From: "John Metcalf" Subject: Stone test Date: Sun, 1 Dec 2002 20:22:51 -0000 Message-ID: <3dea70e0_2@mk-nntp-2.news.uk.tiscali.com> ;redcode-94nop ;name stone test 2 ;author John Metcalf ;assert CORESIZE==8000 hop equ 28 ; mod 4 - must be a small positive value step equ 6088 ; mod 8 spl #1, hop loop:mov db, >hit+step-hop hit: mov -2, @loop add #step, @hit djn.f loop, <-1000 db: dat <5334, <2667 end From: maiecarde@hotmail.com (mai ecarde) Subject: online game Date: 2 Dec 2002 01:28:55 -0800 Message-ID: <8f60abfc.0212020128.6373a026@posting.google.com> online corewar gaming at http://www.outwar.com/page.php?x=53182 From: fizmo_master@yahoo.com (Fizmo) Subject: New corewar website Date: 2 Dec 2002 23:30:26 -0800 Message-ID: <9f53b5fb.0212022330.5a94ac8@posting.google.com> Hi all, you can find it under: http://de.geocities.com/fizmo_master/ It contains the results of John Metcalf's Spring/Summer 2002 Tournament and the Redcoders Frenzy, starting 2003. The ongoing corewar tournament. The site is still under development, so it will be still updated nearly every day. Any comments and suggestions are welcome. Chris From: ff95@dial.pipex.com (Robert Macrae) Subject: Re: r.g.c. banned! Date: 3 Dec 2002 14:05:46 -0800 Message-ID: <63519603.0212031405.7cf981c1@posting.google.com> Progress? Robert ----- Original Message ----- > Hello > I have past this request on to the research team it should be cleared if > required in the next list update > > Regards > David Banks > CyberPatrol Technical Support Team > Email Support@CyberPatrol.com > Fax +1 (508) 621 3922 > Web www.cyberpatrol.com > > ====================================================== > When responding to this e-mail please include all > prior correspondence so that we may better serve you. > ====================================================== > > -----Original Message----- > From: Robert Macrae [mailto:ff95@dial.pipex.com] > Sent: 23 November 2002 9:38 PM > To: support@cyberpatrol.com > Subject: rec.games.corewar > > I understand that rec.games.corewar is being blocked by Cyber Patrol as > "Questionable". Corewars is a computer game that has been around for over 15 > years and it is hard to believe that it is damaging or offensive to anyone. > No commercial software is used -- the most recent version is GPL -- and > there are no copyright issues involved. Please remove this block. > > Regards, > Robert Macrae From: M Joonas Pihlaja Subject: Optima number finder in redcode Date: Fri, 6 Dec 2002 05:56:42 +0200 Message-ID: Here's something I cooked up in response to a conversation on irc.koth.org. It's supposed to find an optima number of any given mod, and also show how subroutines could be handled in redcode more-or-less efficiently. The subroutine linkage works best for sequences of subroutine calls, but that feature isn't used here. For efficiency there are actually two kinds of subroutines that are called differently: leaf routines that don't call other subroutines and non-leaf routines that do. Leaves (like 'udivmod' and 'udivmodcore' in the code below) can be called with a few instructions less overhead than non-leaves (subroutine 'optimality' below). Figuring out the linkage scheme is left as an exercise for the reader. ;-P ;redcode-94nop ;name optima finder #1 ;author M Joonas Pihlaja ;strategy show off subroutines in redcode ;assert CORESIZE>=50 && MAXCYCLES>=CORESIZE*100 load0 z for 0 rof sp rsp dat -1,0 ; sp: data stack pointer ; rsp: return stack pointer ip jmp >0, go+1 ; instruction pointer ; macro to execute next instruction in a threaded subroutine. NEXT equ jmp >ip ; macro to exit from a subroutine. EXIT equ mov.b >rsp, ip equ NEXT ; runtime code for saving ip to stack and for tail recursive calls. ; used like: jmp enter, SUBR-ip ; and: jmp tail, SUBR-ip enter: mov.b ip, Subject: RP: For crying out loud! Date: 6 Dec 2002 22:59:38 -0500 Message-ID: <20021121190604.A5778@klangraum> * Aristoteles Pagaltzis [2002-10-19 13:33]: > Can we please please have the mailing list reject > newspostings larger than 150kb?? Who runs the listserv? RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA -- Regards, Aristotle From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 12/02/02 Date: 6 Dec 2002 23:01:03 -0500 Message-ID: <200212020509.AAA17653@gevjon.ttsg.com> Weekly Status on 12/02/02 -=- 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 Dec 1 19:15:24 EST 2002 # %W/ %L/ %T Name Author Score Age 1 33/ 21/ 46 Son of Vain Oversby/Pihlaja 144 1185 2 33/ 24/ 43 Dark Lowlands Roy van Rijn 141 13 3 45/ 48/ 7 Willow revised John Metcalf 141 73 4 33/ 25/ 42 Reepicheep Grabun/Metcalf 141 416 5 41/ 41/ 18 Herbal Avenger Michal Janeczek 140 34 6 30/ 20/ 50 Positive Knife Ken Espiritu 139 259 7 36/ 33/ 32 Digitalis 2002 Christian Schmidt 139 52 8 27/ 16/ 57 Return of the Pendragon Christian Schmidt 138 22 9 28/ 19/ 53 Firestorm John Metcalf 137 221 10 44/ 50/ 6 Claw Fizmo 137 153 11 38/ 39/ 24 Return of Vanquisher Test Lukasz Grabun 136 3 12 39/ 42/ 19 Hazy Lazy ... reborn Steve Gunnell 135 270 13 40/ 46/ 14 Blade Fizmo 135 502 14 30/ 26/ 44 The Stormkeeper Christian Schmidt 133 293 15 38/ 42/ 20 Morbid Dread IV Philip Thorne 133 1 16 27/ 22/ 52 Revenge of the Papers Fizmo/Roy 131 223 17 20/ 10/ 70 Decoy Signal Ben Ford 131 112 18 33/ 37/ 30 Incendiary Test 2 John Metcalf 129 2 19 22/ 16/ 62 Blowrag Metcalf/Schmidt 128 150 20 26/ 25/ 49 golden thread Simon Wainwright 126 36 21 2/ 57/ 41 41751-8824-xt430-9-eve9 bvowk 47 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 12/02/02 Date: 6 Dec 2002 23:02:28 -0500 Message-ID: <200212020506.AAA17588@gevjon.ttsg.com> Weekly Status on 12/02/02 -=- 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 Dec 1 16:21:08 EST 2002 # %W/ %L/ %T Name Author Score Age 1 50/ 38/ 12 Fire and Ice II David Moore 162 39 2 33/ 24/ 44 KAT v5 Dave Hillis 141 71 3 22/ 8/ 70 Denial David Moore 135 80 4 34/ 34/ 31 Controlled Aggression Ian Oversby 135 139 5 35/ 38/ 27 Black Moods Ian Oversby 133 135 6 25/ 18/ 57 Katafutr Michal Janeczek 133 79 7 20/ 9/ 71 Evol Cap 4 X John Wilkinson 132 208 8 32/ 32/ 36 Big I.F.F.S. Dave Hillis 131 68 9 26/ 22/ 52 Venom v0.2b Christian Schmidt 129 161 10 34/ 38/ 28 Ogre Christian Schmidt 129 87 11 29/ 29/ 42 Damage Inflicted Robert Macrae 129 78 12 28/ 28/ 44 Olivia X Ben Ford 128 20 13 21/ 15/ 63 Kin John Metcalf 127 47 14 31/ 36/ 33 Trefoil F 13 Steve Gunnell 127 22 15 23/ 23/ 55 Glenstorm John Metcalf 123 1 16 15/ 7/ 78 Black Box v1.1 JKW 123 102 17 14/ 7/ 79 Evolve X v4.0 John Wilkinson 121 156 18 30/ 41/ 29 Exsnail Philip Thorne 119 34 19 29/ 41/ 31 Bugtown Rap 19 Steve Gunnell 117 4 20 32/ 50/ 18 Greetings From Asbury Par JKW 114 99 21 29/ 47/ 24 Morbid Dread IV Philip Thorne 111 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 12/02/02 Date: 6 Dec 2002 23:03:52 -0500 Message-ID: <200212020503.AAA17547@gevjon.ttsg.com> Weekly Status on 12/02/02 -=- 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 Dec 1 18:42:24 EST 2002 # Name Author Score Age 1 D-clearM Ken Espiritu 28 112 2 trial John Metcalf 24 16 3 Playing with Fire Ben Ford 14 24 4 Her Majesty P.Kline 14 131 5 Djinn Test 9 Steve Gunnell 13 1 6 fclear Brian Haskin 13 96 7 QuestIn Time Philip Thorne 9 2 8 Dettol Test 21 Steve Gunnell 8 3 9 13 point paper/imp John Metcalf 8 6 10 twinshot John Metcalf 5 12 11 Spxopt test B 38 Steve Gunnell 5 0 From: Koth Subject: KOTH.ORG: Status - Standard 12/02/02 Date: 6 Dec 2002 23:05:18 -0500 Message-ID: <200212020500.AAA17470@gevjon.ttsg.com> Weekly Status on 12/02/02 -=- 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 : Wed Nov 13 21:45:13 EST 2002 # %W/ %L/ %T Name Author Score Age 1 40/ 21/ 39 Quicksilver '88 Michal Janeczek 158 5 2 37/ 22/ 41 Freight Train David Moore 152 170 3 36/ 22/ 42 Guardian Ian Oversby 150 169 4 36/ 22/ 42 Test Alexander (Sasha) Wa 149 109 5 45/ 43/ 11 vm5 Michal Janeczek 147 4 6 43/ 39/ 18 My 1st try Christian Schmidt 146 1 7 46/ 46/ 8 Scan Test C 6 Steve Gunnell 145 8 8 35/ 26/ 39 sIMPly.Red v0.95 Leonardo Humberto 144 127 9 42/ 42/ 16 '88 test IV John Metcalf 142 63 10 37/ 32/ 31 vala John Metcalf 142 92 11 43/ 46/ 11 Foggy Swamp Beppe Bezzi 141 166 12 30/ 20/ 50 Test I Ian Oversby 141 226 13 43/ 45/ 12 Blur '88 Anton Marsden 141 207 14 32/ 24/ 44 Shish-Ka-Bob Ben Ford 140 125 15 38/ 35/ 27 Gymnosperm trickery Dave Hillis 140 56 16 39/ 40/ 21 PacMan David Moore 139 199 17 29/ 19/ 52 EV Paper John K Wilkinson 139 183 18 40/ 43/ 17 Stasis David Moore 137 277 19 39/ 43/ 17 Beholder's Eye V1.7 W. Mintardjo 135 445 20 29/ 32/ 39 Fat Expansion (V) Philip Thorne (RM/JM 127 2 21 2/ 98/ 0 1 1 7 0 From: Christoph Birk Subject: Koenigstuhl News Date: 6 Dec 2002 23:07:33 -0500 Message-ID: <200211272058.MAA15334@andromeda.ociw.edu> Congratulations to Christan Schmidt. His program 'Tiny Bishot 2.0' is the new KotH of the 'Tiny Koenigstuhl'. Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 11/25/02 Date: 6 Dec 2002 23:08:59 -0500 Message-ID: <200211250509.AAA06197@gevjon.ttsg.com> Weekly Status on 11/25/02 -=- 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 : Tue Nov 19 17:47:39 EST 2002 # %W/ %L/ %T Name Author Score Age 1 41/ 40/ 19 Herbal Avenger Michal Janeczek 141 25 2 45/ 50/ 5 Claw Fizmo 139 144 3 41/ 44/ 14 Blade Fizmo 139 493 4 44/ 50/ 6 Willow revised John Metcalf 139 64 5 34/ 31/ 36 Digitalis 2002 Christian Schmidt 137 43 6 28/ 20/ 52 Son of Vain Oversby/Pihlaja 136 1176 7 38/ 43/ 19 Hazy Lazy ... reborn Steve Gunnell 132 261 8 27/ 22/ 51 Reepicheep Grabun/Metcalf 132 407 9 23/ 17/ 59 Firestorm John Metcalf 129 212 10 23/ 16/ 61 Return of the Pendragon Christian Schmidt 129 13 11 26/ 23/ 52 Dark Lowlands Roy van Rijn 129 4 12 24/ 20/ 56 Positive Knife Ken Espiritu 127 250 13 27/ 26/ 47 Cyclopean Architect John Metcalf 127 63 14 34/ 41/ 26 CrazyShot 2 Christian Schmidt 127 209 15 24/ 21/ 55 Revenge of the Papers Fizmo/Roy 126 214 16 18/ 9/ 73 Decoy Signal Ben Ford 126 103 17 21/ 15/ 64 Blowrag Metcalf/Schmidt 126 141 18 25/ 26/ 49 The Stormkeeper Christian Schmidt 124 284 19 23/ 24/ 53 golden thread Simon Wainwright 123 27 20 21/ 21/ 58 Sweetest Venom Test II Lukasz Grabun 121 1 21 1/ 25/ 74 testx John Metcalf 78 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 11/25/02 Date: 6 Dec 2002 23:10:25 -0500 Message-ID: <200211250506.AAA06140@gevjon.ttsg.com> Weekly Status on 11/25/02 -=- 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 Nov 18 17:01:11 EST 2002 # %W/ %L/ %T Name Author Score Age 1 50/ 38/ 13 Fire and Ice II David Moore 162 39 2 32/ 24/ 44 KAT v5 Dave Hillis 140 71 3 36/ 37/ 27 Black Moods Ian Oversby 136 135 4 25/ 18/ 57 Katafutr Michal Janeczek 132 79 5 19/ 8/ 73 Denial David Moore 130 80 6 32/ 34/ 34 Trefoil F 13 Steve Gunnell 130 22 7 34/ 37/ 29 Ogre Christian Schmidt 130 87 8 19/ 8/ 73 Evol Cap 4 X John Wilkinson 129 208 9 32/ 35/ 34 Controlled Aggression Ian Oversby 129 139 10 31/ 33/ 37 Big I.F.F.S. Dave Hillis 129 68 11 21/ 13/ 67 Kin John Metcalf 129 47 12 26/ 25/ 48 Olivia X Ben Ford 127 20 13 24/ 22/ 55 Venom v0.2b Christian Schmidt 126 161 14 22/ 19/ 58 Glenstorm John Metcalf 125 1 15 27/ 29/ 44 Damage Inflicted Robert Macrae 125 78 16 32/ 39/ 29 Exsnail Philip Thorne 124 34 17 13/ 8/ 79 Black Box v1.1 JKW 119 102 18 13/ 7/ 80 Evolve X v4.0 John Wilkinson 118 156 19 32/ 50/ 18 Greetings From Asbury Par JKW 115 99 20 27/ 41/ 32 Bugtown Rap 19 Steve Gunnell 114 4 21 12/ 29/ 59 Little Girl Sheep 95 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 11/25/02 Date: 6 Dec 2002 23:11:50 -0500 Message-ID: <200211250503.AAA06093@gevjon.ttsg.com> Weekly Status on 11/25/02 -=- 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 Nov 18 17:10:28 EST 2002 # Name Author Score Age 1 trial John Metcalf 26 16 2 Djinn Test 9 Steve Gunnell 24 1 3 D-clearM Ken Espiritu 23 112 4 Playing with Fire Ben Ford 19 24 5 fclear Brian Haskin 14 96 6 Her Majesty P.Kline 13 131 7 13 point paper/imp John Metcalf 6 6 8 Dettol Test 21 Steve Gunnell 6 3 9 QuestIn Time Philip Thorne 5 2 10 twinshot John Metcalf 1 12 11 Djinn Test 6 Steve Gunnell 0 7 From: Koth Subject: KOTH.ORG: Status - Standard 11/25/02 Date: 6 Dec 2002 23:13:15 -0500 Message-ID: <200211250500.AAA06025@gevjon.ttsg.com> Weekly Status on 11/25/02 -=- 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 : Wed Nov 13 21:45:13 EST 2002 # %W/ %L/ %T Name Author Score Age 1 40/ 21/ 39 Quicksilver '88 Michal Janeczek 158 5 2 37/ 22/ 41 Freight Train David Moore 152 170 3 36/ 22/ 42 Guardian Ian Oversby 150 169 4 36/ 22/ 42 Test Alexander (Sasha) Wa 149 109 5 45/ 43/ 11 vm5 Michal Janeczek 147 4 6 43/ 39/ 18 My 1st try Christian Schmidt 146 1 7 46/ 46/ 8 Scan Test C 6 Steve Gunnell 145 8 8 35/ 26/ 39 sIMPly.Red v0.95 Leonardo Humberto 144 127 9 42/ 42/ 16 '88 test IV John Metcalf 142 63 10 37/ 32/ 31 vala John Metcalf 142 92 11 43/ 46/ 11 Foggy Swamp Beppe Bezzi 141 166 12 30/ 20/ 50 Test I Ian Oversby 141 226 13 43/ 45/ 12 Blur '88 Anton Marsden 141 207 14 32/ 24/ 44 Shish-Ka-Bob Ben Ford 140 125 15 38/ 35/ 27 Gymnosperm trickery Dave Hillis 140 56 16 39/ 40/ 21 PacMan David Moore 139 199 17 29/ 19/ 52 EV Paper John K Wilkinson 139 183 18 40/ 43/ 17 Stasis David Moore 137 277 19 39/ 43/ 17 Beholder's Eye V1.7 W. Mintardjo 135 445 20 29/ 32/ 39 Fat Expansion (V) Philip Thorne (RM/JM 127 2 21 2/ 98/ 0 1 1 7 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 12/09/02 Date: 10 Dec 2002 14:42:15 -0500 Message-ID: <200212090509.AAA01543@gevjon.ttsg.com> Weekly Status on 12/09/02 -=- 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 : Mon Dec 9 00:02:55 EST 2002 # %W/ %L/ %T Name Author Score Age 1 35/ 21/ 44 Son of Vain Oversby/Pihlaja 149 1202 2 46/ 46/ 7 Willow revised John Metcalf 146 90 3 33/ 21/ 46 Positive Knife Ken Espiritu 145 276 4 34/ 24/ 41 Reepicheep Grabun/Metcalf 145 433 5 31/ 17/ 52 Return of the Pendragon Christian Schmidt 145 39 6 34/ 26/ 40 The Stormkeeper Christian Schmidt 142 310 7 33/ 25/ 43 Dark Lowlands Roy van Rijn 141 30 8 39/ 39/ 22 Return of Vanquisher Lukasz Grabun 140 5 9 31/ 22/ 47 Revenge of the Papers Fizmo/Roy 140 240 10 30/ 20/ 50 Firestorm John Metcalf 140 238 11 31/ 24/ 44 golden thread Simon Wainwright 138 53 12 41/ 45/ 14 Blade Fizmo 138 519 13 24/ 10/ 66 Decoy Signal Ben Ford 138 129 14 39/ 41/ 20 Herbal Avenger Michal Janeczek 138 51 15 27/ 17/ 56 Blowrag Metcalf/Schmidt 138 167 16 43/ 50/ 7 Claw Fizmo 136 170 17 29/ 22/ 50 Bake the Cake Roy van Rijn 135 2 18 40/ 46/ 14 Vamp test 2 John Metcalf 135 15 19 38/ 43/ 19 Morbid Dread IV Philip Thorne 133 16 20 37/ 41/ 22 bake your own... I prefer icecream 132 1 21 2/ 98/ 0 _/_ Anonymous 7 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 12/09/02 Date: 10 Dec 2002 14:45:01 -0500 Message-ID: <200212090506.AAA01471@gevjon.ttsg.com> Weekly Status on 12/09/02 -=- 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 Dec 8 18:07:28 EST 2002 # %W/ %L/ %T Name Author Score Age 1 51/ 37/ 12 Fire and Ice II David Moore 164 39 2 31/ 24/ 45 KAT v5 Dave Hillis 138 71 3 26/ 17/ 56 Katafutr Michal Janeczek 136 79 4 19/ 8/ 73 Denial David Moore 130 80 5 19/ 8/ 73 Evol Cap 4 X John Wilkinson 130 208 6 33/ 37/ 31 Black Moods Ian Oversby 129 135 7 21/ 13/ 67 Kin John Metcalf 129 47 8 31/ 34/ 36 Controlled Aggression Ian Oversby 128 139 9 30/ 33/ 37 Trefoil F 13 Steve Gunnell 127 22 10 26/ 25/ 49 Olivia X Ben Ford 127 20 11 29/ 32/ 39 Big I.F.F.S. Dave Hillis 127 68 12 32/ 37/ 32 Ogre Christian Schmidt 127 87 13 24/ 22/ 55 Venom v0.2b Christian Schmidt 126 161 14 22/ 19/ 59 Glenstorm John Metcalf 125 1 15 26/ 28/ 46 Damage Inflicted Robert Macrae 124 78 16 13/ 7/ 79 Black Box v1.1 JKW 120 102 17 29/ 39/ 33 Exsnail Philip Thorne 118 34 18 13/ 7/ 80 Evolve X v4.0 John Wilkinson 118 156 19 25/ 40/ 35 Bugtown Rap 19 Steve Gunnell 109 4 20 29/ 49/ 21 Greetings From Asbury Par JKW 109 99 21 4/ 11/ 85 test John Metcalf 98 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 12/09/02 Date: 10 Dec 2002 14:47:47 -0500 Message-ID: <200212090503.AAA01204@gevjon.ttsg.com> Weekly Status on 12/09/02 -=- 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 : Fri Dec 6 19:04:21 EST 2002 # Name Author Score Age 1 D-clearM Ken Espiritu 20 114 2 fclear Brian Haskin 19 98 3 trial John Metcalf 19 18 4 Djinn Test 9 Steve Gunnell 16 3 5 Playing with Fire Ben Ford 13 26 6 Her Majesty P.Kline 13 133 7 QuestIn Time Philip Thorne 10 4 8 Vamp test John Metcalf 9 2 9 twinshot John Metcalf 9 14 10 Bicarb Test E 16 Steve Gunnell 8 1 11 Muttaburrasaurus Steve Gunnell 0 0 From: Koth Subject: KOTH.ORG: Status - Standard 12/09/02 Date: 10 Dec 2002 14:50:32 -0500 Message-ID: <200212090500.AAA00514@gevjon.ttsg.com> Weekly Status on 12/09/02 -=- 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 : Wed Nov 13 21:45:13 EST 2002 # %W/ %L/ %T Name Author Score Age 1 40/ 21/ 39 Quicksilver '88 Michal Janeczek 158 5 2 37/ 22/ 41 Freight Train David Moore 152 170 3 36/ 22/ 42 Guardian Ian Oversby 150 169 4 36/ 22/ 42 Test Alexander (Sasha) Wa 149 109 5 45/ 43/ 11 vm5 Michal Janeczek 147 4 6 43/ 39/ 18 My 1st try Christian Schmidt 146 1 7 46/ 46/ 8 Scan Test C 6 Steve Gunnell 145 8 8 35/ 26/ 39 sIMPly.Red v0.95 Leonardo Humberto 144 127 9 42/ 42/ 16 '88 test IV John Metcalf 142 63 10 37/ 32/ 31 vala John Metcalf 142 92 11 43/ 46/ 11 Foggy Swamp Beppe Bezzi 141 166 12 30/ 20/ 50 Test I Ian Oversby 141 226 13 43/ 45/ 12 Blur '88 Anton Marsden 141 207 14 32/ 24/ 44 Shish-Ka-Bob Ben Ford 140 125 15 38/ 35/ 27 Gymnosperm trickery Dave Hillis 140 56 16 39/ 40/ 21 PacMan David Moore 139 199 17 29/ 19/ 52 EV Paper John K Wilkinson 139 183 18 40/ 43/ 17 Stasis David Moore 137 277 19 39/ 43/ 17 Beholder's Eye V1.7 W. Mintardjo 135 445 20 29/ 32/ 39 Fat Expansion (V) Philip Thorne (RM/JM 127 2 21 2/ 98/ 0 1 1 7 0 From: Lukasz Grabun Subject: Return of Vanquisher Date: Tue, 10 Dec 2002 20:15:02 +0000 (UTC) Message-ID: Well, since RoV does not fight the hill as well as I expected than I think nothing is wrong in publishing it. Generally, the idea was taken from Janeczek's Behemot, but it was John Metcalf's code snippets that revealed the Michal's idea to me: ; main loop sLoo mov }sMb+dOff-2 , @sPtr mov sSb+dOff-2 , cOff sInc jmz.f sStp*3+4 , @sStp*3+1 The real pain was to find a proper step just to make sure that bombs don't lay down on the clear code (it's position in the core is based on the step size!). However, after few trials I found a proper constant that was later used in the code. Since it is Return of *Vanquisher* I had to sticked to main idea - two independent clears. The only tweaking here was it's relative offset since one of them gets more processes, thus runs quicker. No big deal, some tests and the thing was done. Q-scan was unshamely taken from Olivia. It's cool and runs perfectly. Oh, and final remark about incendiary bombs for newbies: you may want to use spl #0, #c mov -1, <-1 instead of common spl #0, #2 mov -1, >-1 It gives some extra points since warrior is not overwritten with spl-carpet papers often tend to lay. c=8 seems to be the best constant. Phew, enjoy. ;redcode-94nop ;name Return of Vanquisher ;assert 1 ;author Lukasz Grabun ;password grabek ;kill RoV7 ;strategy Q^4 -> Stun bomber ; bomber constants sStp equ 1022 sLen equ 7 ; clear constants cGate equ (cClr-3) ; boot constants bOff equ (3408+sLoo) ; bomber boot distance dOff equ -252 ; offset between bomber & bombs cOff equ (sStp*3+4853) ; offset between spare core clear & bomber ; bomber code bSrc mov.i {0 , #sLen sLoo mov }sMb+dOff-2 , @sPtr mov sSb+dOff-2 , cOff sInc jmz.f sStp*3+4 , @sStp*3+1 ; clear code spl #0 , #0 cClr mov cBmb , >cGate djn.f cClr , >cGate cBmb dat >5335 , 2-cGate for 3 dat 0,0 rof ; incendiary bombs sJb jmp @sStp , sStp-1 sSb spl #1-sStp , 8 sMb mov @0 , bDst , cBmb+1 ; filler for 32 dat 0,0 rof ; q-scan taken from Olivia dat $1234, $ qA qtb1: dat $1234, $ qB ;qwsh: stp.ab #0 , # qF ; Chris, could you use this on ; p-space hill? :-) qwsh: spl # 0, # qF qjmp: djn.f $ -1, $ -1 ; ----- q^4 scan ----- qX equ 2414 qI equ 5477 ; (qX-1)*qI==1%8000 qA equ (((qX-1+(qtb1-1-qptr))*qI)%CORESIZE) qB equ (((qX-1+(qtb1-0-qptr))*qI)%CORESIZE) qC equ (((qX-1+(qtb2-1-qptr))*qI)%CORESIZE) qD equ (((qX-1+(qtb2-0-qptr))*qI)%CORESIZE) qE equ (((qX-1+(qtb2+1-qptr))*qI)%CORESIZE) qF equ (((qX-1+(qwsh-0-qptr))*qI)%CORESIZE) qinc equ ( -7) qclk equ ( 11) qoff equ (qinc*qclk) qscn: sne qptr+qX*qE , qptr+qX*qE+qE seq qptr mov qjmp, >qptr qptr: mov qbmb, * qX sub #qinc, @qfnd mov qbmb, @qptr djn qptr, #qclk jmp bBoo, < qC qtb2: dat 0, # qD qbmb: dat {qoff, # qE end qscn -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: Re: Return of Vanquisher Date: Tue, 10 Dec 2002 21:20:46 +0000 (UTC) Message-ID: On Tue, 10 Dec 2002 20:15:02 +0000 (UTC), Lukasz Grabun wrote: > ;password grabek Hopefully, you won't abuse the password :-) Whatever. :-P -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "Robert Macrae" Subject: Re: Optima number finder in redcode Date: Wed, 11 Dec 2002 11:32:12 +0000 (UTC) Message-ID: > Here's something I cooked up in response to a conversation on > irc.koth.org. It's supposed to find an optima number of any > given mod, and also show how subroutines could be handled in > redcode more-or-less efficiently. ... Joonas, admit you still want to write that ray tracing package. 