From: demonn026@yahoo.com (Robert) Subject: Something very interesting... Date: 1 Feb 2003 20:24:45 -0800 Message-ID: <19effe04.0302012024.66e8bbc@posting.google.com> click on link below: http://home.drenik.net/marinn/ nice stuff. regards, robby From: fizmo_master@yahoo.com (Fizmo) Subject: Re: Redcoders Frency 2: The Smart-Switching Round Date: 2 Feb 2003 06:09:57 -0800 Message-ID: <9f53b5fb.0302020609.145d4ba0@posting.google.com> ....................................................................... ********************* * Redcoders' Frency * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^^^^\ | The Smart-Switching Round | \___________________________/ Here are some questions I received regarding the rules for this round. 1) is my switcher allowed to suicide? Yes, it is allowed. 2) is my switcher allowed to enter an infinite loop? No, it is not allowed. 3) is my switcher allowed to modify a component it does not launch? Ok, yes, it is allowed. But it is not allowed to modify a component it does launch, except the a- and b- value of CLP's stp instrution. 4) can I place the components where I wish in my warrior, or do they have to be arranged as found in round7.txt? The components can be arranged as you wish. If there are more questions, feel free to contact me or to post it here. I will answer them as soon as possible. Chris From: kogun@studiogangster.com (Kogun) Subject: Re: Something very interesting... Date: 2 Feb 2003 16:17:23 -0800 Message-ID: I hope this wasn't something malicious, like a virus... I absent-mindedly clicked the link, and it said redirecting... I didn't stick around long enough to find out what it was. Seems theres alot of junk in this group lately... Kogun demonn026@yahoo.com (Robert) wrote in message news:<19effe04.0302012024.66e8bbc@posting.google.com>... > click on link below: > http://home.drenik.net/marinn/ > > nice stuff. > > > > regards, > robby From: - Subject: Re: Something very interesting... Message-ID: <5ko%9.385011$TJ.55567@post-02.news.easynews.com> Date: Mon, 03 Feb 2003 06:51:45 GMT On 2 Feb 2003 16:17:23 -0800, Kogun wrote: > I hope this wasn't something malicious, like a virus... I > absent-mindedly clicked the link, and it said redirecting... I didn't > stick around long enough to find out what it was. Seems theres alot > of junk in this group lately... > > Kogun Yes, and some of it has your name on it. > demonn026@yahoo.com (Robert) wrote in message news:<19effe04.0302012024.66e8bbc@posting.google.com>... > > click on link below: > > http://home.drenik.net/marinn/ > > > > nice stuff. > > > > > > > > regards, > > robby > -- -regards -jb From: kogun@studiogangster.com (Kogun) Subject: Re: Something very interesting... Date: 3 Feb 2003 18:32:37 -0800 Message-ID: What's this all about?! "Yes, and some of it has 'your' name on it"?! And jazzercise, are you saying that wasn'tyou that posted that? I'm confused... You'da thunk a go group would be lite on all immature hijinks. Kogun From: fizmo_master@yahoo.com (Fizmo) Subject: Redcoders Frency 1: The Multi-Maniac Round **Results** Date: 4 Feb 2003 05:45:38 -0800 Message-ID: <9f53b5fb.0302040545.336f368b@posting.google.com> .................................................................... ********************* * Redcoders' Frency * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^\ | The Multi-Maniac Round | \________________________/ This was the first round of the ongoing corewar tournament. Detailed information are available on Fizmo's Ultimate Corewar Page: http://de.geocities.com/fizmo_master/cwt.htm *********** * Results * *********** A total of 20 authors and 32 warriors take part in the Multi-Maniac Round. Although each author can enter two warriors as usual. (_v_) _|_ | | |-----+-----| ___________ .-=========-. | {{1}} | '._==_==_=_.' \'-=======-'/ | \=/ | .-\: /-. _| .=. |_ '---------' | (|:.{3} |) | ((| {{2}} |)) \ / '-|:. |-' \| /|\ |/ '. .' \::. / \__ '`' __/ | | '::. .' _`) (`_ .' '. ) ( _/_______\_ _|___|_ _.' '._ /___________\ [_______] [_______] 2nd place Winner 3rd place **************** **************** ******************* * Joshua * * Simon Duff * * Michal Janeczek * **************** **************** ******************* And the winner with a 24pts gap to the second is Simon Duff with its 1-line imp-gate, assisted by his second entry, an imp-bombing stone (without an imp-gate ;-). The second and third place goes to Joshua and Michal Janeczek, both using a core-clear. Congratulation to the impressive debut of the two newcomers Simon Duff and Joshua. .___. (| N |) The special price for the best newcomer goes to Simon Duff ( E ) for his 1st place. _)W(_ [_____] ._E_. (| V |) The special price for the best evolved warrior goes to ( O ) Will Varfar for his 8th place. _)L(_ [__V__] E # Name Author score % strategy ------------------------------------------------------------------- 1 ProjectA2 Simon Duff 693475 100,0 imp-gate 2 Clear2 Joshua 527472 76,1 core-clear 3 cl 6b Michal Janeczek 503284 72,6 core-clear 4 Micron Joshua 468941 67,6 core-clear 5 Icegate John Metcalf 453312 65,4 stone 6 Lawn Mower Engine Ilmari Karonen 399143 57,6 core-clear 7 Spike John Metcalf 383718 55,3 vampire 8 brim-45430 Will Varfar 374222 54,0 evolved 9 Hospital Liquid Dave Hillis 363759 52,5 evolved 10 Counter stone German Labarga 359962 51,9 stone 11 Random Evolution 2801 20 Steve Gunnell 356110 51,4 evolved 12 Invasion from pMars Simon Wainwright 350951 50,6 stone 13 Jack of Shadows Steve Gunnell 335930 48,4 vampire 14 Mini CLP Michal Janeczek 331462 47,8 CLP 15 hostile Simon Wainwright 328300 47,3 oneshot 16 Unicorn Venom Dave Hillis 320076 46,2 evolved 17 Fish Lukasz Adamowski 298952 43,1 core-clear 18 MiniVamp v1 B. Cook 295882 42,7 vampire 19 Water Lukasz Adamowski 285564 41,2 imp 20 familiar...just kiddin Paul Khuong 283280 40,8 vampire 21 Earp Jnr Philip Thorne 277805 40,1 dodger 22 Go Go Go! Roy van Rijn 263182 38,0 core-clear 23 ProjectA Simon Duff 236383 34,1 stone 24 Nosferatu Sascha