From: metcalf@uboot.com (John Metcalf) Subject: Tournament Date: 1 Aug 2002 03:52:37 -0700 Message-ID: Hi, Please let me know if you would like the round 2 warriors sending to you. Regards, John From: "Robert Macrae" Subject: Re: Tournament Date: Thu, 1 Aug 2002 13:56:31 +0000 (UTC) Message-ID: > Please let me know if you would like the round 2 warriors > sending to you. I was rather hoping authors would publish them with an explanation? Its always interesting to see how different people approach a problem... Robert From: dhillismail@netscape.net (Dave Hillis) Subject: Re: Tournament Date: 2 Aug 2002 06:07:45 -0700 Message-ID: <5d6847b2.0208020507.1a99399c@posting.google.com> "Robert Macrae" wrote in message news:... > > Please let me know if you would like the round 2 warriors > > sending to you. > > I was rather hoping authors would publish them with an explanation? Its > always interesting to see how different people approach a problem... > > Robert Here are my 2nd round entries They come from 2 of the 4 populations of warriors that were competing together in my GA program. The first is a 2 process warrior that uses a forward imp in combination with a backwards djn_strean. It would benefit greatly from some DAT padding in front but I didn't give the GA any way to do that. The second (weaker) one has more processes and uses an imp carpet (I don't know what else to call it) which it copies into memory moving backwards until it overwrites itself and starts executing the MOVs. (Assuming it beats the djn_stream, ...or.. wait, the djn stream wouldn't hurt it-they're kind of hard to read.) Dave Hillis ;redcode-x verbose ;assert CORESIZE == 55440 ;name rdrc_biglp1 ;author Dave Hillis :June 2002 contest ;only works for low processes ;strat - Created using RedRace.c. ;strat - An evolving population playing KOTH. ;strat - Somewhat fudged by adding a mutation ;strat - operator that looks for nice bombing ;strat - patterns. Evolved against warriors ;strat - from Koenigstuhl and other evolved. sub.ab $ 25970, * 12 add.i < -2209, } 3 add.i $ 17558, > 9012 jmz.ab @ 3456, < 18 dat.a @ 11569, { 13474 div.b $-27173, > 2351 add.i } 14619, } 3 mov.x { 13810, } 19453 add.i @ 11650, < 4685 add.x # 16147, {-23583 dat.a * 3143, { 17528 dat.f > 5779, <-27251 add.ba } 2724, # 21710 djn.ba # 24378, < -179 ; djn-stream djn.i # -3521, < -41 ; djn-stream djn.i # -4, $ -145 ; gate spl.i $ -3, > 19965 ; starts here mov.i # 807, $ 1 ; imp mov.i > -15, $ 1 div.b { -9, $ 3808 end 16 ;redcode-x verbose ;assert CORESIZE == 55440 ;name rdrc_biglp2 ;author Dave Hillis ;strat - Created using RedRace.c. ;strat - An evolving population playing KOTH. :June 2002 contest ;only works for low processes ;strat - Created using RedRace.c. ;strat - An evolving population playing KOTH. ;strat - Somewhat fudged by adding a mutation ;strat - operator that looks for nice bombing ;strat - patterns. Evolved against warriors ;strat - from Koenigstuhl and other evolved. sne.i @ 2409, >-25218 div.b @-23194, * 5 spl.i $ 9957, < 394 mov.i > 9658, $ 13784 spl.x # 4, < 5394 mov.i # -99, { 5 djn.f $ -1, < -7 djn.i $ -1, $ 6388 mov.ba > -1468, } 13572 spl.i $ 19609, } 5934 sne.i }-22693, $ -3 cmp.i > 20712, # 25091 jmz.i @ 13045, < 10173 jmp.ab @-24456, > -10 add.ba $ 23772, @ 7809 end 3 From: M Joonas Pihlaja Subject: Re: Tournament Date: 2 Aug 2002 20:57:41 -0400 Message-ID: On Thu, 1 Aug 2002, John Metcalf wrote: > Please let me know if you would like the round 2 warriors > sending to you. If you post them to the newsgroup, they will survive in one neat package at Google for evermore. Joonas From: M Joonas Pihlaja Subject: OT: Calling Ken Espiritu Date: Mon, 5 Aug 2002 07:31:41 +0300 Message-ID: If anyone knows the current email address of Ken Espiritu, could they send it to me at: jpihlaja cc.helsinki.fi please? Thanks, Joonas From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 08/05/02 Date: 5 Aug 2002 07:53:43 -0400 Message-ID: <200208050409.AAA25821@gevjon.ttsg.com> Weekly Status on 08/05/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 Aug 4 05:12:08 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 35/ 25/ 40 pTest4 G/M 145 40 2 32/ 22/ 47 Candy Lukasz Grabun 141 79 3 41/ 41/ 18 Hazy Lazy ... again Steve Gunnell 141 214 4 31/ 21/ 47 Son of Vain Oversby/Pihlaja 141 768 5 43/ 46/ 11 Blade Fizmo 141 85 6 33/ 27/ 40 Uninvited John Metcalf 140 861 7 42/ 45/ 13 oneshot test Simon Wainwright 139 103 8 27/ 15/ 57 SilKing Christian Schmidt 139 1 9 41/ 43/ 17 Vanquisher Lukasz Grabun 139 270 10 41/ 46/ 13 Terra Fizmo 136 47 11 40/ 45/ 15 Behemot Michal Janeczek 136 1002 12 38/ 41/ 21 WingShot++ Ben Ford 135 5 13 32/ 29/ 40 Inky Ian Oversby 134 658 14 31/ 29/ 40 QSilk 4 Fizmo 134 3 15 30/ 26/ 44 Purifier Lukasz Grabun 133 189 16 29/ 26/ 45 nPaper II Paul-V Khuong 133 1179 17 40/ 47/ 13 G3-b David Moore 133 449 18 29/ 27/ 44 Jaguar Pro Christian Schmidt 131 2 19 41/ 51/ 8 Kenshin test 22 Steve Gunnell 131 14 20 37/ 45/ 18 QSOS Fizmo 130 117 21 34/ 50/ 15 test (7pilt) Philip Thorne 118 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 08/05/02 Date: 5 Aug 2002 07:55:09 -0400 Message-ID: <200208050406.AAA25761@gevjon.ttsg.com> Weekly Status on 08/05/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 Jul 29 06:13:53 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 51/ 36/ 12 Fire and Ice II David Moore 166 37 2 33/ 23/ 43 KAT v5 Dave Hillis 143 69 3 25/ 9/ 67 Denial David Moore 141 78 4 25/ 9/ 67 Evol Cap 4 X John Wilkinson 140 206 5 37/ 37/ 26 Black Moods Ian Oversby 137 133 6 35/ 35/ 30 Controlled Aggression Ian Oversby 135 137 7 31/ 27/ 41 Olivia X Ben Ford 135 18 8 26/ 18/ 56 Katafutr Michal Janeczek 134 77 9 32/ 31/ 37 Big I.F.F.S. Dave Hillis 133 66 10 31/ 31/ 38 Damage Inflicted Robert Macrae 130 76 11 23/ 17/ 60 Kin John Metcalf 130 45 12 28/ 25/ 47 Venom v0.2b Christian Schmidt 130 159 13 33/ 36/ 31 Trefoil F 13 Steve Gunnell 129 20 14 34/ 39/ 27 Ogre Christian Schmidt 129 85 15 17/ 7/ 76 Black Box v1.1 JKW 127 100 16 16/ 7/ 77 Evolve X v4.0 John Wilkinson 125 154 17 31/ 40/ 29 Exsnail Philip Thorne 123 32 18 34/ 49/ 17 Greetings From Asbury Par JKW 118 97 19 26/ 43/ 31 Bugtown Rap 19 Steve Gunnell 110 2 20 28/ 50/ 22 Kenshin X test 32 Steve Gunnell 105 1 21 2/ 3/ 0 Kenshin X test 28 Steve Gunnell 7 4 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 08/05/02 Date: 5 Aug 2002 07:56:34 -0400 Message-ID: <200208050403.AAA25689@gevjon.ttsg.com> Weekly Status on 08/05/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Mon Jul 29 07:40:17 EDT 2002 # Name Author Score Age 1 D-clearM Ken Espiritu 65 95 2 Playing with Fire Ben Ford 57 7 3 fclear Brian Haskin 41 79 4 clock strikes twelve John Metcalf 37 9 5 Her Majesty P.Kline 33 114 6 Tinyshot John Metcalf 31 8 7 Snurp II Philip Thorne 28 2 8 Xord Monominer XOSC:01 Gino Oblena 22 34 9 8thTest Gino Oblena 21 26 10 unusual scan Corephile 12 1 11 unknown Anonymous 0 0 From: Koth Subject: KOTH.ORG: Status - Standard 08/05/02 Date: 5 Aug 2002 07:57:59 -0400 Message-ID: <200208050400.AAA25631@gevjon.ttsg.com> Weekly Status on 08/05/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Sat Aug 3 21:20:13 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 45/ 37/ 18 Oneshot '88 John Metcalf 152 5 2 35/ 21/ 43 Freight Train David Moore 150 84 3 34/ 21/ 45 Test Alexander (Sasha) Wa 147 23 4 44/ 43/ 13 Foggy Swamp Beppe Bezzi 144 80 5 43/ 44/ 13 Blur '88 Anton Marsden 143 121 6 33/ 24/ 44 Guardian Ian Oversby 142 83 7 33/ 25/ 42 sIMPly.Red v0.95 Leonardo Humberto 141 41 8 41/ 41/ 18 Stasis David Moore 140 191 9 40/ 40/ 20 Cut and Paste John Metcalf 140 1 10 40/ 42/ 18 Beholder's Eye V1.7 W. Mintardjo 139 359 11 34/ 30/ 36 vala John Metcalf 139 6 12 35/ 32/ 33 Frog Sticker P.Kline 138 33 13 38/ 39/ 23 PacMan David Moore 137 113 14 28/ 20/ 52 Test I Ian Oversby 135 140 15 37/ 40/ 23 Tangle Trap David Moore 135 157 16 25/ 18/ 57 EV Paper John K Wilkinson 133 97 17 40/ 47/ 13 Iron Gate Wayne Sheppard 133 409 18 28/ 25/ 47 Shish-Ka-Bob Ben Ford 131 39 19 27/ 23/ 50 Evoltmp 88 John K W 131 134 20 37/ 50/ 13 round 3 test 5 Simon Wainwright 124 2 21 7/ 62/ 31 h1_6.red Dave Hillis 52 0 From: "Dave Schulman" Subject: GUI front ends for pMARS? Date: Sat, 10 Aug 2002 13:02:28 -0400 Message-ID: Most of the Core Wars software I've found on the net is quite a few years old by now; the stuff on http://www.koth.org/pmars/ is typically from 1996 or so. Is there a pMARS simulator more recent than 0.8.6? Has anyone done