From: "Ian Oversby" Subject: Updated website Date: 1999/04/04 Message-ID: <7e8pan$hc1$1@plug.news.pipex.net>#1/1 Greetings. I have updated my website with stuff from the tournament. As yet, it isn't quite but it is certainly a lot closer. I tried to include tarred and zipped files of the entries and so on but Geocities doesn't seem to accept names with more than one dot. I will rename and upload shortly. http://www.geocities.com/TimesSquare/Realm/2443/ Ian From: Philip Kendall Subject: Re: Beppe Bezzi? Date: 1999/04/07 Message-ID: #1/1 In article <370B0642.91421202@ifm.liu.se>, Magnus Paulsson wrote >Sorry to bother you all, but ..... > >Anyone, a mail adress for Bezzi? (bezzi@nemo.it doesn't work anymore) guiseppe.bezzi@nemo.it. I think. Try the bottom of the latest edition of Core Warrior. >(are there any other italian who can help me translate?) >("Cippa / Manolo Anonimus", is it italian? What does it say?) Have you tried Alta Vista's Babelfish? Phil -- / Philip Kendall (pak21@cam.ac.uk pak21@kendalls.demon.co.uk) \ \ http://www.kendalls.demon.co.uk/pak21/corewar/index.html / From: Magnus Paulsson Subject: Beppe Bezzi? Date: 1999/04/07 Message-ID: <370B0642.91421202@ifm.liu.se>#1/1 Sorry to bother you all, but ..... Anyone, a mail adress for Bezzi? (bezzi@nemo.it doesn't work anymore) (are there any other italian who can help me translate?) ("Cippa / Manolo Anonimus", is it italian? What does it say?) ------------------------------------------------------------ Magnus Paulsson e-mail: mpn@ifm.liu.se From: liporati@br.homeshopping.com.br (Leonardo Humberto) Subject: Re: Beppe Bezzi? Date: 1999/04/08 Message-ID: #1/1 On Wed, 07 Apr 1999, Magnus Paulsson wrote: [...snip...] >(are there any other italian who can help me translate?) ("Cippa / Manolo Anonimus", is it italian? What does it say?) Hello Magnus, I am not Italian neither I speak Italian. But as I speak Portuguese, a language derived from Latin as Italian, and no Italian speaker appeared yet, I will try to 'guess' something. First, I don�t know the meaning of "Cippa". I think "Manolo" is a nickname for "Manuel". "Manuel" is a name of hebrew origin. Albeit "Manuel" is a name used in Portuguese and Spanish also, I don�t know if "Manuel" is "Manuel" in English too. "Anonimus" is anonymous. So "Manolo Anonimus" means a anonymous guy. If were to me make a free translation of it to Portuguese, it would be "Z� Ningu�m". Maybe a free translation to English would be "John Anonymous" or "John Nobody". Leonardo. (but not da Vinci) **** Posted from RemarQ - http://www.remarq.com - Discussions Start Here (tm) **** From: cgbean@alaska.net Subject: Dewdney info Date: 1999/04/13 Message-ID: <3713F72D.6E7A@alaska.net>#1/1 Hi all! I recently aquired a copy of 'The Armchair Universe', a collection of A.K. Dewdney's Computer Recreations articles in Scientific American. I found interest in a number of articles, including subjects such as cellular automata, simulated ecology, evolutionary computation, higher dimensions, artificial intelligence, among others. Dewdney also outlines various games, simulations, etc., most involving a computer. I found Wa-Tor, Flibs, and of course, Core War to be the most interesting of these. There are also many others. So, I'm asking two things- 1. Does anyone have any information on Flibs or other Dewdney creations that haven't become as familiar as say, Wa-Tor? 2. Is there any interest in a website with information solely on the ideas put forth by Dewdney? After playing around with Flibs (if anyone wants me to describe them, I'll be glad to do so), I looked around on the net to try and find some information, but turned up nothing. So I'm thinking of describing these very interesting pursuits on a website, with all the information I can find. I'm hoping some of you could name some of your favorites from the pages of Scientific American, as the column Computer Recreations was no longer carried by the time I was first interested in such matters, so I could do some research into them. My local library didn't turn up much. A.K. Dewdney's web page is http://www.dewdney.com and contains a whole lot of interesting information. I think I'll head on over to amazon.com and see if I can find some of his books. -WFB GAT a12 s-:- d+ C++ P+ L W++ N++ w+ M-- PS++ PE- Y+ t 5 X+ R tv b+++ DI++++ D++ G e-- h! From: John Metcalf Subject: Re: CoreWarrior Date: 1999/04/13 Message-ID: #1/1 Greetings... Issue 72 about to be posted, as soon as it has been proof-read ;-) Regards, John On Tue, 13 Apr 1999, Ransom Smith wrote: > The Pizza server page has links to all the back issues of CoreWarrior, but > no subscription. Is CoreWarrior out of print? Or can I still get it > somewhere? > --ransom From: "Ransom Smith" Subject: CoreWarrior Date: 1999/04/13 Message-ID: #1/1 The Pizza server page has links to all the back issues of CoreWarrior, but no subscription. Is CoreWarrior out of print? Or can I still get it somewhere? --ransom From: cgbean@alaska.net Subject: Flibs & Wa-Tor Date: 1999/04/14 Message-ID: <3714F332.20D3@alaska.net>#1/1 At request I'll describe Flibs and Wa-Tor... Dewdney proposed little creatures called flibs (finite living blobs) as a great medium for experimenting with genetic algorithms. Described in Dewdney's words, flibs are: "Essentially a finite automaton. That is, it has a finite number of states, and for each signal it recieves (a 0 to a 1) it sends a signal and enters a new state. The signal sent by a flib during each cycle of operation is its prediction of the next signal to be recieved from the enviroment." So, a curious individual would make a little program to breed flibs that could predict accurately a number sequance, i.e.- 1011 The corresponding flib would be: ____________________ 1 0 A| 0a 1b B| 1c C| 1a ____________________ I think that's right =). It starts in State A. Instead of the genetic programming approach, I've been mostly just screwing around with the flibs, learning what I can. It's fun to write out flibs by hand... I couldn't say much in mathematical terms, lacking the higher education that I would need to list my findings in such a matter, but I've had fun exploring the flibs, and perhaps you will... As for Wa-Tor, I know substantially less, but much information is avaliable on the net. Basically, Wa-Tor is a torus shaped planet, with two two main species inhabiting it, Sharks and Fish. Simulated on a computer, the Sharks and Fish move according to specific rules, and a delicate ecosystem often develops. I have a simulator, and it is very interesting to watch. K, I'm done talking...btw, I looked on amazon.com, and they have a number of his publications, including two other books with SciAm articles, and what looks like an excellent book on the second dimension, 'The Planiverse'. Cya'll l8ter... -WFB GAT a12 s-:- d+ C++ P+ L W++ N++ w+ M-- PS++ PE- Y+ t 5 X+ R tv b+++ DI++++ D++ G e-- h! From: Simon Duff Subject: X-Windows shell Date: 1999/04/14 Message-ID: <7f127i$4st$1@emu.cs.rmit.edu.au>#1/1 Hello everyone Just got a few questions. I just down-loaded the X11 Pmars Simulator after using the dos version for a while, and I was just wanting to know if there is a pShell-like Interface for X-Windows? A URL would be great. Secondly, someone offered to have a look at one of my warriors, Syndrome, a few weeks ago - however, a slip of mu finger deleted this mail. I would greatly appreciate that person from contacting me again, as I am still very new to CoreWars and would find any assistance helpful. Regards, Simon Duff -- +--------------------------+-----------------------------------------------+ | ___ __ __ | Simon Alan Duff - aka 'Duffy' | | | \ _ _ / _|/ _|_ _ | sduff@cs.rmit.edu.au | | | |) | || | _| _| || | | | | |___/ \_,_|_| |_| \_, | | http://yallara.cs.rmit.edu.au/~sduff/ | | |__/ | | | | Get the latest Win98 Patch at www.linux.org | +--------------------------+-----------------------------------------------+ From: John Metcalf Subject: testing Date: 1999/04/15 Message-ID: #1/1 Just seeing if this messages makes the round trip back to me okay. Core Warrior 72 may have lost it's way somewhere in the system... From: stander@rol3.com (Dirk Stander) Subject: genetic algorithmus Date: 1999/04/15 Message-ID: <37162f73.11986964@news.rol3.com>#1/1 Sal�, Hat irgendjemand schonmal eine Corewarshell geschrieben, die den Code der warrier evolutiv verbessert? Has anybody experience writing a corwar shell, which improves its warriers evolutiv? TIA -- Gru� Dirk From: qute@trustme.dk (Anders Rosendal) Subject: Re: Flibs & Wa-Tor Date: 1999/04/16 Message-ID: #1/1 Hello cgbean@alaska.net! Wednesday April 14 1999 11:57, cgbean@alaska.net wrote to All: > that could predict accurately a number sequance, i.e.- > 1011 > The corresponding flib would be: > ____________________ > 1 0 > A| 0a 1b > B| 1c > C| 1a > ____________________ > I think that's right =). I don't get it. It starts in A right? If it gets a 0 it goes to a, but what if it gets a 1? If it's in b and gets a 1 it goes to c? Furthermore I don't see the fun in it :-) There's no blood :-/ > GAT a12 s-:- d+ C++ P+ L W++ N++ w+ M-- PS++ PE- Y+ t 5 X+ R tv b+++ > DI++++ D++ G e-- h! Ahhh, a geek code. From: "John K. Lewis" Subject: RedOS call for submissions. Date: 1999/04/16 Message-ID: #1/1 RedOS 2.0 is coming. This is a general call for contributions and request for features. As you may be aware, the RedOS is used in the Intelligent Warrior tournament hosted by John K. Lewis. If you are interested in contributing to the RedOS, send me an email with your interest outlined therein. There are no requirements for experience and participating will give you a unique advantage in the upcoming tournament. Send e-mail to jklewis(at)umich.edu with your interest level and I'll send you the current version with notes on future plans. The next Intelligent Warrior tournament will be held in May and will include a monetary prize for first place. From: John Metcalf Subject: Core Warrior 72 (repost) Date: 1999/04/16 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 72 13 April, 1999 _______________________________________________________________________________ Core Warrior is a newsletter promoting the game of corewar. Emphasis is placed on the most active hills - currently the '94 draft hill, the beginner hill and the '94 no-pspace hill. Coverage will follow where ever the action is. If you haven't a clue what I'm talking about then check out these five-star internet locals for more information: FAQs are available from: ftp://rtfm.mit.edu/pub/usenet/news.answers/games/corewar-faq.Z http://www.koth.org/corewar-faq.html The ftp site and mirrors are at: ftp://ftp.csua.berkeley.edu/pub/corewar ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror ftp://www.koth.org/corewar pMARS itself is also available from: http://www.koth.org/pmars.html ;Stormking http://www.ncs.infi.net/~wtnewton/corewar ;Terry's web page ftp://members.aol.com/ofechner/corewar ;Fechner ftp site Web pages are at: http://www.koth.org/ ;Stormking http://www.ecst.csuchico.edu/~pizza/koth ;Pizza http://para.