8-) Robert From: fizmo_master@yahoo.com (Fizmo) Subject: Re: New corewar website Date: 11 Dec 2002 13:14:52 -0800 Message-ID: <9f53b5fb.0212111314.35bd67d7@posting.google.com> Update Informations: -------------------- I added now a brand new benchmark, called 'WilFiz' ;->, with 12 state-of-the-art warriors. A download file and a list of results are available. An extended version including p-warriors and some misc. warriors will come soon. The tournament websites are reworked. Players info pages including pictures are available now. Just click on the names in the ranking table. If you want your own info page, just send me your data and maybe a picture and I will include it. I also added links to some beginner's guides and some more websites related to evolving warriors. Best Regards, Chris From: Ronny Burow Subject: Re: CoreWar for Palm OS? Date: Wed, 11 Dec 2002 23:57:24 GMT Message-ID: dubya schrieb in news:n8detugqc3fplelothkjkhjrrtgg8qhbi8@4ax.com: > Zitate/Eigentext = 2,8... > ----------------------------------------------------------------------- > ----------------------------------------- > > Found one. > > Thanks for the help. What have you found? A PC or a Palm OS CoreWars-Version. If you found a Palm Corewars, please can you send me the version? >> Get a PC? :) >> >> Dominic >> TIA Ronny Burow -- Die Prostituierte verkauft ihre Moral, nicht ihren K�rper. Die Ehefrau macht es umgekehrt. [Nikolaus Cybinski] From: dubya Subject: Re: CoreWar for Palm OS? Message-ID: <0eufvukfds8pdqmot7l76e815ma2f5oou1@4ax.com> Date: Thu, 12 Dec 2002 02:52:58 GMT Don't remember where I got it, but I found something for the Palm called PocketMARS. If you run the name through google, it'll probably give you some websites where you can download it. On Wed, 11 Dec 2002 23:57:24 GMT, Ronny Burow wrote: >dubya schrieb in >news:n8detugqc3fplelothkjkhjrrtgg8qhbi8@4ax.com: > >> Zitate/Eigentext = 2,8... >> ----------------------------------------------------------------------- >> ----------------------------------------- >> >> Found one. >> >> Thanks for the help. > >What have you found? A PC or a Palm OS CoreWars-Version. > >If you found a Palm Corewars, please can you send me the version? > >>> Get a PC? :) >>> >>> Dominic >>> > > >TIA > >Ronny Burow Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 12 Dec 2002 09:12:31 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: Lukasz Grabun Subject: Re: Optima number finder in redcode Date: Thu, 12 Dec 2002 21:30:09 +0000 (UTC) Message-ID: On Wed, 11 Dec 2002 11:32:12 +0000 (UTC), Robert Macrae wrote: > Joonas, admit you still want to write that ray tracing package. Yes, and Emacs clone. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: M Joonas Pihlaja Subject: Re: Optima number finder in redcode Date: 13 Dec 2002 12:33:51 -0500 Message-ID: On Thu, 12 Dec 2002, Lukasz Grabun wrote: > On Wed, 11 Dec 2002 11:32:12 +0000 (UTC), Robert Macrae wrote: > > > Joonas, admit you still want to write that ray tracing package. > > Yes, and Emacs clone. Guys, there's only so much you can fit into 500 instructions[1] :-) [1] the pmars limit on warrior length From: "Robert Macrae" Subject: Re: Optima number finder in redcode Date: Fri, 13 Dec 2002 20:49:48 +0000 (UTC) Message-ID: > Guys, there's only so much you can fit into 500 instructions[1] > :-) > > [1] the pmars limit on warrior length Haven't you heard of multitasking? Robert From: "John Metcalf" Subject: Core Warrior #84 Date: Tue, 17 Dec 2002 20:22:07 -0000 Message-ID: <3dff8c1f_2@mk-nntp-2.news.uk.tiscali.com> .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 84 08 December, 2002 _______________________________________________________________________________ Core Warrior is a newsletter promoting the game of corewar. Emphasis is placed on the most active hills - currently the '94 no-pspace and '94 draft hills. Coverage will follow wherever 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: http://www.koth.org/corewar-faq.html http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Web pages are at: http://www.koth.org/ ;KOTH http://www.ecst.csuchico.edu/~pizza/koth ;Pizza (down) http://para.inria.fr/~doligez/corewar ;Planar http://www.ociw.edu/~birk/corewar ;C.Birk http://de.geocities.com/fizmo_master ;Fizmo Newbies should check the above pages for the FAQs, language specification, guides, and tutorials. Post questions to rec.games.corewar. All new players are infinitely welcome! _______________________________________________________________________________ Greetings... The 10 weeks since last issue have been an interesting time for Core War. The '94 draft hill has return to Koth and the hills have been buzzing with activity. A good number of interesting warriors have been published, including Jinx, CrazyShot 2, Wallpaper, The Pendragon, pre75-z47a, Willow, Defensive, Silking, Revenge of the Papers, Help I'm Scared, Velvet Glove and Twinshot, all of which enter the top 100 of the 94nop Koenigstuhl hill. In addition, Pihlaja shared an Optima Number finder, written in Redcode. This issue, prepare yourself for an inspiring Core War journey, thanks to our three contributors: * 'RotF Qscan' by M Joonas Pihlaja * 'Airbag: Exposed' by Lukasz Grabun * 'Digitalis 2002' by Christian Schmidt -- John Metcalf ______________________________________________________________________________ Current Status of the KOTH.ORG '94 No Pspace Hill: # %W/ %L/ %T Name Author Score Age 1 35/ 21/ 44 Son of Vain Oversby/Pihlaja 149.0 1188 2 35/ 24/ 41 Reepicheep Grabun/Metcalf 146.8 419 3 32/ 17/ 52 Return of the Pendragon Christian Schmidt 146.2 25 4 35/ 24/ 41 Dark Lowlands Roy van Rijn 145.7 16 5 33/ 21/ 46 Positive Knife Ken Espiritu 145.1 262 6 46/ 48/ 7 Willow revised John Metcalf 144.0 76 7 31/ 20/ 49 Firestorm John Metcalf 142.3 224 8 41/ 41/ 18 Herbal Avenger Michal Janeczek 142.2 37 9 37/ 33/ 30 Digitalis 2002 Christian Schmidt 141.4 55 10 32/ 22/ 46 Revenge of the Papers Fizmo/Roy 141.1 226 11 25/ 10/ 65 Decoy Signal Ben Ford 140.9 115 12 34/ 27/ 40 The Stormkeeper Christian Schmidt 140.6 296 13 39/ 38/ 23 Return of Vanquisher Test Lukasz Grabun 139.5 6 14 28/ 17/ 56 Blowrag Metcalf/Schmidt 138.5 153 15 41/ 46/ 13 Blade Fizmo 135.8 505 16 43/ 51/ 6 Claw Fizmo 135.5 156 17 31/ 26/ 43 golden thread Simon Wainwright 135.1 39 18 40/ 46/ 14 Vamp test 2 John Metcalf 135.1 1 19 39/ 43/ 18 Hazy Lazy ... reborn Steve Gunnell 134.2 273 20 39/ 44/ 18 Morbid Dread IV Philip Thorne 133.2 2 Since last issue there have been 306 successful challenges. For the third consecutive issue the hill loses it's oldest warrior. No-one can claim a pattern is forming however, as it is unlikely Son of Vain will be pushed off before next issue. Son of Vain becomes the oldest warrior ever to be Koth. Koth report: Since last issue Reepicheep has been the most frequent King (#1 after 110 successful challenges), followed by Son of Vain (after 40), Hazy Lazy ... reborn (33), Blade (25), Digitalis 2002 (17), Geist v0.1 (13) and Claw (11). The warriors which perished included Uninvited (age 1130), Vanquisher (469), Hazy Lazy ... again (350), Candy (276), Oneshot Test (266), Glenstorm (219), SilKing (214), CrazyShot 2 (211), Wallpaper (177), Defensive (142), Willow (135), Paperazor (107), GenerationX (104) and finally Golden Thread (102). _______________________________________________________________________________ The '94 No Pspace Hall of Fame: * indicates the warrior is still active. Pos Name Author Age Strategy 1 Blacken Ian Oversby 1363 Q^2 -> Stone/imp 2 nPaper II Paul-V Khuong 1270 MiniQ^3 -> Paper 3 Son of Vain Oversby/Pihlaja 1188 * Q^4 -> Stone/imp 4 Uninvited John Metcalf 1130 MiniQ^3 -> Stone/imp 5 Behemot Michal Janeczek 1078 MiniQ^3 -> Bomber 6 Olivia Ben Ford 886 Q^4 -> Stone/imp 7 Keyser Soze Anton Marsden 823 Qscan -> Bomber/paper/imp 8 Quicksilver Michal Janeczek 789 Q^4 -> Stone/imp 9 Eraser II Ken Espiritu 781 Scanner 10 Inky Ian Oversby 736 Q^4 -> Paper/stone 11 Jinx Christian Schmidt 662 Q^3 -> Scanner 12 Jade Ben Ford 600 Q^4 -> Stone/imp 13 Blade Fizmo 505 * Qscan -> Scanner 14 G3-b David Moore 503 Twoshot 15 Vanquisher Lukasz Grabun 469 Q^4 -> Bomber 16 Revival Fire P.Kline 468 Bomber 17 The Phantom Menace Anton Marsden 465 Qscan -> Paper/imp 18 Boys are Back in Town Philip Kendall 441 Scanner = Zooom... John Metcalf 441 Scanner 20 Reepicheep Grabun/Metcalf 419 * Q^4 -> Paper/stone 21 Qtest Christian Schmidt 394 Q^3 -> Paper 22 Stalker P.Kline 393 Scanner 23 Hazy Lazy ... again Steve Gunnell 350 Scanner 24 Vain Ian Oversby 330 Q^2 -> Stone/imp 25 Omnibus John Metcalf 327 Q^2 -> Stone/imp Two new entries, Blade and Reepicheep. Uninvited, Vanquisher and Hazy Lazy meet their final resting place. _______________________________________________________________________________ Current Status of the KOTH.ORG '94 Draft Hill: # %W/ %L/ %T Name Author Score Age 1 30/ 13/ 57 Blowrag Metcalf/Schmidt 148.0 87 2 44/ 40/ 15 Herbal Avenger Michal Janeczek 147.7 43 3 44/ 41/ 15 Bustling Spirit Christian Schmidt 147.6 1 4 37/ 27/ 36 Dark Lowlands Roy van Rijn 147.6 36 5 31/ 14/ 55 Incredible! John Metcalf 147.6 26 6 36/ 24/ 41 Reepicheep Grabun/Metcalf 147.5 160 7 34/ 22/ 44 Son of Vain Oversby/Pihlaja 146.8 131 8 39/ 33/ 28 Cyanide Excuse Dave Hillis 144.8 33 9 43/ 41/ 16 Combatra David Moore 144.4 32 10 35/ 27/ 37 Uninvited John Metcalf 143.9 150 11 37/ 31/ 31 Digitalis 2002 Christian Schmidt 143.5 71 12 40/ 39/ 21 Help...I'm Scared Roy van Rijn 141.2 79 13 31/ 22/ 46 Revenge of the Papers Fizmo/Roy 140.9 138 14 41/ 42/ 17 CrazyShot 2 Christian Schmidt 140.5 143 15 32/ 25/ 43 Paperazor Christian Schmidt 140.3 104 16 40/ 40/ 20 