an x86/Windows GUI version? Linux/GNOME? If not, would there be any interest in such a thing? I was hoping to do a Core Wars demo for an upcoming high-tech expo (the more visually exciting the better). From: Lukasz Grabun Subject: Re: GUI front ends for pMARS? Date: Sun, 11 Aug 2002 09:31:45 +0000 (UTC) Message-ID: sob, 10 sie 2002 o 17:02 GMT, Dave Schulman: > Most of the Core Wars software I've found on the net is quite a few > years old by now; the stuff on http://www.koth.org/pmars/ is typically from > 1996 or so. Is there a pMARS simulator more recent than 0.8.6? Has anyone > done an x86/Windows GUI version? Linux/GNOME? If not, would there be any > interest in such a thing? > I was hoping to do a Core Wars demo for an upcoming high-tech expo (the > more visually exciting the better). sourceforge.corewars.net (afair) is store place for newest pMars source. Also with pmars-x which is a said graphical frontend (and really rarely used by me :). As far as candy-eye effects are concerned: you can find some on Planar's page (whirls, fireworks (?) etc.). Once again: afair :) -- Lukasz Grabun (reply-to field is scrambled, remove NOSPAM) GM d+ s: a-- C++ UL P L++ E---- W-- N++ o? K- w-- O@ M@ V- PS+ PE+ Y PGP t-@ 5@ X++(+++) R tv-() b+++ DI+ D- G++ e++ h! r++ y+ From: waknuk@yahoo.com (Philip Thorne) Subject: Re: GUI front ends for pMARS? Date: 11 Aug 2002 11:40:25 -0700 Message-ID: <4ee41bd6.0208111040.7146cac9@posting.google.com> "Dave Schulman" wrote in message news:... > Most of the Core Wars software I've found on the net is quite a few > years old by now; the stuff on http://www.koth.org/pmars/ is typically from > 1996 or so. Is there a pMARS simulator more recent than 0.8.6? Has anyone > done an x86/Windows GUI version? Linux/GNOME? If not, would there be any > interest in such a thing? > > I was hoping to do a Core Wars demo for an upcoming high-tech expo (the > more visually exciting the better). The current pmars simulator, 0.9.2, is available at http://sourceforge.net/projects/corewar/ My preference is the X11 version on linux. [Choose whether you want the console or X11 version at build time]. On Windows the graphical version, pmarsv, isn't really a Windows app. but will run in a window. Better is to run it full-screen. If you have a fast processor you mightn't be able to slow it down enough to see whats going on. An alternative, true GUI version for linux [actually GTK+] is available from http://corewars.sourceforge.net/ [there's a download link top-right corner]. Take care - it supports both '94 standard REDCODE [excluding pmars extensions like pspace] and it's own language "corewars" which is little used/supported [and confusingly named]. The pmars[v] version is the standard and much better suited to code-development [e.g. it shows more useful inforamtion and includes a full debugger] but some may find the "corewars" version prettier and easier to control speedwise [one can control the number of steps per execution block plus the speed of each execution block via the Option/Display screen]. The Game Statistic window can also be interesting to watch during a run. The default scoring differs from pmars but can be configured. The pmars team are also working on jmars, a java version, but last I looked it could with a front-end. [and would love your help no doubt]. An alternative for your purposes may be to access the http://corewars.sourceforge.net site directly as it allows one to select and run published warriors in a simple java applet. [note "simple"] Re visually exciting - some warriors look good / interesting / are instructive when running e.g. rave, bluefunk, carbonite are easy to explain. For a visually exciting battle I suggest a stun-bomber vs imp-stone [e.g. bluefunk] - if you have a situation where the stone is stunned & killed the imp revival can be quite dramatic. [not to mention anoying ] Philb From: M Joonas Pihlaja Subject: Re: GUI front ends for pMARS? Date: Tue, 13 Aug 2002 12:08:15 +0300 Message-ID: [I sent this on Sunday to the COREWAR-L list as well, but it appears not to accept posts for some reason. Apologies if you get this twice.] On Sat, 10 Aug 2002, Dave Schulman wrote: > Most of the Core Wars software I've found on the net is > quite a few years old by now; the stuff on > http://www.koth.org/pmars/ is typically from 1996 or so. Is > there a pMARS simulator more recent than 0.8.6? Lukasz already mentioned the 0.9.2 source available from sourceforge. The difference to 0.8.6 is mainly in packaging rather than any new features. So, the answer is no I guess. > Has anyone done an x86/Windows GUI version? Linux/GNOME? If > not, would there be any interest in such a thing? No, no, and yes! Or rather, there are a few binaries that run on Windows here: www.koth.org/pmars but they aren't what I'd call modern GUI programs. > I was hoping to do a Core Wars demo for an upcoming > high-tech expo (the more visually exciting the better). The GUI's are rather primitive and to the non-initiated the core display is sadly uninteresting (Cool! Flashing lights! Yeah right.). There are a few 'warriors' that produce visual effects (fireworks, game of life) on the display by reading/writing/executing core cells. Most were produced as entries in a tournament held by Anton Marsden, and their source should be here: http://pauillac.inria.fr/~doligez/corewar/Anton'sTournamentRnd3.txt but unfortunately I can't confirm that at the moment. At the bottom is my own attempt at producing some visual effects on a core display (tested on Win95 pmarsv and X11 pmars). Be sure to read the configuration section before running it. Not exactly what you were looking for, I'm afraid. Regards, Joonas ------- ;redcode-94 ;name Snoopic ;author Pihlaja ;assert CORESIZE==8000 && MAXLENGTH>=300 ; ; Runs with pMARS options: -l 300 -br 1000 -v 114 ; or -v 113 , -v 112 or -v 111 (depending on colour choice). load0 z for 0 rof org Main ; Must configure this before running: WIDTH equ 157 ; Width of mars display in core cells. ; 157 for X11, 158 for pMARSv ;-------------------------------------------------------------------------- ; Possibly configure these: ; ; If you think you're missing the lower bits of Snoopy's head, try setting ; WAIT higher or set LACE=1. LACE equ 0 ; Boolean: if set will draw lines ; in a seemingly random order in an ; attempt to reduce the fading effects ; at the end of each frame. The ; WAIT value may then be decreased to 1 ; to get higher frame rates. ; colour mode required ;PLOT equ mov.ab >ptr,#0 ; dark green ; -v 114 ;PLOT equ mov.ab #0, >ptr ; green ; -v 112 PLOT equ djn 1, >ptr ; light green ; -v 113 ;PLOT equ mov.ab @ptr, >ptr ; bright green ; -v 114 ;PLOT equ spl >ptr ; bright blue ; -v 111 z FOR LACE==0 WAIT equ 6000 ; # cycles-1 to wait at end of frame ROF ; to avoid fading of last drawn points ; due to pmars clearing the display. z FOR LACE!=0 WAIT equ 1 ROF ;-------------------------------------------------------------------------- ; No changes below needed. ; FOR LACE==0 YSKIP equ 1 PMOD equ 1 ROF FOR LACE!=0 YSKIP equ 19 PMOD equ YMAX ROF ;-------------------------------------------------------------------------- ; Drawing a single line. ; XOFS equ ((WIDTH-XMAX)/2) ; x-offset of draw area from left. YOFS equ 5 ; y-offset of draw area from top. POFS equ (YOFS*WIDTH) ; base offset of draw pointer. NOWHERE equ 0 ; x-coordinate of non-existent point. SCALMAX equ 100 ;; Draw_line ; ; args: ; yptr(in) y-coordinate of line + 1 ; xscal(in) x-scale factor in [0,SCALMAX]. ; xofs(in) draw x-offset ; yofs(in) draw y-offset ptr: dat 0 ; draw pointer. pofs: dat 0 ; draw pointer offset. xofs: dat 0 ; x-offset yofs: dat 0 ; y-offset xscal: dat SCALMAX ; x-scale factor yptr: equ (lineinfo-1) ; y-coordinate lptr: dat 0 ; array of line x-coordinates. maxscal: dat SCALMAX, SCALMAX ; constants Draw_line: mov.b @yptr, lptr ; get line x-coords array. mov.ab @yptr, cnt ; init loop counter with #runs. jmz *exit_drawline, cnt ; bail if no runs of points. mov.b yofs, pofs ; compute draw pointer offset. mul #WIDTH, pofs add.b xofs, pofs add #POFS, pofs mov.ba xscal, xscal ; will be using mul.f below to scale. rloop: ; for each run of points. mov.x >lptr, ptr ; get x-offset and length mul.f xscal, ptr ; scale x-offset and length div.f maxscal, ptr add.b pofs, ptr ; offset draw pointer jmn.a run, ptr ; scaled run length must be at least 1. mov.a #1, ptr run PLOT ; draw a run of points djn.a run, ptr cnt: djn rloop, #0 