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! 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 _______________________________________________________________________________ Welcome... There has been very little activity either on the hills or in the newsgroup since last issue. However, Ian Oversby's tournament has reached a conclusion, with someone winning a copy of Ian's paper/stone, Recovery. Also, Macrae won the code for Mini-CLP by solving Kline's Challenge. This issue, Christian Schmidt shows us how he constructed and optimized three of his multi-strategy warriors, Digital Dragon, Shadow and Stormbringer :-) -- John Metcalf _______________________________________________________________________________ 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 44.0/ 31.6/ 24.5 Recycled Bits David Moore 156.4 13 2 37.8/ 25.8/ 36.4 Spooky Wench John Metcalf 149.8 0 3 36.3/ 24.9/ 38.9 Puddleglum John Metcalf 147.7 1 4 41.9/ 37.5/ 20.6 Pattel's Virus Ben Ford 146.4 13 5 35.6/ 25.6/ 38.8 The Stormbringer Christian Schmidt 145.5 13 6 28.1/ 10.9/ 61.0 The Fugitive David Moore 145.2 13 7 35.7/ 27.1/ 37.2 Fixed Ken Espiritu 144.2 13 8 34.9/ 26.6/ 38.4 Shadow Christian Schmidt 143.3 10 9 42.7/ 42.4/ 14.9 Zooom... John Metcalf 143.0 6 10 39.4/ 36.3/ 24.4 BiShot Christian Schmidt 142.5 1 11 39.3/ 40.9/ 19.8 Silver Talon 1.2 Edgar 137.7 14 12 30.3/ 23.1/ 46.6 Even Less Innocuous TeamQ3 137.5 2 13 30.0/ 23.1/ 47.0 Freight Train v0.2 David Moore 136.9 13 14 33.6/ 31.3/ 35.1 Twin Christian Schmidt 135.9 13 15 29.9/ 24.6/ 45.5 Less Innocuous Leonardo Humberto 135.2 3 16 34.2/ 33.8/ 32.1 Digital Dragon Christian Schmidt 134.6 13 17 35.3/ 36.3/ 28.4 trefoil 23 226 Steve Gunnell 134.4 23 18 37.3/ 40.6/ 22.1 Galatea Ben Ford 134.1 13 19 38.9/ 43.9/ 17.2 redcode ragamuffin Simon Wainwright 133.9 4 20 27.0/ 22.2/ 50.7 Innocuous John Metcalf 131.8 11 21 38.0/ 46.2/ 15.8 Have No Pity John Metcalf 129.8 1 22 22.4/ 15.6/ 62.0 ;strategy stone/paper John Metcalf 129.2 5 23 28.2/ 29.1/ 42.7 Quicker Zeta Leonardo Humberto 127.3 8 24 21.5/ 15.7/ 62.8 ( 2 x^2 + 3 x + 1 ) / 2 John Metcalf 127.3 4 25 34.0/ 41.4/ 24.5 trefoil 28 558 Steve Gunnell 126.7 13 Age since last issue: 10 ( 69 last issue, 33 the issue before ) New warriors: 11 Turnover/age rate 110% Average age: 8 ( 3 last issue, 46 the issue before ) Average score: 138 ( 143 last issue, 140 the issue before ) The top 25 warriors are represented by just 10 independent authors: Metcalf with 7, Schmidt with 5, Moore with 3, Ford, Gunnell and Humberto with 2 each and everyone else with just one warrior. Fixed, Pattel's Virus and Spooky Wench each had a short time as King before Recycled Bits claimed top spot. Still we have 10 warriors of the same age, down from 20 last issue. _______________________________________________________________________________ 94 - What's New (Sorted by rank and score) # %W / %L / %T Name Author Score Age 2 35.3/ 27.0/ 37.7 Spooky Wench John Metcalf 143.5 0 2 33.3/ 25.0/ 41.6 Puddleglum John Metcalf 141.6 0 7 35.7/ 27.8/ 36.6 Shadow Christian Schmidt 143.6 0 7 36.1/ 36.6/ 27.3 BiShot Christian Schmidt 135.6 0 9 26.7/ 17.7/ 55.7 Redemption John Metcalf 135.7 0 11 26.0/ 21.6/ 52.4 Even Less Innocuous TeamQ3 130.4 1 11 25.6/ 20.9/ 53.5 Less Innocuous Leonardo Humberto 130.3 1 17 38.6/ 45.7/ 15.7 Zooom... John Metcalf 131.6 1 18 21.6/ 15.2/ 63.2 ;strategy stone/paper John Metcalf 127.9 1 20 26.9/ 25.9/ 47.2 RabidWeasel 0.5 WFB 127.9 1 20 35.2/ 46.1/ 18.7 myVamp5.6? Paulsson 124.3 0 20 18.2/ 13.8/ 68.0 ( 2 x^2 + 3 x + 1 ) / 2 John Metcalf 122.6 0 20 34.8/ 47.7/ 17.6 Have No Pity John Metcalf 121.8 0 21 27.0/ 27.6/ 45.4 Quicker Zeta Leonardo Humberto 126.4 1 22 36.3/ 52.1/ 11.6 quatrefoil 2 185 Steve Gunnell 120.5 1 25 34.3/ 48.4/ 17.3 redcode ragamuffin Simon Wainwright 120.3 1 Very few new warriors. Shadow and Spooky Wench are updated. _______________________________________________________________________________ 94 - What's No More (Sorted by age) # %W / %L / %T Name Author Score Age 26 34.4/ 50.9/ 14.7 Silccon M. J. Pihlaja 117.9 22 26 21.6/ 24.7/ 53.6 delay 0.02b 50 bjoern guenzel 118.5 13 26 1.4/ 0.5/ 2.1 The Conqueror Christian Schmidt 6.3 12 26 0.4/ 0.1/ 3.5 Spooky Wench John Metcalf 4.7 9 26 0.6/ 0.8/ 2.6 Fragility John Metcalf 4.4 9 26 35.4/ 50.5/ 14.1 Lost Again! David Moore 120.3 8 26 27.2/ 35.7/ 37.2 Bond, James Bond Ben Ford 118.7 8 26 0.5/ 1.4/ 2.0 Strange Variations John Metcalf 3.7 8 26 33.3/ 48.5/ 18.2 Reconnaissance Ben Ford 118.0 7 26 20.2/ 22.6/ 57.2 RabidWeasel 0.5 WFB 117.9 7 26 32.0/ 46.6/ 21.4 Ice Pick Willie Ben Ford 117.4 6 26 36.8/ 55.0/ 8.2 Boing! John Metcalf 118.7 4 26 2.2/ 0.6/ 1.2 Redemption John Metcalf 7.9 4 26 33.1/ 47.0/ 19.8 myVamp5.6? Paulsson 119.3 3 26 1.4/ 1.4/ 1.3 Shadow Christian Schmidt 5.3 3 26 34.5/ 53.5/ 12.0 quatrefoil 2 185 Steve Gunnell 115.5 2 Lots of ;killing occurred this month... _______________________________________________________________________________ 94 - What's Old # %W / %L / %T Name Author Score Age Nothing old yet :-( _______________________________________________________________________________ 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 Oneshot 8 Evol Cap 6.6 John Wilkinson 1299 Stone/imp 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 Scanner 16 T.N.T. pro Maurizio Vittuari 925 Bomber 17 Agony II Stefan Strack 912 Scanner 18 Barrage Anton Marsden 876 Qscan -> Paper 19 Blue Funk Steven Morrell 869 Stone/imp 20 Flurry Anton Marsden 835 Qscan -> P-warrior 21 Thermite 1.0 Robert Macrae 802 Qscan -> Bomber 22 Blue Funk 3 Steven Morrell 766 Stone/imp 23 Night Train Karl Lewin 755 Paper 24 Mirage 1.5 Anton Marsden 736 Scanner/bomber 25 Blizzard Anton Marsden 713 Qscan -> Paper _______________________________________________________________________________ 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 Damage Incorporated Anton Marsden 373 Q^2 -> Bomber 4 Return Of The Jedimp John K W 357 Q^2 -> Stone/imp 5 unrequited love kafka 346 Q^2 -> Paper 6 Impish v0.2 Ian Oversby 345 Stone/imp 7 Gigolo Core Warrior staff 332 Q^2 -> Stone/imp 8 Falcon v0.3 Ian Oversby 275 P-warrior 9 Nine Seven Six M R Bremer 232 Q^2 -> Stone/imp 10 Rosebud Beppe 218 Stone/imp 11 Newt Ian Oversby 216 Q^2 -> Stone/imp 12 Q^2 Miro Anders Ivner 214 Q^2 -> Scanner/bomber 13 Instant Wolf 3.4 Edgar 205 P-warrior 14 Goldfinch P.Kline 201 P-warrior 15 Simple v0.4b Ian Oversby 197 QScan -> Stone/imp 16 Trident^2 John K W 195 Q^2 -> Stone/imp 17 ompega Steven Morrell 189 Stone/imp 18 Frogz Franz 172 Q^2 -> Paper 19 The Machine Anton Marsden 164 Scanner 20 Memories Beppe 152 Scanner 21 Vain Ian Oversby 147 Q^2 -> Stone/imp 22 Head or Tail Christian Schmidt 142 Q^2 -> Paper 23 Electric Head Anton Marsden 140 P-warrior 24 Vigor Ken Espiritu 138 Q^2 -> Paper 25 Fixed Ken Espiritu 135 Q^2 -> Paper _______________________________________________________________________________ Current Status of the Internet Pizza Server Beginner 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 55.7/ 28.6/ 15.8 Pattel's Virus Ben Ford 182.7 20 2 49.4/ 31.8/ 18.8 Spat the dummy. Steve Gunnell (oh ye 166.9 78 3 47.2/ 38.5/ 14.3 redcode ragamuffin Simon Wainwright 155.9 6 4 32.3/ 16.3/ 51.3 Quicker Zeta Leonardo Humberto 148.3 12 5 39.8/ 32.7/ 27.5 Arsonic C P._V._K. 146.9 95 6 43.8/ 41.1/ 15.2 Fat Man A.S. Mehlos 146.4 92 7 41.5/ 38.8/ 19.7 Sticky taped together 1.2 Steve Gunnell 144.3 89 8 34.9/ 27.2/ 37.9 A man with a Gun Ben Ford 142.7 63 9 29.6/ 17.1/ 53.3 Redemption John Metcalf 142.1 54 10 43.2/ 44.5/ 12.3 fatal lure of pMars Simon Wainwright 142.0 22 11 39.0/ 36.8/ 24.3 No Time To Think A. S. Mehlos 141.2 79 12 30.8/ 21.6/ 47.6 HardCore v0.2b Simon Duff 140.0 18 13 39.5/ 39.3/ 21.2 Fire Master P_.V_.K. 139.7 2 14 32.8/ 26.3/ 40.9 Frusteration II A. S. Mehlos 139.3 82 15 30.4/ 24.1/ 45.4 ModerationRevisited A. S. Mehlos 136.7 98 16 37.2/ 37.9/ 24.9 Red Sand Ken Hubbard 136.6 1 17 32.1/ 30.1/ 37.9 of mirth and merriment Simon Wainwright 134.1 24 18 26.9/ 19.8/ 53.3 Quick Zeta Leonardo Humberto 134.0 17 19 32.9/ 34.9/ 32.2 Ground Zero Ken Hubbard 130.9 5 20 24.4/ 20.2/ 55.4 H-Bomb 9 Josh Yeager 128.6 76 21 24.1/ 20.5/ 55.4 H-Bomb 9k Josh Yeager 127.8 75 22 36.2/ 44.8/ 19.1 Death kiss with a dash of Anders Rosendal 127.6 38 23 27.7/ 29.6/ 42.7 Rocking-Chair 94 v0.33 Leonardo Humberto 125.8 26 24 26.6/ 29.0/ 44.3 SandPaper Leonardo Humberto 124.3 9 25 27.7/ 54.5/ 17.8 v15var 3 257 Steve Gunnell 100.9 3 15 successful challenges since last issue, and only Scanzonato perished of old age. The top five comprises a good cross-section of strategy: 2 p-space, a scanner, a paper and a bomber. Beginners might like to try submitting warriors to one or two of the alternative hills, which are easier to enter than you may think. _______________________________________________________________________________ Current Status of the KOTH.ORG '94 No Pspace Hill: Hill Specs: coresize: 8000 max. processes: 8000 duration: after 80,000 cycles, a tie is declared. max. entry length: 100 minimum distance: 100 rounds fought: 250 instruction set: ICWS '94 Draft, excluding ldp and stp # %W/ %L/ %T Name Author Score Age 1 43/ 37/ 21 Boys are Back in Town 1.1 Philip Kendall 149 140 2 42/ 39/ 18 Zooom... John Metcalf 145 14 3 26/ 10/ 64 _romanian_killah_ Costin Bontas rulez 142 107 4 33/ 25/ 42 Vain Ian Oversby 141 215 5 25/ 10/ 65 The Fugitive David Moore 141 217 6 35/ 30/ 35 Fixed Ken Espiritu 140 198 7 34/ 28/ 38 The Stormbringer Christian Schmidt 140 149 8 33/ 25/ 42 Recovery Ian Oversby 140 138 9 34/ 28/ 39 Blacken Ian Oversby 139 125 10 37/ 35/ 29 BiShot v1.0 Christian Schmidt 139 47 11 34/ 30/ 37 Spooky Wench John Metcalf 137 2 12 33/ 29/ 38 Baseline Plus Ken Espiritu 137 196 13 41/ 44/ 15 Win! David Moore 137 113 14 29/ 23/ 47 Even Less Innocuous TeamQ3 136 6 15 30/ 25/ 46 Brigadeer M Joonas Pihlaja 135 134 16 32/ 31/ 37 Puddleglum John Metcalf 134 1 17 34/ 34/ 31 Liquid Fire Christian Schmidt 134 111 18 34/ 34/ 32 qTest P.Kline 134 37 19 33/ 34/ 32 Digital Dragon Christian Schmidt 132 16 20 27/ 22/ 52 ELI-8 John Metcalf 131 17 The no-pspace hill has aged by 40 successful challenges this month, with scanners now ruling the hill once again. Gemini Dream left the hill aged 182 and Fugitive becomes the oldest warrior. Centenarians Head or Tail, Floody River and Red Carpet also departed. 