Mantrap Arcade Dave Hillis 139.9 9 17 38/ 39/ 23 Joyful Maw Dave Hillis 138.3 97 18 31/ 27/ 42 Wallpaper Christian Schmidt 135.4 142 19 36/ 37/ 27 Mad Christian Schmidt 135.2 119 20 40/ 47/ 13 Cupric siren Dave Hillis 133.9 19 Time to blow the dust from those old p-space routines; the 94 draft hill has returned after a long absence. Already, a small number of handshakers have been spotted - look for the bright green blips in the huge array. Koth report: Since the hill opened for business, Reepicheep has been the most frequent King (#1 after 81 successful challenges), followed by Pattel's Virus (after 26), Son of Vain (22) and Herbal Avenger (19). Just two warriors of notable age have left the hill, Self-Modifying Code (age 132), and Shapeshifter (107)... _______________________________________________________________________________ Spring / Summer 2002 Corewar Tournament - Round 4 Results: A total of 13 authors and 23 warriors take part in the restricted length round, competing using '94 draft redcode, maximum length 50. Although each author can enter two warriors as usual, only one is permitted to make use of p-space. For the second time Ben Ford takes first place with a oneshot. This time he uses Geist v0.1, which has recently been King of the '94nop hill. Holding a close second place is Michal Janeczek with a p-switcher: paper, scissors and stone. Gunnell's procoptodon comes 4th, a scanner based on Hazy Lazy, while 5th is claimed by van Rijn with Neanderthaler (oneshot). Marsupial Lion (scanner) takes 6th for Schmidt, followed by p-switchers from Philip Thorne (7th) and Dave Hillis (9th). # %Won Lost Tied Name Author Score % 1 55.2 33.3 11.5 Geist v0.1 Ben Ford 177.02 100.0 2 51.8 29.0 19.3 Microvenator Michal Janeczek 174.55 98.6 3 53.7 33.1 13.1 Herbal Avenger Michal Janeczek 174.26 98.4 4 52.3 34.3 13.5 procoptodon Steve Gunnell 170.23 96.2 5 49.5 34.6 15.9 Neanderthaler Roy van Rijn 164.30 92.8 6 50.8 41.1 8.1 The Marsupial Lion Christian Schmidt 160.56 90.7 7 47.1 36.8 16.1 Confused Moth Philip Thorne 157.48 89.0 8 48.1 40.2 11.7 Dire Wolf Philip Thorne 155.99 88.1 9 36.4 17.5 46.2 Bear Dog Dave Hillis 155.24 87.7 10 33.3 13.8 52.9 Blue Pike Roy van Rijn 152.83 86.3 11 33.4 16.5 50.1 Cheep! Half-Off! Ben Ford 150.33 84.9 12 27.7 15.5 56.9 thylacine Simon Wainwright 139.86 79.0 13 25.7 18.0 56.3 The Demon Duck of Doom Christian Schmidt 133.44 75.4 14 27.0 24.2 48.8 Muttaburrasaurus Steve Gunnell 129.75 73.3 15 19.7 14.2 66.1 Dodo Lukasz Grabun 125.16 70.7 16 16.9 18.3 64.8 minotaur Simon Wainwright 115.49 65.2 17 17.1 21.7 61.2 Hallucinogenia Dave Hillis 112.50 63.6 18 15.7 24.8 59.5 Little Girl Sheep 106.53 60.2 19 17.6 28.9 53.5 Smart Protoceratops German Labarga 106.26 60.0 20 13.0 35.4 51.6 Brontosaurus German Labarga 90.66 51.2 21 2.6 42.9 54.4 Trinity Darek L. 62.35 35.2 22 7.2 66.6 26.2 Sea Mink bvowk 47.77 27.0 23 7.2 68.1 24.7 Coelacanth bvowk 46.34 26.2 The most popular strategy is the p-switcher, of which there are six. Four of these contain two components (in ranks 7, 9, 14, 19) while the remainder have three (2, 15). Also, there are three each of oneshots (1, 5, 8), scanners (3, 4, 6), paper/stone (10, 11, 13) and evolved (17, 22, 23) - two papers (16, 18) - and just one each of stone/imp (12), bomber (20) and paper/imp (21). # Competitor Tiny BigLP 88Win Len50 Total 1 Michal Janeczek 93.3 100.0 100.0 98.6 391.9 2 Dave Hillis 99.9 84.3 87.3 87.7 359.2 3 Steve Gunnell 91.0 85.0 82.4 96.2 354.6 4 Ben Ford 100.0 74.4 75.1 100.0 349.5 5 Simon Wainwright 79.1 71.5 89.1 79.0 318.7 6 Philip Thorne 75.5 68.0 72.7 89.0 305.2 7 Lukasz Grabun 81.3 . 67.6 70.7 219.6 8 Robert Macrae 89.7 61.0 . . 150.7 9 Winston Featherly-Bean 72.9 47.3 . . 120.2 10 David Moore . 51.4 63.6 . 115.0 11 Roy Van Rijn . . . 92.8 92.8 12 Christian Schmidt . . . 90.7 90.7 13 Martin Ankerl 88.2 . . . 88.2 14 Ken Espiritu . . 86.3 . 86.3 15 Leonardo H. Liporati 84.3 . . . 84.3 16 mushroommaker 71.3 . . . 71.3 17 Arek Paterek 66.0 . . . 66.0 18 Paul Drake 61.9 . . . 61.9 19 Sheep . . . 60.2 60.2 20 German Labarga . . . 60.0 60.0 21 Compudemon 53.9 . . . 53.9 22 Darek L. . . . 35.2 35.2 23 bvowk . . . 27.0 27.0 _______________________________________________________________________________ The Hint - RotF's Qscan by M Joonas Pihlaja Shortly after Leonardo Humberto and John Metcalf published their Q^3 qscan decoder which uses multiplication, David Moore pushed the cutting edge of qscan decoders by publishing Return of the Fugitive. Moore's decoder has only three cycles decoding overhead, the minimum possible, and a much smaller footprint than previous qscans. The basic idea in the Humberto/Metcalf qscan is to compute the scanned location by an expression ptr + FAC*[table entry #1]*[table entry #2] using this kind of decoder: ; decoder slow mul.b tab, ptr ;\ multiply FACTOR in ptr by fast mul.ab tab, @slow ;/ one or two table entries. decide sne dat0, @ptr ;\ choose between A- or B-field add #SEP, ptr ;/ locations. dat0 = empty core. ... ptr: mov bmb, FAC ; the bomb pointer and factor FAC ... ; decoding table dat 15, 10 tab: dat 7, 4 dat 13, 11 This decoder has four cycles of decoding overhead, compared to five in Q^2 qscans like Probe. The scans are SEQ scans, similar to Probe, that scan via their A- and B-fields two locations that are separated by (a constant) SEP cells seq ptr + FAC*K1*K2*SEP, ptr + FAC*K1*K2*SEP + SEP where K1 and K2 are (possibly mutated) table entries. When location LOC = ptr + FAC*K1*K2*SEP is decoded, then the sne/add #SEP,ptr needs to choose between LOC and LOC+SEP. After a scan finds something, it mutates either the entries in the decoding table, or the A- and B-fields of the 'fast' and 'slow' lines to multiply the factor FAC by the right constant(s). The main improvement of the Humberto/Metcalf qscan over Probe's Q^2 is that it achieves one cycle faster decoding using the same number (three) of cells dedicated to the decoding table. Note that the same response time is possible using a Q^2 by using multiple tables, but it costs (to the best of my knowledge) at least one or two extra cells dedicated to decoding tables, depending on the number of scans required --- see Aggression is a Switch for the example. * Faster dada, Faster! ---------------------- The decoder in RotF's qscan achieves three cycle decoding overhead by using indirection to choose the multiplier from several multiplier tables. It has this conceptual form: ; Decoder (1) (label dat0 points to empty core) decode mul.b *tabptrs, ptr ; Multiply ptr by a table entry. decide sne dat0, @ptr ; Choose A- or B-scan. add.? ???, ptr ; ??? = separation between scans. ... ptr mov bmb, FAC ; bomb pointer and factor ... dat tab1, ? ; \ These are pointers to the decoding tabptrs dat tab2, ? ; } tables dat tab3, ? ; / dat ?, A1 ; \ Multipliers A1, A2 tab1 dat ?, A2 ; / dat ?, B1 ; \ tab2 dat ?, B2 ; } Multipliers B1, B2, B3 dat ?, B3 ; / tab3 dat ?, C2 ; Multiplier C2 where `?' fields aren't referenced (this allows embedding the decoding tables into unused A- and B- fields of a warrior). The separation between A- and B-scans is actually variable, picked from a table of possible separations, and is marked with `???' in the decoder above. Ignore it for now. When a scan finds something it mutates the A-field of `decode' to choose a specific decoding table from `tab1', `tab2', or `tab3', and (possibly) the `tabptrs' table to choose a specific element from the table (say between A1 and A2 of `tab1'). The first size optimisation in RotF is to overlap the decoder code and the `tabptrs' table as follows: ; Decoder (2) decode mul.b *2, ptr ; \ decide sne tab1, @ptr ; \} Decoder. add.? tab2, ptr ; /} A-fields are pointers to ? tab3, ? ; / decoding tables. Stop! Now the A-field of the SNE line doesn't point to empty core anymore as required by decoder (1). The trick in RotF is to use indirection in the SNE line: ... sne *tab1, @ptr ; A-field of `tab1' entries point to add.? tab2, ptr ; empty core. ... and force the tab1 entries to have the form dat dat0, A1 ; dat0 points to empty core. tab1 dat dat0, A2 Now when the sne instruction checks the decoded location it uses empty core at tab1+dat0 for the comparison. As always, there's a downside. The restriction that the A-fields of the `tab1' entries point to empty core all but precludes embedding the table into unused B-fields of other code. So instead RotF uses a-predecrement: ... sne {tab1, @ptr ; A-field of `tab1' entries point add.? tab2, ptr ; to a cell that is preceded by empty ... ; core. tab1 dat foo, A1 ; \ foo and bar must be preceded dat bar, A2 ; / by empty core. which is much easier to arrange. There's no reason why the entries in `tab2' shouldn't be used themselves as the separation between A- and B-scans, so the ADD.? instruction becomes ADD.B. With these modifications the other tables `tab2' and `tab3' may usually be at least partially embedded into other code without too much trouble, as in RotF or Son of Vain. * The scans ----------- From the decoder in (2) with ADD.B we see that the separations between A- and B-scans are determined by the entries in the `tab2' table, because the ADD.B instruction's A-field points to the table `tab2': ; Decoder (2) (repeated) decode mul.b *2, ptr ; \ decide sne tab1, ptr ; \} Decoder. add.b tab2, @ptr ; /} A-fields are pointers to ? tab3, ? ; / decoding tables. This means the scanning phase must scan location pairs of the form ptr + K*FAC, ptr + K*FAC + B_i where K is a multiplier and B_i is related to the entries B1, B2, B3 in tab2. This also forces the `tab2' entries B1, B2, B3 to be fairly large so that the A- and B-scan separation isn't too small. You may wonder why immediate mode couldn't be used in the ADD line like so: decode mul.b *2, ptr decide sne tab1, ptr add #tab2, ptr ? tab3, ptr There's no show-stopping reason, but consider the maximum distance between the ADD line and `tab2' in a warrior --- it is bounded from above by the MAXLENGTH of a warrior, so the separation between scans would be bounded by MAXLENGTH too. [Sidenote: We'll see later that the largest minimum separation is bounded by MAXLENGTH in any case, but at least then the separation is that small only for one pair of scans, rather than for all of them when # mode is used.] When the