exit_drawline: jmp ycnt ; return to caller. ;-------------------------------------------------------------------------- ; Main loop ; phase dat 0 ; phase of sinusoid. xwid dat 0 ; width of a line to draw. absy dat 0 ; temp to compute |y|. y dat 0 ; y screen coord. x dat 0 ; x screen coord. z dat 0 ; z-coordinate in 3-space. i dat 0 ; line number. Z_0 equ 110 ; distance of eye from screen plane. ; smaller = more depth perception. Z_1 equ 20 ; base offset of picture plane from ; screen plane. ; screen ; \ ; | / ; eye | ( ; / | \ ; e---------|--------\ ; \_______/|\______/ \ ; Z_0 | Z_1 )<- modulated picture plane. ; | / ; Y X_0 equ XMAX/2 Main: ldp #123, phase ; update phase of sinusoid each frame add #9, phase ; by this much (mod SIN_LEN). stp phase, #123 mov phase, i ; choose first line to draw. mod #PMOD, i yloop: mod #YMAX, i mov i, yptr ; update data pointer for Draw_line. ; compute z as an modulated sinusoid in i=line number. mov i, theta ; mul #4, theta ; scale modulation amplitude ; div #3, theta add.b phase, theta jmp sin, >theta dunsinning: ; after sin completes, execution mov theta, z ; resumes here and theta := sin(theta). add #Z_0+Z_1, z ; project x mov #Z_0*X_0, x div.b z, x ; compute on-screen width of line. mov.b x, xwid mul #2, xwid sub #X_0, x ; compute y in space mov i, y sub #YMAX/2,y ; project y. mul #Z_0, y ; divide signed y by unsigned z. mov y, absy ; take absolute value. sub.ba absy, absy slt y, #CORESIZE/2 mov.x absy, absy div.b z, absy ; unsigned divide. mov.a #0, absy ; re-establish sign. sub.ba absy, absy slt y, #CORESIZE/2 mov.x absy, absy add #YMAX/2, absy ; update on-screen y-offset for mov.b absy, yofs ; Draw_line ; compute xscal to make Draw_line draw a line of width = xwid. mov.b xwid, xscal mul #SCALMAX, xscal div #XMAX, xscal ; compute x-offset to centre picture for Draw_line. mov #WIDTH, xofs sub.b xwid, xofs div #2, xofs add #YSKIP, i ; choose next line to draw jmp Draw_line, >yptr ; and go draw the current one. ycnt: djn yloop, #YMAX ; draw_line jump here when done. djn 0, #WAIT ; wait for some time before clearing dat 0 ; the display by suicide. ;-------------------------------------------------------------------------- ; Picture data ; XMAX EQU 75 ; max x-coordinate of picture YMAX EQU 45 ; max y-coordinate of picture ; For each line record the number of runs of points on that line, and ; a pointer to the runs. dat 0 ; must be dat 0 lineinfo: dat 1, line0-lptr dat 1, line1-lptr dat 2, line2-lptr dat 2, line3-lptr dat 2, line4-lptr dat 2, line5-lptr dat 2, line6-lptr dat 2, line7-lptr dat 3, line8-lptr dat 3, line9-lptr dat 4, line10-lptr dat 5, line11-lptr dat 4, line12-lptr dat 4, line13-lptr dat 3, line14-lptr dat 2, line15-lptr dat 2, line16-lptr dat 2, line17-lptr dat 2, line18-lptr dat 2, line19-lptr dat 2, line20-lptr dat 2, line21-lptr dat 3, line22-lptr dat 2, line23-lptr dat 2, line24-lptr dat 2, line25-lptr dat 2, line26-lptr dat 2, line27-lptr dat 2, line28-lptr dat 2, line29-lptr dat 2, line30-lptr dat 2, line31-lptr dat 3, line32-lptr dat 3, line33-lptr dat 3, line34-lptr dat 3, line35-lptr dat 3, line36-lptr dat 4, line37-lptr dat 4, line38-lptr dat 3, line39-lptr dat 2, line40-lptr dat 1, line41-lptr dat 2, line42-lptr dat 2, line43-lptr dat 2, line44-lptr ; For each line, record the runs on that line as (x-offset, numpoints). linedata: line0: dat 29, 18 line1: dat 24, 25 line2: dat 20, 10 dat 44, 6 line3: dat 17, 7 dat 46, 4 line4: dat 14, 6 dat 47, 3 line5: dat 13, 4 dat 47, 3 line6: dat 11, 3 dat 47, 3 line7: dat 9, 3 dat 47, 3 line8: dat 8, 3 dat 39, 4 dat 47, 3 line9: dat 7, 3 dat 36, 7 dat 47, 2 line10: dat 7, 4 dat 28, 2 dat 34, 10 dat 46, 3 line11: dat 7, 4 dat 25, 5 dat 32, 4 dat 39, 6 dat 46, 2 line12: dat 6, 7 dat 22, 8 dat 31, 3 dat 38, 10 line13: dat 5, 24 dat 31, 1 dat 37, 7 dat 45, 3 line14: dat 5, 24 dat 37, 5 dat 45, 4 line15: dat 5, 25 dat 45, 6 line16: dat 5, 25 dat 46, 8 line17: dat 4, 26 dat 47, 26 line18: dat 3, 27 dat 50, 24 line19: dat 2, 29 dat 65, 9 line20: dat 1, 30 dat 64, 11 line21: dat 1, 30 dat 64, 11 line22: dat 0, 31 dat 66, 5 dat 72, 3 line23: dat 0, 31 dat 72, 3 line24: dat 0, 31 dat 72, 3 line25: dat 0, 31 dat 73, 2 line26: dat 0, 31 dat 73, 2 line27: dat 0, 31 dat 73, 2 line28: dat 0, 31 dat 73, 2 line29: dat 0, 31 dat 72, 3 line30: dat 0, 31 dat 72, 2 line31: dat 0, 30 dat 71, 2 line32: dat 1, 28 dat 33, 5 dat 70, 3 line33: dat 2, 26 dat 32, 8 dat 70, 2 line34: dat 3, 24 dat 33, 10 dat 68, 3 line35: dat 3, 22 dat 34, 14 dat 67, 3 line36: dat 5, 21 dat 37, 15 dat 64, 4 line37: dat 9, 5 dat 17, 2 dat 20, 8 dat 41, 25 line38: dat 15, 4 dat 22, 9 dat 39, 3 dat 48, 16 line39: dat 14, 5 dat 25, 10 dat 38, 3 line40: dat 14, 10 dat 27, 14 line41: dat 13, 27 line42: dat 12, 2 dat 19, 20 line43: dat 10, 3 dat 28, 10 line44: dat 9, 3 dat 30, 9 ;-------------------------------------------------------------------------- ; Sin table ; SIN_LEN EQU 100 ; sin: compute sin ; args: ; theta(in/out) input: angle in 0..SIN_LEN-1 (inclusive). ; output: approximately 20*sin( 2*PI*(angle-1)/SIN_LEN ). ; Resumes execution at the label `dunsinning'. sin: mod #SIN_LEN, theta slt #SIN_LEN/2, theta jmp 5 mod #SIN_LEN/2, theta add #sintab-theta, theta mov.b @theta, theta jmp *sin_exit add #sintab-theta, theta mov.ab @theta, theta sin_exit: jmp dunsinning theta: dat 0 sintab: dat 0 , 0 dat 1 , -1 dat 2 , -2 dat 3 , -3 dat 4 , -4 dat 6 , -6 dat 7 , -7 dat 8 , -8 dat 9 , -9 dat 10 , -10 dat 11 , -11 dat 12 , -12 dat 13 , -13 dat 14 , -14 dat 15 , -15 dat 16 , -16 dat 16 , -16 dat 17 , -17 dat 18 , -18 dat 18 , -18 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 18 , -18 dat 18 , -18 dat 17 , -17 dat 16 , -16 dat 16 , -16 dat 15 , -15 dat 14 , -14 dat 13 , -13 dat 12 , -12 dat 11 , -11 dat 10 , -10 dat 9 , -9 dat 8 , -8 dat 7 , -7 dat 6 , -6 dat 4 , -4 dat 3 , -3 dat 2 , -2 dat 1 , -1 dat 0 , 0 end From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 08/12/02 Date: 14 Aug 2002 00:00:02 -0400 Message-ID: <200208120409.AAA05408@gevjon.ttsg.com> Weekly Status on 08/12/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 Aug 11 23:11:05 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 32/ 23/ 45 pTest4 G/M 141 58 2 31/ 25/ 44 Reepicheep Grabun/Metcalf 138 17 3 25/ 13/ 62 SilKing Christian Schmidt 138 19 4 39/ 43/ 18 Vanquisher Lukasz Grabun 135 288 5 38/ 41/ 20 Hazy Lazy ... again Steve Gunnell 135 232 6 27/ 21/ 52 Candy Lukasz Grabun 134 97 7 28/ 22/ 50 Son of Vain Oversby/Pihlaja 133 786 8 40/ 47/ 13 Blade Fizmo 133 103 9 39/ 46/ 15 Terra Fizmo 133 65 10 39/ 45/ 16 G3-b David Moore 133 467 11 29/ 27/ 44 Uninvited John Metcalf 132 879 12 38/ 44/ 17 oneshot test Simon Wainwright 132 121 13 27/ 22/ 51 nPaper II Paul-V Khuong 131 1197 14 29/ 26/ 45 QSilk 4 Fizmo 131 21 15 38/ 45/ 17 Behemot Michal Janeczek 130 1020 16 27/ 24/ 50 Purifier Lukasz Grabun 130 207 17 28/ 27/ 45 Inky Ian Oversby 130 676 18 34/ 41/ 24 WingShot++ Ben Ford 128 23 19 30/ 34/ 36 Dtest Christian Schmidt 127 10 20 36/ 48/ 16 test (24pilt) Philip Thorne 125 1 21 14/ 5/ 81 Defensive Christian Schmidt 123 2 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 08/12/02 Date: 14 Aug 2002 00:01:32 -0400 Message-ID: <200208120406.AAA05337@gevjon.ttsg.com> Weekly Status on 08/12/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 : Sun Aug 11 21:49:12 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 52/ 36/ 12 Fire and Ice II David Moore 168 37 2 33/ 23/ 44 KAT v5 Dave Hillis 143 69 3 24/ 8/ 67 Denial David Moore 141 78 4 23/ 8/ 68 Evol Cap 4 X John Wilkinson 138 206 5 35/ 35/ 30 Controlled Aggression Ian Oversby 136 137 6 31/ 27/ 41 Olivia X Ben Ford 135 18 7 26/ 17/ 56 Katafutr Michal Janeczek 135 77 8 36/ 37/ 26 Black Moods Ian Oversby 135 133 9 28/ 23/ 48 Venom v0.2b Christian Schmidt 133 159 10 32/ 31/ 37 Big I.F.F.S. Dave Hillis 133 66 11 34/ 38/ 28 Ogre Christian Schmidt 131 85 12 23/ 16/ 60 Kin John Metcalf 130 45 13 30/ 31/ 39 Damage Inflicted Robert Macrae 129 76 14 32/ 36/ 32 Trefoil F 13 Steve Gunnell 128 20 15 17/ 7/ 76 Black Box v1.1 JKW 127 100 16 17/ 7/ 76 Evolve X v4.0 John Wilkinson 126 154 17 31/ 40/ 29 Exsnail Philip Thorne 123 32 18 33/ 50/ 18 Greetings From Asbury Par JKW 115 97 19 28/ 41/ 31 Bugtown Rap 19 Steve Gunnell 114 2 20 28/ 50/ 22 Kenshin X test 32 Steve Gunnell 106 1 21 25/ 52/ 24 test (24pilt-x) Philip Thorne 98 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 08/12/02 Date: 14 Aug 2002 00:02:58 -0400 Message-ID: <200208120403.AAA05268@gevjon.ttsg.com> Weekly Status on 08/12/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Mon Aug 5 12:30:03 EDT 2002 # Name Author Score Age 1 D-clearM Ken Espiritu 36 96 2 Her Majesty P.Kline 31 115 3 clock strikes twelve John Metcalf 30 10 4 fclear Brian Haskin 25 80 5 Tinyshot John Metcalf 25 9 6 Snurp II Philip Thorne 19 3 7 Xord Monominer XOSC:01 Gino Oblena 19 35 8 unusual scan Corephile 17 2 9 Redemption John Metcalf 17 1 10 Playing with Fire Ben Ford 15 8 11 8thTest Gino Oblena 15 27 From: Koth Subject: KOTH.ORG: Status - Standard 08/12/02 Date: 14 Aug 2002 00:04:22 -0400 Message-ID: <200208120400.AAA05207@gevjon.ttsg.com> Weekly Status on 08/12/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Fri Aug 9 07:00:49 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 36/ 22/ 42 Freight Train David Moore 150 84 2 35/ 22/ 43 Test Alexander (Sasha) Wa 147 23 3 42/ 40/ 18 Oneshot '88 John Metcalf 143 5 4 34/ 24/ 42 Guardian Ian Oversby 143 83 5 34/ 26/ 40 sIMPly.Red v0.95 Leonardo Humberto 142 41 6 36/ 31/ 34 vala John Metcalf 141 6 7 42/ 45/ 12 Foggy Swamp Beppe Bezzi 140 80 8 42/ 45/ 13 Blur '88 Anton Marsden 138 121 9 40/ 41/ 20 Cut and Paste John Metcalf 138 1 10 28/ 18/ 54 EV Paper John K Wilkinson 137 97 11 29/ 21/ 50 Test I Ian Oversby 137 140 12 37/ 40/ 23 PacMan David Moore 135 113 13 39/ 42/ 19 Stasis David Moore 135 191 14 30/ 25/ 45 Shish-Ka-Bob Ben Ford 134 39 15 29/ 23/ 48 Evoltmp 88 John K W 134 134 16 38/ 43/ 18 Beholder's Eye V1.7 W. Mintardjo 134 359 17 33/ 33/ 33 Frog Sticker P.Kline 134 33 18 36/ 41/ 23 Tangle Trap David Moore 132 157 19 38/ 49/ 13 round 3 test 5 Simon Wainwright 128 2 20 38/ 48/ 14 Iron Gate Wayne Sheppard 128 409 21 27/ 62/ 11 Scan Test A 13 Steve Gunnell 93 0 From: M Joonas Pihlaja Subject: Re: GUI front ends for pMARS? Date: 14 Aug 2002 00:12:06 -0400 Message-ID: On Sat, 10 Aug 2002, Dave Schulman wrote: > Most of the Core Wars software I've found on the net is > quite a few years old by now; the stuff on > http://www.koth.org/pmars/ is typically from 1996 or so. Is > there a pMARS simulator more recent than 0.8.6? Lukasz already mentioned the 0.9.2 source available from sourceforge. The difference to 0.8.6 is mainly in packaging rather than any new features. So, the answer is no I guess. > Has anyone done an x86/Windows GUI version? Linux/GNOME? If > not, would there be any interest in such a thing? No, no, and yes! Or rather, there are a few binaries that run on Windows here: www.koth.org/pmars but they aren't what I'd call modern GUI programs. > I was hoping to do a Core Wars demo for an upcoming > high-tech expo (the more visually exciting the better). The GUI's are rather primitive and to the non-initiated the core display is sadly uninteresting (Cool! Flashing lights! Yeah right.). There are a few 'warriors' that produce visual effects (fireworks, game of life) on the display by reading/writing/executing core cells. Most were produced as entries in a tournament held by Anton Marsden, and their source should be here: http://pauillac.inria.fr/~doligez/corewar/Anton'sTournamentRnd3.txt but unfortunately I can't confirm that at the moment. At the bottom is my own attempt at producing some visual effects on a core display (tested on Win95 pmarsv and X11 pmars). Be sure to read the configuration section before running it. Joonas ------- ;redcode-94 ;name Snoopic ;author Pihlaja ;assert CORESIZE==8000 && MAXLENGTH>=300 ; ; Runs with pMARS options: -l 300 -br 1000 -v 114 ; or -v 113 , -v 112 or -v 111 (depending on colour choice). load0 z for 0 rof org Main ; Must configure this before running: WIDTH equ 157 ; Width of mars display in core cells. ; 157 for X11, 158 for pMARSv ;-------------------------------------------------------------------------- ; Possibly configure these: ; ; If you think you're missing the lower bits of Snoopy's head, try setting ; WAIT higher or set LACE=1. LACE equ 0 ; Boolean: if set will draw lines ; in a seemingly random order in an ; attempt to reduce the fading effects ; at the end of each frame. The ; WAIT value may then be decreased to 1 ; to get higher frame rates. ; colour mode required ;PLOT equ mov.ab >ptr,#0 ; dark green ; -v 114 ;PLOT equ mov.ab #0, >ptr ; green ; -v 112 PLOT equ djn 1, >ptr ; light green ; -v 113 ;PLOT equ mov.ab @ptr, >ptr ; bright green ; -v 114 ;PLOT equ spl >ptr ; bright blue ; -v 111 z FOR LACE==0 WAIT equ 6000 ; # cycles-1 to wait at end of frame ROF ; to avoid fading of last drawn points ; due to pmars clearing the display. z FOR LACE!=0 WAIT equ 1 ROF ;-------------------------------------------------------------------------- ; No changes below needed. ; FOR LACE==0 YSKIP equ 1 PMOD equ 1 ROF FOR LACE!=0 YSKIP equ 19 PMOD equ YMAX ROF ;-------------------------------------------------------------------------- ; Drawing a single line. ; XOFS equ ((WIDTH-XMAX)/2) ; x-offset of draw area from left. YOFS equ 5 ; y-offset of draw area from top. POFS equ (YOFS*WIDTH) ; base offset of draw pointer. NOWHERE equ 0 ; x-coordinate of non-existent point. SCALMAX equ 100 ;; Draw_line ; ; args: ; yptr(in) y-coordinate of line + 1 ; xscal(in) x-scale factor in [0,SCALMAX]. ; xofs(in) draw x-offset ; yofs(in) draw y-offset ptr: dat 0 ; draw pointer. pofs: dat 0 ; draw pointer offset. xofs: dat 0 ; x-offset yofs: dat 0 ; y-offset xscal: dat SCALMAX ; x-scale factor yptr: equ (lineinfo-1) ; y-coordinate lptr: dat 0 ; array of line x-coordinates. maxscal: dat SCALMAX, SCALMAX ; constants Draw_line: mov.b @yptr, lptr ; get line x-coords array. mov.ab @yptr, cnt ; init loop counter with #runs. jmz *exit_drawline, cnt ; bail if no runs of points. mov.b yofs, pofs ; compute draw pointer offset. mul #WIDTH, pofs add.b xofs, pofs add #POFS, pofs mov.ba xscal, xscal ; will be using mul.f below to scale. rloop: ; for each run of points. mov.x >lptr, ptr ; get x-offset and length mul.f xscal, ptr ; scale x-offset and length div.f maxscal, ptr add.b pofs, ptr ; offset draw pointer jmn.a run, ptr ; scaled run length must be at least 1. mov.a #1, ptr run PLOT ; draw a run of points djn.a run, ptr cnt: djn rloop, #0 exit_drawline: jmp ycnt ; return to caller. ;-------------------------------------------------------------------------- ; Main loop ; phase dat 0 ; phase of sinusoid. xwid dat 0 ; width of a line to draw. absy dat 0 ; temp to compute |y|. y dat 0 ; y screen coord. x dat 0 ; x screen coord. z dat 0 ; z-coordinate in 3-space. i dat 0 ; line number. Z_0 equ 110 ; distance of eye from screen plane. ; smaller = more depth perception. Z_1 equ 20 ; base offset of picture plane from ; screen plane. ; screen ; \ ; | / ; eye | ( ; / | \ ; e---------|--------\ ; \_______/|\______/ \ ; Z_0 | Z_1 )<- modulated picture plane. ; | / ; Y X_0 equ XMAX/2 Main: ldp #123, phase ; update phase of sinusoid each frame add #9, phase ; by this much (mod SIN_LEN). stp phase, #123 mov phase, i ; choose first line to draw. mod #PMOD, i yloop: mod #YMAX, i mov i, yptr ; update data pointer for Draw_line. ; compute z as an modulated sinusoid in i=line number. mov i, theta ; mul #4, theta ; scale modulation amplitude ; div #3, theta add.b phase, theta jmp sin, >theta dunsinning: ; after sin completes, execution mov theta, z ; resumes here and theta := sin(theta). add #Z_0+Z_1, z ; project x mov #Z_0*X_0, x div.b z, x ; compute on-screen width of line. mov.b x, xwid mul #2, xwid sub #X_0, x ; compute y in space mov i, y sub #YMAX/2,y ; project y. mul #Z_0, y ; divide signed y by unsigned z. mov y, absy ; take absolute value. sub.ba absy, absy slt y, #CORESIZE/2 mov.x absy, absy div.b z, absy ; unsigned divide. mov.a #0, absy ; re-establish sign. sub.ba absy, absy slt y, #CORESIZE/2 mov.x absy, absy add #YMAX/2, absy ; update on-screen y-offset for mov.b absy, yofs ; Draw_line ; compute xscal to make Draw_line draw a line of width = xwid. mov.b xwid, xscal mul #SCALMAX, xscal div #XMAX, xscal ; compute x-offset to centre picture for Draw_line. mov #WIDTH, xofs sub.b xwid, xofs div #2, xofs add #YSKIP, i ; choose next line to draw jmp Draw_line, >yptr ; and go draw the current one. ycnt: djn yloop, #YMAX ; draw_line jump here when done. djn 0, #WAIT ; wait for some time before clearing dat 0 ; the display by suicide. ;-------------------------------------------------------------------------- ; Picture data ; XMAX EQU 75 ; max x-coordinate of picture YMAX EQU 45 ; max y-coordinate of picture ; For each line record the number of runs of points