16 of the 20 warriors on this hill use some form of Qscan. _______________________________________________________________________________ Current Standings of the Oversby Autumn Corewar Tournament: : '94 Tiny Grey Build Multi Primo rDist c8001 : Total 1 Pihlaja : 98.66 100.00 100.00 x 84.82 87.48 x 100.00 : 570.80 2 Schmidt : 99.46 70.55 75.41 77.34 50.26 100.00 92.84 x : 515.02 3 Macrae : 87.63 69.55 74.28 100.00 74.87 95.32 54.47 81.59 : 513.69 4 WFB : 91.10 22.42 49.35 56.28 100.00 56.47 x 95.31 : 473.57 5 Khuong : 75.82 60.37 65.86 63.96 x x 42.71 15.56 : 323.47 6 Gunnell : 72.82 46.50 19.46 x 47.12 87.95 x x : 270.06 7 Mehlos : 71.22 29.45 76.11 76.23 x x x x : 252.99 8 Hale : 99.12 66.52 18.68 60.92 x x x x : 245.24 9 Moore :100.00 63.67 62.29 x x x x x : 225.97 10 Yeager : x 24.93 44.22 60.03 34.55 x x x : 163.73 11 Metcalf : x x x x x 39.96 100.00 x : 139.96 12 Kendall : 90.04 35.48 3.21 x x x x x : 128.27 13 Ford : x x x x x x x 70.92 : 70.92 14 Duff : 23.05 30.67 10.51 x x x x x : 63.57 Pihlaja wins the final round with Give it a Proper Name, and wins the tournament with 570 points out of a possible 600. Ford shows it is never too late to participate in these events... Code for all warriors is now available from the tournament's homepage at: http://www.geocities.com/TimesSquare/Realm/2443/ _______________________________________________________________________________ The Hint - Optimizing Process Allocation in Parallel-Running Strategies by Christian Schmidt In this month's hint I would like to present a little known method to optimize warriors with two parallel-running strategies. For example, stone/papers, stone/imps and clear/imps. Everyone who has tried to build a stone/imp knows that one of the most important decisions is how long the spiral should be allowed to grow. With weak imps the fast running stone will easily beat a scanner, but will lose badly against an agressive paper. With strong imps the warrior will tie against paper, but due to the slowed down stone it loses against anti-imp scanners. A good stone/imp is somewhere between these extremes. The most common ways to keep control over the time the imp spiral grows are: a) the use of a fixed number of processes for the imp, as would be created by a jmp/add, vector or binary launcher, b) to kill a continuous-imp launcher with a dat-bomb from the stone at a fixed time, c) to delay the start of a continuous-imp launcher until a self- splitting stone has build up enough processes. In all three methods the goal is to slow down and weaken the imp, so the stone runs faster. However, there is another possiblility. Instead of slowing down the imp, speed up the stone. Accelerate the stone by launching multiple processes into it. As far as I know the first example of this technique involved in a stone/imp was Alien and in a clear/imp Justin Kao's Dust 0.7 and later Digitalis. In all cases the add/jmp-launcher starts both, the imp and the stone (Alien) or the d-clear (Dust, Digitalis). To introduce the faster and smaller continuous-imp launcher into this warriors the stone (or clear) must now launch separatly. Instead of a: jmp stone ;----> 1 process for the stone it could be used for example: spl stone jmp stone ;----> 2 processes for the stone or maybe: spl 2 spl stone jmp stone ;----> 3 processes for the stone Every combination is possible. One advatage is the relatively easy optimization of the ratio of processes in the stone and imp. An additional acceleration of the stone is possible by using a spl #0 instruction in front of it. This helps gain a lot of extra points... All of the discussed improvements are used for The Stormbringer, where the stone is Carbonite. The big advantage against other stone/imps is, that it is very small and extremly fast. The only disadvantage is that there is no real core-clear at the end of the bombing phase. ;redcode-94 ;name The Stormbringer ;author Christian Schmidt ;strategy q^2 -> stone/imp ;assert 1 org start QS EQU (0-200) QD EQU (0+100) QB EQU (start-350) CR EQU (fnd-which) datz EQU (table-3) GAP equ 8 REP equ 15 cBptr equ 3001-2 impoff equ 627 impsize equ 2667 qinc dat >(-1)*GAP*2, >GAP dat 9*QS, 1*QS table: dat 5*QS, 2*QS dat 13*QS, 17*QS P: add.f table,table slow: add.ab *P,fnd fast: add.b @P,@-1 which: sne.i datz,@fnd add.ab #QD,fnd add.ba fnd, fnd qbo mov.i qinc, @fnd mov.i qinc, *fnd fnd mov.i (-1)*(GAP/2),@QB sub.x qinc, fnd djn.b qbo, #REP jmp cBoot, }-300 start: seq.i QB+QS*0,QB+QS*0+QD jmp which, 0 seq.i QB+QS*2,QB+QS*2+QD jmp fast, 0 seq.i QB+QS*1,QB+QS*1+QD jmp fast,

P seq.i QB+QS*7,QB+QS*7+QD jmp slow, 0 seq.i QB+QS*6,QB+QS*6+QD jmp slow,

P seq.i QB+QS*11,QB+QS*11+QD jmp slow, {P seq.i QB+QS*15,QB+QS*15+QD jmp slow, }P seq.i QB+QS*10,QB+QS*10+QD djn.f slow, P seq.i QB+QS*5,QB+QS*5+QD jmp >fast, 0 seq.i QB+QS*9,QB+QS*9+QD jmp >fast, {P seq.i QB+QS*13,QB+QS*13+QD jmp >fast, }P seq.i QB+QS*14,QB+QS*14+QD jmp P, 0 seq.i QB+QS*8,QB+QS*8+QD jmp P,

3 processes for the stone cSp2 spl #0, #0 ;---> extra boost for the stone cSp spl #0, <-1151+3 mov 197, cAd-(197*3500) cAd add.ab {0, }0 djn.f -2, <-1151 cBomb dat >-1, >1 for 19-2 dat 0, 0 rof pump spl #1, >prime prime mov.i imp, impoff-4 add.f #impsize+1, ptr ptr jmp pump+impoff-(impsize+1), >-200 imp mov.i #impsize, *0 Using exactly the same method I created Digital Dragon (everybody will see the similarity to The Stormbringer ;-) with a d-clear. But instead of the 3pt imps I used here 13pt imp. I've used this because it gave the best results on the hill. Though it isn't as lethal as Digitalis 4, it loses much less against q^2 -> papers due to it's smaller size and faster launching. ;redcode-94 ;name Digital Dragon ;author Christian Schmidt ;strategy q^2 -> d-clear + 13pt imps ;assert 1 org start QS EQU (0-200) QD EQU 100 QB EQU (start-350) CR EQU (fnd-which) datz EQU (table-3) GAP equ 8 REP equ 15 impoff equ 627+200 impsize equ 5091 bptr1 equ 1800 qinc dat >(-1)*GAP*2, >GAP dat 9*QS, 1*QS table: dat 5*QS, 2*QS dat 13*QS, 17*QS P: add.f table,table slow: add.ab *P,fnd fast: add.b @P,@-1 which: sne.i datz,@fnd add.ab #QD,fnd add.ba fnd, fnd qbo mov.i qinc, @fnd mov.i qinc, *fnd fnd mov.i (-1)*(GAP/2),@QB sub.x qinc, fnd djn.b qbo, #REP jmp boot, }-300 start: seq.i QB+QS*0,QB+QS*0+QD jmp which, 0 ; 0 seq.i QB+QS*2,QB+QS*2+QD jmp fast, 0 ; E seq.i QB+QS*1,QB+QS*1+QD jmp fast,

P ; F seq.i QB+QS*7,QB+QS*7+QD jmp slow, 0 ; BE seq.i QB+QS*6,QB+QS*6+QD jmp slow,

P ; BF seq.i QB+QS*11,QB+QS*11+QD jmp slow, {P ; AE seq.i QB+QS*15,QB+QS*15+QD jmp slow, }P ; CE seq.i QB+QS*10,QB+QS*10+QD djn.f slow, P ; AD seq.i QB+QS*5,QB+QS*5+QD jmp >fast, 0 ; B seq.i QB+QS*9,QB+QS*9+QD jmp >fast, {P ; A seq.i QB+QS*13,QB+QS*13+QD jmp >fast, }P ; C seq.i QB+QS*14,QB+QS*14+QD jmp P, 0 ; BBEE seq.i QB+QS*8,QB+QS*8+QD jmp P,

6 processes for the d-clear ptr dat 0, 2150 clrb dat >2667, 25 clear spl #0, >ptr-16 loop mov clrb-16, >ptr-16 cc djn.f loop, >ptr-16 bptr3 dat cc+1, boot2+bptr1+19 for 19-2 dat 0, 0 rof pump spl #1, >prime prime mov.i imp, impoff-4 add.f #impsize+1, iptr iptr jmp pump+impoff-(impsize+1), >-200 imp mov.i #impsize, *0 Finally, with this method it is now also possible to combine a stone with a paper, in such a way, the stone dominates in the beginning until the paper becomes dominant. The first task is to find a 'pocket' for the stone, where it survives the paper until close to the end of the battle. To do this, run the paper alone and seach core to find the location of pockets of initial core. Now you must check in which of the pocket the stone will gain the most points, and what ratio of processes the stone needs. I found that the easiest way is to launch the stone is with the paper launcher. For Shadow I've used Paul Kline's RetinA, which gave by far the best results. Shape used for example my paper from Head or Tail. ;redcode-94 ;name Shadow ;author Christian Schmidt ;strategy q^2 -> stone/paper ;strategy v3 modified stone, now faster ;strategy v3.1 better pocket for the stone ;assert 1 org start QS equ (0-200) QD equ 100 QB equ (start-350) CR equ (fnd-which) datz equ (table-3) GAP equ 8 REP equ 15 cBptr equ (1724-66);973 spcsz equ 2381;2382 impsz equ (127*37) ;2794 qinc dat >(-1)*GAP*2, >GAP dat 9*QS, 1*QS table: dat 5*QS, 2*QS dat 13*QS, 17*QS P: add.f table, table slow: add.ab *P, fnd fast: add.b @P, @-1 which: sne.i datz, @fnd add.ab #QD, fnd add.ba fnd, fnd qbo mov.i qinc, @fnd mov.i qinc, *fnd fnd mov.i (-1)*(GAP/2),@QB sub.x qinc, fnd djn.b qbo, #REP jmp cBoot, }-300 start: seq.i QB+QS*0,QB+QS*0+QD jmp which, 0 seq.i QB+QS*2,QB+QS*2+QD jmp fast, 0 seq.i QB+QS*1,QB+QS*1+QD jmp fast,

P seq.i QB+QS*7,QB+QS*7+QD jmp slow, 0 seq.i QB+QS*6,QB+QS*6+QD jmp slow,

P seq.i QB+QS*11,QB+QS*11+QD jmp slow, {P seq.i QB+QS*15,QB+QS*15+QD jmp slow, }P seq.i QB+QS*10,QB+QS*10+QD djn.f slow, P seq.i QB+QS*5,QB+QS*5+QD jmp >fast, 0 seq.i QB+QS*9,QB+QS*9+QD jmp >fast, {P seq.i QB+QS*13,QB+QS*13+QD jmp >fast, }P seq.i QB+QS*14,QB+QS*14+QD jmp P, 0 seq.i QB+QS*8,QB+QS*8+QD jmp P,

