156 5 6 44/ 39/ 18 Miss Caress Derek Ross 148 7 7 47/ 46/ 8 Agony T Stefan Strack 148 134 8 42/ 40/ 18 Gisela 6279 Andrzej Maciejczak 144 32 9 41/ 38/ 21 Old Tire Swing Randy Graham 143 90 10 43/ 42/ 15 test88 P.Kline 143 52 11 42/ 42/ 17 Gisela 6927 Andrzej Maciejczak 142 38 12 40/ 41/ 19 Miss Carry Derek Ross 140 97 13 27/ 15/ 57 Nothing Special G. Eadon 140 48 14 26/ 19/ 55 Turkey Beppe Bezzi 133 49 15 30/ 31/ 39 Pommes-Ketchup V1.35 S. Schroeder 129 46 16 32/ 38/ 30 Yop La Boum v2.1 P.E.M & E.C. 127 63 17 32/ 39/ 29 MIOTACZ Waldemar Bartolik 125 33 18 25/ 26/ 48 One Fat Lady Robert Macrae 124 50 19 36/ 48/ 16 Traper3_t Waldemar Bartolik 124 43 20 34/ 44/ 22 Dwa Michaly c Waldemar Bartolik 123 1 21 2/ 98/ 0 Unknown Anonymous 7 0 From: KOTH Subject: SKI-ICWS: Status - MultiWarrior 94 11/10/97 Date: 1997/11/10 Message-ID: <199711100500.AAA26812@midgaard.ttsg.com>#1/1 Weekly Status on 11/10/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 Jun 17 19:40:34 EDT 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 6026 34 2 U-lat v3.8 Zul Nadzri 6026 12 3 Time to send in the imps Robert Hale 6026 5 4 Ultra Ken Espiritu 6026 1 5 Die Hard P.Kline 6013 80 6 Ultra Ken Espiritu 5974 2 7 Head or Tail Christian Schmidt 5974 7 8 MulDemon J.A.Denny 5974 17 9 Multi Kulti Christian Schmidt 5961 6 10 IMPossible! Maurizio Vittuari 5922 47 11 Ultra Ken Espiritu 0 0 From: KOTH Subject: SKI-ICWS: Status - Standard 11/10/97 Date: 1997/11/10 Message-ID: <199711100500.AAA26804@midgaard.ttsg.com>#1/1 Weekly Status on 11/10/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 : Mon Jun 16 03:24:04 EDT 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 39/ 39/ 22 Gisela 3G6 Andrzej Maciejczak 139 73 11 29/ 20/ 51 Cannonade P.Kline 139 210 12 40/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 139 254 13 29/ 19/ 53 Rosebud 88 Beppe 139 41 14 29/ 20/ 50 ttti nandor sieben 138 160 15 40/ 43/ 17 Iron Gate Wayne Sheppard 138 304 16 30/ 22/ 48 Simple '88 Ian Oversby 138 65 17 30/ 23/ 47 CAPS KEY IS STUCK AGAIN Steven Morrell 138 176 18 39/ 46/ 15 Test Anton Marsden 132 6 19 38/ 47/ 15 Test Anton Marsden 130 1 20 36/ 46/ 18 Gisela 609 Andrzej Maciejczak 126 48 21 0/ 93/ 7 Gremlin II Sap 7 0 From: KOTH Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 11/10/97 Date: 1997/11/10 Message-ID: <199711100500.AAA26821@midgaard.ttsg.com>#1/1 Weekly Status on 11/10/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 : Thu May 29 16:05:18 EDT 1997 # Name Author Score Age 1 Chain 4 Pedro 5008 10 2 TimeScapeX (0.1) J. Pohjalainen 5008 85 3 Paper V D. D. Randel 5008 6 4 Evolve X John Wilkinson 5008 25 5 MulDemonX J.A.Denny 5008 5 6 Wax Zul Nadzri 5008 13 7 U-lat Zul Nadzri 5008 16 8 MulDemon J.A.Denny 5008 7 9 A Big Milk Shake Christian Schmidt 5008 9 10 Newest test Pedro 5008 24 11 Time to send in the imps Robert Hale 5008 3 12 Paper8 G. Eadon 5008 51 13 U-lat II Zul Nadzri 5008 11 14 Test2 George Eadon 5008 45 15 This is Test1 Kurt Franke 5008 50 16 Victim 16 Pedro 5008 15 17 Paperone Beppe Bezzi 5008 70 18 Pieces - 94x Robert Hale 5008 2 19 ViP - 94x Robert Hale 5008 1 20 Papyrus 4 Justin Kao 4986 23 21 Pieces Robert Hale 4942 4 From: Chris Arguin Subject: Corewars and distributed.net Date: 1997/11/11 Message-ID: #1/1 Hello all. It has been a year or two since I last participated in Corewars, but I am planning on coming back in a big way :) The corewars area seems, to me, to be a fairly place to apply genetic algorithms. Other people have, with a fair degree of success. The biggest problem is the amount of hard-disk space and processing power required to go through the generations. Distributed.net is a group that defines a protocol for computers to share information to solve problems. We (I am not a developer for them, just someone who donated my CPU's idle time) just recently demonstrated the capabilities of this by cracking the rc5-56 bit encryption system, in a little over 200 days. The newest version of the protocol (yet to be released) will support multiple projects. I want to make one of those projects a Corewars