on that line, and ; a pointer to the runs. dat 0 ; must be dat 0 lineinfo: dat 1, line0-lptr dat 1, line1-lptr dat 2, line2-lptr dat 2, line3-lptr dat 2, line4-lptr dat 2, line5-lptr dat 2, line6-lptr dat 2, line7-lptr dat 3, line8-lptr dat 3, line9-lptr dat 4, line10-lptr dat 5, line11-lptr dat 4, line12-lptr dat 4, line13-lptr dat 3, line14-lptr dat 2, line15-lptr dat 2, line16-lptr dat 2, line17-lptr dat 2, line18-lptr dat 2, line19-lptr dat 2, line20-lptr dat 2, line21-lptr dat 3, line22-lptr dat 2, line23-lptr dat 2, line24-lptr dat 2, line25-lptr dat 2, line26-lptr dat 2, line27-lptr dat 2, line28-lptr dat 2, line29-lptr dat 2, line30-lptr dat 2, line31-lptr dat 3, line32-lptr dat 3, line33-lptr dat 3, line34-lptr dat 3, line35-lptr dat 3, line36-lptr dat 4, line37-lptr dat 4, line38-lptr dat 3, line39-lptr dat 2, line40-lptr dat 1, line41-lptr dat 2, line42-lptr dat 2, line43-lptr dat 2, line44-lptr ; For each line, record the runs on that line as (x-offset, numpoints). linedata: line0: dat 29, 18 line1: dat 24, 25 line2: dat 20, 10 dat 44, 6 line3: dat 17, 7 dat 46, 4 line4: dat 14, 6 dat 47, 3 line5: dat 13, 4 dat 47, 3 line6: dat 11, 3 dat 47, 3 line7: dat 9, 3 dat 47, 3 line8: dat 8, 3 dat 39, 4 dat 47, 3 line9: dat 7, 3 dat 36, 7 dat 47, 2 line10: dat 7, 4 dat 28, 2 dat 34, 10 dat 46, 3 line11: dat 7, 4 dat 25, 5 dat 32, 4 dat 39, 6 dat 46, 2 line12: dat 6, 7 dat 22, 8 dat 31, 3 dat 38, 10 line13: dat 5, 24 dat 31, 1 dat 37, 7 dat 45, 3 line14: dat 5, 24 dat 37, 5 dat 45, 4 line15: dat 5, 25 dat 45, 6 line16: dat 5, 25 dat 46, 8 line17: dat 4, 26 dat 47, 26 line18: dat 3, 27 dat 50, 24 line19: dat 2, 29 dat 65, 9 line20: dat 1, 30 dat 64, 11 line21: dat 1, 30 dat 64, 11 line22: dat 0, 31 dat 66, 5 dat 72, 3 line23: dat 0, 31 dat 72, 3 line24: dat 0, 31 dat 72, 3 line25: dat 0, 31 dat 73, 2 line26: dat 0, 31 dat 73, 2 line27: dat 0, 31 dat 73, 2 line28: dat 0, 31 dat 73, 2 line29: dat 0, 31 dat 72, 3 line30: dat 0, 31 dat 72, 2 line31: dat 0, 30 dat 71, 2 line32: dat 1, 28 dat 33, 5 dat 70, 3 line33: dat 2, 26 dat 32, 8 dat 70, 2 line34: dat 3, 24 dat 33, 10 dat 68, 3 line35: dat 3, 22 dat 34, 14 dat 67, 3 line36: dat 5, 21 dat 37, 15 dat 64, 4 line37: dat 9, 5 dat 17, 2 dat 20, 8 dat 41, 25 line38: dat 15, 4 dat 22, 9 dat 39, 3 dat 48, 16 line39: dat 14, 5 dat 25, 10 dat 38, 3 line40: dat 14, 10 dat 27, 14 line41: dat 13, 27 line42: dat 12, 2 dat 19, 20 line43: dat 10, 3 dat 28, 10 line44: dat 9, 3 dat 30, 9 ;-------------------------------------------------------------------------- ; Sin table ; SIN_LEN EQU 100 ; sin: compute sin ; args: ; theta(in/out) input: angle in 0..SIN_LEN-1 (inclusive). ; output: approximately 20*sin( 2*PI*(angle-1)/SIN_LEN ). ; Resumes execution at the label `dunsinning'. sin: mod #SIN_LEN, theta slt #SIN_LEN/2, theta jmp 5 mod #SIN_LEN/2, theta add #sintab-theta, theta mov.b @theta, theta jmp *sin_exit add #sintab-theta, theta mov.ab @theta, theta sin_exit: jmp dunsinning theta: dat 0 sintab: dat 0 , 0 dat 1 , -1 dat 2 , -2 dat 3 , -3 dat 4 , -4 dat 6 , -6 dat 7 , -7 dat 8 , -8 dat 9 , -9 dat 10 , -10 dat 11 , -11 dat 12 , -12 dat 13 , -13 dat 14 , -14 dat 15 , -15 dat 16 , -16 dat 16 , -16 dat 17 , -17 dat 18 , -18 dat 18 , -18 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 19 , -19 dat 18 , -18 dat 18 , -18 dat 17 , -17 dat 16 , -16 dat 16 , -16 dat 15 , -15 dat 14 , -14 dat 13 , -13 dat 12 , -12 dat 11 , -11 dat 10 , -10 dat 9 , -9 dat 8 , -8 dat 7 , -7 dat 6 , -6 dat 4 , -4 dat 3 , -3 dat 2 , -2 dat 1 , -1 dat 0 , 0 end From: Aristoteles Pagaltzis Subject: Re: GUI front ends for pMARS? Date: 14 Aug 2002 00:13:30 -0400 Message-ID: <20020811011835.A264@klangraum> * Dave Schulman [2002-08-11 01:14]: > Is there a pMARS simulator more recent than 0.8.6? The latest version is 0.9.2, available at http://sourceforge.net/projects/corewar > Has anyone done an x86/Windows GUI version? Linux/GNOME? > If not, would there be any interest in such a thing? pMARS does have a graphical display mode; but not what you'd call a GUI. Apparently there've been some attempts throughout the years; to my knowledge, none of them have been very complete or compliant, though. -- Regards, Aristotle From: waknuk@yahoo.com (Philip Thorne) Subject: Use of ;newredcode Date: 18 Aug 2002 10:32:29 -0700 Message-ID: <4ee41bd6.0208180932.282cd6e9@posting.google.com> I'm trying to enable verbose - has anyone used ;newredcode successfully? http://groups.google.com/groups?selm=4da64o%24n4f%40valhalla.stormking.com I've tried with ;newredcode, ;redcode ;name ;password & end but have missed at least one challenge. Perhaps I need to include the whole warrior? [less ;kill] Philb From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 08/19/02 Date: 19 Aug 2002 20:17:45 -0400 Message-ID: <200208190409.AAA10725@gevjon.ttsg.com> Weekly Status on 08/19/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 Aug 18 16:09:57 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 34/ 21/ 45 Candy Lukasz Grabun 148 109 2 36/ 25/ 38 Reepicheep Grabun/Metcalf 147 29 3 36/ 26/ 38 Uninvited John Metcalf 146 891 4 33/ 21/ 45 Son of Vain Oversby/Pihlaja 145 798 5 30/ 15/ 55 SilKing Christian Schmidt 144 31 6 28/ 13/ 60 Defensive Christian Schmidt 143 6 7 34/ 27/ 39 QSilk 4 Fizmo 141 33 8 34/ 27/ 39 Inky Ian Oversby 140 688 9 32/ 25/ 43 Purifier Lukasz Grabun 140 219 10 32/ 25/ 44 nPaper II Paul-V Khuong 139 1209 11 41/ 43/ 16 oneshot test Simon Wainwright 138 133 12 40/ 42/ 18 Vanquisher Lukasz Grabun 138 300 13 38/ 39/ 23 WingShot++ Ben Ford 136 35 14 42/ 47/ 12 Blade Fizmo 136 115 15 39/ 43/ 18 Hazy Lazy ... again Steve Gunnell 135 244 16 40/ 45/ 15 G3-b David Moore 135 479 17 39/ 44/ 16 Behemot Michal Janeczek 134 1032 18 39/ 47/ 14 Terra Fizmo 132 77 19 37/ 48/ 16 test (27pilt) Philip Thorne 126 1 20 40/ 54/ 7 test Christian Schmidt 125 4 21 25/ 71/ 5 trial John Metcalf 78 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 08/19/02 Date: 19 Aug 2002 20:19:10 -0400 Message-ID: <200208190406.AAA10646@gevjon.ttsg.com> Weekly Status on 08/19/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 : Sun Aug 18 15:59:55 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 51/ 37/ 12 Fire and Ice II David Moore 165 38 2 32/ 24/ 44 KAT v5 Dave Hillis 140 70 3 24/ 9/ 67 Denial David Moore 138 79 4 23/ 9/ 68 Evol Cap 4 X John Wilkinson 138 207 5 25/ 14/ 61 Kin John Metcalf 137 46 6 35/ 35/ 30 Controlled Aggression Ian Oversby 136 138 7 36/ 37/ 26 Black Moods Ian Oversby 135 134 8 34/ 34/ 31 Trefoil F 13 Steve Gunnell 135 21 9 25/ 18/ 57 Katafutr Michal Janeczek 133 78 10 30/ 29/ 41 Olivia X Ben Ford 132 19 11 35/ 37/ 28 Ogre Christian Schmidt 132 86 12 31/ 32/ 37 Big I.F.F.S. Dave Hillis 131 67 13 27/ 25/ 47 Venom v0.2b Christian Schmidt 130 160 14 30/ 32/ 39 Damage Inflicted Robert Macrae 127 77 15 17/ 7/ 76 Black Box v1.1 JKW 127 101 16 17/ 7/ 76 Evolve X v4.0 John Wilkinson 126 155 17 30/ 41/ 28 Exsnail Philip Thorne 119 33 18 34/ 49/ 17 Greetings From Asbury Par JKW 119 98 19 32/ 47/ 21 trial John Metcalf 117 1 20 27/ 42/ 31 Bugtown Rap 19 Steve Gunnell 111 3 21 27/ 51/ 22 Kenshin X test 32 Steve Gunnell 102 2 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 08/19/02 Date: 19 Aug 2002 20:20:34 -0400 Message-ID: <200208190403.AAA10555@gevjon.ttsg.com> Weekly Status on 08/19/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Sun Aug 18 16:03:10 EDT 2002 # Name Author Score Age 1 fclear Brian Haskin 25 81 2 Redemption John Metcalf 24 2 3 clock strikes twelve John Metcalf 20 11 4 Playing with Fire Ben Ford 18 9 5 D-clearM Ken Espiritu 17 97 6 Her Majesty P.Kline 17 116 7 trial John Metcalf 16 1 8 Tinyshot John Metcalf 15 10 9 Xord Monominer XOSC:01 Gino Oblena 13 36 10 Snurp II Philip Thorne 11 4 11 unusual scan Corephile 8 3 From: Koth Subject: KOTH.ORG: Status - Standard 08/19/02 Date: 19 Aug 2002 20:22:00 -0400 Message-ID: <200208190400.AAA10469@gevjon.ttsg.com> Weekly Status on 08/19/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Thu Aug 15 19:24:38 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 33/ 21/ 46 Freight Train David Moore 146 92 2 32/ 21/ 47 Test Alexander (Sasha) Wa 143 31 3 36/ 29/ 35 vala John Metcalf 142 14 4 32/ 23/ 45 Guardian Ian Oversby 141 91 5 41/ 42/ 17 Oneshot '88 John Metcalf 139 13 6 32/ 26/ 42 sIMPly.Red v0.95 Leonardo Humberto 138 49 7 35/ 32/ 33 Frog Sticker P.Kline 138 41 8 41/ 47/ 12 Foggy Swamp Beppe Bezzi 136 88 9 38/ 42/ 19 Cut and Paste John Metcalf 135 9 10 25/ 