1 process for the stone cSp2 spl #0, #0 cSp spl #0, <-1151+3 mov 197, cAd-(197*3500) cAd add.ab {0, }0 djn.f -2, <-1151 cBomb dat >-1, >1 rStart spl 2, <400 spl 1, <400 spl 1, <400 cStart spl rCell1+cBptr-1, <402 ;---> 6 processes for the stone rCell1 spl @0, spcsz mov }rCell1, >rCell1 rCell2 spl @0, impsz mov }rCell2, >rCell2 spl rCell2, {rCell2 mov.i #2*spcsz, }-spcsz*1 mov.i #2*spcsz, }-spcsz*1 mov.i #2*impsz, }-impsz*1 I hope I have been able to show some new aspects of these interesting strategies. _______________________________________________________________________________ Questions? Concerns? Comments? Complaints? Mail them to people who care. Authors: Beppe Bezzi , Anton Marsden , Philip Kendall and John Metcalf From: David Matthew Moore Subject: Re: Core Warrior 72 (repost) Date: 1999/04/17 Message-ID: <7f8jg4$d8a$1@msunews.cl.msu.edu>#1/1 Christian Schmidt wrote: : : As far as I know the first example of this technique involved in a : stone/imp was Alien and in a clear/imp Justin Kao's Dust 0.7 and later : Digitalis. In all cases the add/jmp-launcher starts both, the imp and : the stone (Alien) or the d-clear (Dust, Digitalis). Neither Alien nor Dust motivated my design of Freight Train; that technique was just the most obvious way to finish with the leftover processes in that situation. The extra processes were also handy in case the stone's bootstrap code was crippled. One of the fundamental design principles of Freight Train was that it must have an error-tolerant bootstrap. Since the hills were full of similar quickscanners that bombed 9-15 spaces apart, I wanted to guarantee that at least one component (stone or imp) would always boot under such an attack. Freight Train demonstrates the "Swiss Cheese" approach to bootstrapping. Within a few cycles, Freight Train leaves enough gaps in the active boot code so that widely-spaced quick-vamping fangs might miss all of the running instructions. Also, the multiple sections of imp-related and stone-related code are interleaved such that a typical DAT quick-bomber is not likely to harm both of the functions; for example, an attack that hits the stone will not hurt the sections of imp-related code that surround the stone (because of the spacing of the attack). Freight Train isn't finished; I'm sure that an ambitious '88 coder could find a better bootstrap. David. From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 04/19/99 Date: 1999/04/20 Message-ID: <199904190400.AAA04856@midgaard.ttsg.com>#1/1 Weekly Status on 04/19/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Mon Apr 12 15:41:58 EDT 1999 # %W/ %L/ %T Name Author Score Age 1 55/ 31/ 14 Black Moods Ian Oversby 180 3 2 54/ 29/ 17 Controlled Aggression Ian Oversby 178 7 3 40/ 16/ 44 Venom v0.2b Christian Schmidt 165 29 4 34/ 5/ 60 Evol Cap 4 X John Wilkinson 163 76 5 31/ 2/ 66 Evolve X v4.0 John Wilkinson 161 24 6 34/ 19/ 47 Rosebud Beppe 148 55 7 40/ 37/ 23 Dr. Gate X Franz 142 47 8 38/ 39/ 23 Stepping Stone 94x Kurt Franke 138 62 9 37/ 36/ 27 BigBoy Robert Macrae 138 101 10 41/ 47/ 12 S.E.T.I. 4-X JKW 136 77 11 40/ 46/ 13 BiShot Christian Schmidt 135 15 12 26/ 18/ 55 Sphere v0.2 Christian Schmidt 134 18 13 38/ 42/ 19 Pagan John K W 134 61 14 39/ 43/ 18 Tsunami v0.3 X Ian Oversby 134 1 15 27/ 22/ 51 Purple v0.1 Christian Schmidt 132 28 16 36/ 42/ 22 13 Christian Schmidt 130 14 17 33/ 36/ 31 Lithium X 8 John K Wilkinson 130 67 18 37/ 45/ 18 Memories Beppe Bezzi 129 83 19 35/ 40/ 26 Dr. Recover Franz 129 46 20 40/ 53/ 8 HSA Copy 55440 Robert Macrae 126 44 21 2/ 98/ 0 0 0 7 0 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 04/19/99 Date: 1999/04/20 Message-ID: <199904190400.AAA04861@midgaard.ttsg.com>#1/1 Weekly Status on 04/19/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Fri Apr 16 16:13:50 EDT 1999 # %W/ %L/ %T Name Author Score Age 1 40/ 39/ 21 Boys are Back in Town 1.1 Philip Kendall 140 140 2 39/ 42/ 19 Zooom... John Metcalf 136 14 3 30/ 26/ 44 Recovery Ian Oversby 134 138 4 22/ 10/ 68 _romanian_killah_ Costin Bontas rulez 134 107 5 30/ 28/ 42 The Stormbringer Christian Schmidt 131 149 6 29/ 25/ 45 Vain Ian Oversby 133 215 7 21/ 10/ 69 The Fugitive David Moore 132 217 8 30/ 28/ 42 Blacken Ian Oversby 132 125 9 31/ 31/ 38 Fixed Ken Espiritu 131 198 10 33/ 36/ 30 BiShot v1.0 Christian Schmidt 130 47 11 28/ 29/ 43 Baseline Plus Ken Espiritu 128 196 12 29/ 30/ 41 Spooky Wench John Metcalf 128 2 13 37/ 47/ 16 Win! David Moore 127 113 14 31/ 35/ 34 Liquid Fire Christian Schmidt 127 111 15 31/ 35/ 35 Digital Dragon Christian Schmidt 127 16 16 25/ 23/ 52 Even Less Innocuous TeamQ3 126 6 17 25/ 25/ 50 Brigadeer M Joonas Pihlaja 126 134 18 31/ 36/ 34 qTest P.Kline 125 37 19 28/ 31/ 41 Puddleglum John Metcalf 125 1 20 22/ 22/ 56 ELI-8 John Metcalf 122 17 21 16/ 19/ 65 PC WFB 114 0 From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 04/19/99 Date: 1999/04/20 Message-ID: <199904190400.AAA04852@midgaard.ttsg.com>#1/1 Weekly Status on 04/19/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Sat Apr 10 10:27:18 EDT 1999 # Name Author Score Age 1 BiShot v1.0 Christian Schmidt 49 36 2 QuiVa John Metcalf 44 61 3 Void Ben Ford 44 24 4 Her Majesty P.Kline 40 19 5 Sharkrage Christian Schmidt 39 35 6 Diamonds and more Rust Christian Schmidt 31 34 7 QueensGuard P.Kline 25 5 8 QueensGuard P.Kline 24 13 9 QueensGuard P.Kline 23 14 10 Motiev 0.2 Ransom L. Smith 4 1 11 chained to the system Simon Wainwright 3 2 From: TTSG Subject: Reminder: KOTH.ORG - NOT stormking.com Date: 1999/04/20 Message-ID: <199904201921.PAA00873@heimdall.ttsg.com>#1/1 Hi, Just a reminder, please stop using "stormking.com" or "SKI-ICWS" or "stormking" to refer to the hills/site at KOTH.ORG. Thanks, Tuc/TTSG From: KOTH Subject: KOTH.ORG: Status - Standard 04/19/99 Date: 1999/04/20 Message-ID: <199904190400.AAA04848@midgaard.ttsg.com>#1/1 Weekly Status on 04/19/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Sun Apr 11 10:16:17 EDT 1999 # %W/ %L/ %T Name Author Score Age 1 40/ 20/ 40 Freight Train David Moore 160 44 2 36/ 24/ 39 sIMPly.Red v0.95 Leonardo Humberto 149 1 3 35/ 22/ 43 Guardian Ian Oversby 148 43 4 40/ 37/ 23 PacMan David Moore 144 73 5 42/ 39/ 19 Stasis David Moore 144 151 6 42/ 43/ 15 Blur '88 Anton Marsden 142 81 7 32/ 22/ 46 The Marlboro Man 1.13 M Joonas Pihlaja 141 19 8 42/ 44/ 14 Iron Gate Wayne Sheppard 141 369 9 29/ 17/ 54 EV Paper John K Wilkinson 140 57 10 38/ 35/ 27 Leapfrog David Moore 140 72 11 40/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 140 319 12 39/ 37/ 24 Kitchen Sink Robert Macrae 140 42 13 43/ 45/ 12 Blurstone '88 M. J. Pihlaja 140 38 14 39/ 39/ 22 Tangle Trap David Moore 138 117 15 41/ 44/ 15 Foggy Swamp Beppe Bezzi 138 40 16 28/ 20/ 52 Test I Ian Oversby 137 100 17 27/ 19/ 54 Nightfall 2.1cc David Moore 135 7 18 41/ 47/ 13 Skewer Ben Ford 134 5 19 28/ 22/ 51 Evoltmp 88 John K W 134 94 20 26/ 24/ 49 TESTE Leonardo Humberto 129 2 21 0/ 88/ 12 Sahara Pedro 12 0 From: "Brian Haskin Jr." Subject: RE: Modula Normalization in Corewars Date: 1999/04/20 Message-ID: <000101be8b61$e4119a40$0b00000a@haskin.org>#1/1 > -----Original Message----- > From: corewar-l@koth.org [mailto:corewar-l@koth.org]On Behalf Of Ransom > Smith > Sent: Tuesday, April 20, 1999 10:31 AM > To: Multiple recipients of list COREWAR-L > Subject: Modula Normalization in Corewars > > > When using the SLT (Skip if Less Than) Opcode, does pMARS normalize the > numbers to: > > -- x > 0 > -- |x| < CORESIZE > -- |x| < 1/2 CORESIZE > 0 <= x < CORESIZE i.e. x can be 0 through CORESIZE-1 > In short, assuming CORESIZE==8000, is 7998 > -1, or is -1 == 7999, or > is 7998 == -2 > > ? 7999 == -1 and 7998 < -1 Brian Haskin haskin@ptway.com Home page: http://www.geocities.com/ResearchTriangle/4333/ Always remember money is simply a level of indirection. From: David Matthew Moore Subject: Re: Modula Normalization in Corewars Date: 1999/04/20 Message-ID: <7fihcj$n0n$1@msunews.cl.msu.edu>#1/1 Ransom Smith wrote: : When using the SLT (Skip if Less Than) Opcode, does pMARS normalize the : numbers to: : -- x > 0 : -- |x| < CORESIZE : -- |x| < 1/2 CORESIZE No. You can expect all of the math functions (including SLT and MUL) to work as if the inputs are between 0 and CORESIZE-1. David. From: "Carl Stinson" Subject: Free UK game servers! Date: 1999/04/20 Message-ID: <371caed4@royan.d-n-a.net>#1/1 Check out DNA Games (www.dnagames.net). Running over 30 games servers including: Quake, QuakeWorld, Quake II, Half-Life, Sin, Tribes Shogo, Daikatana, KingPin, Motorhead, Turok II Unreal, Heretic II Automated server booking means you can get a clan match or practice going when *you* need it. You can check the status of all the servers, and even see who's on, what their score is, and how they're doing against the other players. And you can dial in for free from anywhere in the UK! Calls are charged at local-call rate, and that's all you pay! Here's all the details you need to set up a dial up networking connection: Phone number: 0845 4553164 Username: dnagames Password: dnagames There are big plans for the future too, with Quake3Arena and Unreal Tournament coming soon. Best of all, it's run by gamers, not guys in suits...(although don't worry, for emergency purposes we have a communal suit we can all be poured into....just) GK, Stincey, Styx & Unnamed DNA Games www.dnagames.net games@dnagames.net From: Paul-V Khuong Subject: Re: Core Wars??? Date: 1999/04/20 Message-ID: <19990420135814.19797.rocketmail@web105.yahoomail.com>#1/1 Sebi wrote: > Hi there!! Hi Sebi! > I would be very pleased, if anybody out here could > send me the actual > version of Core Wars FOR WINDOWS 95 OR DOS > Please not for Amiga, LINUX, or MAC > I don't have these Ressources to run that > Thank You for Your help!!! > Sebi Go to www.koth.org. Go get pmarsv for 286(It's slower, but you have svga graphics) and pmars for dos if you want ot do things faster w/o graphics. > If my language is too offensive or wrong, > please don't take it serious. PLEASE DON'T USE CAPS EVERYWHERE! Looking @ your message gives me a headache 8) > I'm a Newbie on NewsGroups and I'm just tryin' > to get my information and/or help others > solving their probs. === Vive le Qu�bec libre... d� souverainistes!!! _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com From: "Ransom Smith" Subject: Modula Normalization in Corewars Date: 1999/04/20 Message-ID: #1/1 When using the SLT (Skip if Less Than) Opcode, does pMARS normalize the numbers to: -- x > 0 -- |x| < CORESIZE -- |x| < 1/2 CORESIZE In short, assuming CORESIZE==8000, is 7998 > -1, or is -1 == 7999, or is 7998 == -2 ? From: hpbuilder@technologist.com (Sebi) Subject: Core Wars??? Date: 1999/04/20 Message-ID: <371c6f2f.1662840@news.fast-net.de>#1/1 Hi there!! I would be very pleased, if anybody out here could send me the actual version of Core Wars FOR WINDOWS 95 OR DOS Please not for Amiga, LINUX, or MAC I don't have these Ressources to run that Thank You for Your help!!! Sebi If my language is too offensive or wrong, please don't take it serious. I'm a Newbie on NewsGroups and I'm just tryin' to get my information and/or help others solving their probs. BD Sebi From: Richard Rognlie Subject: C++Robots Standings -- 1999.04.21 Date: 1999/04/21 Message-ID: <371D8A3D.CD12E430@gamerz.net>#1/1 Program Name Score W / L / T Age Author ================ ===== =========== === ===================================== 1 wilma 684 228/ 17/ 0 17 hamilton@parlous.mlnet.com (Michael H 2 tommy 666 222/ 23/ 0 6 zcewj@cnfd.pgh.wec.com (Elliot W. Jac 3 thebully 618 206/ 39/ 0 37 therooster@bigfoot.com (TheRooster) 4 xtraper 618 204/ 35/ 6 18 3r5k1n3@rivnet.net (Michael John Ersk 5 simpletest 594 198/ 47/ 0 15 niklas.wendel@swipnet.se (Niklas Wend 5 crbot2 594 198/ 47/ 0 8 rosevear.craig.ca@bhp.com.au (Rosevea 7 ttr3 534 178/ 67/ 0 298 traber@cosinet.de (Thomas Traber) 8 breve 531 177/ 68/ 0 1 steveg@ccis.adisys.com.au (steveg@cci 9 polarbear 511 170/ 74/ 1 256 flandar@yahoo.com (Aaron Judd) 10 trex 498 166/ 79/ 0 282 jerome.dumonteil@capway.com (Jerome D 11 pacarobot 492 164/ 81/ 0 184 proberts@stnc.com (Paul Roberts) 12 mariner 489 163/ 82/ 0 544 zcpjm@cnfd.pgh.wec.com (Paul J. Melko 13 h21 480 160/ 85/ 0 135 cgl@infowest.com (Curtis Larsen) 14 crbot 459 153/ 92/ 0 12 rosevear.craig.ca@bhp.com.au (Rosevea 15 z 457 152/ 92/ 1 30 zcmet@cnfd.pgh.wec.com (Mark E. Tyber 16 hiderv13 456 148/ 85/ 12 25 malcolm@citr.com.au (Malcolm Jones) 17 quaver 453 151/ 94/ 0 252 steveg@ccis.adisys.com.au (steveg@cci 18 radar 447 149/ 96/ 0 11 radu@rasd.ro (Radu DUMITRU) 19 angus2 446 146/ 91/ 8 269 andy_grant@adc.com (Andy Grant) 20 orbiter 445 147/ 94/ 4 90 davidma@premier1.net (davidma@premier 21 bedtime 438 146/ 99/ 0 276 btb@micron.net (TheRooster) 22 ssm4 433 144/100/ 1 481 enpch@bath.ac.uk (C Harrison) 23 shooter 420 140/105/ 0 513 itdcjr@mail1.hants.gov.uk (Justin Row 23 crotchet 420 140/105/ 0 195 steveg@ccis.adisys.com.au (steveg@cci 25 chaos 414 138/107/ 0 449 agondare@hotmail.com (alex gondarenko 26 kiilbot1 411 137/108/ 0 452 bob2@goplay.com (bob2) 27 dragon 397 132/112/ 1 13 proberts@stnc.com (Paul Roberts) 28 prio.2 372 124/121/ 0 409 oliver@jowett.manawatu.planet.co.nz ( 29 knownaim00 357 119/126/ 0 366 c.d.wright@solipsys.compulink.co.uk ( 30 krom 351 117/128/ 0 149 tdavis@gate.net (Thomas E. Davis) 31 minim 336 112/133/ 0 45 steveg@ccis.adisys.com.au (steveg@cci 32 raystonn 310 98/131/ 16 388 svincent@a.crl.com (Samuel Vincent) 33 imp 309 103/142/ 0 231 petrey@cumbig.bioc.columbia.edu (Dona 34 kludge 226 74/167/ 4 186 dfelton@stnc.com (Don Felton) 35 bigtarget8 218 69/165/ 11 9 mevail@science.nnc.edu (Mason E Vail) 36 dumdum 213 71/174/ 0 14 togr@im.se (=?ISO-8859-1?Q?Gr=F6vnes_ 37 ezkil 211 70/174/ 1 180 jos.smit@src.nl (jos.smit@src.nl) 38 tracker 209 68/172/ 5 230 rrognlie@gamerz.net (Richard Rognlie) 39 jp-test 202 66/175/ 4 5 linux-guru@gcfl.net (John Price) 40 ziggy 201 67/178/ 0 229 rrognlie@gamerz.net (Richard Rognlie) 41 durrow 196 64/177/ 4 115 dencox@cisco.com (Dennis J Cox) 42 seko001 190 61/177/ 7 52 rs@euromove.sk (Rastislav Senderak) 43 mortein 171 57/188/ 0 111 mortein@zip.com.au (mortein@zip.com.a 44 bigtarget6 165 55/190/ 0 109 mevail@bigfoot.com (Mason Vail) 45 micro 162 54/191/ 0 53 3r5k1n3@rivnet.net (Michael John Ersk 46 hereicome 159 53/192/ 0 101 jbreed@veribest.com (Jim) 47 sandman 132 44/201/ 0 44 sinjed@grin.net (R. Saotome) 48 wobble 123 39/200/ 6 3 itcstr@hantsnet.hants.gov.uk (ITCSTR) 49 roboty 96 32/213/ 0 130 lee.harding@autodesk.com (lee.harding For information, visit http://www.gamerz.net/c++robots/ or send a mail message to c++robots@gamerz.net with a SUBJECT of 'help' (minus the quotes, of course) -- / \__ | Richard Rognlie / Sendmail Consultant / Sendmail, Inc. \__/ \ | URL: http://www.gamerz.net/rrognlie/ / \__/ | Give a man a fish, and he'll be hungry tomorrow. Teach a \__/ | man to fish, and he'll be at the river all day drinking beer. From: mjp16@wumpus.its.uow.edu.au (Matthew Palmer) Subject: Re: Core Wars??? Date: 1999/04/21 Message-ID: #1/1 On Tue, 20 Apr 1999 12:13:55 GMT, Sebi wrote: >Hi there!! > >I would be very pleased, if anybody out here could send me the actual >version of Core Wars FOR WINDOWS 95 OR DOS >Please not for Amiga, LINUX, or MAC >I don't have these Ressources to run that If you can run Windows 95 you can run Linux about 3 times as fast. http://www.koth.org/ has the stuff you want (I think, I may have gotten the URL wrong) and you can get stuff for just about every type of OS and CPU on earth. -- ----------------------------------------------------------------------- Matthew Palmer | GE/CS d- s+:+ a--- C++(+++)>$ UL+++ P+ L++ !E mjp16@uow.edu.au | W-- N++ o? K- w--(---) O- M-(--) V? PS+ PE Y+ mpalmer@sia.net.au | PGP+ t X+ R+ tv+ b+++ D++ Ge>++++ h* r++ !y+ From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: Modula Normalization in Corewars Date: 1999/04/22 Message-ID: <7fmu0t$pfh$1@tron.sci.fi>#1/1 On 20 Apr 1999 18:34:58 GMT, David Matthew Moore (mooredav@cse.msu.edu) wrote: : No. You can expect all of the math functions (including SLT and MUL) : to work as if the inputs are between 0 and CORESIZE-1. I think you mean SLT, MOD and DIV. Makes no difference for MUL: (a+nC)(b+mC) = ab+amC+bnC+nmC^2 = ab (modulo C) where n and m are integers. In particular -2 * -3 = 7998 * 7997 = 63960006 = 6 (modulo 8000) -- ii 3D .sigXIlmari KaronenAscii 3D .sigIlmari Karonen_Ascii 3D .sigIlmari Kar fi.stereo@graphic.iltzu@sci.fi.stereo@graphiciltzu@sci.fin.stereo@graphicilt ltzu/ba/http://www.sci.fi/~iltzu/bahttp://www.sci.fi/~iltzu/1bahttp://www.sc is a stereogram!> Subject: Help: Need to know strategy lines Date: 1999/04/23 Message-ID: #1/1 Help... Does anyone know what strategies the following 3 warriors were? Vengeance by Robert Hale, Bodge 1 by Robert Macrae and Blain by Nimon. Also does anyone know the exact age of Blain and Red Baron (by Schmidt) when they left the hill? Thanks, John From: "Ransom Smith" Subject: Re: Newbie Date: 1999/04/23 Message-ID: #1/1 I've seen several. A page full of links to them is at http://www.koth.org/papers.html My favorite HTML guide (also in .txt) is Ilmari Karonen's at http://www.sci.fi/~iltzu/corewar/guide.html From: mr_jim83@hotmail.com Subject: Newbie Date: 1999/04/23 Message-ID: <7fqiuu$fm7$1@nnrp1.dejanews.com>#1/1 Hello. I am new to Core Wars and this newsgroup. I was wondering if any one could direct me to a good redcode tutorial/reference site on the web. Also, have any books been published about corewars? If so, where can I find them? Thank you, -Jim Ingram -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own From: jwilkinson@mail.utexas.edu Subject: Re: Newbie Date: 1999/04/24 Message-ID: <069a71923131849FE2@mail2.austin.rr.com>#1/1 >Hello. I am new to Core Wars and this newsgroup. I was wondering if any one >could direct me to a good redcode tutorial/reference site on the web. Also, >have any books been published about corewars? If so, where can I find them? >Thank you, > >-Jim Ingram > >-----------== Posted via Deja News, The Discussion Network ==---------- >http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own Every reference guide I know of is on www.koth.org... I think Dewdney published a book called 'the armchair universe' or something which had corewars in it. From: cyric@mainz.netsurf.de Subject: Please repost Core Warrior 70 and 71 Date: 1999/04/25 Message-ID: <37240361.1437939@news.wiesbaden.netsurf.de>#1/1 I already have looked in the archieves but there are only issues 1-69 and 72 has been posted about one week ago. So I am missing 70 and 71. Thanks in advance for your help! =) From: Robert Macrae Subject: Re: genetic algorithmus Date: 1999/04/26 Message-ID: <3724DA0F.37F2@dial.pipex.com>#1/1 David Matthew Moore wrote: > : Afrim <061093@student.tn.tudelft.nl> wrote: > : [something about genetic algorithms] > > It's almost impossible to create decent redcode with genetic algorithms. > If you really want to evolve competitive programs, then I suggest that you > abandon the idea of mutating the redcode and just focus on improving > a small set of parameters. For example, write your own replicator and > then use genetic algorithms to optimize the copy distances. Seconded. I have not seen any convincing examples of "pure" GAs writing code, and there have been some sensible efforts made. Far better to build up from a more modest start, with limited objectives. If that proves too easy, stretch... > I know of only one example of successful redcode evolution: ... > To find out why Genetic Beef ROCKS, review round 2 from Ian's tournament: Seconded also. It has to be the classic example of the way to use GAs, because it wiped the floor with several hand-crafted warriors. Now, most of the credit for that goes to the Joonas, because he had a better plan than the rest of us, but he took it from the "I won" to the "I won by so much it is really embarrassing" level in a real, live competition by using a GA. This may be a first in the field and deserves to be more widely reported :-) -- Regards, Robert Macrae From: Richard Rognlie Subject: C++Robots Standings -- 1999/04/26 Date: 1999/04/26 Message-ID: <37248090.45490669@gamerz.net>#1/1 Program Name Score W / L / T Age Author ================ ===== =========== === ===================================== 1 wilma 690 230/ 15/ 0 26 hamilton@parlous.mlnet.com (Michael H 2 tommy 663 221/ 24/ 0 15 zcewj@cnfd.pgh.wec.com (Elliot W. Jac 3 thebully 618 206/ 39/ 0 46 therooster@bigfoot.com (TheRooster) 4 xtraper 612 202/ 37/ 6 27 3r5k1n3@rivnet.net (Michael John Ersk 5 crbot2 594 198/ 47/ 0 17 rosevear.craig.ca@bhp.com.au (Rosevea 6 simpletest 579 193/ 52/ 0 24 niklas.wendel@swipnet.se (Niklas Wend 7 ttr3 531 177/ 68/ 0 307 traber@cosinet.de (Thomas Traber) 8 breve 528 176/ 69/ 0 10 steveg@ccis.adisys.com.au (steveg@cci 9 polarbear 505 168/ 76/ 1 265 flandar@yahoo.com (Aaron Judd) 10 trex 498 166/ 79/ 0 291 jerome.dumonteil@capway.com (Jerome D 11 pacarobot 486 162/ 83/ 0 193 proberts@stnc.com (Paul Roberts) 12 mariner 471 157/ 88/ 0 553 zcpjm@cnfd.pgh.wec.com (Paul J. Melko 12 h21 471 157/ 88/ 0 144 cgl@infowest.com (Curtis Larsen) 14 crbot 459 153/ 92/ 0 21 rosevear.craig.ca@bhp.com.au (Rosevea 15 hiderv13 459 149/ 84/ 12 34 malcolm@citr.com.au (Malcolm Jones) 16 angus2 455 149/ 88/ 8 278 andy_grant@adc.com (Andy Grant) 17 quaver 453 151/ 94/ 0 261 steveg@ccis.adisys.com.au (steveg@cci 18 z 445 148/ 96/ 1 39 zcmet@cnfd.pgh.wec.com (Mark E. Tyber 18 minim 445 148/ 96/ 1 9 steveg@ccis.adisys.com.au (steveg@cci 20 radar 439 146/ 98/ 1 1 radu@rasd.ro (Radu DUMITRU) 21 orbiter 436 144/ 97/ 4 99 davidma@premier1.net (davidma@premier 22 ssm4 427 142/102/ 1 490 enpch@bath.ac.uk (C Harrison) 23 bedtime 426 142/103/ 0 285 btb@micron.net (TheRooster) 24 shooter 423 141/104/ 0 522 itdcjr@mail1.hants.gov.uk (Justin Row 25 chaos 417 139/106/ 0 458 agondare@hotmail.com (alex gondarenko 26 crotchet 414 138/107/ 0 204 steveg@ccis.adisys.com.au (steveg@cci 27 kiilbot1 411 