Zapf 235634 34,0 vampire 25 stn Lukasz Grabun 234964 33,9 stone 26 QLP-97b Lukasz Grabun 218910 31,6 scanner 27 Zcanner Roy van Rijn 211616 30,5 scanner 28 Thief Of Time IIa Darek L. 179367 25,9 stone 29 BloudBound Paul Khuong 176563 25,5 anti-vampire 30 Thief Of Time I Darek L. 158745 22,9 stone 31 test2 Christian m. 156763 22,6 hopper 32 Angelbaby Harbinger Of Doom 145304 21,0 scanner ------------------------------------------------------------------- To summarize the stategies used, there are 7 stones, 6 core-clears, 5 vampires, 4 evolved warriors, 3 scanner, and 1 imp-gate, CLP, oneshot, imp, dodger, anti-vampire and hopper. More detailed informations and all entries will be available soon on the Multi-Maniac webpage: http://de.geocities.com/fizmo_master/6.htm Congratulations to everyone who has taken part this round. I hope to see you all next round again. *********** * Ranking * *********** There are no changes in the top spots. Michal Janeczek is still the clear leader of the tournament followed by Steve Gunnell and Dave Hillis. The highest new entrants are Simon Duff, Joshua and John Metcalf of overall 10 new players participating on this round. # Author Score R1 R2 R3 R4 R5 R6 ------------------------------------------------------------------- 1 Michal Janeczek 398.6 93.3 100.0 100.0 98.6 100.0 72.6 2 Steve Gunnell 367.8 91.0 85.0 82.4 96.2 95.6 48.4 3 Dave Hillis 359.2 99.9 84.3 87.3 87.7 50.9 52.5 4 Ben Ford 351.5 100.0 74.4 75.1 100.0 76.4 x 5 Philip Thorne 328.9 75.5 68.0 72.7 89.0 91.7 40.1 6 Simon Wainwright 322.1 79.1 71.5 89.1 79.0 74.9 50.6 7 Lukasz Grabun 298.0 81.3 x 67.6 70.7 78.4 33.9 8 Roy van Rijn 215.2 x x x 92.8 84.4 38.0 9 German Labarga 194.7 x x x 60.0 82.8 51.9 10 Christian Schmidt 173.4 x x x 90.7 82.7 * 11 Robert Macrae 150.7 89.7 61.0 x x x x 12 WFB 120.2 72.9 47.3 x x x x 13 David Moore 115.0 x 51.4 63.6 x x x 14 Simon Duff 100.0 x x x x x 100.0 15 Martin Ankerl 88.2 88.2 x x x x x 16 Ken Espiritu 86.3 x x 86.3 x x x 17 Sascha Zapf 85.1 x x x x 51.1 34.0 18 Leonardo H. Liporati 84.3 84.3 x x x x x 19 Joshua 76.1 x x x x x 76.1 20 mushroommaker 71.3 71.3 x x x x x 21 Arek Paterek 66.0 66.0 x x x x x 22 John Metcalf 65.4 * * * * * 65.4 23 Paul Drake 61.9 61.9 x x x x x 24 Darek L. 61.1 x x x 35.2 x 25.9 25 Sheep 60.2 x x x 60.2 x x 26 Ilmari Karonen 57.6 x x x x x 57.6 27 Will Varfar 54.0 x x x x x 54.0 28 Compudemon 53.9 53.9 x x x x x 29 Lukasz Adamowski 43.1 x x x x x 43.1 30 B. Cook 42.7 x x x x x 42.7 31 Paul Khuong 40.8 x x x x x 40.8 32 bvowk 27.0 x x x 27.0 x x 33 christian m. 22.6 x x x x x 22.6 34 Harbinger Of Doom 21.0 x x x x x 21.0 ------------------------------------------------------------------- * Organizer 5 authors participated on all six rounds, 2 authors on five rounds, 2 authors on three rounds, 6 authors on two rounds and 19 authors on just one round. ................................................................. From: John Kimball Subject: Re: Something very interesting... Date: Tue, 04 Feb 2003 06:04:53 -0500 Message-ID: Proof that mixing large quantities of alcohol and Thorazine together is not a good idea; on Mon, 03 Feb 2003 07:08:36 GMT jazzerciser@coolmail.com (-) blew their wad in Message id: <3e3e14e6.194251699@news.cis.dfn.de>: > > Previous was another -FORGED- post. > Jew hating liar. > > > - regards > - jb > > >------------------------------------------------------------------------------- > > Imitation is the sincerest form of flattery, btw. > but not my header: > >------------------------------------------------------------------------------- >Path: ... >easynews!easynews-local!post-02.news.easynews.com.POSTED!not-for-mail >From: - >Newsgroups: >rec.games.corewar,rec.games.design,rec.games.diplomacy,rec.games.empire,rec.games.go >Subject: Re: Something very interesting... >References: <19effe04.0302012024.66e8bbc@posting.google.com> > >X-Newsreader: MicroPlanet Gravity v2.50 >Lines: 29 >Message-ID: <5ko%9.385011$TJ.55567@post-02.news.easynews.com> >X-Complaints-To: abuse@easynews.com >Organization: EasyNews, UseNet made Easy! - Test our service with our FREE >trial at https://www.easynews.com/trial/trial.phtml >X-Complaints-Info: Please be sure to forward a copy of ALL headers >otherwise we will be unable to process your complaint properly. >Date: Mon, 03 Feb 2003 06:51:45 GMT >Xref: dp-news.maxwell.syr.edu rec.games.corewar:4932 rec.games.design:12782 >rec.games.diplomacy:46904 rec.games.empire:8476 rec.games.go:48799 > > -- "Wiseman had a certain crude fuckhead-like charm." James Slurput AKA slurpRoutine hits bottom in Rimjob-ID: "Anyway, here's the deal, I'll unplonk you and entertain your faglames for a while longer if you unplonk James B. and allow him to once again slap you around with his razor sharp aol threads." James Slurput while making silly demands blows out the bottom of the fucking barrel just when you thought he couldn't sink any lower, in DeepThroat-id: From: "sub�outine" (James R. Koput) Message-ID: "FyRE was NOT a good flamer. He was weak, and that's why he resorted to mailbombings and forgeries." From: "James R. Koput" Message-ID: <4ja9p5$esv@aahz.magic.mb.ca> "I just sent you sixteen messages. I know you got them. It was my feeble attempt to mailbomb you back." From: "subRoutine" (James R. Koput) Message-ID: "Besides my bombs send upwards of ten thousand in one day give or take a few depending on how many times I feel like repeating the formula." From: "Thomas Johnson" Subject: Re: Something very interesting... Date: Tue, 4 Feb 2003 07:59:55 -0500 Message-ID: "Kogun" wrote in message news:e6127dae.0302031832.7c0f61dd@posting.google.com... > What's this all about?! "Yes, and some of it has 'your' name on it"?! > > And jazzercise, are you saying that wasn'tyou that posted that? I'm > confused... You'da thunk a go group would be lite on all immature > hijinks. > > Kogun Gentlemen, Stop putting junk on rec.games.empire. If you like playing games, join an Empire game. Information found at www.empire.cx. If