17/ 58 EV Paper John K Wilkinson 133 105 11 26/ 20/ 54 Test I Ian Oversby 133 148 12 38/ 44/ 17 Stasis David Moore 132 199 13 38/ 45/ 17 Beholder's Eye V1.7 W. Mintardjo 132 367 14 40/ 48/ 12 Blur '88 Anton Marsden 131 129 15 36/ 42/ 23 PacMan David Moore 130 121 16 26/ 24/ 50 Shish-Ka-Bob Ben Ford 129 47 17 26/ 23/ 52 Evoltmp 88 John K W 129 142 18 34/ 42/ 23 redrace rnd 3 Dave Hillis 127 1 19 38/ 49/ 13 Iron Gate Wayne Sheppard 127 417 20 35/ 43/ 22 Tangle Trap David Moore 127 165 21 2/ 2/ 0 redrace rnd 3 Dave Hillis 7 2 From: grabun@interia.pl (Lukasz Grabun) Subject: is stormking down? Date: 21 Aug 2002 02:48:32 -0700 Message-ID: <949d0471.0208210148.645851a0@posting.google.com> Am I the only one who sees this huge queue on www.koth.org? Some warriors seem to have been waiting since Sunday! From: M Joonas Pihlaja Subject: MARS for '84 Date: Thu, 22 Aug 2002 06:31:23 +0300 Message-ID: Here's a MARS in forth for Core War '84, as seen in SciAm: http://home.iae.nl/users/mhx/corewars.frt Regards, Joonas From: M Joonas Pihlaja Subject: Re: RFC: a new extension to Redcode? Date: 23 Aug 2002 19:55:35 -0400 Message-ID: On Fri, 19 Apr 2002, Aristoteles Pagaltzis wrote: [snip stuff about a faster scanning instruction] > Personally I could live without it - I'm not sure I want > decision-making accelerated to the point where scanners can > nearly eclipses all other warriors. I'm not convinced that making logic (or, more to the point, scanning loops) faster/smaller would have a great impact on the game. Sure, a 2c scanner would be cool, and it might even wipe the floor with all the old stuff. Consider: you have an instruction 'scan' that embodies a scan loop at 2c, or whatever. That is, it falls through to the next instruction only when it finds something. You're still going to have an awful lot of code to deal with the results of your find. Anyway, what I wanted to say was that IMO one reason complex decision making warriors don't thrive is that it's much more difficult to build in redundancy than with the 'dumber' components. Airbags went a long way in accomplishing this, certainly, but in the end they are more of an escape latch compared to multi-part warriors. The only multi-part scanners I can think of off-hand are Kline's Harmony II, and to a limited extent the multishots by Moore. This has a lot to do with process scheduling, in that anything with many (~100) of processes will have a hard time doing anything more fancy than executing simple loops -- certainly no complex if-then's or do-until's. Joonas Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 26 Aug 2002 08:53:45 GMT Archive-name: games/corewar-faq Last-Modified: September 4, 1999 Version: 4.2 URL: http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Copyright: (c) 1999 Anton Marsden Maintainer: Anton Marsden Posting-Frequency: once every 2 weeks Core War Frequently Asked Questions (rec.games.corewar FAQ) 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 latest hypertext version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html and the latest plain text version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.txt. This document is currently being maintained by Anton Marsden (anton@paradise.net.nz). Last modified: Sat Sep 4 00:22:22 NZST 1999 ------------------------------------------------------------------------ To Do * Add the new No-PSpace '94 hill location * Add online location of Dewdney's articles * Make question 17 easier to understand. Add a state diagram? * Add info about infinite hills, related games (C-Robots, Tierra?, ...) * New question: How do I know if my warrior is any good? Refer to beginners' benchmarks, etc. * Add a Who's Who list? * Would very much like someone to compile a collection of the "revolutionary" warriors so that beginners can see how the game has developed over the years. Mail me if interested. ------------------------------------------------------------------------ What's New * Changed primary location of FAQ (again!) * Changed Philip Kendall's home page address. * Updated list server information * Changed primary location of FAQ * Vector-launching code was fixed thanks to Ting Hsu. * Changed the location of Ryan Coleman's paper (LaunchPad -> Launchpad) * Changed pauillac.inria.fr to para.inria.fr ------------------------------------------------------------------------ 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 Core Warrior? 8. Where are the Core War archives? 9. Where can I find a Core War system for ...? 10. Where can I find warrior code? 11. I do not have FTP. How do I get all this great stuff? 12. I do not have access to Usenet. How do I post and receive news? 13. Are there any Core War related WWW sites? 14. What is KotH? How do I enter? 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 16. How does SLT (Skip if Less Than) work? 17. What is the difference between in-register and in-memory evaluation? 18. What is P-space? 19. What does "Missing ;assert .." in my message from KotH mean? 20. How should I format my code? 21. Are there any other Core War related resources I should know about? 22. What does (expression or term of your choice) mean? 23. Other questions? ------------------------------------------------------------------------ 1. 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 standardised by the ICWS, and is therefore transportable between all standard Core War systems. The system in which the programs run is quite simple. The core (the memory of the simulated computer) is a continuous array of instructions, empty except for the competing programs. The core wraps around, so that after the last instruction comes the first one again. There are no absolute addresses in Core War. That is, the address 0 doesn't mean the first instruction in the memory, but the instruction that contains the address 0. The next instruction is 1, and the previous one obviously -1. However, all numbers are treated as positive, and are in the range 0 to CORESIZE-1 where CORESIZE is the amount of memory locations in the core - this means that -1 would be treated as CORESIZE-1 in any arithmetic operations, eg. 3218 + 7856 = (3218 + 7856) mod CORESIZE. Many people get confused by this, and it is particularly important when using the SLT instruction. Note that the source code of a program can still contain negative numbers, but if you start using instructions like DIV #-2, #5 it is important to know what effect they will have when executed. The basic unit of memory in Core War is one instruction. Each Redcode instruction contains three parts: * the opcode * the source address (a.k.a. the A-field) * the destination address (a.k.a. the B-field) The execution of the programs is equally simple. The MARS executes one instruction at a time, and then proceeds to the next one in the memory, unless the instruction explicitly tells it to jump to another address. If there is more than one program running, (as is usual) the programs execute alternately, one instruction at a time. The execution of each instruction takes the same time, one cycle, whether it is MOV, DIV or even DAT (which kills the process). Each program may have several processes running. These processes are stored in a task queue. When it is the program's turn to execute an instruction it dequeues a process and executes the corresponding instruction. Processes that are not killed during the execution of the instruction are put back into the task queue. Processes created by a SPL instruction are added to the task queue after the creating process is put back into the task queue. [ToC] ------------------------------------------------------------------------ 2. 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] ------------------------------------------------------------------------ 3. 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: Library of Author Title Published ISBN Congress Call Number The Armchair Dewdney, Universe: An New York: W. QA76.6 .D517 A. K. Exploration of H. Freeman �0-7167-1939-8 1988 Computer Worlds 1988 The Magic 0-7167-2125-2 Dewdney, Machine: A New York: W.(Hardcover), QA76.6 A. K. Handbook of H. Freeman �0-7167-2144-9 .D5173 1990 Computer Sorcery 1990 (Paperback) 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. For those who are interested, Dewdney has a home page at http://www.csd.uwo.ca/faculty/akd/. [ToC] ------------------------------------------------------------------------ 4. 