137/108/ 0 461 bob2@goplay.com (bob2) 28 dragon 391 130/114/ 1 22 proberts@stnc.com (Paul Roberts) 29 prio.2 384 128/117/ 0 418 oliver@jowett.manawatu.planet.co.nz ( 30 knownaim00 354 118/127/ 0 375 c.d.wright@solipsys.compulink.co.uk ( 31 krom 345 115/130/ 0 158 tdavis@gate.net (Thomas E. Davis) 32 raystonn 298 94/135/ 16 397 svincent@a.crl.com (Samuel Vincent) 33 imp 297 99/146/ 0 240 petrey@cumbig.bioc.columbia.edu (Dona 34 kludge 226 74/167/ 4 195 dfelton@stnc.com (Don Felton) 35 dumdum 213 71/174/ 0 23 togr@im.se (=?ISO-8859-1?Q?Gr=F6vnes_ 36 bigtarget8 212 67/167/ 11 18 mevail@science.nnc.edu (Mason E Vail) 37 ezkil 205 68/176/ 1 189 jos.smit@src.nl (jos.smit@src.nl) 38 jp-test 205 67/174/ 4 14 linux-guru@gcfl.net (John Price) 39 ziggy 204 68/177/ 0 238 rrognlie@gamerz.net (Richard Rognlie) 40 tracker 203 66/174/ 5 239 rrognlie@gamerz.net (Richard Rognlie) 41 durrow 199 65/176/ 4 124 dencox@cisco.com (Dennis J Cox) 43 mortein 177 59/186/ 0 120 mortein@zip.com.au (mortein@zip.com.a 44 micro 171 57/188/ 0 62 3r5k1n3@rivnet.net (Michael John Ersk 45 bigtarget6 165 55/190/ 0 118 mevail@bigfoot.com (Mason Vail) 45 hereicome 165 55/190/ 0 110 jbreed@veribest.com (Jim) 47 sandman 132 44/201/ 0 53 sinjed@grin.net (R. Saotome) 48 wobble 126 40/199/ 6 12 itcstr@hantsnet.hants.gov.uk (ITCSTR) 49 roboty 96 32/213/ 0 139 lee.harding@autodesk.com (lee.harding For C++Robots information, visit http://www.gamerz.net/c++robots/ or send a mail message to c++robots@gamerz.net with 'help' as teh SUBJECT (sans quotes, of course). Richard -- / \__ | Richard Rognlie / Sendmail Consultant / Sendmail, Inc. \__/ \ | URL: http://www.gamerz.net/rrognlie/ / \__/ | Give a man a fish, and he'll be hungry tomorrow. Teach a \__/ | man to fish, and he'll be at the river all day drinking beer. From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 04/26/99 Date: 1999/04/26 Message-ID: <199904260400.AAA01300@midgaard.ttsg.com>#1/1 Weekly Status on 04/26/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Mon Apr 12 15:41:58 EDT 1999 # %W/ %L/ %T Name Author Score Age 1 55/ 31/ 14 Black Moods Ian Oversby 180 3 2 54/ 29/ 17 Controlled Aggression Ian Oversby 178 7 3 40/ 16/ 44 Venom v0.2b Christian Schmidt 165 29 4 34/ 5/ 60 Evol Cap 4 X John Wilkinson 163 76 5 31/ 2/ 66 Evolve X v4.0 John Wilkinson 161 24 6 34/ 19/ 47 Rosebud Beppe 148 55 7 40/ 37/ 23 Dr. Gate X Franz 142 47 8 38/ 39/ 23 Stepping Stone 94x Kurt Franke 138 62 9 37/ 36/ 27 BigBoy Robert Macrae 138 101 10 41/ 47/ 12 S.E.T.I. 4-X JKW 136 77 11 40/ 46/ 13 BiShot Christian Schmidt 135 15 12 26/ 18/ 55 Sphere v0.2 Christian Schmidt 134 18 13 38/ 42/ 19 Pagan John K W 134 61 14 39/ 43/ 18 Tsunami v0.3 X Ian Oversby 134 1 15 27/ 22/ 51 Purple v0.1 Christian Schmidt 132 28 16 36/ 42/ 22 13 Christian Schmidt 130 14 17 33/ 36/ 31 Lithium X 8 John K Wilkinson 130 67 18 37/ 45/ 18 Memories Beppe Bezzi 129 83 19 35/ 40/ 26 Dr. Recover Franz 129 46 20 40/ 53/ 8 HSA Copy 55440 Robert Macrae 126 44 21 2/ 98/ 0 0 0 7 0 From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 04/26/99 Date: 1999/04/26 Message-ID: <199904260400.AAA01296@midgaard.ttsg.com>#1/1 Weekly Status on 04/26/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Tue Apr 20 20:24:11 EDT 1999 # Name Author Score Age 1 BiShot v1.0 Christian Schmidt 55 39 2 Stolen Engine V1.02 Silvio Sampietro 55 1 3 Sharkrage Christian Schmidt 54 38 4 Diamonds and more Rust Christian Schmidt 48 37 5 QuiVa John Metcalf 47 64 6 Void Ben Ford 46 27 7 Her Majesty P.Kline 36 22 8 QueensGuard P.Kline 32 8 9 QueensGuard P.Kline 31 17 10 QueensGuard P.Kline 20 16 11 Stolen Engine V1.01 Silvio Sampietro 0 2 From: KOTH Subject: KOTH.ORG: Status - Standard 04/26/99 Date: 1999/04/26 Message-ID: <199904260400.AAA01292@midgaard.ttsg.com>#1/1 Weekly Status on 04/26/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Sun Apr 11 10:16:17 EDT 1999 # %W/ %L/ %T Name Author Score Age 1 40/ 20/ 40 Freight Train David Moore 160 44 2 36/ 24/ 39 sIMPly.Red v0.95 Leonardo Humberto 149 1 3 35/ 22/ 43 Guardian Ian Oversby 148 43 4 40/ 37/ 23 PacMan David Moore 144 73 5 42/ 39/ 19 Stasis David Moore 144 151 6 42/ 43/ 15 Blur '88 Anton Marsden 142 81 7 32/ 22/ 46 The Marlboro Man 1.13 M Joonas Pihlaja 141 19 8 42/ 44/ 14 Iron Gate Wayne Sheppard 141 369 9 29/ 17/ 54 EV Paper John K Wilkinson 140 57 10 38/ 35/ 27 Leapfrog David Moore 140 72 11 40/ 40/ 20 Beholder's Eye V1.7 W. Mintardjo 140 319 12 39/ 37/ 24 Kitchen Sink Robert Macrae 140 42 13 43/ 45/ 12 Blurstone '88 M. J. Pihlaja 140 38 14 39/ 39/ 22 Tangle Trap David Moore 138 117 15 41/ 44/ 15 Foggy Swamp Beppe Bezzi 138 40 16 28/ 20/ 52 Test I Ian Oversby 137 100 17 27/ 19/ 54 Nightfall 2.1cc David Moore 135 7 18 41/ 47/ 13 Skewer Ben Ford 134 5 19 28/ 22/ 51 Evoltmp 88 John K W 134 94 20 26/ 24/ 49 TESTE Leonardo Humberto 129 2 21 0/ 88/ 12 Sahara Pedro 12 0 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 04/26/99 Date: 1999/04/26 Message-ID: <199904260400.AAA01304@midgaard.ttsg.com>#1/1 Weekly Status on 04/26/99 -=- www.KOTH.org is now hosting a '94 No Pspace Hill. -=- View the stats of all the Hills at: www.KOTH.org/standings.html -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun Apr 25 20:41:29 EDT 1999 # %W/ %L/ %T Name Author Score Age 1 40/ 41/ 18 Zooom... John Metcalf 140 19 2 34/ 30/ 36 The Stormbringer Christian Schmidt 138 154 3 39/ 41/ 19 Boys are Back in Town 1.1 Philip Kendall 137 145 4 33/ 29/ 37 Recovery Ian Oversby 137 143 5 33/ 28/ 39 Vain Ian Oversby 137 220 6 33/ 30/ 36 Blacken Ian Oversby 136 130 7 25/ 13/ 62 _romanian_killah_ Costin Bontas rulez 136 112 8 41/ 47/ 12 Win! David Moore 135 118 9 34/ 33/ 34 Fixed Ken Espiritu 135 203 10 32/ 31/ 37 Baseline Plus Ken Espiritu 134 201 11 33/ 33/ 34 Spooky Wench John Metcalf 134 7 12 36/ 38/ 27 BiShot v1.0 Christian Schmidt 134 52 13 24/ 13/ 63 The Fugitive David Moore 134 222 14 30/ 26/ 44 Brigadeer M Joonas Pihlaja 133 139 15 41/ 50/ 9 Shattered Glass v0.3 John Metcalf 132 1 16 42/ 53/ 5 Neon Spring John Metcalf 132 2 17 34/ 37/ 29 Liquid Fire Christian Schmidt 131 116 18 32/ 34/ 34 Puddleglum John Metcalf 130 6 19 33/ 37/ 30 qTest P.Kline 129 42 20 28/ 27/ 45 Even Less Innocuous TeamQ3 129 11 21 34/ 41/ 26 Stolen Engine V1.02 Silvio Sampietro 126 3 From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: genetic algorithmus Date: 1999/04/27 Message-ID: <7g5h2b$jqk$1@tron.sci.fi>#1/1 On 27 Apr 1999 16:25:20 GMT, David Matthew Moore (mooredav@cse.msu.edu) wrote: : It's almost impossible to create decent redcode with genetic algorithms. : If you really want to evolve competitive programs, then I suggest that you : abandon the idea of mutating the redcode and just focus on improving : a small set of parameters. For example, write your own replicator and : then use genetic algorithms to optimize the copy distances. One possible approach I've been planning but haven't had the time to implement would be to associate individual mutation rates with instructions. This would effectively be a middle road between the two approaches you mentioned. I've already written a fairly long post on the topic, so I'll just toss the Message-Id: <78nsrd$o2a$1@tron.sci.fi> and let anyone interested look it up in DejaNews. Another possiblity of making redcode more mutation resistant would be using labels in addition to numeric offsets, which would allow much less destructive insertions and deletions. -- <-- Ilmari Karonen --><-- http://www.sci.fi/~iltzu/ --><-- iltzu@sci.fi --> "I am a student at UC Berkeley, and I am taking this class where we have to go to a news group and ask an "intelligent question"." -- a luser in a.a-a From: "PDunn" Subject: Re: genetic algorithmus Date: 1999/04/27 Message-ID: <6rmV2.11811$K46.19587@news.rdc1.ab.wave.home.com>#1/1 Your (gratuitous) use of "punctuation" is (let's say) *at least* as "overwhelming" as your ? I think I know what you mean, though. >assimilate them into co-evolving warriors, who will get (let's say) 5% pure >(Ob-or) copy vs. 95% mutated material, and so will be *at least* as good as >the "real warriors" and will (sort of) "help" (the game) core-wars evolve. >This instead of the highly specialized and hard to learn game being what it >is now, there could be "teacher-bots" with certain "learning-modules" built From: David Matthew Moore Subject: Re: genetic algorithmus Date: 1999/04/27 Message-ID: <7g4odg$jgt$1@msunews.cl.msu.edu>#1/1 : Afrim <061093@student.tn.tudelft.nl> wrote: : [something about genetic algorithms] It's almost impossible to create decent redcode with genetic algorithms. If you really want to evolve competitive programs, then I suggest that you abandon the idea of mutating the redcode and just focus on improving a small set of parameters. For example, write your own replicator and then use genetic algorithms to optimize the copy distances. Of course, the target doesn't have to be quite so mundane. You can map those numerical parameters to pieces of hand-crafted redcode. For example, you could make a library of paper, stone, and imp modules and use genetic algorithms to select the best combinations (and bootstrap procedures). I know of only one example of successful redcode evolution: ;redcode ;name Genetic Beef ;author M Joonas Pihlaja ;strategy clear with strip bombing ;assert 1 spl.f 0, 0 ; Wait for oneshots to pass us and gather up some spl.f 0, 0 ; vital processes for later. spl.f 0, 0 spl.f 0, 0 spl.f 0, 0 sub.f <0,>0 ; These early addressing modes try to sub whatever sub.f *0,>0 ; the enemy clears us with to yield spl 0,0's. spl.f 0,{0 ; Very necessary against backward (+forwd.) clears sub.f }0,<0 ; that catch us early. The repair doesn't work sub.x >0,{0 ; too well though (too many .x's?). sub.f }0,{0 sub.x }0,>0 sub.f >0,<0 sub.f }0,>0 sub.x {0,>0 sub.x 0,}0 spl.x {0,>0 sub.f <0,>0 spl.f >0,}0 ; A final concentrated effort to jump ship. spl.x <0,{0 end To find out why Genetic Beef ROCKS, review round 2 from Ian's tournament: http://www.geocities.com/TimesSquare/Realm/2443/ David. From: David Matthew Moore Subject: Re: Help: Need to know strategy lines Date: 1999/04/27 Message-ID: <7g4klu$83d$1@msunews.cl.msu.edu>#1/1 John Metcalf wrote: : : Does anyone know what strategies the following 3 warriors were? : Vengeance by Robert Hale, Bodge 1 by Robert Macrae and Blain by : Nimon. Program "Vengeance" (length 91) by "Robert Hale" (contact address "rghale@market1.com"): ;Strategy Get back on the hill Bodge 1 and Blain were played before my time on the '94 hill. : Also