you do not have the guts to play a real strategy game, stay off our newsgroup. Tom From: Geenius at Wrok Subject: Re: Something very interesting... Date: Tue, 4 Feb 2003 11:09:27 -0600 Message-ID: <20030204110920.B92266-100000@shell.cifnet.com> On 3 Feb 2003, Kogun wrote: > And jazzercise, are you saying that wasn'tyou that posted that? I'm > confused... You'da thunk a go group would be lite on all immature > hijinks. You'd be wrong. -- Defenceless under the night our world in stupor lies; yet, dotted everywhere, ironic points of light flash out wherever the Just exchange their messages... --W.H. Auden ������������������������������������������������������ Keith Ammann is geenius@cifnet.com -�- Lun Yu 2:24 From: demonn026@yahoo.com (Robert) Subject: Re: Something very interesting... Date: 4 Feb 2003 14:06:54 -0800 Message-ID: <19effe04.0302041406.1d4bd6ea@posting.google.com> HEY, it's not a virus, its an cool game relax. regards robby kogun@studiogangster.com (Kogun) wrote in message news:... > I hope this wasn't something malicious, like a virus... I > absent-mindedly clicked the link, and it said redirecting... I didn't > stick around long enough to find out what it was. Seems theres alot > of junk in this group lately... > > Kogun > > demonn026@yahoo.com (Robert) wrote in message news:<19effe04.0302012024.66e8bbc@posting.google.com>... > > click on link below: > > http://home.drenik.net/marinn/ > > > > nice stuff. > > > > > > > > regards, > > robby From: Koth Subject: KOTH.ORG: Status - Standard 02/03/03 Date: 4 Feb 2003 19:32:53 -0500 Message-ID: <200302030500.AAA06382@gevjon.ttsg.com> Weekly Status on 02/03/03 -=- 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 Jan 31 06:37:32 EST 2003 # %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 0 Roy van Rijn 7 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 02/03/03 Date: 4 Feb 2003 19:32:10 -0500 Message-ID: <200302030509.AAA06610@gevjon.ttsg.com> Weekly Status on 02/03/03 -=- 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 : Sat Feb 1 17:55:53 EST 2003 # %W/ %L/ %T Name Author Score Age 1 45/ 49/ 7 Claw Fizmo 141 378 2 32/ 25/ 43 Reepicheep Grabun/Metcalf 139 641 3 40/ 41/ 19 Toxic Spirit Philip Thorne 138 95 4 32/ 27/ 41 Thunderstrike Lukasz Grabun 138 15 5 29/ 24/ 46 Son of Vain Oversby/Pihlaja 134 1410 6 38/ 42/ 20 Herbal Avenger Michal Janeczek 134 259 7 25/ 17/ 58 Dawn Roy van Rijn 134 26 8 25/ 16/ 60 The Three-Handed Knight Christian Schmidt 134 143 9 27/ 20/ 54 Return of the Pendragon Christian Schmidt 134 247 10 33/ 32/ 35 My First Paper Michal Janeczek 133 9 11 38/ 43/ 18 Hazy Test 63 Steve Gunnell 133 185 12 37/ 41/ 22 t.A.T.u Girls Rule John Metcalf 132 37 13 26/ 20/ 54 Firestorm John Metcalf 131 446 14 20/ 9/ 71 Decoy Signal Ben Ford 131 337 15 36/ 41/ 24 Return of Vanquisher Lukasz Grabun 131 172 16 35/ 41/ 24 Driftwood John Metcalf 129 94 17 29/ 29/ 42 Pixie Lukasz Grabun 128 58 18 25/ 24/ 51 Revenge of the Papers Fizmo/Roy 127 448 19 38/ 50/ 12 Scanner Lukasz Grabun 127 1 20 37/ 48/ 15 Kenshin X test 57 Steve Gunnell 126 5 21 17/ 24/ 59 Paradiddle Sheep 111 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 02/03/03 Date: 4 Feb 2003 19:32:24 -0500 Message-ID: <200302030506.AAA06541@gevjon.ttsg.com> Weekly Status on 02/03/03 -=- 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 : Sat Feb 1 18:46:43 EST 2003 # %W/ %L/ %T Name Author Score Age 1 48/ 39/ 12 Fire and Ice II David Moore 157 40 2 30/ 25/ 45 KAT v5 Dave Hillis 136 72 3 36/ 37/ 27 Black Moods Ian Oversby 136 136 4 25/ 18/ 57 Katafutr Michal Janeczek 132 80 5 19/ 8/ 73 Denial David Moore 130 81 6 32/ 34/ 35 Trefoil F 13 Steve Gunnell 130 23 7 20/ 11/ 68 Kin John Metcalf 129 48 8 18/ 7/ 74 Evol Cap 4 X John Wilkinson 129 209 9 33/ 38/ 29 Ogre Christian Schmidt 129 88 10 26/ 25/ 49 Olivia X Ben Ford 128 21 11 24/ 21/ 55 Venom v0.2b Christian Schmidt 127 162 12 29/ 33/ 38 Big I.F.F.S. Dave Hillis 125 69 13 30/ 35/ 35 Controlled Aggression Ian Oversby 125 140 14 21/ 19/ 60 Glenstorm John Metcalf 124 2 15 25/ 29/ 46 Damage Inflicted Robert Macrae 122 79 16 12/ 6/ 82 Evolve X v4.0 John Wilkinson 119 157 17 30/ 41/ 29 Exsnail Philip Thorne 118 35 18 11/ 6/ 83 Black Box v1.1 JKW 116 103 19 26/ 38/ 36 Mantrap Arcade Dave Hillis 114 1 20 26/ 42/ 32 Bugtown Rap 19 Steve Gunnell 111 5 21 14/ 23/ 63 Paradiddle Sheep 106 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 02/03/03 Date: 4 Feb 2003 19:32:38 -0500 Message-ID: <200302030503.AAA06472@gevjon.ttsg.com> Weekly Status on 02/03/03 -=- 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 Feb 2 23:40:37 EST 2003 # Name Author Score Age 1 fclear Brian Haskin 16 178 2 Dawn Roy van Rijn 16 10 3 Djinn Test 9 Steve Gunnell 16 83 4 trial John Metcalf 15 98 5 SiSterS [2b] Sheep 15 7 6 Her Majesty P.Kline 14 213 7 Wyatt Earp Philip Thorne 13 1 8 iTest John Metcalf 12 48 9 Bugtown Rap Steve Gunnell 10 3 10 D-clearM Ken Espiritu 8 194 11 _ _ 0 0 From: Paul-V Khuong Subject: Re: Redcoders Frency 1: The Multi-Maniac Round **Results** Date: 4 Feb 2003 22:46:16 -0500 Message-ID: <20030205032203.15766.qmail@web41506.mail.yahoo.com> --- Fizmo wrote [...] > To summarize the stategies used, there are 7 stones, > 6 core-clears, > 5 vampires, 4 evolved warriors, 3 scanner, and 1 > imp-gate, CLP, > oneshot, imp, dodger, anti-vampire and hopper. OK, i didn't really debug my entry a lot, but i do hope BloodBound wasn't an ANTI-vampire! That would be quite ironic since it's actually scanning for fangs left by Familiar, and then jumping to the one it finds. Paul Khuong PS, I'm impatiently waiting to see how the other vampires were built ;) __________________________________________________ Do you Yahoo!? Yahoo! Mail Plus - Powerful. Affordable. Sign up now. http://mailplus.yahoo.com From: fizmo_master@yahoo.com (Fizmo) Subject: Re: Redcoders Frency 1: The Multi-Maniac Round **Results** Date: 5 Feb 2003 04:05:35 -0800 Message-ID: <9f53b5fb.0302050405.58fe44a6@posting.google.com> > OK, i didn't really debug my