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 ftp://www.koth.org/corewar/documents/standards/redcode-icws-88.Z. This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorials, ftp://www.koth.org/corewar/documents/tutorial.1.Z and ftp://www.koth.org/corewar/documents/tutorial.2.Z. Steven Morrell has prepared a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. This and various other tutorials can be found at http://www.koth.org/papers.html. Even though ICWS'88 is still the "official" standard, you will find that most people are playing by ICWS'94 draft rules and extensions. [ToC] ------------------------------------------------------------------------ 5. 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 new addressing modes 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 at ftp://www.koth.org/corewar/documents/icws94.0202.Z for more information. There is a HTML version of this document available at http://www.koth.org/info/icws94.html. 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://www.koth.org/corewar. Note that Redcoder only supports a subset of ICWS'94. [ToC] ------------------------------------------------------------------------ 6. What is the ICWS? About one year after Core War first appeared in Scientific American, 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). The ICWS is no longer active. [ToC] ------------------------------------------------------------------------ 7. What is Core Warrior? Following in the tradition of the Core War News Letter, Push Off, and The 94 Warrior, Core Warrior is a newsletter about strategies and current standings in Core War. Started in October 1995, back issues of Core Warrior (and the other newsletters) are available at http://para.inria.fr/~doligez/corewar/. There is also a Core Warrior index page at http://www.kendalls.demon.co.uk/pak21/corewar/warrior.html which has a summary of the contents of each issue of Core Warrior. Many of the earlier issues contain useful information for beginners. [ToC] ------------------------------------------------------------------------ 8. 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 ftp://ftp.csua.berkeley.edu/pub/corewar. 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. This site is mirrored at: * http://www.koth.org/corewar/ * ftp://www.koth.org/corewar/ * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror The plain text version of this FAQ is automatically archived by news.answers (but this version is probably out-of-date). [ToC] ------------------------------------------------------------------------ 9. Where can I find a Core War system for . . . ? Core War systems are available via anonymous FTP from www.koth.org in the 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 ftp://www.koth.org/corewar/incoming 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 www.koth.org. Generally, the older the program - the less likely it will be ICWS compatible. If you are looking for an ICWS'94 simulator, get pMARS, which is available for many platforms and can be downloaded from: * ftp://ftp.csua.berkeley.edu/pub/corewar (original site) * ftp://www.koth.org/corewar (koth.org mirror) * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror (Planar mirror) * http://www.nc5.infi.net/~wtnewton/corewar/ (Terry Newton) * ftp://members.aol.com/ofechner/corewar (Fechter) Notes: * If you have trouble running pMARS with a graphical display under Win95 then check out http://www.koth.org/pmars.html which should have a pointer to the latest compilation of pMARS for this environment. * RPMs for the Alpha, PowerPC, Sparc and i386 can be found at ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ 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 www.koth.org: 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 pvms08.zip pMARS v0.8 for VMS build files/help (req. pmars08s.zip) ApMARS03.lha pMARS executable for Amiga (port of version 0.3.1) wincor11.zip MS-Windows system, shareware ($15) [ToC] ------------------------------------------------------------------------ 10. Where can I find warrior code? To learn the game, it is a good idea to study previously posted warrior code. The FTP archives have code in the ftp://www.koth.org/corewar/redcode directory. A clearly organized on-line warrior collection is available at the Core War web sites (see below). [ToC] ------------------------------------------------------------------------ 11. I do not have FTP. How do I get all this great stuff? There is an FTP email server at bitftp@pucc.princeton.edu. This address may no longer exist. I haven't tested it yet. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. Note that many FTP email gateways are shutting down due to abuse. To get a current list of FTP email servers, look at the Accessing the Internet by E-mail FAQ posted to news.answers. If you don't have access to Usenet, you can retrieve this FAQ one of the following ways: * Send mail to mail-server@rtfm.mit.edu with the body containing "send usenet/news.answers/internet-services/access-via-email". * Send mail to mailbase@mailbase.ac.uk with the body containing "send lis-iis e-access-inet.txt". [ToC] ------------------------------------------------------------------------ 12. 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 Koth.Org list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@koth.org. You can send mail to corewar-l@koth.org to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (ttsg@ttsg.com). Servers that allow you to post (but not receive) articles are available. Refer to the Accessing the Internet by E-Mail FAQ for more information. [ToC] ------------------------------------------------------------------------ 13. 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 http://www.koth.org; pizza's is http://www.ecst.csuchico.edu/~pizza/koth . Damien Doligez (a.k.a. Planar) has a web page that features convenient access to regular newsletters (Push Off, The '94 Warrior, Core Warrior) and a well organized library of warriors: http://para.inria.fr/~doligez/corewar/. Convenient for U.S. users, this site is also mirrored at koth.org. [ToC] ------------------------------------------------------------------------ 14. 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@koth.org is maintained by Scott J. Ellentuch (tuc@ttsg.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 * Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. * 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. 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. Using ";name" is mandatory on the Pizza hills. 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-94, ;redcode-b, ;redcode-lp, ;redcode-x, ;redcode, ;redcode-94x or ;redcode-94m. The former four run at "pizza", the latter three at "stormking". More information on these hills is listed below. * Mail this file to koth@koth.org or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). * 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. * 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 25 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 25 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. Duration Max. Hill Name Hill Core Max. Before Entry Min. Rounds Instr. Size Size Processes Distance Fought Set Tie Length Pizza's ICWS '94 Draft Hill Extended (Accessed with 25 8000 8000 80000 100 100 200 ICWS '94 ";redcode-94") Draft Pizza's Beginner's Extended Hill (Accessed 25 8000 8000 80000 100 100 200 ICWS '94 with ";redcode-b") Draft Pizza's Experimental Extended (Small) Hill 25 800 800 8000 20 20 200 ICWS '94 (Accessed with Draft ";redcode-x") Pizza's Limited Process (LP) Hill Extended (Accessed with 25 8000 8 80000 200 200 200 ICWS '94 ";redcode-lp") Draft Stormking's ICWS '88 Standard Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '88 ";redcode") Stormking's ICWS '94 No Pspace Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '94 ";redcode-94nop") Stormking's ICWS '94 Experimental Extended (Big) Hill 20 55440 55440 500000 200 200 250 ICWS '94 (Accessed with Draft ";redcode-94x") Stormking's ICWS '94 Multi-Warrior Extended Hill (Accessed 10 8000 8000 80000 100 100 200 ICWS '94 with Draft ";redcode-94m") Note: Warriors on the beginner's hill are retired at age 100. 