does anyone know the exact age of Blain and Red Baron : (by Schmidt) when they left the hill? The Red Baron was ;killed at age 63 or 64 and replaced by The Next Baron. I'm missing the mail that would detail the Red Baron's departure. However, the early part of my archive was done by cut & paste, before I set up procmail, so I might have just boffed it. David. From: Afrim <061093@student.tn.tudelft.nl> Subject: Re: genetic algorithmus Date: 1999/04/27 Message-ID: <3.0.3.16.19990427142611.3f3f5412@student.tn.tudelft.nl>#1/1 At 07:30 PM 4/15/99 -0400, you wrote: >Sal�, >Hat irgendjemand schonmal eine Corewarshell geschrieben, >die den Code der warrier evolutiv verbessert? Yes, I have heard some talk of this, look here: http://nc5.infi.net/~wtnewton/corewar/evol/ Further, I would like to propose a new feature for "this idea": Object-oriented- Corewars-programming. The idea being, since evolved warriors are hard to come by, as they get too much noise vs. info in their genes, why not have a constant supply of fresh info right out of the "corewar-community"? As picking the blocks of "working genes" out of "programmer-made" warriors, assimilate them into co-evolving warriors, who will get (let's say) 5% pure (Ob-or) copy vs. 95% mutated material, and so will be *at least* as good as the "real warriors" and will (sort of) "help" (the game) core-wars evolve. This instead of the highly specialized and hard to learn game being what it is now, there could be "teacher-bots" with certain "learning-modules" built and evolved, in order to monitor their strengths and weaknesses in "real-time". In short: less techno bla bla, more action. This game: I just luve it! Afrim From: John Metcalf Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: #1/1 Hello... I'm still sleepy but, does this sound a viable strategy? 1. Seach core until something found. 2. Cover it with spl bombs. 3. Repeat steps 1 and 2 several times. 4. Search for a block of spl bombs. 5. Write appropriate values in user registry. 6. Repeat steps 4 and 5 several times. We could even contain a decoy that looks similar to the OS :-) Regards, John From: "John K. Lewis" Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: #1/1 Paul Kline wrote: > John K. Lewis wrote: >> >> The Intelligent Warrior Tournament >> v2.0 1999 > I seem to be missing some conversation here, but this is what I > understand so far. A program seeks to find RedOS in core, and write the > number 7999 in one register, and 0000 in the other. If possible the > opponent should be killed to prevent it from mucking up the score. In > addition we can direct RedOS to execute the given routines, including > one that creates RedOS daughter processes which can be enslaved for > whatever purpose. That's correct. > RedOS writes nothing in the two registers unless enslaved daughters are > directed to do so. This is also correct. > You get one and only one round against each competitor - yikes! Yes, random chance will play a larger factor in this tournament than in any other. > David's question about using "for PLAYER==1" seems to be logical since > that is the only way to know which is your register. Without this any > strategy is reduced at the end to flipping a coin and writing 7999 in > one of the registers. If you check out the webpage, you can see another way to impliment the PLAYER variable in a test warrior. The webpage is located at: I'm happy to answer any questions that anyone might have about the competition. John K. Lewis From: Paul Kline Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: <37278C67.38B0@acad.drake.edu>#1/1 John K. Lewis wrote: > > The Intelligent Warrior Tournament > v2.0 1999 I seem to be missing some conversation here, but this is what I understand so far. A program seeks to find RedOS in core, and write the number 7999 in one register, and 0000 in the other. If possible the opponent should be killed to prevent it from mucking up the score. In addition we can direct RedOS to execute the given routines, including one that creates RedOS daughter processes which can be enslaved for whatever purpose. RedOS writes nothing in the two registers unless enslaved daughters are directed to do so. You get one and only one round against each competitor - yikes! David's question about using "for PLAYER==1" seems to be logical since that is the only way to know which is your register. Without this any strategy is reduced at the end to flipping a coin and writing 7999 in one of the registers. Paul Kline pk6811s@acad.drake.edu From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: <7g770m$dq2$1@tron.sci.fi>#1/1 On Wed, 28 Apr 1999 01:44:44 GMT, John K. Lewis (jklewis@hal.itd.umich.edu) wrote: : kill mov clear,*input ; kill user defined process. ^ | Is this intentional or a typo? And am I right in assuming that the popular vamp-the-OS strategy is still OK, as long as the score registers end up with suitable values? -- <-- Ilmari Karonen --><-- http://www.sci.fi/~iltzu/ --><-- iltzu@sci.fi --> "Even today, there appears to be a pretty large pool of people with the mindset that, - - being told that the unit they are volunteering for is going to take 66% KIA, causes them to look at the follow on each side of them and think 'tough luck, you poor bastards.'" -- tsbench@aol.com From: "John K. Lewis" Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: #1/1 Communication with the RedOS is done through the OS's own registry. There is a line for user commands to be entered and you can use this to get the OS to take an action. John Metcalf wrote: > Greetings... > How do we interact with the OS? I may have missed something here, > (I'm pretty tired) but the only way I can see is to search for > the OS, then write what-ever we want into the user registry and > input lines. > Regards, > John From: "John K. Lewis" Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: #1/1 It is not currently illegal, however I reserve the right to change my mind on this if I find particular use odious or otherwise outside the spirit of the tournament. Use at your own risk. John - David Matthew Moore wrote: > Is this legal? > PLAYER EQU 0 > for PLAYER==1 > ; MAXLENGTH lines of code > rof > for PLAYER==2 > ; MAXLENGTH lines of code > rof From: John Metcalf Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: #1/1 Greetings... How do we interact with the OS? I may have missed something here, (I'm pretty tired) but the only way I can see is to search for the OS, then write what-ever we want into the user registry and input lines. Regards, John From: "John K. Lewis" Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: #1/1 David Matthew Moore wrote: > What is the maximum instruction count of each submission? Sorry if this wasn't clear, here are the statistics you are looking for; rounds: 1 coresize: 8000 max. processes: 8000 duration: after 80,000 cycles. max. entry length: 100 minimum distance: 100 instruction set: extended ICWS '94 Draft scoring: special From: David Matthew Moore Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: <7g5u6s$1n0$1@msunews.cl.msu.edu>#1/1 Is this legal? PLAYER EQU 0 for PLAYER==1 ; MAXLENGTH lines of code rof for PLAYER==2 ; MAXLENGTH lines of code rof From: David Matthew Moore Subject: Re: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: <7g5t60$t5j$1@msunews.cl.msu.edu>#1/1 What is the maximum instruction count of each submission? From: "John K. Lewis" Subject: Intelligent Warrior Tournament Date: 1999/04/28 Message-ID: The Intelligent Warrior Tournament v2.0 1999 *** Introduction *** Welcome to the Intelligent Warrior Tournament. This will be the second competition dedicated to the use of intelligent warriors. The current champion is Kurt Franke. Below you will find the rules and regulations of the Intelligent Warrior Competition as well as an email address for contacting the organizing official. The competition focuses on warriors who display more intelligence than the average Core War program. The previous competition used a "Grey" warrior in order to force warriors to deal with a fragile core environment. The Grey warrior (called the RedOS) will again be used, and this time it will actually have a say in who wins. More on that later. This competition will also feature a cash prize. That's right, you heard me... first place will receive a $100.00(US) cashiers check from NBD bank. The tournament will also feature single battle resolution in the final round. That means newer players could pull off an upset victory over the old timers, and claim first place. What follows are the particulars and rules of the tournament. *** Core *** As with the last contest, there will three warriors in the core, rather than the more common two warriors. This third warrior is the RedOS. The RedOS is a rudimentary simulation of an operating system. It's functions are overly simple and it has little in the way of offensive or defensive capability. You can find a copy of the RedOS at the end of this message and also at: The RedOS has two purposes. First, if for any reason the RedOS dies, neither of the warriors participating in that battle gain points for a win. In other words, if you crash the OS, you crashed the core. Second, there are two "registers" in the RedOS. These registers are core locations inside the RedOS and both are used to calculate the score for the warriors involved. Listed below are the first ten lines of code for the RedOS. 00000 DAT.F $ 0, $ -45 <-- this is a pointer to the end of code. 00001 DAT.F $ 3, $ 5 <-- this represents the version number. 00002 <-- this is the input register for commands. 00003 DAT.F $ 1, $ 1 <-- this is the register for warrior 1 00004 DAT.F $ 1, $ 1 <-- this is the register for warrior 2. 00005 LDP.AB # 0, # -1 <-- this is the start of code for RedOS. 00006 SNE.B $ -1, # -1 00007 JMP.B $ 27, $ 0 00008 SNE.B $ -3, # 0 00009 JMP.B $ 13, $ 0 00010 STP.AB # 1, # 1 [ Note that these are also the first ten lines of code in the core, as ] [ the RedOS is always the first program loaded into the core. ] *** Scores *** To determine the score for a warrior, determine what the "A" field for their register is and subtract from that number the contents of the opponents "A" field. The contents of both "A" fields will be positive numbers. Below is an example of scoring. Two programs and the RedOS enter the core. The programs are named Alpha and Beta. Alpha was loaded before Beta and so it has control of the first program register in the RedOS. After 80,000 turns all three programs are alive. After the completion of a battle between Alpha and Beta, the core address where the RedOS started looks like this: 00000 DAT.F $ 0, $ -45 00001 DAT.F $ 3, $ 5 00002 00003 DAT.F $ 324, $ 1 <-- this is Alpha's register. 