entry a lot, but i do > hope BloodBound wasn't an ANTI-vampire! That would be > quite ironic since it's actually scanning for fangs > left by Familiar, and then jumping to the one it > finds. Ups. Yes, you're right. I didn't look carefull enough to your entry. Well, I didn't found/can't remember a name for this kind of strategy, so how it should be named? Chris From: mike_on_usenet@mlease.mailbolt.com (Mike Lease) Subject: Re: Something very interesting... Date: 5 Feb 2003 10:57:41 -0800 Message-ID: Yeah? How do we know that? All *I* know is that you've broadcast a link without any explanation (until now) as to what it is. That's certainly a good way to pick up a virus. I never click on strange links, unless I know who posted it and what it's about. -Mike demonn026@yahoo.com (Robert) wrote in message news:<19effe04.0302041406.1d4bd6ea@posting.google.com>... > HEY, it's not a virus, its an cool game > relax. > > regards > robby > > kogun@studiogangster.com (Kogun) wrote in message > news:... > > I hope this wasn't something malicious, like a virus... I > > absent-mindedly clicked the link, and it said redirecting... I didn't > > stick around long enough to find out what it was. Seems theres alot > > of junk in this group lately... > > > > Kogun > > > > demonn026@yahoo.com (Robert) wrote in message news:<19effe04.0302012024.66e8bbc@posting.google.com>... > > > click on link below: > > > http://home.drenik.net/marinn/ > > > > > > nice stuff. > > > > > > > > > > > > regards, > > > robby From: Subject: Re: Something very interesting... Message-ID: Date: Wed, 05 Feb 2003 21:59:36 GMT "Mike Lease" wrote in message news:f42e8aed.0302051057.49496f89@posting.google.com... > Yeah? How do we know that? All *I* know is that you've broadcast > a link without any explanation (until now) as to what it is. That's > certainly a good way to pick up a virus. I never click on strange > links, unless I know who posted it and what it's about. If you have reasonable security settings on your browser, you won't pick up a virus by clicking on a link. > demonn026@yahoo.com (Robert) wrote in message news:<19effe04.0302041406.1d4bd6ea@posting.google.com>... > > HEY, it's not a virus, its an cool game From: mike_on_usenet@mlease.mailbolt.com (Mike Lease) Subject: Re: Something very interesting... Date: 6 Feb 2003 07:47:31 -0800 Message-ID: wrote in message news:... > "Mike Lease" wrote in message > news:f42e8aed.0302051057.49496f89@posting.google.com... > > Yeah? How do we know that? All *I* know is that you've broadcast > > a link without any explanation (until now) as to what it is. That's > > certainly a good way to pick up a virus. I never click on strange > > links, unless I know who posted it and what it's about. > > If you have reasonable security settings on your browser, you won't pick up > a virus by clicking on a link. True, but a lot of people don't have reasonable security settings. Particularly those running some flavor of IE. Personally, I use Mozilla, with just about the most paranoid settings available. Unfortunately, there are a lot of jerks out there who think that screwing up other people's computers is amusing. -Mike --- To email me directly, and bypass my spam filters, please remove the "_on_usenet" bit from my address above. From: tmpmizer@trends.net (Chris Schack) Subject: Re: Something very interesting... Message-ID: <5toQ+clNSm/c092yn@trends.net> Date: Thu, 06 Feb 2003 11:21:13 -0500 In article , wrote: >"Mike Lease" wrote in message >news:f42e8aed.0302051057.49496f89@posting.google.com... >> Yeah? How do we know that? All *I* know is that you've broadcast >> a link without any explanation (until now) as to what it is. That's >> certainly a good way to pick up a virus. I never click on strange >> links, unless I know who posted it and what it's about. > >If you have reasonable security settings on your browser, you won't pick up >a virus by clicking on a link. Meaning if you know how to reset the security settings, since IE at least doesn't seem as concerned as it should be... Chris Schack From: demonn026@yahoo.com (Robert) Subject: Re: Something very interesting... Date: 6 Feb 2003 21:14:10 -0800 Message-ID: <19effe04.0302062114.2018774b@posting.google.com> it's just a game...! redirection site is UP! http://home.drenik.net/marinn don't write too much, it's not necessary... thanx :) regards robby From: tmpmizer@trends.net (Chris Schack) Subject: Re: Something very interesting... Message-ID: Date: Fri, 07 Feb 2003 09:21:55 -0500 In article , mike_on_usenet@mlease.mailbolt.com (Mike Lease) wrote: > wrote in message news:... >> If you have reasonable security settings on your browser, you won't pick up >> a virus by clicking on a link. > >True, but a lot of people don't have reasonable security settings. >Particularly those running some flavor of IE. Personally, I use >Mozilla, with just about the most paranoid settings available. >Unfortunately, there are a lot of jerks out there who think that >screwing up other people's computers is amusing. This reminds me, I just installed a firewall, and I keep getting messages about Enternet.exe being blocked. Anybody have any idea what's going on? It's not access from my computer to the Internet... Chris Schack From: Charles Jones Subject: Re: Something very interesting... Date: Fri, 7 Feb 2003 13:00:14 -0700 Message-ID: In article , tmpmizer@trends.net says... > This reminds me, I just installed a firewall, and I keep getting > messages about Enternet.exe being blocked. Anybody have any idea > what's going on? It's not access from my computer to the Internet... You must have broadband? http://www.nts.com/support/general.html CharlesJ -- ====================================================================== Works at HP, | Charles Jones | email: charles_jones@hp.com doesn't speak | Hewlett-Packard | ICQ: 29610755 for HP | Loveland, Colorado, USA | AIM: LovelandCharles From: Subject: Re: Something very interesting... Message-ID: <45R0a.3856$tO2.441522@newsread1.prod.itd.earthlink.net> Date: Fri, 07 Feb 2003 16:24:32 GMT "Chris Schack" wrote in message news:5toQ+clNSm/c092yn@trends.net... > In article , > wrote: > > > >If you have reasonable security settings on your browser, you won't pick up > >a virus by clicking on a link. > > Meaning if you know how to reset the security settings, since IE at > least doesn't seem as concerned as it should be... Which IE defaults do you think would let you get your computer infected? From: Lukasz Grabun Subject: Pixie 88 Date: 09 Feb 2003 18:23:25 +0100 Message-ID: <87vfzttlki.fsf@purgatory.abyss> Made just for fun as my first attempt to enter the 88 classic hill. Modified-accoridingly to 88 rules-Vortex launcher plus Pixie's stone make a good combo. Qscan is unshamely taken from Quicksilver 88 (does there exist any other 88 qscan?). Hopefully this one will bring some life into somewhat forgotten good old hill. ;redcode ;author Lukasz Grabun ;name Pixie 88 ;assert (CORESIZE==8000) ;strategy qscan -> stone/imp ;password grabek step equ 107 first equ (-115-1) hop equ (6916+1) gate equ (hop+m-1) soff equ 3467 ioff equ 3846 stone spl 0 , Lukasz Grabun wrote in message news:<87vfzttlki.fsf@purgatory.abyss>... > Pixie's stone make a good combo. Qscan is unshamely taken from > Quicksilver 88 (does there exist any other 88 > qscan?). You might find something interesting in QuickFreeze. Paul Kline pk6811s@admin.drake.edu From: =?iso-8859-1?q?will?= Subject: Species 1.0 Date: 10 Feb 2003 10:21:35 -0500 Message-ID: <20030210102852.45933.qmail@web21102.mail.yahoo.com> Hi folks, announcing the general availability of "Species" version 1.0 (browse CVS http://sourceforge.net/projects/redcoder) best regards, Will. __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 02/10/03 Date: 10 Feb 2003 10:27:52 -0500 Message-ID: <200302100503.AAA20456@gevjon.ttsg.com> Weekly Status on 02/10/03 -=- 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 Feb 9 20:57:58 EST 2003 # Name Author Score Age 1 trial John Metcalf 7 104 2 Djinn Test 9 Steve Gunnell 7 89 3 Probe David Bendit 7 1 4 D-clearM Ken Espiritu 6 200 5 Surviver David Bendit 5 2 6 Her Majesty P.Kline 5 219 7 fclear Brian Haskin 5 184 8 Muskrat John Metcalf 4 3 9 Silk Christian Subject: KOTH.ORG: Status - ICWS Experimental 94 02/10/03 Date: 10 Feb 2003 10:27:48 -0500 Message-ID: <200302100506.AAA20521@gevjon.ttsg.com> Weekly Status on 02/10/03 -=- 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 : Sat Feb 8 22:50:56 EST 2003 # %W/ %L/ %T Name Author Score Age 1 47/ 40/ 12 Fire and Ice II David Moore 154 44 2 32/ 24/ 44 KAT v5 Dave Hillis 140 76 3 22/ 8/ 69 Denial David Moore 137 85 4 22/ 8/ 71 Evol Cap 4 X John Wilkinson 136 213 5 36/ 38/ 26 Black Moods Ian Oversby 135 140 6 29/ 26/ 45 Olivia X Ben Ford 132 25 7 22/ 12/ 66 Kin John Metcalf 131 52 8 24/ 18/ 58 Katafutr Michal Janeczek 131 84 9 26/ 23/ 50 Venom v0.2b Christian Schmidt 130 166 10 32/ 34/ 34 Trefoil F 13 Steve Gunnell 129 27 11 32/ 36/ 32 Controlled Aggression Ian Oversby 129 144 12 30/ 32/ 38 Big I.F.F.S. Dave Hillis 129 73 13 29/ 31/ 41 Damage Inflicted Robert Macrae 127 83 14 32/ 40/ 28 Ogre Christian Schmidt 124 92 15 23/ 21/ 56 Glenstorm John Metcalf 124 6 16 15/ 6/ 79 Evolve X v4.0 John Wilkinson 123 161 17 30/ 41/ 29 Exsnail Philip Thorne 120 39 18 12/ 6/ 82 Black Box v1.1 JKW 119 107 19 28/ 38/ 34 Mantrap Arcade Dave Hillis 118 5 20 27/ 49/ 23 Kenshin X test 34 Steve Gunnell 106 1 21 2/ 2/ 0 Kenshin X test 33 Steve Gunnell 7 2 From: Koth Subject: KOTH.ORG: Status - Standard 02/10/03 Date: 10 Feb 2003 10:27:55 -0500 Message-ID: <200302100500.AAA20406@gevjon.ttsg.com> Weekly Status on 02/10/03 -=- 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 : Sun Feb 9 15:16:24 EST 2003 # %W/ %L/ %T Name Author Score Age 1 35/ 22/ 44 Quicksilver '88 Michal Janeczek 148 7 2 32/ 22/ 45 Freight Train David Moore 143 172 3 31/ 22/ 47 Test Alexander (Sasha) Wa 140 111 4 42/ 44/ 14 vm5 Michal Janeczek 140 6 5 31/ 22/ 47 Guardian Ian Oversby 140 171 6 38/ 41/ 21 My 1st try Christian Schmidt 136 3 7 33/ 32/ 35 vala John Metcalf 134 94 8 42/ 50/ 8 Scan Test C 6 Steve Gunnell 134 10 9 28/ 23/ 49 Pixie 88 Lukasz Grabun 134 1 10 37/ 42/ 20 '88 test IV John Metcalf 133 65 11 40/ 48/ 12 Foggy Swamp Beppe Bezzi 132 168 12 40/ 47/ 14 Blur '88 Anton Marsden 132 209 13 29/ 27/ 44 sIMPly.Red v0.95 Leonardo Humberto 132 129 14 25/ 20/ 56 Test I Ian Oversby 130 228 15 27/ 24/ 49 Shish-Ka-Bob Ben Ford 129 127 16 35/ 41/ 24 PacMan David Moore 128 201 17 23/ 20/ 57 EV Paper John K Wilkinson 127 185 18 32/ 37/ 31 Gymnosperm trickery Dave Hillis 127 58 19 36/ 46/ 19 Stasis David Moore 126 279 20 35/ 46/ 19 Beholder's Eye V1.7 W. Mintardjo 124 447 21 14/ 13/ 73 Angry Ogre John Metcalf 115 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 02/10/03 Date: 10 Feb 2003 10:27:44 -0500 Message-ID: <200302100509.AAA20550@gevjon.ttsg.com> Weekly Status on 02/10/03 -=- 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 Feb 9 16:01:45 EST 2003 # %W/ %L/ %T Name Author Score Age 1 47/ 46/ 7 Clockwork John Metcalf 149 1 2 35/ 23/ 42 Reepicheep Grabun/Metcalf 146 651 3 35/ 26/ 39 Thunderstrike Lukasz Grabun 144 25 4 36/ 29/ 34 My First Paper Michal Janeczek 144 19 5 42/ 40/ 18 Hazy Test 63 Steve Gunnell 143 195 6 41/ 40/ 19 Toxic Spirit Philip Thorne 142 105 7 45/ 48/ 7 Claw Fizmo 141 388 8 29/ 17/ 54 Dawn Roy van Rijn 141 36 9 32/ 24/ 44 Son of Vain Oversby/Pihlaja 141 1420 10 30/ 20/ 49 Revenge of the Papers Fizmo/Roy 141 458 11 39/ 38/ 23 Return of Vanquisher Lukasz Grabun 140 182 12 29/ 20/ 51 Firestorm John Metcalf 137 456 13 23/ 9/ 68 Decoy Signal Ben Ford 137 347 14 38/ 39/ 23 Driftwood John Metcalf 136 104 15 28/ 21/ 51 test Christian Schmidt 135 6 16 32/ 28/ 40 Pixie Lukasz Grabun 135 68 17 38/ 43/ 19 Herbal Avenger Michal Janeczek 134 269 18 37/ 41/ 22 t.A.T.u Girls Rule John Metcalf 133 47 19 27/ 21/ 51 Return of the Pendragon Christian Schmidt 133 257 20 25/ 18/ 57 The Three-Handed Knight Christian Schmidt 132 153 21 