Evolution project. I think that this is a viable algorithm to distribute, and working with distributed.net, which is the fastest computing entity in the world, will give us plenty of CPU power. The hard-disk space problem also goes away, since the main server only has to store the best warriors, and each client can store a subset of the next generation. Anyway, that is my idea in a nutshell. I really want to carry this through, but what I need are developers. I am one myself, but I have little familiarity with both genetic algorithms and with the MARS simulator. So I am looking for ideas, comments, and most importantly people who are willing to help out. Please e-mail me (posting to this group will probably be a little off-topic eventually) if you would like to join the effort. If I can get at least 3 other developers, I will announce it as a project, and get a mailing list and all that set up. For more information about distributed.net, check out, surprisingly enough, http://www.distributed.net Thank you. -- Chris Arguin | "...All we had were Zeros and Ones -- And Chris.Arguin@unh.edu | sometimes we didn't even have Ones." +--------------+ - Dilbert, by Scott Adams http://leonardo.sr.unh.edu/arguin/home.html | From: jwilkinson@mail.utexas.edu Subject: Re: Corewars and distributed.net Date: 1997/11/12 Message-ID: <199711120458.WAA19812@mail.utexas.edu>#1/1 >Anyway, that is my idea in a nutshell. I really want to carry this >through, but what I need are developers. I am one myself, but I have >little familiarity with both genetic algorithms and with the MARS >simulator. So I am looking for ideas, comments, and most importantly >people who are willing to help out. Please e-mail me (posting to this >group will probably be a little off-topic eventually) if you would like to >join the effort. If I can get at least 3 other developers, I will announce >it as a project, and get a mailing list and all that set up. > >For more information about distributed.net, check out, surprisingly >enough, http://www.distributed.net Ok, so well you basically have two options... you can run a GA and test the survivors against the other survivors, or you can run a GA and test the survivors against a preset of opponents. Which do you plan on doing? I'd prefer to see the results of the first of the two... it seems like more of a 'pure' experiment in my mind. :) -jkw From: graham@arlington.net Subject: THE CHRISTIAN BUSINESS OPPORTUNITY WEBSITE Date: 1997/11/12 Message-ID: <64bieb$9r9@lepton.startext.net>#1/1 Thank You, The response has been so phenomenal that I cannot handle my e-mail. I am posting the Christian Business Opportunity Website for your direct viewing. You may SIGN UP for FREE and GET A FREE WEBPAGE at the URL below and you will receive a free info pack. 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From: mdaglow@aol.com (MDaglow) Subject: Game Programming & Art Date: 1997/11/13 Message-ID: <19971113013500.UAA13051@ladder01.news.aol.com>#1/1 I was wondering if you knew of someone who is a strong creative programming talent who might be interested in one of our opportunities. We're an award winning co., working with top publishers and looking for Sr. or Lead Programmers to work on PC, PSX, or N64 for RPG, Adventure/Action or Sports titles. We're also looking for a talented Lead Graphic Designer who has gaming experience. If you have someone to refer, please encourage him or her to see our website at www.stormfrontstudios.com or e-mail me at mdaglow@aol.com Thanks, Marta Daglow Stormfront Studios 4040 Civic Center Dr. San Rafael, CA 94903 Fax: 415-461-3865 Phone: 415-461-5845 From: tusk@daimi.aau.dk (Martin Moller Pedersen) Subject: Re: Corewars and distributed.net Date: 1997/11/13 Message-ID: <64dilk$s0m$1@nf.aau.dk>#1/1 In Chris Arguin writes: >Hello all. It has been a year or two since I last participated in >Corewars, but I am planning on coming back in a big way :) >The corewars area seems, to me, to be a fairly place to apply genetic >algorithms. Other people have, with a fair degree of success. The biggest >problem is the amount of hard-disk space and processing power required to >go through the generations. Hi, Check the archive of the corewar-genetic algortihms mailinglist at th URL: ftp://sunsite.auc.dk/pub/local/corewar/ There is a gen-pool at several good tools for doing GA together with corewar. Cheers Martin M. Pedersen From: "Mate Finder" Subject: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/16 Message-ID: <64ni1q$r55@ecuador.earthlink.net>#1/1 Talk LIVE one-on-one to EXCITING, PASSIONATE GIRLS!!! Find out secrets of what women really want from a man. Call NOW!!! Ladies are waiting to here from you. 1-900-772-3889 ext. 2576 Only $3.99/min, must be 18, Serv-U (619) 645-8434, USA only From: KOTH Subject: SKI-ICWS: Status - ICWS Tournament 11/17/97 Date: 1997/11/17 Message-ID: <199711170500.AAA16877@midgaard.ttsg.com>#1/1 Weekly Status on 11/17/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 May 2 20:31:14 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 41/ 11/ 48 Spell-Bound Ian Oversby 172 3 2 38/ 9/ 53 Gisela 7131 Andrzej Maciejczak 167 8 3 47/ 32/ 20 Giskard v0.5 Ken Mitton 162 106 4 37/ 14/ 48 Cannonade Paul Kline 160 133 5 48/ 41/ 11 Test Scanner Anonymous 156 5 6 44/ 39/ 18 Miss Caress Derek Ross 148 7 7 47/ 46/ 8 Agony T Stefan Strack 148 134 8 42/ 40/ 18 Gisela 6279 Andrzej Maciejczak 144 32 9 41/ 38/ 21 Old Tire Swing Randy Graham 143 90 10 43/ 42/ 15 test88 P.Kline 143 52 11 42/ 42/ 17 Gisela 6927 Andrzej Maciejczak 142 38 12 40/ 41/ 19 Miss Carry Derek Ross 140 97 13 27/ 15/ 57 Nothing Special G. 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Check outWORLDGAMING --------------721C48FA1E7E-- From: "Milton N. Bradley" Subject: Re: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/18 Message-ID: <3472072B.6314@villagenet.com>#1/1 Richard H. Weiner wrote: > > ...You mean as opposed to "DEAD COLD GIRLS"? > > Mate Finder wrote: > > > Talk LIVE one-on-one to EXCITING, PASSIONATE GIRLS!!! > > Find out secrets of what women really want from a man. > > Call NOW!!! Ladies are waiting to here from you. > > > > 1-900-772-3889 ext. 2576 > > > > Only $3.99/min, must be 18, Serv-U (619) 645-8434, USA only Wow! After 50 years of what I thought was a highly successful marriage, NOW I'm finally going to find out "what women really want from a man"! I can't wait! On a more sober note, what has this to do with Go? Or am I missing something painfully obvious? (Sarcasm, for those who might be in doubt!) How can we stop this pitiful garbage from cluttering our news group? Any ideas, anyone? Milt From: stst@vuse.vanderbilt.edu (Stefan Strack) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 1997/11/18 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: J.W.J.de.Kort@rechten.rug.nl (J.W.J.de.Kort) Subject: Compiler question Date: 1997/11/18 Message-ID: <64rp58$p38$1@info.service.rug.nl>#1/1 Dear Corewar Friends A few years ago i left the game of Core War. Recently i decided i wanted to start playing again. I used to use my own MARS and competition facilities. Because i like to use these again i need to compile my own version of Pmars. BUT: whene i tried to compile Pmars using Borland C++ i got a large amount of errors. Can any one please tell me how to set up Pmars so that i will compile under Turbo C++? May be the problem is that pc.h is missing. This file did not come how ever with the pmars source. Please help! Regards, Jan Willem From: "Milton N. Bradley" Subject: Re: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/19 Message-ID: <34737D34.6EC2@villagenet.com>#1/1 Bill Franke wrote: > > Milton N. Bradley wrote: > > > > How can we stop this pitiful garbage from cluttering our news group? Any > > ideas, anyone? > > Change the status of the group to MODERATED, appoint 3 or 4 moderators, > and have every post read before it either trashed or published. Bill: Sounds reasonable to me, but as any reader of rgg and/or goteach knows my plate is already overfull, so I can't volunteer even though I'd like to. Anyone else to volunteer?? Milt From: wem@unm.edu (bill mulberry) Subject: Re: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/19 Message-ID: <64v28e$1v2c@argo.unm.edu>#1/1 In article <34723ECC.31C5@ksts.seed.net.twSPAMKILL>, Bill Franke wrote: >Milton N. Bradley wrote: >> >> How can we stop this pitiful garbage from cluttering our news group? Any >> ideas, anyone? >> Change the status of the group to MODERATED, appoint 3 or 4 moderators, >and have every post read before it either trashed or published. Of course this has to do with go!!! They are just GO GO GIRLS! :-) From: Webmaster@Tecsun (David Howe) Subject: Re: Get paid to surf the net Date: 1997/11/19 Message-ID: <3472c198.67882859@news.demon.co.uk>#1/1 On 13 Nov 1997 04:24:15 GMT, "lefty" wrote: >Get paid to do what your already doing..Earn at least $50-100 per week >guaranteed.. >Send $2 to > >Surf the net > > >328 Valley Creek Rd >Piedmont,Al 36272 > > I already get paid to surf the net. Problem is, my boss doesn't know it :+) __--== DHowe (is at) Tecsun.Demon.CoUk ==--__ From: Bill Franke Subject: Re: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/19 Message-ID: <34723ECC.31C5@ksts.seed.net.twSPAMKILL>#1/1 Milton N. Bradley wrote: > > How can we stop this pitiful garbage from cluttering our news group? Any > ideas, anyone? > Change the status of the group to MODERATED, appoint 3 or 4 moderators, and have every post read before it either trashed or published. From: Philip Kendall Subject: Re: corewars tutorial Date: 1997/11/20 Message-ID: #1/1 elusion@mindpulse.com writes: > Does anybody know of any good '94 corewars tutorials? I'm relatively > new, and I'd like to get started with Corewars. > I'd most appreciate it if someone would email me something. Check out: Steve Bailey's Guide for Beginners (on Stormking, http://www.koth.org/ or Pizza, http://www.ecst.csuchico.edu/~pizza/koth/), Core War for Dummies (http://www.itd.umich.edu/~jklewis/corewars/dummie.html) by John K Lewis, The Beginner's Guide to Redcode (http://www.sci.fi/~iltzu/corewar/guide.html) by Imari Karonen and issues 1 to 8 of Core Warrior (from Planar's pages -- http://pauillac.inria.fr/~doligez/corewar/) HTH Phil From: eriko@tamu.edu (Erik Osterholm) Subject: Re: Get paid to surf the net Date: 1997/11/20 Message-ID: <34747d52.428025476@news.myriad.net>#1/1 >> >Get paid to do what your already doing..Earn at least $50-100 per week >> >guaranteed.. >> >Send $2 to >> > >> >Surf the net >> >328 Valley Creek Rd >> >Piedmont,Al 36272 Heh, you send me 2 dollars and I'll also tell you how to make money... Post message like this to all the newsgroups and have schmucks send you 2 dollars each :) ---- eriko@tamu.edu http://PersonalWebs.myriad.net/erik/ From: Philip Kendall Subject: Re: Compiler question Date: 1997/11/20 Message-ID: #1/1 J.W.J.de.Kort@rechten.rug.nl (J.W.J.de.Kort) writes: > A few years ago i left the game of Core War. Recently i decided i wanted > to start playing again. I used to use my own MARS and competition > facilities. Because i like to use these again i need to compile my own > version of Pmars. BUT: whene i tried to compile Pmars using Borland C++ i > got a large amount of errors. Can any one please tell me how to set up > Pmars so that i will compile under Turbo C++? May be the problem is that > pc.h is missing. This file did not come how ever with the pmars source. > Please help! IIRC, pMARS will compile only using DJGPP (a DOS port of gcc) under DOS. pc.h is a standard Linux header file, so it sounds like you're trying to compile using the Un*x makefile, rather than the DOS makefile. Unless you're messing about with the source, why don't you just download the binary distribution (pmars08.zip), rather than the source distribution; if you want a 286-compatible pMARS (with a few limits on coresize, warriors, etc), download pmars286.zip. HTH Phil From: J P Morris Subject: Re: Get paid to surf the net Date: 1997/11/20 Message-ID: <3473F9B3.3B6C6A27@usa.net>#1/1 David Howe wrote: > > On 13 Nov 1997 04:24:15 GMT, "lefty" wrote: > > >Get paid to do what your already doing..Earn at least $50-100 per week > >guaranteed.. What? Read