00004 DAT.F $7000, $ 1 <-- this is Beta's register. 00005 LDP.AB # 0, # -1 00006 SNE.B $ -1, # -1 00007 JMP.B $ 27, $ 0 00008 SNE.B $ -3, # 0 00009 JMP.B $ 13, $ 0 00010 STP.AB # 1, # 1 The score for this round would be as follows: Alpha scored -6676 points (324 - 7000) Beta scored 6676 points (7000 - 324) If the RedOS had died, then neither player would have score any points. The maximum score possible for a single round is 7999. [ Note that in this example the command used to launch pmars was: ] [ pmarsv.exe -b -e RedOS.red Alpha.red Beta.red ] *** Special *** The following line is mandatory in all warriors: PLAYER EQU 0 This number will be change at load time for the warrior to either 1 or 2. The number "1" will represent the fact that this warrior will be loaded before it's competitor and as such will score with the first register in the RedOS. The number "2" would represent a warrior scoring from the second register. Any warrior lacking this line will be eliminated before participating in the event. *** Structure *** The initial stage of the competition will be a Round Robin. Each warrior will fight every other warrior in a single battle. Each warriors scores will be added together and the totals will be used to seed the top eight warriors into a single elimination tournament. Ties for seeding will be resolved in a play-off between the two warriors involved in the tie. The eight finalist will battle in a single elimination play-off. One battle will resolve the outcome. Ties will be resolved by refighting the battle. 1 ______ 2 ______ 8 ______ \ / 7 ______ ______ ______ \ / -------- vs. -------- / \ ______ ______ 3 ______ / \ 4 ______ 6 ______ 5 ______ The best program will reign supreme as the winner of this play-off *** Dates *** Deadline for entries will be 5/28/99 (2300 hours, EST). The Round Robin portion of the tournament will take place during the week of 5/31/99 and the single elimination tournament will take place on the week of 6/7/99. *** Entries *** One entry per person. Please include a mailing address with your warrior so I may mail you your prize in the event that you win. E-mail entries to jklewis@umich.edu. Please be sure that you send only one version, as I can not be responsible for updating your entry. *** Regulations *** All decisions of the judge(s) are final. Verification of single identity may be required. Any entry may be deemed void for any reason including but not restricted to: entering multiple warriors under assumed names, forging mail headers, cheating in any way. Have fun. *** RedOS *** ;redcode-94 ;name RedOS v3.6 ;author jkl ;assert 1 org start version equ 3,6 ; version number errcnt equ 10 ; allowable error count before clear users equ 2 ; number of users allowed. ;----------header---------- head dat CORESIZE,CORESIZE-toe ; CORESIZE, CORESIZE-OS dat version ;----------input registry---------- ; user commands are set here. input dat 0,0 ; B field = command ; A field = target (if any) ;----------user registry---------- for users ; create user space. dat 1,1 ; A field = preliminary score. rof ;----------boot process---------- start ldp #0,#0 ; last state request sne.b start,#-1 ; check for start up jmp cold ; goto cold_boot sne.b start,#0 ; check for error after hard crash jmp error ; goto error stp #1,#1 ;----------wait state---------- wait jmz.f wait,input ; wait for input sne input,#1 ; check for 'run' jmp run sne input,#2 ; check for 'clear' jmp clear sne input,#3 ; check for 'cold boot' jmp cold sne input,#4 jmp kill ; check for 'kill' mov clean,input ; erroneous input, clear input buffer jmp error ; jump to error handling ;----------error handling---------- error ldp #1,#0 ; load previous error count add #1,error stp.b -2,#1 ; store error codes slt.b #10,error jmp wait ;----------user controllable commands---------- ;--------------------------------------------- ;----------clear core---------- clear mov.b head,2 ; cc1 mov clean,>toe ; clear memory cc2 djn cc1,#0 mov.ab #1,toe mov fix,head ; bug fix mov clean,input jmp wait ; goto wait ;----------cold boot---------- cold stp #0,#1 ; clean error count mov clean,input jmp wait ;----------run program---------- run spl *input ; run sub process for user. mov clean,input jmp wait ;----------kill program---------- kill mov clear,*input ; kill user defined process. mov clean,input jmp wait ;----------footer---------- fix dat CORESIZE,CORESIZE-toe+head ;CORESIZE, CORESIZE-OS clean dat 0,0 toe dat 1,1 ;----------end os---------- From: John Metcalf Subject: Re: Intelligent Warrior Tournament Date: 1999/04/29 Message-ID: #1/1 Greetings... On Thu, 29 Apr 1999, John K. Lewis wrote: > This wont work. As soon as you cover up the RedOS with SPL bombs > you lose any indication as to which register is yours. Since > you have no idea which register is yours, you would simply write > blindly. If you had a way to mark your own registry it might work. If you bomb whatever is found from the first instruction exactly, the offset is still known. > > We could even contain a decoy that looks similar to the OS :-) > Did you intent to send this to the group? I'm sure all veteran redcoders had already though of this and how to work around an opponent's decoy OS. Hopefully a few beginners will benefit from this thread though :-) Regards, John From: John Metcalf Subject: Re: Intelligent Warrior Tournament Date: 1999/04/29 Message-ID: #1/1 Greetings... > stunned, you have enought time to write the registry values at the start > of every block of SPLs, so no decoy problems. Just have to make sure the > SPL carpet starts on the code the code to be wiped, not before it. Exactly... > Could even search for the first instruction in each block and have a > custom SPL -1/SPL 0 carpet, eliminating the need to look for the OS later. That would be a nice improvement... > the pmars RNG mod 2, and then clear all even core location with 0 and odd > ones with -1 or vice versa. Alas, the generator seems too good for any of Just a thought, when you have three programs in Core, are the always in the order 0, 1, 2 or do they also have the order 0, 2, 1? they are always in the same order, this fact could be put to good use. > Oh well, I suppose I should be writing my own entry instead of giving all > these hints to newbies.. :-) But it'll be more interesting this way, don't > you think? Me too, and definitely! > BTW, I just came up with a plan for IMT#2: > anyone interested? Count me in ;-) Regards, John From: iltzu@sci.fi (Ilmari Karonen) Subject: Re: Intelligent Warrior Tournament Date: 1999/04/29 Message-ID: <7g9rh9$m28$1@tron.sci.fi>#1/1 On 28 Apr 1999 20:25:31 -0400, John Metcalf (grumpy@xanther.digitald.uk.com) wrote: : 1. Seach core until something found. : 2. Cover it with spl bombs. : 3. Repeat steps 1 and 2 several times. : 4. Search for a block of spl bombs. : 5. Write appropriate values in user registry. : 6. Repeat steps 4 and 5 several times. Sounds nice. And once both the OS and your opponent are hopelessly stunned, you have enought time to write the registry values at the start of every block of SPLs, so no decoy problems. Just have to make sure the SPL carpet starts on the code the code to be wiped, not before it. Could even search for the first instruction in each block and have a custom SPL -1/SPL 0 carpet, eliminating the need to look for the OS later. One though I had was trying to see if I could compute the next value of the pmars RNG mod 2, and then clear all even core location with 0 and odd ones with -1 or vice versa. Alas, the generator seems too good for any of the simple tricks to work. Oh well, I suppose I should be writing my own entry instead of giving all these hints to newbies.. :-) But it'll be more interesting this way, don't you think? BTW, I just came up with a plan for IMT#2: 1. Make clones of all entries to get a sufficient pool of warriors. 2. Introduce random mutations to all warriors. 3. Pit all warriors against each other and sort by score. 4. Replace warriors in the lower half of the list with clones of those in the upper half. 5. Return to step 2. Winner will be the one with most clones alive after N iterations. Is anyone interested? -- Ilmari Karonen (iltzu@sci.fi) http://www.sci.fi/~iltzu/ From: "John K. Lewis" Subject: Re: Intelligent Warrior Tournament Date: 1999/04/29 Message-ID: #1/1 John Metcalf wrote: > Hello... > I'm still sleepy but, does this sound a viable strategy? > 1. Seach core until something found. > 2. Cover it with spl bombs. > 3. Repeat steps 1 and 2 several times. > 4. Search for a block of spl bombs. > 5. Write appropriate values in user registry. > 6. Repeat steps 4 and 5 several times. This wont work. As soon as you cover up the RedOS with SPL bombs you lose any indication as to which register is yours. Since you have no idea which register is yours, you would simply write blindly. If you had a way to mark your own registry it might work. > We could even contain a decoy that looks similar to the OS :-) Did you intent to send this to the group? > Regards, > John From: M Joonas Pihlaja Subject: Re: Amiga Corewars? Date: 1999/04/30 Message-ID: #1/1 On Fri, 30 Apr 1999, Fredrik Sj�gren wrote: > Hi, > > I want to write redcode and play corewars on my amiga. Which corewar > system should I use. It would be nice with some graphic... > > /F You should use Amiga Pmars available from http://www.koth.org/pmars There are a number of 'features' in the version on koth.org, but it's quite usable (I used it for most rounds of Ian's tournament - on a two disk drive A1200 after my HD crashed). Mark Howson ported pmars initially, but he's had to drop the project. Apparently the Amiga Core War Community consists of me and my neighbour's cat who stares at the pretty flashing figures with endless fascination. Joonas From: Fredrik =?iso-8859-1?Q?Sj=F6gren?= Subject: Amiga Corewars? Date: 1999/04/30 Message-ID: <7gbku3$6h4$1@news.kth.se>#1/1 Hi, I want to write redcode and play corewars on my amiga. Which corewar system should I use. It would be nice with some graphic... /F -- ------- Fredrik Sj�gren -------+ Do you believe in the User? +./#\. d98-fsj@d.kth.se ! ? !(o o) Royal Institute of Technology +--------------------------------+.\O/.