2/ 98/ 0 0 0 7 0 From: Lukasz Grabun Subject: My corewar page Date: 10 Feb 2003 23:04:07 +0100 Message-ID: <87vfzrhjxk.fsf@purgatory.abyss> Hereby I announce that new corewar page is set up. Not many things but it will hopefully turn into home to useful tools and text for both newcommers and experienced players. http://www.astercity.net/~grabek -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Steve Gunnell Subject: Re: My corewar page Date: 11 Feb 2003 18:25:45 -0500 Message-ID: <200302120638.19251.steveg58@iinet.net.au> Hi Lukasz, It is usual to ask permission before publishing other peoples writings. In my case, go ahead but remove or invalidate my e-mail address from the text. Cheers, Steve Gunnell On Tue, 11 Feb 2003 07:29 am, Lukasz Grabun wrote: > Hereby I announce that new corewar page is set up. Not many > things but it will hopefully turn into home to useful tools > and text for both newcommers and experienced players. > > http://www.astercity.net/~grabek From: fizmo_master@yahoo.com (Fizmo) Subject: Re: Redcoders Frency 2: The Smart-Switching Round Date: 12 Feb 2003 02:59:11 -0800 Message-ID: <9f53b5fb.0302120259.f6c33a5@posting.google.com> ....................................................................... ********************* * Redcoders' Frency * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^^^^\ | The Smart-Switching Round | \___________________________/ Here is a further question I received regarding the rules for this round. 1) Is it allowed to scan with the p-switcher some locations before I boot the code? No, it is in general not allowed to scan with the p-switcher. If there are more questions, feel free to contact me or to post it here. I will answer them as soon as possible. Chris From: Lukasz Grabun Subject: Re: My corewar page Date: 12 Feb 2003 10:09:27 +0100 Message-ID: <87smutn9vc.fsf@purgatory.abyss> Steve Gunnell writes: > It is usual to ask permission before publishing other peoples writings. In > my case, go ahead but remove or invalidate my e-mail address from the text. You perfectly know that this one is taken from Dejanews, no? Sorry if that troubled you but I have taken all writings that are published on my webpage from r.g.cw. Didn't think about asking for permission since these were already *published* articles. But as to be altight with all: if anyone does not want to has his article published on my website, please let me know. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: Harmony Snoot Date: 16 Feb 2003 22:50:39 +0100 Message-ID: <87ptpropxs.fsf@purgatory.abyss> Hello, core warriors. Here is Harmony Snoot - scanner, strongly inspired by Janeczek's Herbal Avenger and my good-old Deep Freeze X. ;redcode-94nop ;name Harmony Snoot ;author Lukasz Grabun ;strategy scanner ;assert 1 step equ 3056 gate equ (ptr-4) decoy equ (ptr+1-1186) ptr JMP.B spb , -2991 atk MOV.I spb , >ptr scan SEQ.I }step , }step+7 MOV.AB scan , ptr ADD.F spb , scan JMN.A atk , scan spb SPL.B #step , #step MOV.I bmb , >gate DJN.F -1 , >gate bmb DAT.F <2667 , 2-gate for 80 dat 0,0 rof d MOV.I From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 17 Feb 2003 09:53:11 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: "Roy van Rijn" Subject: Re: Harmony Snoot Date: Mon, 17 Feb 2003 10:29:08 +0100 Message-ID: <1045511362.815368@halkan.kabelfoon.nl> > Finally, what IS up with all those scanner/clear? Are > traditional HSA/carpet bombing scanners so bad in > comparison they're unusable!? Gabriel -> HSA style bombing Its a simple scanner, but it still manages somewhere way down in the hill. Hmm...why not post the code: ;redcode-94nop ;name Gabriel ;author Roy van Rijn ;assert 1 ;kill Gabriel sStep equ 451 sPtr equ (tPtr-2) tPtr mov.ab #0 ,sPtr wipe mov.i bomb ,>sPtr mov.i *wipe ,>sPtr jmn.f wipe ,@sPtr scan add.a #sStep,tPtr jmz.f scan ,*tPtr slt.ab tPtr ,#tail-tPtr+3 djn tPtr ,*sPtr jmn.a scan ,tPtr jmp scan ,}wipe bomb spl #0 ,}0 spl #0 ,{0 tail dat.f <5334 ,<2667 end scan (Very basic, I know) Improve/Abuse it anyway you want! :-) __ ___ ____ __ / /_ ______ _____ _/ (_)___ ____ _ / __ \__ __/ /__ ____ __ / / / / / __ `/ __ `/ / / __ \/ __ `/ / /_/ / / / / / _ \/_ / / /_/ / /_/ / /_/ / /_/ / / / / / / /_/ / / _, _/ /_/ / / __/ / /_ \____/\__,_/\__, /\__, /_/_/_/ /_/\__, / /_/ |_|\__,_/_/\___/ /___/ /____//____/ /____/ -Roy van Rijn- From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 02/17/03 Date: 17 Feb 2003 12:04:43 -0500 Message-ID: <200302170503.AAA07548@gevjon.ttsg.com> Weekly Status on 02/17/03 -=- 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 Feb 16 10:38:56 EST 2003 # Name Author Score Age 1 trial John Metcalf 9 105 2 D-clearM Ken Espiritu 6 201 3 Djinn Test 9 Steve Gunnell 6 90 4 Her Majesty P.Kline 6 220 5 Silk Christian Subject: KOTH.ORG: Status - 94 No Pspace 02/17/03 Date: 17 Feb 2003 12:04:35 -0500 Message-ID: <200302170509.AAA07657@gevjon.ttsg.com> Weekly Status on 02/17/03 -=- 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 Feb 16 16:22:18 EST 2003 # %W/ %L/ %T Name Author Score Age 1 42/ 40/ 18 Toxic Spirit Philip Thorne 145 157 2 34/ 24/ 42 Reepicheep Grabun/Metcalf 143 703 3 40/ 42/ 18 Hazy Test 63 Steve Gunnell 138 247 4 33/ 28/ 40 Thunderstrike Lukasz Grabun 138 77 5 31/ 25/ 44 Son of Vain Oversby/Pihlaja 137 1472 6 42/ 49/ 9 Clockwork John Metcalf 135 53 7 33/ 33/ 34 My First Paper Michal Janeczek 134 71 8 42/ 50/ 8 Claw Fizmo 133 440 9 28/ 23/ 49 Revenge of the Papers Fizmo/Roy 133 510 10 26/ 19/ 55 Dawn Roy van Rijn 132 88 11 37/ 41/ 22 Return of Vanquisher Lukasz Grabun 132 234 12 24/ 16/ 60 Dark Craft John Metcalf 132 1 13 38/ 44/ 18 Harmony Snoot Lukasz Grabun 132 47 14 36/ 41/ 23 Driftwood John Metcalf 132 156 15 30/ 29/ 41 Pixie Lukasz Grabun 132 120 16 26/ 22/ 52 Firestorm John Metcalf 130 508 17 25/ 22/ 52 Return of the Pendragon Christian Schmidt 128 309 18 38/ 49/ 13 Gabriel Roy van Rijn 127 2 19 23/ 20/ 57 The Three-Handed Knight Christian Schmidt 126 205 20 37/ 48/ 15 Recon David Moore 126 46 21 23/ 21/ 