the usenet for cash? > >Send $2 to > > > >Surf the net > > > > > >328 Valley Creek Rd > >Piedmont,Al 36272 > > > > > I already get paid to surf the net. Problem is, my boss doesn't know > it :+) I really will be paid to surf the net. Today we alpha test our new browser. :-) > __--== DHowe (is at) Tecsun.Demon.CoUk ==--__ -- * JP Morris aka DOUG the Eagle (Dragon) -=UDIC=- * * b52g@usa.net Author of the U6 develorer's kit * ************************************************************** * http://members.tripod.com/~JPMorris - Ultima, Doom, AViOS * From: "James Milne" Subject: Re: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/21 Message-ID: <656il3$i9l@argon.btinternet.com>#1/1 Milton N. Bradley wrote in message <34737D34.6EC2@villagenet.com>... >Sounds reasonable to me, but as any reader of rgg and/or goteach knows >my plate is already overfull, so I can't volunteer even though I'd like >to. > >Anyone else to volunteer?? Sure, I'll volunteer. I hate waiting on these messages being downloaded, when I could be downloading something very inspiring, leading me to write an epic game to change the face of modern computer games. Or maybe not. This group ain't about porn. If I wanted porn, I'd look somewhere else. >Milt From: howaholt@aol.com (HowAHolt) Subject: Re: corewars tutorial Date: 1997/11/22 Message-ID: <19971122123000.HAA18865@ladder02.news.aol.com>#1/1 In article , Philip Kendall writes: > Core War for Dummies >(http://www.itd.umich.edu/~jklewis/corewars/dummie.html) by John K >Lewis Fair warning, it appears this site isn't quite ready... but the first page shows great promise. I'll be keeping an eye open... Howard Alan Holt (howaholt@aol.com) From: caravel@halcyon.com (Erik Hermansen) Subject: Re: ***** LIVE HOT GIRLS!!! ***** Date: 1997/11/22 Message-ID: <34763f1c.91192983@news.halcyon.com>#1/1 On Wed, 19 Nov 1997 18:58:44 -0500, "Milton N. Bradley" wrote: >Bill Franke wrote: >> >> Milton N. Bradley wrote: >> > >> > How can we stop this pitiful garbage from cluttering our news group? Any >> > ideas, anyone? >> > Change the status of the group to MODERATED, appoint 3 or 4 moderators, >> and have every post read before it either trashed or published. > >Bill: > >Sounds reasonable to me, but as any reader of rgg and/or goteach knows >my plate is already overfull, so I can't volunteer even though I'd like >to. > >Anyone else to volunteer?? > >Milt I've never liked moderated groups. It causes delays. It makes paranoid people fuss about being censored. The spam doesn't bother me all that much. Heh. And which group do you mean anyhow? I see lots of crossposting here. /* Deadly Rooms of Death - puzzling game of dungeon */ /* exploration for Windows. Easy to play, damned */ /* hard to win. Download from: */ /* http://webfootgames.com/catalog/drod.htm */ From: steve@nyongwa.montreal.qc.ca (Steve Robbins) Subject: Ongoing contests Date: 1997/11/23 Message-ID: #1/1 Hi, I'm collecting pointers to programming contests, especially games in which one competes by writing code and and having the programs then compete against each other. The most straightforward exemplars of this are the ubiquitous bot games, such as the *-robots games. I'm particularly interested in ongoing competitions. Typically run either periodically or in King of the Hill (KotH) type of competitions. Here is what I've collected so far; it's an ascii dump on my web page. You can visit http://www.cs.mcgill.ca/~stever/games/ to see this in HTML form, with proper links. Any additions, deletions, changes or other comments cheerfully accepted. At one point someone was musing here about a robots game in java. I never did hear what came of it. Anyone know? Robots Games ============ The "competitors" in these games is a robot; usually one with a gun to shoot at other competitors with. You supply the brains for the robot in the form of a program of one kind or another. The oldest of this kind that I know about is CROBOTS, where the robot is programmed in a "C-like" language. This was written by Tom Poindexter, who later created