scans are only SEQ scans, then it turns out that there are only a handful of possible locations that can be distinguished by the decoder. Namely, if we label the decoder (2) with labels `q0' for the pointer to the table of multiplier tables at label `q1' like so ; Decoder (2) (with labels q0 and q1) decode q0 mul.b *q1, ptr ; A-field chooses table. decide sne tab1, ptr ; \ q1 add.b tab2, @ptr ; } A-fields are pointers to ? tab3, ? ; / decoding tables. then the possible locations that may be decoded using SEQ scans only are: qscan seq ptr + FAC, ptr + FAC + B2 jmp decide ; no decode. ; q0 mutations seq ptr + FAC * C2, ptr + FAC * C2 + B2 jmp decode , }q0 ; make decoder use C2 of tab3 seq ptr + FAC * A2, ptr + FAC * A2 + B2 jmp decode , {q0 ; make decoder use A2 of tab1 seq ptr + FAC * A1, ptr + FAC * A1 + B2 djn.a decode , {q0 ; make decoder use A1 of tab1 ; q1 mutations seq ptr + FAC * B1, ptr + FAC * B1 + B1 jmp decode , {q1 ; make decoder use B1 of tab2 seq ptr + FAC * (B1-1),ptr + FAC * (B1-1) + (B1-1) djn decode , {q1 ; make decoder use B1-1 of tab2 seq ptr + FAC * B3, ptr + FAC * B3 + B3 jmp decode , }q1 ; make decoder use B3 of tab2 ; no mutations seq ptr + FAC * B2, ptr + FAC * B2 + B2 ; decoder uses B2 of tab2. jmp decode That's a pathetically short qscan. Moore's insight was to use SNE/SEQ scanning pairs where the SEQ instruction itself reprograms the decoder to decode the correct location in a novel way. Namely, one operand of the SEQ instruction mutates one of the decoding tables by scanning indirectly via the table entry itself! OK, that wasn't very understandable, so here's an example. First we have, say, this scan: seq ptr + FAC*C2, ptr + FAC*C2 + B2 jmp decode, }q0 ; '}' makes decoder use C2 in tab3 When the scan finds something the decoder decodes the location ptr + FAC*C2 and uses B2 as the scan separation. Now, consider this pair of SNE/SEQ scans: sne ptr + FAC*C2, ptr + FAC*C2 + B2 seq clear sInc jmz.f sStp*3 , @sStp*3+1 ; some empty core sJb jmp @sStp , sStp-1 sSb spl #1-sStp , 8 sMb mov @0 , clear sInc jmz.f sStp*3 , @sStp*3+1 ;-- boot bombs and extra lines bBoo mov sMb , bOff+19+dOff mov sSb , bOff+18+dOff mov sJb , bOff+17+dOff mov sInc , bOff+sLen+2 mov sSpr , bOff+sLen+1 bDst spl 1 , bOff+sLen+1 spl 1 , }0 spl 1 , 0 ;-- boot bomber mov bDst , 0 I copied all of the boot code to give you the full picture. All starts at the bBoo line. First, we are moving bombs and extra lines that do not belong to the main loop. Then, thanks to John Metcalf's snippets from CW #69, we quickly generate seven (yes,seven) parallel processes. We copy all lines between bSrc and sChk. And then the magic begins. The b-field of the bDst line points to the mov.i {0,#xx instruction in the booted bomber. The bJmp line directs the first process there. The next process, due to post-increment addressing, jumps to the next line in the booted bomber. And so on. After booting is complete, we have the following situation: dat 0, 0 1 mov.i {0, #0 ; 1st process <- this process executes first 2 sLoo ; 2nd process <- this process executes second 3 . ; 3rd " 4 . ; 4th " 5 . ; 5th " 6 . ; 6th " 7 sChk ; 7th " The first line simply moves the dat 0,0 that lays behind our code to the over itself. After this one process has executed we have the following situation: 1 dat 0, 0 2 sLoo ; 1st & 2nd process <- the 2nd process will execute next 3 . ; 3rd " <- then the 3rd process 4 . ; 4th " <- then the 4th process 5 . ; 5th " <- etc 6 . ; 6th " 7 sChk ; 7th " And finally, after the 7th process has executed, it will be the turn of the first process to execute once again, and so on... You can create a "diagram of process flow" in the code. This is left as an easy exercise for the reader. :-) What you should note is processes execute the code as though it is being executed by a single process, which was our goal. Now, one hit in the lines 2 to 6 of our warrior and we jump to the clear phase, to hopefully deal with the nasty opponent. * Variants ---------- Booting can be achieved in other ways. One method was mentioned by Pihlaja in the thread quoted at the beginning of this article. This is used by Vanquisher. bBoot mov bIncen , bOff+bAway-4-CURLINE mov bSpare , bAway-CURLINE bSrc spl 2 , bStart+5 bDest spl 2 , bAway-CURLINE cSrc spl 1 , cStart+4 mov bDest , #5 ; jump into the code cDest jmp bAway-CURLINE-4 , cAway-CURLINE bStart add #bStep , bPtr bMov mov bOff , @bPtr bPtr mov >bEvac , @2-bDist bChk jmz.b bStart , ... from the previous example. Now, since we don't have the mov.i {0,#0 line we need to position the remaining process using some alternative means. This is easy enough to take care of by a simple jmp, and this is done at cDest. Now the warrior and allocated processes look like: bStart 1st process, 5th process bMov 2nd process bPtr 3rd process bChk 4th process And the story begins once again. * Summary --------- Whichever you decide to use, you'll discover the airbag technique to be extremely useful. Not only because it protects our warrior, but also because you can use processes to perform a sophisticated end-phase. In Return of Vanquisher and in Vanquisher itself. processes runs two independent core-clears. This increases the offensive power of the warrior. I hope you have enjoyed this article and find it useful. * Acknowledgements ------------------ Obviously for Joonas for his hints when I was a newbie. Kudos go also to John Metcalf for pointing out a nasty bug in Return of Vanquisher code. _______________________________________________________________________________ Extra Extra - Digitalis 2002 by Christian Schmidt Well, after a long period of time I decided to work again on a new d-clear/imp warrior. As a starting point I used Digitalis 4, which was for a short period successful on the hills. The first thing to change, was to use a multi-process boot, which is now common for todays warriors. As it is much smaller in size, I decided to also boot the imp-launcher. An advantage is also, thanks to the multi-process booting, I need to boot only a few spl 1 instructions together with the imp-launcher. Later, I also decreased the imp launcher by one line, adding the step in the imp to the pointer, instead of having the step in a separate line. This gave me a fraction of a point increase against my testsuite. Another feature of the imp-launcher is it is pushing further processes into the d-clear. The tests against my testsuite show, as I expected, a significant weakness to some scanners, while it didn't lose too much to most papers. So, I computer generated different sets of boot distances for the imp and the clear components and tested them against Hazy Lazy, Willow, Claw, Uninvited, Son of Vain and Reepicheep (score check to see if the imps spreads well). The best scoring of these I sent to the hills and, wow, Digitalis scores quite well on the 94nop and the 94 draft hill. After they were pushed off at an age of about 80, I was again trying some improvements. I now felt it was losing a little too often against papers, so I must increase the processes to the imp. I found that if I include another spl 1 instruction before I jump to the booted imp-launcher, it gives me significantly lower loses against papers. So, with this code I now hope to survive also a hill dominated by papers. The future will us show if my hope was right. ;redcode-94nop ;name Digitalis 2002 ;author Christian Schmidt ;strategy Mini Q^4 -> d-clear + 7pt imps ;strategy multi-process bootstrapping ;strategy boot away the clear AND the imps ;strategy v0.1 new, optimized constants ;strategy v0.2 fixing a bug in the imp-launcher ;strategy v0.3 fixing a bug with the qscan ;strategy v0.3a rearranging the components ;strategy v0.4 new process allocation ;strategy v0.5 imp-launcher 1 instruction smaller ;assert 1 org qGo impoff equ 100 impsize equ 1143 cBoot equ 2390 iBoot equ 459 spl 1, }qC qTab2 spl 1, }qD spl 2, }qE djn.f imp, <-250 add.a imp, -1 djn.f cBoot-iBoot, <-400 dat 0, 0 imp mov.i #impsize, *0 dat 0, 0 dat 0, 0 iEnd dat 0, 0 ptr dat 0, 1800 clrb dat >2667, 25 clear spl #0, >ptr-15 loop mov clrb-15, >ptr-15 cc djn.f loop, >ptr-15 dat 0, 0 dat 0, 0 cEnd dat 0, 0 pGo mov.i clrb, cEnd+cBoot-18-3 mov.i ptr, cEnd+cBoot-19-3 spl 2, }-345 spl 1, }-567 mov -1, 0 mov.i {cEnd, {cBoo mov.i {iEnd, {iBoo mov.i {iEnd, {iBoo cBoo spl cEnd+cBoot spl 1 iBoo jmp cEnd+iBoot for 15 dat 0, 0 rof dat 0, }qA qTab1 dat 0, }qB for 27 dat 0, 0 rof qX equ 3080 qA equ 3532 qB equ 2051 qC equ 6177 qD equ 4696 qE equ 3215 qF equ 583 qStep equ 7 qTime equ 16 qOff equ 87 qBomb dat {qOff, qF qGo sne qPtr+qX*qE, qPtr+qX*qE+qE seq , Philip Kendall , Anton Marsden , John Metcalf and Christian Schmidt From: Lukasz Grabun Subject: Re: Core Warrior #84 Date: Tue, 17 Dec 2002 21:24:04 +0000 (UTC) Message-ID: On Tue, 17 Dec 2002 20:22:07 -0000, John Metcalf wrote: > * 'RotF Qscan' by M Joonas Pihlaja > Spring / Summer 2002 Corewar Tournament - Round 4 Results: Guys, thank you. ::sniff:: Also, thank you Christian, for Digitalis. I put it in my test suite, OK? :-) -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: fizmo_master@yahoo.com (Fizmo) Subject: Re: New corewar website Date: 18 Dec 2002 06:43:03 -0800 Message-ID: <9f53b5fb.0212180643.3f8c9085@posting.google.com> ********************************* * Fizmo's Ultimate Corewar Page * ********************************* Update Informations: -------------------- The round 4 results, all entries and an updated ranking are available now. I've included also some more redcoder's info pages. Christian From: M Joonas Pihlaja Subject: Re: Optima number finder in redcode Date: 18 Dec 2002 14:09:25 -0500 Message-ID: On Fri, 13 Dec 2002, Robert Macrae wrote: > Joonas wrote: > > Guys, there's only so much you can fit into 500 instructions[1] > > Haven't you heard of multitasking? Thought provoking... To make this work efficiently (that is, each warrior doing some real work rather than having one process work and the rest idle around in a jmp 0), each warrior would really have to have their own stacks and the like, with some sort of interwarrior communication to synchronize them. The biggest question of all: What's an efficient linkage scheme that doesn't presume to know where the stacks are located in core? P-space would probably come in handy