56 The Warrior Within John Metcalf 126 0 From: Koth Subject: KOTH.ORG: Status - Standard 02/17/03 Date: 17 Feb 2003 12:04:47 -0500 Message-ID: <200302170500.AAA07497@gevjon.ttsg.com> Weekly Status on 02/17/03 -=- 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 Feb 15 10:31:02 EST 2003 # %W/ %L/ %T Name Author Score Age 1 35/ 23/ 42 Quicksilver '88 Michal Janeczek 147 7 2 44/ 44/ 12 vm5 Michal Janeczek 145 6 3 33/ 22/ 45 Freight Train David Moore 143 172 4 31/ 22/ 47 Test Alexander (Sasha) Wa 141 111 5 31/ 23/ 46 Guardian Ian Oversby 139 171 6 40/ 42/ 17 '88 test IV John Metcalf 138 65 7 43/ 49/ 7 Scan Test C 6 Steve Gunnell 138 10 8 39/ 42/ 19 My 1st try Christian Schmidt 137 3 9 41/ 47/ 12 Foggy Swamp Beppe Bezzi 134 168 10 33/ 32/ 35 vala John Metcalf 134 94 11 29/ 23/ 48 Pixie 88 Lukasz Grabun 134 1 12 40/ 47/ 13 Blur '88 Anton Marsden 133 209 13 30/ 28/ 43 sIMPly.Red v0.95 Leonardo Humberto 131 129 14 38/ 44/ 18 Beholder's Eye V1.7 W. Mintardjo 131 447 15 25/ 20/ 55 Test I Ian Oversby 130 228 16 36/ 42/ 23 PacMan David Moore 130 201 17 37/ 45/ 17 Stasis David Moore 130 279 18 27/ 25/ 48 Shish-Ka-Bob Ben Ford 129 127 19 24/ 20/ 57 EV Paper John K Wilkinson 127 185 20 32/ 39/ 29 Gymnosperm trickery Dave Hillis 125 58 21 20/ 28/ 53 sp88-t Lukasz Grabun 111 0 From: Paul-V Khuong Subject: Re: Harmony Snoot Date: 17 Feb 2003 12:04:51 -0500 Message-ID: <20030217035905.26540.qmail@web41506.mail.yahoo.com> --- Lukasz Grabun wrote: > > Hello, core warriors. > > Here is Harmony Snoot - scanner, strongly > inspired by > Janeczek's Herbal Avenger and my good-old > Deep Freeze > X. > > ;redcode-94nop > ;name Harmony Snoot > ;author Lukasz Grabun > ;strategy scanner > ;assert 1 > > step equ 3056 > gate equ (ptr-4) > decoy equ (ptr+1-1186) > > ptr JMP.B spb , -2991 > atk MOV.I spb , >ptr > scan SEQ.I }step , }step+7 > MOV.AB scan , ptr > ADD.F spb , scan > JMN.A atk , scan > spb SPL.B #step , #step > MOV.I bmb , >gate > DJN.F -1 , >gate > bmb DAT.F <2667 , 2-gate [snip filler&decoy maker] Did it work worse with that Zoooom-trick? I'd find it somewhat surprising, since the only difference would be that you can't jump to the clear when the JMN line is decremented(instead, the warrior repairs the decrement and goes on scanning). Considering the speed-up and that most stones don't decrement locations sequentially, i believe the trick could be worth it. Finally, what IS up with all those scanner/clear? Are traditional HSA/carpet bombing scanners so bad in comparison they're unusable!? Paul Khuong __________________________________________________ Do you Yahoo!? Yahoo! Shopping - Send Flowers for Valentine's Day http://shopping.yahoo.com From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 02/17/03 Date: 17 Feb 2003 12:04:39 -0500 Message-ID: <200302170506.AAA07622@gevjon.ttsg.com> Weekly Status on 02/17/03 -=- 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 Feb 16 17:49:53 EST 2003 # %W/ %L/ %T Name Author Score Age 1 45/ 43/ 13 Fire and Ice II David Moore 147 57 2 38/ 36/ 26 Black Moods Ian Oversby 141 153 3 23/ 11/ 66 Kin John Metcalf 135 65 4 34/ 33/ 33 Trefoil F 13 Steve Gunnell 134 40 5 29/ 25/ 46 Olivia X Ben Ford 133 38 6 21/ 8/ 72 Denial David Moore 133 98 7 20/ 8/ 72 Evol Cap 4 X John Wilkinson 133 226 8 37/ 41/ 21 Kenshin X test 48 Steve Gunnell 133 1 9 33/ 34/ 32 Controlled Aggression Ian Oversby 133 157 10 25/ 18/ 57 Katafutr Michal Janeczek 132 97 11 29/ 28/ 42 KAT v5 Dave Hillis 130 89 12 28/ 29/ 43 Damage Inflicted Robert Macrae 128 96 13 25/ 22/ 53 Venom v0.2b Christian Schmidt 127 179 14 32/ 38/ 29 Ogre Christian Schmidt 127 105 15 22/ 20/ 58 Glenstorm John Metcalf 125 19 16 14/ 6/ 80 Evolve X v4.0 John Wilkinson 123 174 17 31/ 40/ 29 Exsnail Philip Thorne 123 52 18 29/ 36/ 35 Mantrap Arcade Dave Hillis 121 18 19 14/ 6/ 80 Black Box v1.1 JKW 121 120 20 28/ 36/ 36 Big I.F.F.S. Dave Hillis 119 86 21 12/ 49/ 39 Bicarb Test B 10 Steve Gunnell 75 0 From: Lukasz Grabun Subject: Re: Harmony Snoot Date: 17 Feb 2003 22:33:14 +0100 Message-ID: <878yweoan9.fsf@purgatory.abyss> Paul-V Khuong writes: > Did it work worse with that Zoooom-trick? I'd find it I have never used it. I am not even sure whether I do understand it. :-) > decrement and goes on scanning). Considering the > speed-up and that most stones don't decrement > locations sequentially, i believe the trick could be > worth it. Don't decrement sequentialy? Is not DJN.F ..., Finally, what IS up with all those scanner/clear? Are > traditional HSA/carpet bombing scanners so bad in > comparison they're unusable!? Check out Hazy Lazy position on inifite hill. Then find HSA. You do the math. OTOH, as one of Steve's text indicates, HSA switch engine and wipe works better (compare the results from the article on my page). OK, I don't know why it works better. :-) -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Sascha Zapf Subject: Redcoders Frenzy 3: The Random-Rage Round Date: Wed, 19 Feb 2003 14:07:29 +0100 Message-ID: ********************* * Redcoders' Frency * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^\ | The Random-Rage Round | \_______________________/ This is the third round of the ongoing corewar tournament. Detailed information are available on Fizmo's Ultimate Corewar Page: http://de.geocities.com/fizmo_master/cwt.htm Rules ----- Round Robin without Self-Fights. Two Entry's are allowed. Rounds : 400 CORESIZE between 800 and 69000 Using of CORESIZE, MAXPROCESSES and MAXCYCLES is forbidden CORESIZE valid for 20-100 Rounds. Cycles = CORESIZE * 10 Maxprocesses = CORESIZE pSpace only for one of the Entry's PIN is not allowed Warriors length: 100 Distance : 100 The homepage of this round, including some more informations is: http://de.geocities.com/fizmo_master/8.htm Deadline -------- Deadline is 22th March, 2003 -------------------------------------------------------------- Please notify: You have to send for this round your entries to -------------------------------------------------------------- Sascha