tclrobots. PC Robots Robots are controlled by a languages similar to C. Only works on PC clones. See also a page full of similar endeavours. Tcl Robots Robots game, using the Tcl language to write the control program. The game takes place in a square arena, with up to four robots. Each robot has a can move, shoot, and scan for its opponents; the goal is to disable all the other robots. You can watch the results graphically. Source code here. You need a recent version of tcl/tk to play this. C++ Robots As can be guessed, the robots are programmed in C++. Your program controls a robot whose mission is to seek out and destroy any other robots it finds. There is an ongoing KotH tournament run via mail server. Other BOTS Games ================ RoboCup The Robot World Cup Initiative (RoboCup) is an attempt to foster AI and intelligent robotics research by providing a standard problem where wide range of technologies can be integrated and examined. For this purpose, RoboCup chose to use soccer game, and organize RoboCup: The Robot World Cup Soccer Games and Conferences. In order for a robot team to actually perform a soccer game, various technologies must be incorporated including: design principles of autonomous agents, multi-agent collaboration, strategy acquisition, real-time reasoning, robotics, and sensor-fusion. RoboCup is a task for a team of multiple fast-moving robots under a dynamic environment. RoboCup also offers a software platform for research on the software aspects of RoboCup. RARS A car race simulator. You program the car driver. Core Wars Core Wars 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. Here are some pages devoted to the game and various KotH servers: o Core War o Corewar Page See also the rec.games.corewars usenet group. Other Contests ============== Abbadingo One: DFA Learning Competition The aim of this contest is to write an algorithm to learn the structure of a DFA (deterministic Finite Automaton). The 1997 competition is over, but plans are in the works for Abbadingo 1b and Abbadingo 2! POTM: Programmer Of The Month Contest Despite the name, the contest frequency is really more like every 3-4 months. The POTM master poses a question via email, to which you answer with an algorithm. The POTM Pages provide details of current and past competitions, and how to join the mailing list. Loebner Prize Billed as The First Turing Test, the contest asks human judges to distinguish between other humans, and computers, in a restricted "conversation". This one pays real money if you win! -- -- Steve Robbins Remember: they always let you down when you need 'em. From: KOTH Subject: SKI-ICWS: Status - Multiwarrior Experimental 94 11/24/97 Date: 1997/11/24 Message-ID: <199711240500.AAA02129@midgaard.ttsg.com>#1/1 Weekly Status on 11/24/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 : Thu May 29 16:05:18 EDT 1997 # Name Author Score Age 1 Chain 4 Pedro 5008 10 2 TimeScapeX (0.1) J. Pohjalainen 5008 85 3 Paper V D. D. Randel 5008 6 4 Evolve X John Wilkinson 5008 25 5 MulDemonX J.A.Denny 5008 5 6 Wax Zul Nadzri 5008 13 7 U-lat Zul Nadzri 5008 16 8 MulDemon J.A.Denny 5008 7 9 A Big Milk Shake Christian Schmidt 5008 9 10 Newest test Pedro 5008 24 11 Time to send in the imps Robert Hale 5008 3 12 Paper8 G. Eadon 5008 51 13 U-lat II Zul Nadzri 5008 11 14 Test2 George Eadon 5008 45 15 This is Test1 Kurt Franke 5008 50 16 Victim 16 Pedro 5008 15 17 Paperone Beppe Bezzi 5008 70 18 Pieces - 94x Robert Hale 5008 2 19 ViP - 94x Robert Hale 5008 1 20 Papyrus 4 Justin Kao 4986 23 21 Pieces Robert Hale 4942 4 From: KOTH Subject: SKI-ICWS: Status - MultiWarrior 94 11/24/97 Date: 1997/11/24 Message-ID: <199711240500.AAA02123@midgaard.ttsg.com>#1/1 Weekly Status on 11/24/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 Jun 17 19:40:34 EDT 1997 # Name Author Score Age 1 Aulder Man Ian Oversby 6026 34 2 U-lat v3.8 Zul Nadzri 6026 12 3 Time to send in the imps Robert Hale 6026 5 4 Ultra Ken Espiritu 6026 1 5 Die Hard P.Kline 6013 80 6 Ultra Ken Espiritu 5974 2 7 Head or Tail Christian Schmidt 5974 7 