here -- maybe by locating the stacks and locals in p-space instead of in core? Ideas anyone? Joonas From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 12/16/02 Date: 18 Dec 2002 14:16:58 -0500 Message-ID: <200212160509.AAA15918@gevjon.ttsg.com> Weekly Status on 12/16/02 -=- 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 Dec 15 16:40:07 EST 2002 # %W/ %L/ %T Name Author Score Age 1 31/ 21/ 48 Son of Vain Oversby/Pihlaja 141 1246 2 40/ 41/ 19 Herbal Avenger Michal Janeczek 138 95 3 39/ 40/ 22 Return of Vanquisher Lukasz Grabun 138 8 4 40/ 42/ 18 Hazy Test 63 Steve Gunnell 137 21 5 26/ 17/ 56 Return of the Pendragon Christian Schmidt 136 83 6 32/ 28/ 40 Digitalis 2002a Christian Schmidt 135 3 7 29/ 25/ 45 Reepicheep Grabun/Metcalf 134 477 8 27/ 21/ 52 Positive Knife Ken Espiritu 133 320 9 39/ 46/ 14 Blade Fizmo 133 563 10 29/ 27/ 44 The Stormkeeper Christian Schmidt 131 354 11 24/ 17/ 60 Blowrag Metcalf/Schmidt 130 211 12 28/ 26/ 46 Dark Lowlands Roy van Rijn 130 74 13 41/ 53/ 6 Willow revised John Metcalf 130 134 14 26/ 23/ 51 Revenge of the Papers Fizmo/Roy 130 284 15 23/ 17/ 59 Monolith John Metcalf 129 2 16 19/ 10/ 71 Decoy Signal Ben Ford 129 173 17 25/ 20/ 55 Firestorm John Metcalf 129 282 18 41/ 54/ 5 Claw Fizmo 127 214 19 35/ 43/ 21 Morbid Dread IV Philip Thorne 127 1 20 26/ 26/ 49 golden thread Simon Wainwright 126 97 21 27/ 48/ 25 The Grinch Roy van Rijn 106 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 12/16/02 Date: 18 Dec 2002 14:18:23 -0500 Message-ID: <200212160506.AAA15863@gevjon.ttsg.com> Weekly Status on 12/16/02 -=- 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 Dec 15 09:54:18 EST 2002 # %W/ %L/ %T Name Author Score Age 1 50/ 38/ 12 Fire and Ice II David Moore 162 39 2 33/ 24/ 44 KAT v5 Dave Hillis 142 71 3 23/ 8/ 70 Denial David Moore 137 80 4 37/ 36/ 27 Black Moods Ian Oversby 137 135 5 22/ 8/ 70 Evol Cap 4 X John Wilkinson 136 208 6 35/ 37/ 28 Ogre Christian Schmidt 134 87 7 30/ 25/ 45 Olivia X Ben Ford 134 20 8 33/ 33/ 33 Trefoil F 13 Steve Gunnell 134 22 9 34/ 34/ 32 Controlled Aggression Ian Oversby 133 139 10 27/ 22/ 51 Venom v0.2b Christian Schmidt 133 161 11 25/ 18/ 58 Katafutr Michal Janeczek 132 79 12 32/ 32/ 36 Big I.F.F.S. Dave Hillis 132 68 13 29/ 28/ 42 Damage Inflicted Robert Macrae 130 78 14 21/ 13/ 66 Kin John Metcalf 130 47 15 24/ 19/ 57 Glenstorm John Metcalf 128 1 16 32/ 39/ 29 Exsnail Philip Thorne 125 34 17 14/ 7/ 78 Evolve X v4.0 John Wilkinson 122 156 18 14/ 7/ 78 Black Box v1.1 JKW 121 102 19 28/ 40/ 32 Bugtown Rap 19 Steve Gunnell 116 4 20 32/ 51/ 18 Greetings From Asbury Par JKW 113 99 21 10/ 60/ 30 Monolith John Metcalf 60 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 12/16/02 Date: 18 Dec 2002 14:19:49 -0500 Message-ID: <200212160503.AAA15792@gevjon.ttsg.com> Weekly Status on 12/16/02 -=- 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 Dec 15 09:38:20 EST 2002 # Name Author Score Age 1 trial John Metcalf 25 32 2 D-clearM Ken Espiritu 22 128 3 fclear Brian Haskin 13 112 4 Vamp test John Metcalf 12 16 5 Bicarb Test F 12 Steve Gunnell 12 1 6 Playing with Fire Ben Ford 11 40 7 Her Majesty P.Kline 11 147 8 Djinn Test 9 Steve Gunnell 9 17 9 Hazy Test 63 Steve Gunnell 5 10 10 QuestIn Time Philip Thorne 4 18 11 Monolith John Metcalf 0 0 From: Koth Subject: KOTH.ORG: Status - Standard 12/16/02 Date: 18 Dec 2002 14:21:14 -0500 Message-ID: <200212160500.AAA15709@gevjon.ttsg.com> Weekly Status on 12/16/02 -=- 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 Dec 14 12:02:42 EST 2002 # %W/ %L/ %T Name Author Score Age 1 39/ 21/ 39 Quicksilver '88 Michal Janeczek 157 5 2 35/ 22/ 42 Freight Train David Moore 149 170 3 35/ 22/ 42 Guardian Ian Oversby 148 169 4 34/ 22/ 44 Test Alexander (Sasha) Wa 146 109 5 45/ 44/ 11 vm5 Michal Janeczek 146 4 6 45/ 47/ 8 Scan Test C 6 Steve Gunnell 142 8 7 41/ 41/ 18 My 1st try Christian Schmidt 142 1 8 34/ 27/ 39 sIMPly.Red v0.95 Leonardo Humberto 141 127 9 29/ 20/ 51 Test I Ian Oversby 139 226 10 31/ 24/ 44 Shish-Ka-Bob Ben Ford 138 125 11 40/ 44/ 16 '88 test IV John Metcalf 137 63 12 27/ 19/ 53 EV Paper John K Wilkinson 136 183 13 34/ 33/ 32 vala John Metcalf 136 92 14 36/ 37/ 27 Gymnosperm trickery Dave Hillis 135 56 15 41/ 46/ 13 Blur '88 Anton Marsden 135 207 16 38/ 41/ 22 PacMan David Moore 135 199 17 41/ 47/ 12 Foggy Swamp Beppe Bezzi 134 166 18 38/ 44/ 18 Beholder's Eye V1.7 W. Mintardjo 132 445 19 38/ 44/ 17 Stasis David Moore 132 277 20 29/ 32/ 40 Fat Expansion (V) Philip Thorne (RM/JM 126 2 21 16/ 70/ 15 ScaBom v1.2 Christophe 61 0 Message-ID: <3E00A2D2.2D03850@someoneelse.invalid> From: HiEv Subject: Re: New corewar website Date: Wed, 18 Dec 2002 16:31:07 GMT Fizmo wrote: > ********************************* > * Fizmo's Ultimate Corewar Page * > ********************************* > > Update Informations: > -------------------- > > The round 4 results, all entries and an updated ranking are available now. > I've included also some more redcoder's info pages. FYI- The website is available here: http://de.geocities.com/fizmo_master/ -- The difference between intelligence and stupidity is that intelligence has its limits. From: dhillismail@netscape.net (Dave Hillis) Subject: Re: Optima number finder in redcode Date: 18 Dec 2002 18:06:45 -0800 Message-ID: <5d6847b2.0212181806.6c34d8a@posting.google.com> > > Joonas wrote: > > > Guys, there's only so much you can fit into 500 instructions[1] > > snip > Ideas anyone? > If I remember right that limit is a pmars implementation detail, not part of the 94 draft. So it seems to me that you could patch your way around it in Pmars or Exhaust (my favorite) and still stay legit. Same for maximum core size. But I don't recall P-space being in the draft. What are you taking as the standard that you need to adhere to? Dave Hillis From: iapdk@admin.drake.edu (Paul Kline) Subject: Re: Optima number finder in redcode Date: 19 Dec 2002 06:30:07 -0800 Message-ID: <9e6b1335.0212190630.d201271@posting.google.com> M Joonas Pihlaja wrote: > The biggest question of all: > > What's an efficient linkage scheme that doesn't presume to know > where the stacks are located in core? P-space would probably > come in handy here -- maybe by locating the stacks and locals in > p-space instead of in core? You could do what I did in "Her Majesty" and "The Queen's Guards" on the multi-warrior hill. Each of the Guards had a long dat-tail whose a-operand was a secret number known to the Queen and a b-operand that was a pointer to the Guard's executing loop. That allowed the Queen to find and enslave the Guards quickly and boost her own effective speed. Unfortunately the Guards were not themselves strong enough to stay on the Hill, especially with the Queen killing them off to take the win. Each warrior could include a part of the total program, do a search for the Home Warrior and copy itself into proper position, then wait for everyone else to sign in. Or with indirect addressing no copying would be needed. Some warriors could carry stack and storage space, but if a really big chunk was needed then they could be shuffled. Paul Kline From: waknuk@yahoo.com (Philip Thorne) Subject: Re: CoreWar for Palm OS? Date: 19 Dec 2002 07:06:57 -0800 Message-ID: <4ee41bd6.0212190706.235e5afc@posting.google.com> "Dominic H" wrote in message news:... > "dubya" wrote in message > news:0eufvukfds8pdqmot7l76e815ma2f5oou1@4ax.com... > > Don't remember where I got it, but I found something for the Palm > > called PocketMARS. > > http://www.palmgamingworld.com/action/pocketmars.shtml seems to be good. > > Dominic Some background in: http://www.palmoswerks.com/stories/storyReader$73 The zip includes a file pmars-redcode-94.txt Anyone know if the app|install include any references to koth.org or the newsgroup [I can't read .pdb]? I won't type it here [spam] but there's an email contact at the end of the file pktMARS.htm Philb From: "Dominic H" Subject: Re: CoreWar for Palm OS? Date: Thu, 19 Dec 2002 11:23:03 -0000 Message-ID: "dubya" wrote in message news:0eufvukfds8pdqmot7l76e815ma2f5oou1@4ax.com... > Don't remember where I got it, but I found something for the Palm > called PocketMARS. http://www.palmgamingworld.com/action/pocketmars.shtml seems to be good. Dominic From: M Joonas Pihlaja Subject: Re: Optima number finder in redcode Date: Thu, 19 Dec 2002 11:43:16 +0200 Message-ID: On 18 Dec 2002, Dave Hillis wrote: > > > Joonas wrote: > > > > Guys, there's only so much you can fit into 500 instructions[1] [snip patching pmars/exhaust] > But I don't recall P-space being in the draft. What are you > taking as the standard that you need to adhere to? None. I/O and misc. system functions need a special interpreter anyway (like the ICFP version of exhaust), so none of the limits in the available interpreters apply. In any case, it's all idle speculation on my part. Joonas From: "junk" Subject: lo all Date: Thu, 19 Dec 2002 23:17:32 +0000 Message-ID: lo all - new corewar fan here :-) -- just getting started out in redcode. anyone know a really good break down of the syntax of the language ? - i got the operands, but could do with worked examples really. - Sirex From: dhillismail@netscape.net (Dave Hillis) Subject: Re: lo all Date: 20 Dec 2002 18:40:01 -0800 Message-ID: <5d6847b2.0212201840.51b833cb@posting.google.com> "junk" wrote in message news:... > lo all - new corewar fan here :-) -- just getting started out in redcode. > anyone know a really good break down of the syntax of the language ? - i > got the operands, but could do with worked examples really. > > - Sirex Welcome. This is a good place to start. http://www.firetrench.com/corewar/ Dave Hillis From: "John Metcalf" Subject: SS2002 Round 5 Date: Fri, 20 Dec 2002 22:16:59 -0000 Message-ID: <3e0397f9_1@mk-nntp-2.news.uk.tiscali.com> S P R I N G / S U M M E R 2 0 0 2 C O R E W A R T O U R N A M E N T ROUND 5: TRI-ATHELON: BANNED ADD/SUB (Deadline: 11th January 2003) All the greatest quiz shows give the competitors the chance to play for 'double the money' in one of the final rounds. In the final joust of the tournament you will be seeking vital extra points as your warrior plays multi-warrior, round-robin, and against a benchmark of modern warriors. The use of the sub and add opcodes is forbidden in round 5 entries. You may use p-space if