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. At "pizza", you can use ";redcode[-??] test" to do a test challenge of the Hill without affecting the status of the Hill. These challenges can be used to see how well your warrior does against the current Hill warriors. All hills run portable MARS (pMARS) version 0.8, a platform-independent Core War system available at www.koth.org. The '94 and '94x hills allow five experimental opcodes and three experimental addressing modes currently not covered in the ICWS'94 draft document: * LDP - Load P-Space * STP - Store P-Space * 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] ------------------------------------------------------------------------ 15. 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 (in source code) under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you have a DAT 0, 0 instruction in your source code - 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] ------------------------------------------------------------------------ 16. 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 (core 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] ------------------------------------------------------------------------ 17. 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 Colour 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. Decrement Resistant Property of warriors making them functional (or at least partially functional) when overrun by a DJN-stream. 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 www.koth.org. Paper A Paper-like program is one which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. P-Warrior A warrior which uses the results of previous round(s) in order to determine which strategy it will use. 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. Q^2 Scan A modern version of the Quick Scan where anything found is attacked almost immediately. 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 -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov >-1, }-1 ;copy self to new location mov bomb, >2000 ;linear bombing mov bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat >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: sz EQU 2667 spl 1 spl 1 jmp @vt, }0 vt dat #0, imp+0*sz ; start of vector table dat #0, imp+1*sz dat #0, imp+2*sz dat #0, imp+3*sz ; end of vector table imp mov.i #0, sz [ToC] ------------------------------------------------------------------------ 23. Other questions? Just ask in the rec.games.corewar newsgroup or contact me. 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: * Mark Durham (wrote the original version of the FAQ) * Paul Kline * Randy Graham * Stefan Strack (maintained a recent version of the FAQ) ------------------------------------------------------------------------ Copyright � 1999 Anton Marsden. Verbatim copying and distribution of this entire article is permitted in any medium, provided this notice is preserved. ------------------------------------------------------------------------ From: grabun@interia.pl (Lukasz Grabun) Subject: I wonder... Date: 28 Aug 2002 01:08:22 -0700 Message-ID: <949d0471.0208280008.6a6b3285@posting.google.com> ...how much time it takes to add few extra lines stating: "All is fine, me and my project are alive" to php script? Anyone to answer? From: grabun@interia.pl (Lukasz Grabun) Subject: shacks Date: 28 Aug 2002 01:09:28 -0700 Message-ID: <949d0471.0208280009.3ab10aa@posting.google.com> wrong newsgroups :) sorry for that. From: dennis luehring Subject: Re: I wonder... Date: Wed, 28 Aug 2002 11:11:13 +0200 Message-ID: > few extra lines stating: "All is fine, me and my project are alive" to > php > script? 1 sec... // All is fine, me and my project are alive or echo('All is fine, me and my project are alive'); From: "Customer Care Center" Subject: Crystal Clear Conference Calls Date: 28 Aug 2002 15:39:50 -0400 Message-ID: <00007dfd39a4$0000076f$000000ec@relay.ccu.edu.tw> New Web Technology

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    From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 08/26/02 Date: 28 Aug 2002 15:53:23 -0400 Message-ID: <200208260409.AAA20094@gevjon.ttsg.com> Weekly Status on 08/26/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 Aug 25 21:54:10 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 25/ 14/ 62 SilKing Christian Schmidt 136 41 2 30/ 25/ 45 Reepicheep Grabun/Metcalf 135 39 3 40/ 46/ 14 Blade Fizmo 134 125 4 27/ 21/ 52 Candy Lukasz Grabun 134 119 5 38/ 42/ 19 Vanquisher Lukasz Grabun 134 310 6 27/ 21/ 52 Son of Vain Oversby/Pihlaja 133 808 7 37/ 41/ 22 Hazy Lazy ... again Steve Gunnell 133 254 8 22/ 12/ 67 Defensive Christian Schmidt 132 16 9 38/ 44/ 18 G3-b David Moore 131 489 10 37/ 44/ 19 oneshot test Simon Wainwright 131 143 11 29/ 26/ 45 Uninvited John Metcalf 131 901 12 35/ 39/ 27 WingShot++ Ben Ford 130 45 13 38/ 46/ 16 Terra Fizmo 130 87 14 28/ 27/ 45 QSilk 4 Fizmo 129 43 15 26/ 23/ 51 nPaper II Paul-V Khuong 129 1219 16 23/ 18/ 58 Positive Knife Ken Espiritu 129 8 17 28/ 27/ 45 Inky Ian Oversby 128 698 18 35/ 42/ 22 Flattest Shame Ken Espiritu 128 1 19 26/ 24/ 50 Purifier Lukasz Grabun 128 229 20 36/ 45/ 19 Behemot Michal Janeczek 127 1042 21 23/ 19/ 59 Narcotic Whispers Ken Espiritu 127 2 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 08/26/02 Date: 28 Aug 2002 16:00:52 -0400 Message-ID: <200208260406.AAA20007@gevjon.ttsg.com> Weekly Status on 08/26/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *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 : Sun Aug 25 15:30:41 EDT 2002 # %W/ %L/ %T Name Author Score Age 1 49/ 38/ 12 Fire and Ice II David Moore 161 38 2 37/ 33/ 30 Controlled Aggression Ian Oversby 141 138 3 32/ 24/ 45 KAT v5 Dave Hillis 140 70 4 36/ 33/ 31 Trefoil F 13 Steve Gunnell 139 21 5 26/ 13/ 62 Kin John Metcalf 139 46 6 37/ 36/ 26 Black Moods Ian Oversby 138 134 7 23/ 9/ 69 Evol Cap 4 X John Wilkinson 137 207 8 22/ 9/ 69 Denial David Moore 136 79 9 32/ 30/ 39 Damage Inflicted Robert Macrae 133 77 10 28/ 24/ 48 Venom v0.2b Christian Schmidt 132 160 11 34/ 36/ 30 Ogre Christian Schmidt 132 86 12 24/ 17/ 59 Katafutr Michal Janeczek 131 78 13 29/ 27/ 44 Olivia X Ben Ford 131 19 14 31/ 32/ 37 Big I.F.F.S. Dave Hillis 130 67 15 17/ 7/ 76 Evolve X v4.0 John Wilkinson 126 155 16 17/ 7/ 76 Black Box v1.1 JKW 126 101 17 35/ 48/ 17 Greetings From Asbury Par JKW 123 98 18 29/ 41/ 30 Exsnail Philip Thorne 116 33 19 29/ 48/ 23 trial John Metcalf 110 1 20 25/ 42/ 33 Bugtown Rap 19 Steve Gunnell 109 3 21 14/ 46/ 40 13376-9720-WOPR-EVE bvowk 82 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 08/26/02 Date: 28 Aug 2002 16:02:17 -0400 Message-ID: <200208260403.AAA19937@gevjon.ttsg.com> Weekly Status on 08/26/02 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Sun Aug 25 14:36:16 EDT 2002 # Name Author Score Age 1 D-clearM Ken Espiritu 26 97 2 Redemption John Metcalf 23 2 3 fclear Brian Haskin 22 81 4 trial John Metcalf 21 1 5 Playing with Fire Ben Ford 19 9 6 Xord Monominer XOSC:01 Gino Oblena 19 36 7 clock strikes twelve John Metcalf 17 11 8 Snurp II Philip Thorne 15 4 9 Her Majesty P.Kline 14 116 10 Tinyshot John Metcalf 8 10 11 '88 test IV John Metcalf 5 0 From: grabun@interia.pl (Lukasz Grabun) Subject: 94 nop hill Date: 30 Aug 2002 02:59:44 -0700 Message-ID: <949d0471.0208300159.14cde039@posting.google.com> Is it me or nop hill is really *much* more dense than it used to be? I remember when I entered the hill for the very first time there was 20 pts gap between top and last warrior. Anyone to enlighten me what is going on? From: pk6811s@acad.drake.edu (P. Kline) Subject: Re: 94 nop hill Date: 30 Aug 2002 07:18:39 -0700 Message-ID: <92b0a3d6.0208300618.1e636f39@posting.google.com> grabun@interia.pl (Lukasz Grabun) wrote in message news:<949d0471.0208300159.14cde039@posting.google.com>... > Is it me or nop hill is really > *much* more dense than it used to be? > I remember when I entered the hill for the > very first time there was 20 pts gap between > top and last warrior. Anyone to enlighten me > what is going on? This goes in cycles. The hill is currently dominated by high-tie programs, silks and stone-imps. It is ripe to be picked by scanners which are high win/loss programs. When that happens the scores will spread out again. Paul Kline iapdk@admin.drake.edu From: metcalf@uboot.com (John Metcalf) Subject: Tournament Reminder Date: 31 Aug 2002 02:44:23 -0700 Message-ID: The deadline for round 3 is two weeks away, 14th September 2002. As a small additional incentive, the winner of this round will receive the code for '88 test IV currently scoring quite well on the hill. Regards, John
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