8 MulDemon J.A.Denny 5974 17 9 Multi Kulti Christian Schmidt 5961 6 10 IMPossible! Maurizio Vittuari 5922 47 11 Ultra Ken Espiritu 0 0 From: KOTH Subject: SKI-ICWS: Status - ICWS Experimental 94 11/24/97 Date: 1997/11/24 Message-ID: <199711240500.AAA02138@midgaard.ttsg.com>#1/1 Weekly Status on 11/24/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 : Sun Jun 22 07:30:00 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 33/ 4/ 63 Evol Cap 4 X John Wilkinson 161 32 2 34/ 12/ 53 Rosebud Beppe 157 11 3 44/ 34/ 23 Dr. Gate X Franz 154 3 4 42/ 32/ 26 Dr. Recover Franz 152 2 5 43/ 39/ 18 Illusion-94/55 Randy Graham 147 14 6 44/ 41/ 15 Memories Beppe Bezzi 147 39 7 38/ 31/ 30 Lithium X 8 John K Wilkinson 146 23 8 37/ 28/ 35 Falcon v0.3 X Ian Oversby 145 5 9 42/ 40/ 18 Stepping Stone 94x Kurt Franke 144 18 10 39/ 35/ 26 BigBoy Robert Macrae 142 57 11 43/ 44/ 13 Tsunami v0.1 Ian Oversby 142 10 12 41/ 45/ 14 Pagan John K W 136 17 13 37/ 37/ 26 Derision M R Bremer 136 49 14 35/ 36/ 29 Tornado 2.0 x Beppe Bezzi 135 56 15 38/ 42/ 20 Fire Master Xv1 JS Pulido 135 54 16 41/ 49/ 10 S.E.T.I. 4-X JKW 134 33 17 29/ 28/ 43 Variation M-1 Jay Han 131 12 18 37/ 45/ 18 Frontwards v2 Steven Morrell 130 62 19 27/ 24/ 49 Hector 2 Kurt Franke 129 52 20 29/ 34/ 37 Paper V D. D. Randel 124 1 21 9/ 73/ 19 Pit-Fighter Mole IX 44 0 From: KOTH Subject: SKI-ICWS: Status - ICWS Tournament 11/24/97 Date: 1997/11/24 Message-ID: <199711240500.AAA02119@midgaard.ttsg.com>#1/1 Weekly Status on 11/24/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 May 2 20:31:14 EDT 1997 # %W/ %L/ %T Name Author Score Age 1 41/ 11/ 48 Spell-Bound Ian Oversby 172 3 2 38/ 9/ 53 Gisela 7131 Andrzej Maciejczak 167 8 3 47/ 32/ 20 Giskard v0.5 Ken Mitton 162 106 4 37/ 14/ 48 Cannonade Paul Kline 160 133 5 48/ 41/ 11 Test Scanner Anonymous 156 5 6 44/ 39/ 18 Miss Caress Derek Ross 148 7 7 47/ 46/ 8 Agony T Stefan Strack 148 134 8 42/ 40/ 18 Gisela 6279 Andrzej Maciejczak 144 32 9 41/ 38/ 21 Old Tire Swing Randy Graham 143 90 10 43/ 42/ 15 test88 P.Kline 143 52 11 42/ 42/ 17 Gisela 6927 Andrzej Maciejczak 142 38 12 40/ 41/ 19 Miss Carry Derek Ross 140 97 13 27/ 15/ 57 Nothing Special G. Eadon 140 48 14 26/ 19/ 55 Turkey Beppe Bezzi 133 49 15 30/ 31/ 39 Pommes-Ketchup V1.35 S. Schroeder 129 46 16 32/ 38/ 30 Yop La Boum v2.1 P.E.M & E.C. 127 63 17 32/ 39/ 29 MIOTACZ Waldemar Bartolik 125 33 18 25/ 26/ 48 One Fat Lady Robert Macrae 124 50 19 36/ 48/ 16 Traper3_t Waldemar Bartolik 124 43 20 34/ 44/ 22 Dwa Michaly c Waldemar Bartolik 123 1 21 2/ 98/ 0 Unknown Anonymous 7 0 From: KOTH Subject: SKI-ICWS: Status - Standard 11/24/97 Date: 1997/11/24 Message-ID: <199711240500.AAA02115@midgaard.ttsg.com>#1/1 Weekly Status on 11/24/97 ****** NOTICE ****** Check out the new look at WWW.KOTH.ORG ****** 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 : Mon Jun 16 03:24:04 EDT 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 39/ 39/ 22 Gisela 3G6 Andrzej Maciejczak 139 73 11 29/ 20/ 51 Cannonade P.Kline 139 210 12 40/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 139 254 13 29/ 19/ 53 Rosebud 88 Beppe 139 41 14 29/ 20/ 50 ttti nandor sieben 138 160 15 40/ 43/ 17 Iron Gate Wayne Sheppard 138 304 16 30/ 22/ 48 Simple '88 Ian Oversby 138 65 17 30/ 23/ 47 CAPS KEY IS STUCK AGAIN Steven Morrell 138 176 18 39/ 46/ 15 Test Anton Marsden 132 6 19 38/ 47/ 15 Test Anton Marsden 130 1 20 36/ 46/ 18 Gisela 609 Andrzej Maciejczak 126 48 21 0/ 93/ 7 Gremlin II Sap 7 0 From: scottv@starnetc.com Subject: Starnet International *****Introduces WORLD GAMING Software.***** Date: 1997/11/25 Message-ID: <347B6727.4DC479B4@starnetc.com>#1/1 This is a multi-part message in MIME format. --------------B6731E0EDDC05A1D314A5069 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Starnet Canada Starnet USA World Gaming EFS Caribbean STARNET COMMUNICATIONS INTERNATIONAL INC.'S SUBSIDIARY - WORLD GAMING SERVICES INC. - COMMENCES INTERNET GAMING OPERATIONS Vancouver, BC, October 22, 1997 - Starnet Communications International Inc. 