you wish. PIN numbers are allowed, but must not be the same as the PIN numbers of another player. ------------------------------------------------------------------------- * Our first event is multi-warrior, with three warriors in core, 5 points for a win, 2 points for a two-way tie, and 1 point for a three-way tie. All combinations of three warriors will be played. pmars -= 5/S * The second will be a standard round-robin battle, with no self- fights, 4 points for a win, and 1 point for a tie. pmars -= 5/S-1 * The final event will see the entries battle against a benchmark of 20 warriors, 3 points for a win, 1 point for a tie. The warriors will be: Quicksilver, Son of Vain, Olivia, Behemot, Vanquisher II, Hazy Lazy, Willow, MyBlur2, Win!, CrazyShot 2, G2, Firestorm, Stylized Euphoria, Disincentive, Reepicheep, Return of the Fugitive, Digitalis 2002, Origami Harquebus, Self-Modifying Code v0.11 and Shapeshifter. ------------------------------------------------------------------------- Your score for each event will be the score of your highest entry. For round 5, your score is the sum of your scores over the three events, for a maximum of *300* points. Last round's naming scheme proved popular, so if you're not sure what to call your round 5 entries, why not name them after comic book heroes and villains. Good luck, and thank-you for taking part :-) From: "John Metcalf" Subject: Round 5 Benchmark Warriors Date: Fri, 20 Dec 2002 22:33:30 -0000 Message-ID: <3e039a7c$1_1@mk-nntp-2.news.uk.tiscali.com> To download the 20 benchmark warriors: http://myweb.tiscali.co.uk/corewar/ssr5bm.zip From: "Sirex" Subject: looking for hill how-to ? Date: Fri, 20 Dec 2002 23:06:32 +0000 Message-ID: anyone know what is needed to run a hill, and how to go about it ? -- would consider setting one up. From: fizmo_master@yahoo.com (Fizmo) Subject: Redcoder's Frency: Round 1 rules and deadline Date: 22 Dec 2002 03:24:13 -0800 Message-ID: <9f53b5fb.0212220324.76c72103@posting.google.com> .................................................................... ********************* * Redcoders' Frency * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^\ | The Multi-Maniac Round | \________________________/ This is the first round of the ongoing corewar tournament. Detailed information are available on Fizmo's Ultimate Corewar Page: http://de.geocities.com/fizmo_master Rules ----- This round targets especially to newbies/beginners and maybe also to our evolver fraction. It's a multi-warrior round (all entries will load into the core for each round) with a very limited warrior-size (max. 8 instructions) and just a single process (the spl instruction is disallowed). I guess it will be a very close round ;-) pmars -r 2000 -l 8 -d 8 entry1.red entry2.red entry3.red ...... As usual, you can enter either one or two warriors. The homepage of this round, including some more informations is: http://de.geocities.com/fizmo_master/6.htm Deadline -------- Deadline is 25th January, 2003 ----------------------------------------------------------------- Please notify: You have to send for this round your entries to me ----------------------------------------------------------------- Good luck ................................................................. From: stylinsty@yahoo.com (Stylinsty) Subject: I am a core war freak check out my core wars here Date: 22 Dec 2002 13:53:18 -0800 Message-ID: <6d61d212.0212221353.3ff08be5@posting.google.com> Hi I am an AI freak and I love things like Digital Organisms that evolve and compete in the computer. In the past I made a program called Digital Organisms http://www.botbattle.com/computersteve/default.asp?category=Demo96 That puts 300 computers on the screen as pixels whos memory is instructions like move, set flag to true if purple pixel at x,y etc... if flag jump 5 instructions. Well it evolves ones that learn to look out for walls and all that good stuff. Next I made mutants AI shootem up. The shootem up game where the aliens have a language and processor. The language has stuff like if fired at, if I am here... enough commands to create evasion fake outs etc... It is okay but old. I will be doing a new one in Java at www.appletmaker.com So next I decided why not make people program the programs? So at Botbattle.com you can learn to program your own bots in a simple bot language. Now I made botbattlepro.com You program bots in Java to attack others. The question is who can program the smartest bot algorithms? Check it out- www.botbattlepro.com Let me know what you think. Got more time? Try my site www.aifiles.com Thanks and email me if you program Java, C++, Games, Handhelds and more. -Steve From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 12/23/02 Date: 23 Dec 2002 13:51:26 -0500 Message-ID: <200212230509.AAA06612@gevjon.ttsg.com> Weekly Status on 12/23/02 -=- 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 Dec 22 17:15:46 EST 2002 # %W/ %L/ %T Name Author Score Age 1 34/ 21/ 45 Reepicheep Grabun/Metcalf 148 538 2 33/ 21/ 46 Son of Vain Oversby/Pihlaja 145 1307 3 35/ 27/ 38 Dark Lowlands II Roy van Rijn 143 18 4 35/ 27/ 39 Digitalis 2002a Christian Schmidt 143 64 5 31/ 20/ 48 Poisonous Sting Lukasz Grabun 143 1 6 40/ 39/ 21 Return of Vanquisher Lukasz Grabun 142 69 7 30/ 18/ 52 Firestorm John Metcalf 141 343 8 31/ 20/ 49 Revenge of the Papers Fizmo/Roy 141 345 9 25/ 9/ 65 Decoy Signal Ben Ford 141 234 10 28/ 16/ 55 Monolith John Metcalf 140 63 11 28/ 18/ 54 Return of the Pendragon Christian Schmidt 139 144 12 26/ 14/ 59 The Three-Handed Knight Christian Schmidt 138 40 13 29/ 21/ 50 Positive Knife Ken Espiritu 137 381 14 44/ 51/ 5 Claw Fizmo 137 275 15 39/ 42/ 19 Herbal Avenger Michal Janeczek 136 156 16 39/ 42/ 20 Hazy Test 63 Steve Gunnell 135 82 17 31/ 26/ 43 The Stormkeeper Christian Schmidt 135 415 18 40/ 45/ 16 Blade Fizmo 134 624 19 41/ 53/ 6 Willow revised John Metcalf 130 195 20 34/ 46/ 20 stone 2 John Metcalf 121 10 21 2/ 98/ 0 0 0 7 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 12/23/02 Date: 23 Dec 2002 13:52:51 -0500 Message-ID: <200212230506.AAA06559@gevjon.ttsg.com> Weekly Status on 12/23/02 -=- 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 Dec 15 09:54:18 EST 2002 # %W/ %L/ %T Name Author Score Age 1 50/ 38/ 12 Fire and Ice II David Moore 162 39 2 33/ 24/ 44 KAT v5 Dave Hillis 142 71 3 23/ 8/ 70 Denial David Moore 137 80 4 37/ 36/ 27 Black Moods Ian Oversby 137 135 5 22/ 8/ 70 Evol Cap 4 X John Wilkinson 136 208 6 35/ 37/ 28 Ogre Christian Schmidt 134 87 7 30/ 25/ 45 Olivia X Ben Ford 134 20 8 33/ 33/ 33 Trefoil F 13 Steve Gunnell 134 22 9 34/ 34/ 32 Controlled Aggression Ian Oversby 133 139 10 27/ 22/ 51 Venom v0.2b Christian Schmidt 133 161 11 25/ 18/ 58 Katafutr Michal Janeczek 132 79 12 32/ 32/ 36 Big I.F.F.S. Dave Hillis 132 68 13 29/ 28/ 42 Damage Inflicted Robert Macrae 130 78 14 21/ 13/ 66 Kin John Metcalf 130 47 15 24/ 19/ 57 Glenstorm John Metcalf 128 1 16 32/ 39/ 29 Exsnail Philip Thorne 125 34 17 14/ 7/ 78 Evolve X v4.0 John Wilkinson 122 156 18 14/ 7/ 78 Black Box v1.1 JKW 121 102 19 28/ 40/ 32 Bugtown Rap 19 Steve Gunnell 116 4 20 32/ 51/ 18 Greetings From Asbury Par JKW 113 99 21 10/ 60/ 30 Monolith John Metcalf 60 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 12/23/02 Date: 23 Dec 2002 13:54:15 -0500 Message-ID: <200212230503.AAA06522@gevjon.ttsg.com> Weekly Status on 12/23/02 -=- 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 : Sat Dec 21 17:13:56 EST 2002 # Name Author Score Age 1 Djinn Test 9 Steve Gunnell 29 19 2 D-clearM Ken Espiritu 28 130 3 fclear Brian Haskin 27 114 4 Bicarb Test F 14 Steve Gunnell 15 2 5 trial John Metcalf 12 34 6 Vamp test John Metcalf 11 18 7 Playing with Fire Ben Ford 10 42 8 stone John Metcalf 10 1 9 QuestIn Time Philip Thorne 9 20 10 Her Majesty P.Kline 6 149 11 Hazy Test 63 Steve Gunnell 4 12 From: Koth Subject: KOTH.ORG: Status - Standard 12/23/02 Date: 23 Dec 2002 13:55:40 -0500 Message-ID: <200212230500.AAA06470@gevjon.ttsg.com> Weekly Status on 12/23/02 -=- 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 Dec 20 05:24:16 EST 2002 # %W/ %L/ %T Name Author Score Age 1 40/ 21/ 39 Quicksilver '88 Michal Janeczek 158 5 2 36/ 22/ 42 Freight Train David Moore 149 170 3 34/ 22/ 44 Test Alexander (Sasha) Wa 147 109 4 34/ 22/ 43 Guardian Ian Oversby 147 169 5 44/ 44/ 12 vm5 Michal Janeczek 144 4 6 34/ 26/ 39 sIMPly.Red v0.95 Leonardo Humberto 142 127 7 41/ 41/ 18 My 1st try Christian Schmidt 142 1 8 36/ 32/ 31 vala John Metcalf 140 92 9 44/ 48/ 8 Scan Test C 6 Steve Gunnell 139 8 10 29/ 20/ 52 Test I Ian Oversby 138 226 11 40/ 43/ 17 '88 test IV John Metcalf 137 63 12 36/ 36/ 28 Gymnosperm trickery Dave Hillis 137 56 13 30/ 24/ 45 Shish-Ka-Bob Ben Ford 136 125 14 41/ 46/ 13 Blur '88 Anton Marsden 135 207 15 41/ 47/ 12 Foggy Swamp Beppe Bezzi 135 166 16 27/ 19/ 54 EV Paper John K Wilkinson 135 183 17 38/ 41/ 21 PacMan David Moore 135 199 18 38/ 45/ 18 Stasis David Moore 131 277 19 37/ 45/ 18 Beholder's Eye V1.7 W. Mintardjo 129 445 20 29/ 32/ 39 Fat Expansion (V) Philip Thorne (RM/JM 126 2 21 13/ 67/ 20 Skull Catapult v1.0 Kendrix 60 0 From: Lukasz Grabun Subject: Merry Christmas to all of you, guys Date: Tue, 24 Dec 2002 13:25:42 +0000 (UTC) Message-ID: In this particular time of love and piece it's not welcome to chat 'bout bombing, clears, vampires, imp-killers and things (do you know that standard google banners that appear while browsing the newsgroup are about terrorisms, bombs and other things :-). No wonder we have been banned. To the main points: I wish you guys peacuful and joyful time with your beloved, families. Enjoy presents you are going to get, be kind to all you meet... Well, enough is enough is enough. Merry Christmas, in a nutshell :-) -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: Re: Merry Christmas to all of you, guys Date: Tue, 24 Dec 2002 13:34:10 +0000 (UTC) Message-ID: On Tue, 24 Dec 2002 13:25:42 +0000 (UTC), Lukasz Grabun wrote: > In this particular time of love and piece it's not welcome to chat ^^^^^ I did not mean `piece' of cake. But rather `cake of peace' :-) Me and my linguistic skills. Yuck. ;-D -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "Robert Macrae" Subject: Re: Optima number finder in redcode Date: Wed, 25 Dec 2002 21:51:02 +0000 (UTC) Message-ID: > > What's an efficient linkage scheme that doesn't presume to know > > where the stacks are located in core? > You could do what I did in "Her Majesty" and "The Queen's Guards" on > the multi-warrior hill. Each of the Guards had a long dat-tail You don't have to worry about being attacked while linking so I'd suggest that the master routine does a linear scan to locate the first word of each module while these wait, storing call and return offsets in shared P-space. First word can code for the content of the module. Linkage overhead should be something like 1 word per module and 10-15 in the master. Calls and returns should take 2-3 words? Robert From: nc-zapfsa@netcologne.de (Sascha Zapf) Subject: Compile pMars 0.9.2 under DJGPP 2.0 Date: 26 Dec 2002 15:16:06 -0800 Message-ID: Hi, and merry Christmas.. Sitting here with lot's of free time i want to do some Hacking's on the pMars 0.9.2 - Source...Compiling under Linux Full or Server-Version...no Problem But under Windows with Djgpp 2.0 only the Server-Version will Compile. The grx-Library 2.45 is Installed and Compiled, the lib is also Copied to ..djgpp\lib and the makefile.djg is changed to the lib.. But something gone wrong...If there is somebody who have already compiled it. i will be very happy if he can help me to compile it with -DGRAPHX... Sascha From: waknuk@yahoo.com (Philip Thorne) Subject: Re: I like to lern corewars/redcode Date: 27 Dec 2002 03:35:20 -0800 Message-ID: <4ee41bd6.0212270335.4b3cbb69@posting.google.com> mike 'pwAIn' Bohr wrote in message news:... > Can someone tell me where I can get a easy Tutorial for corewars/redcode? > with google I didn't found any usefull thing... > > thx > > mike I recommend Ilmari's Beginner's Guide to Redcode: http://www.sci.fi/~iltzu/corewar/ Also great are the Push Off and CoreWarrior ezines - you can find copies at many places including via google e.g. http://www.firetrench.com/corewar/ has many such docs in pdf form. There's a Beginner's hill with viewable warrior code at http://corewars.sourceforge.net/cgi-bin/control.py?hill=rcbeginner&action=showhill The primary resource for all things corewar related is http://koth.org Philb From: mike 'pwAIn' Bohr Subject: I like to lern corewars/redcode Date: Fri, 27 Dec 2002 10:38:04 +0100 Message-ID: Can someone tell me where I can get a easy Tutorial for corewars/redcode? with google I didn't found any usefull thing... thx mike From: nc-zapfsa@netcologne.de (Sascha Zapf) Subject: Re: Compile pMars 0.9.2 under DJGPP 2.0 Date: 28 Dec 2002 13:07:40 -0800 Message-ID: nc-zapfsa@netcologne.de (Sascha Zapf) wrote in message news:... > Hi, and merry Christmas.. > > Sitting here with lot's of free time i want to do some Hacking's on > the pMars 0.9.2 - Source...Compiling under Linux Full or > Server-Version...no Problem > > But under Windows with Djgpp 2.0 only the Server-Version will Compile. > > The grx-Library 2.45 is Installed and Compiled, the lib is also Copied > to ..djgpp\lib and the makefile.djg is changed to the lib.. > > But something gone wrong...If there is somebody who have already > compiled it. i will be very happy if he can help me to compile it with > -DGRAPHX... > > Sascha Here are Compiler output's some People asked for.. ( Sorry, but they are not Complete, but i don't know how to use Pipes or so under Windows.. union grxdisp.c:264: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:267: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:272: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:274: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:278: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:280: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:282: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:285: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:293: request for member `txo_fgcolor' in something not a structure or union In file included from sim.c:73: grxdisp.c: In function `write_names': grxdisp.c:301: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:304: request for member `txo_fgcolor' in something not a structure or union grxdisp.c: In function `open_graphics': grxdisp.c:353: warning: assignment makes pointer from integer without a cast grxdisp.c:356: request for member `txo_font' in something not a structure or uni on grxdisp.c:357: request for member `txo_xalign' in something not a structure or u nion grxdisp.c:357: `GR_ALIGN_LEFT' undeclared (first use in this function) grxdisp.c:358: request for member `txo_yalign' in something not a structure or u nion grxdisp.c:358: `GR_ALIGN_TOP' undeclared (first use in this function) grxdisp.c:359: request for member `txo_xmag' in something not a structure or uni on grxdisp.c:360: request for member `txo_ymag' in something not a structure or uni on grxdisp.c:361: request for member `txo_direct' in something not a structure or u nion grxdisp.c:361: `GR_TEXT_RIGHT' undeclared (first use in this function) grxdisp.c:362: request for member `txo_fgcolor' in something not a structure or union grxdisp.c:363: request for member `txo_bgcolor' in something not a structure or union grxdisp.c:382: request for member `txo_fgcolor' in something not a structure or union make.exe: *** [sim.o] Error 1 From: M Joonas Pihlaja Subject: Re: Compile pMars 0.9.2 under DJGPP 2.0 Date: 28 Dec 2002 17:27:34 -0500 Message-ID: On Thu, 26 Dec 2002, Sascha Zapf wrote: > But under Windows with Djgpp 2.0 only the Server-Version will Compile. > > The grx-Library 2.45 is Installed and Compiled, the lib is also Copied > to ..djgpp\lib and the makefile.djg is changed to the lib.. Without more information, I'd suspect interface rot in the pmars source; the grx version was developed a *long* time ago (by net standards anyhoo), and the grx API might have evolved. Just a thought. Could be nothing. Joonas From: Koth Subject: KOTH.ORG: Status - Standard 12/30/02 Date: 30 Dec 2002 18:46:25 -0500 Message-ID: <200212300500.AAA24544@gevjon.ttsg.com> Weekly Status on 12/30/02 -=- 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 Dec 20 05:24:16 EST 2002 # %W/ %L/ %T Name Author Score Age 1 40/ 21/ 39 Quicksilver '88 Michal Janeczek 158 5 2 36/ 22/ 42 Freight Train David Moore 149 170 3 34/ 22/ 44 Test Alexander (Sasha) Wa 147 109 4 34/ 22/ 43 Guardian Ian Oversby 147 169 5 44/ 44/ 12 vm5 Michal Janeczek 144 4 6 34/ 26/ 39 sIMPly.Red v0.95 Leonardo Humberto 142 127 7 41/ 41/ 18 My 1st try Christian Schmidt 142 1 8 36/ 32/ 31 vala John Metcalf 140 92 9 44/ 48/ 8 Scan Test C 6 Steve Gunnell 139 8 10 29/ 20/ 52 Test I Ian Oversby 138 226 11 40/ 43/ 17 '88 test IV John Metcalf 137 63 12 36/ 36/ 28 Gymnosperm trickery Dave Hillis 137 56 13 30/ 24/ 45 Shish-Ka-Bob Ben Ford 136 125 14 41/ 46/ 13 Blur '88 Anton Marsden 135 207 15 41/ 47/ 12 Foggy Swamp Beppe Bezzi 135 166 16 27/ 19/ 54 EV Paper John K Wilkinson 135 183 17 38/ 41/ 21 PacMan David Moore 135 199 18 38/ 45/ 18 Stasis David Moore 131 277 19 37/ 45/ 18 Beholder's Eye V1.7 W. Mintardjo 129 445 20 29/ 32/ 39 Fat Expansion (V) Philip Thorne (RM/JM 126 2 21 13/ 67/ 20 Skull Catapult v1.0 Kendrix 60 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 12/30/02 Date: 30 Dec 2002 18:46:11 -0500 Message-ID: <200212300509.AAA24673@gevjon.ttsg.com> Weekly Status on 12/30/02 -=- 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 Dec 29 13:35:15 EST 2002 # %W/ %L/ %T Name Author Score Age 1 39/ 39/ 21 Toxic Spirit Philip Thorne 140 2 2 30/ 22/ 48 Son of Vain Oversby/Pihlaja 138 1317 3 31/ 24/ 45 Reepicheep Grabun/Metcalf 138 548 4 38/ 41/ 21 Return of Vanquisher Lukasz Grabun 135 79 5 37/ 40/ 23 Driftwood John Metcalf 134 1 6 26/ 18/ 56 Return of the Pendragon Christian Schmidt 133 154 7 23/ 14/ 63 The Three-Handed Knight Christian Schmidt 133 50 8 31/ 31/ 38 Dark Lowlands II Roy van Rijn 132 28 9 31/ 30/ 39 Digitalis 2002a Christian Schmidt 132 74 10 28/ 24/ 47 Test5 Lukasz Grabun 132 6 11 27/ 22/ 51 Revenge of the Papers Fizmo/Roy 131 355 12 20/ 10/ 70 Decoy Signal Ben Ford 130 244 13 25/ 21/ 53 Firestorm John Metcalf 130 353 14 25/ 22/ 53 Positive Knife Ken Espiritu 129 391 15 37/ 45/ 19 Herbal Avenger Michal Janeczek 128 166 16 23/ 19/ 58 Monolith John Metcalf 128 73 17 28/ 29/ 44 The Stormkeeper Christian Schmidt 127 425 18 36/ 45/ 19 Hazy Test 63 Steve Gunnell 127 92 19 40/ 54/ 5 Claw Fizmo 127 285 20 37/ 48/ 16 Blade Fizmo 126 634 21 40/ 54/ 6 Willow revised John Metcalf 125 205 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 12/30/02 Date: 30 Dec 2002 18:46:21 -0500 Message-ID: <200212300503.AAA24581@gevjon.ttsg.com> Weekly Status on 12/30/02 -=- 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 Dec 29 17:57:52 EST 2002 # Name Author Score Age 1 D-clearM Ken Espiritu 16 148 2 Vamp test John Metcalf 16 36 3 trial John Metcalf 13 52 4 Mr Sheen Test E 14 Steve Gunnell 13 1 5 QuestIn Time Philip Thorne 12 38 6 Djinn Test 9 Steve Gunnell 11 37 7 fclear Brian Haskin 9 132 8 Playing with Fire Ben Ford 8 60 9 Her Majesty P.Kline 4 167 10 iTest John Metcalf 2 2 11 Mr Sheen Test E 14 Steve Gunnell 0 3 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 12/30/02 Date: 30 Dec 2002 18:46:16 -0500 Message-ID: <200212300506.AAA24642@gevjon.ttsg.com> Weekly Status on 12/30/02 -=- 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 Dec 15 09:54:18 EST 2002 # %W/ %L/ %T Name Author Score Age 1 50/ 38/ 12 Fire and Ice II David Moore 162 39 2 33/ 24/ 44 KAT v5 Dave Hillis 142 71 3 23/ 8/ 70 Denial David Moore 137 80 4 37/ 36/ 27 Black Moods Ian Oversby 137 135 5 22/ 8/ 70 Evol Cap 4 X John Wilkinson 136 208 6 35/ 37/ 28 Ogre Christian Schmidt 134 87 7 30/ 25/ 45 Olivia X Ben Ford 134 20 8 33/ 33/ 33 Trefoil F 13 Steve Gunnell 134 22 9 34/ 34/ 32 Controlled Aggression Ian Oversby 133 139 10 27/ 22/ 51 Venom v0.2b Christian Schmidt 133 161 11 25/ 18/ 58 Katafutr Michal Janeczek 132 79 12 32/ 32/ 36 Big I.F.F.S. Dave Hillis 132 68 13 29/ 28/ 42 Damage Inflicted Robert Macrae 130 78 14 21/ 13/ 66 Kin John Metcalf 130 47 15 24/ 19/ 57 Glenstorm John Metcalf 128 1 16 32/ 39/ 29 Exsnail Philip Thorne 125 34 17 14/ 7/ 78 Evolve X v4.0 John Wilkinson 122 156 18 14/ 7/ 78 Black Box v1.1 JKW 121 102 19 28/ 40/ 32 Bugtown Rap 19 Steve Gunnell 116 4 20 32/ 51/ 18 Greetings From Asbury Par JKW 113 99 21 10/ 60/ 30 Monolith John Metcalf 60 0