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Check outWORLDGAMING --------------B6731E0EDDC05A1D314A5069-- From: jroby@westmont.edu (TMTMTL Joshua W Roby) Subject: Does anybody out there play Corewar? Date: 1997/11/26 Message-ID: #1/1 I think the subject says it all. From: Philip Kendall Subject: Re: Does anybody out there play Corewar? Date: 1997/11/27 Message-ID: #1/1 jroby@westmont.edu (TMTMTL Joshua W Roby) writes: > I think the subject says it all. Yes, but we don't post to r.g.cw very much - visit either Pizza (http://www.ecst.csuchico.edu/~pizza/koth/) or Stormking (http://www.koth.org/). HTH Phil -- Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) From: "Marcus Wunderlich" Subject: Re: Does anybody out there play Corewar? Date: 1997/11/27 Message-ID: <347D4496.MD-0.198.mw@fh-zwickau.de>#1/1 > I think the subject says it all. I do. Marcus From: "Don Day" Subject: Re: Time for a history? Date: 1997/11/29 Message-ID: <01bcfd0b$f2ccb1e0$7360aecd@deday.kcnet.org>#1/1 Hi all, I am writing from a relative's computer to introduce a topic i've been thinking about for a while. I have read about Corewar for several years and have written a few warriors and even a couple of Redcode compilers, but I claim no status beyond that of a beginner. I've never sent any code into a hill, as I have been too impressed with the code others have done. Anyway, what I would like to see is a history of Corewar. This would have lots of benefits: it would be interesting to a wide audience, it would spark more general interest in Corewar, it would help people understand what Dewdney started, it would give recognition to those who have kept Corewar alive and well, it would show the evolution of ideas in warrior design, it would place Corewar in the overall effort toward ai & a-life. As to how such a project could be done and how it could be easily updated, I hope for comments from anyone interested. When my own situation stablizes I may be able to help, but alas not for a while... Thought I'd toss this idea out there to see what interest there might be. Dan James From: Ivan Arroyo Garcia Subject: New to the list Date: 1997/11/30 Message-ID: <199711301054.KAA11419@idecnet.com>#1/1 Hi to all of you, i'm new to the list and almost new to the corewars stuff. I'm JS Pulido's friend, Spanish too :D. I only can make ( for the moment ) easy and bad programs, but ... matter of time. See you. < naib > From: "Daniel Hommers" Subject: Re: Time for a history? Date: 1997/11/30 Message-ID: <65sgki$spg@newssrv2.hrz.uni-oldenburg.de>#1/1 Hi ! I had a corewar-prog almost six years ago, when I still had an Amiga. There were redcode-progs included dated back to 1989 and some bits of the games� history. I have written a mars-prog myself. It�s written in Pascal and runs on msdos-pc�s. But that�s been some years ago. At that time I thought abou modifications and new commands, but I found no one being interested in the subject too. If someone wants the source-code or something else just contact me. Greetings from Germany, Daniel From: Anton Marsden Subject: Re: Time for a history? Date: 1997/11/30 Message-ID: #1/1 On 29 Nov 1997, Don Day wrote: > As to how such a project could be done and how it could be easily updated, > I hope for comments from anyone interested. When my own situation > stablizes I may be able to help, but alas not for a while... > Thought I'd toss this idea out there to see what interest there might be. I've thought about doing this myself. However, there is a considerable amount of work that needs to be put into it. The one major problem is that because CW has been around for more than 10 years there aren't many "veterans" that play the game. The best way to find out about CW history is to talk to the original players. I've been playing for a few years now and find it easy to point out most of the "revolutions" in warrior design that have occurred since I first started playing. However, putting this information together in a non-biased way is rather difficult. I would be willing to collect and compile any relevant information from former and current players. Anton.