Zapf: nc-zapfsa@netcologne.de -------------------------------------------------------------- Good luck, may be the core with you! -- Parlez vous Redcode? From: Lukasz Grabun Subject: Re: Redcoders Frenzy 3: The Random-Rage Round Date: 19 Feb 2003 21:30:50 +0100 Message-ID: <87el64m2rp.fsf@purgatory.abyss> Sascha Zapf writes: > Sascha Zapf: nc-zapfsa@netcologne.de Sascha, why didn't you tell you have such a *great* tutorial on your website. Is there a chance you publish an English version? I hardly can read German :-( -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: John Metcalf's post, round 7 Date: 19 Feb 2003 23:00:03 +0100 Message-ID: <87y94ckk2k.fsf@purgatory.abyss> Since John is facing some problems with posting to the r.g.cw here is his article that I do forward. Hi, We were chatting about round 7 on IRC and I'd thought a summary might be useful to the group. In round 7 we have to write a p-spacer for 3 components, Cloner, CLP and Frontwards. The Redcode Maniacs' Tournament included a round to design a p-switcher: http://www.srcf.ucam.org/~pak21/corewar/maniacs/maniacs4.html There were a number of interesting switching strategies, including the top two warriors, Psst 2.0 (an adaptive switcher) and The Optimist (switch between 3 switchers): http://para.inria.fr/~doligez/corewar/rc/Psst2.0.txt http://para.inria.fr/~doligez/corewar/rc/TheOptimist.txt There were a number of random switchers too - launch components randomly, or in an unpredictable fashion. This can be achieved with a table of random numbers or a pseudo-random number generator. Roy warned against using a completely random switcher and pointed us to this page: http://www.cs.ualberta.ca/~darse/rsbpc.html Maybe worth considering is semi-random. If a component wins, stick with it. If it loses, switch randomly to one of the other components. Trying to outguess the switching decisions of your opponents is risky - an adaptive switcher would perhaps be better, especially over a large number of rounds... but would it be brainwashed too often? A P^3 switcher can be brainwashed into using Frontwards much more easily than P^2... (Why?) Remember, if your switcher thinks Frontwards has lost, it is most likely lost against Frontwards. (Why not CLP?) One more quick tip: before you run Cloner, consider overwriting the line ptrap+1 with a dat. You wouldn't want to fall into the brainwash would you? ;-) Regards, John -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Sascha Zapf Subject: Re: Redcoders Frenzy 3: The Random-Rage Round Date: Thu, 20 Feb 2003 07:32:03 +0100 Message-ID: Lukasz Grabun wrote: > Sascha Zapf writes: > >> Sascha Zapf: nc-zapfsa@netcologne.de > > Sascha, why didn't you tell you have such a *great* tutorial > on your website. Is there a chance you publish an English > version? I hardly can read German :-( > At the Day a Warrior i've created is older then 10 at one of the KOTH-Hills i will announce the Tutorial ;-> I think there are so many English Tutors arround, so there is no need for another, that why i write a German one. The only thing i thougt about was an Lexicon like Fizmo's one. But now he's first with that and i think he's the better one to do that. If my English were a little bit better, perhaps i would write an English Version, but so, it's too many work for me, sorry? -- Parlez vous Redcode? From: fizmo_master@yahoo.com (Fizmo) Subject: Shrinking Paper Date: 20 Feb 2003 11:31:31 -0800 Message-ID: <9f53b5fb.0302201131.69af3a4a@posting.google.com> Hi, here is a funny idea for a paper. It loses processes during the first cycles of self-replications. This leads into several different kind of active copies. It scores good against stone/imps and don't lose too much to scanner and oneshots. Ok, and here is the code ;-) ;redcode-94nop ;name Shrinking Paper ;author Christian Schmidt ;strategy A curious paper!! It looses ;strategy in the beginning some of its ;strategy processes, because of the uncommon ;strategy front silk-engine. It scores ok ;strategy against stone/imps and some scanner. ;assert 1 org qGo pStep1 EQU 6372 pStep2 EQU 2676 pStep3 EQU 4157 spec spl pStep1, -1 silk1 spl @0, -1 silk2 spl @0, -1 bomb mov.i #1, <1 cc djn -2, <-22-pStep1 dat 0, 0 dat 0, 0 pGo spl 2 spl 2 spl 1 mov.i -1, #0 mov {cc+2, {pBo1 pBo1 spl cc+2000 mov qTab sne qd+qf+17*qs, qf+17*qs seq qf+16*qs, Subject: About 2nd Round (P-Switcher) Date: 20 Feb 2003 13:13:11 -0500 Message-ID: I wonder if warriors will fight only once or more. I know that number of rounds is 2000, but I think fr P-switchers it is important how several first rounds finish. Not only chosen strategy means, the distance between warriors also and this one is (semi)random. So maybe it would be better to make every pair of warriors fight twice: pmars -r 1000 warrior1.red warrior2.red and pmars -r 1000 warrior2.red warrior1.red I believe it makes difference. During my tests I had very different scores every time I played with the same pair of warriors. And believe me: none of them was a random switcher. ;] I think P-switchers (the more complicated especially) often treats all of the rounds as one, if you know, what I mean... A paradox: p-space is their long-term memory, thanks to it they can remember, but they can't forget also (well, maybe if brainwashed, but it's not the way I would think about). And forgetting can be useful. Think about regular (non-P-spaced) warriors: every round is a new chance to win. P-switcher can stuck in an error. Lukasz Adamowski From: Lukasz Grabun Subject: Re: Redcoders Frenzy 3: The Random-Rage Round Date: 20 Feb 2003 21:55:00 +0100 Message-ID: <87smuilljv.fsf@purgatory.abyss> Sascha Zapf writes: > I think there are so many English Tutors arround, so there is no need for > another, that why i write a German one. The only thing i thougt about was > an Lexicon like Fizmo's one. But now he's first with that and i think he's > the better one to do that. Yes, there are tutorials but they are all a little bit out of date. Not all things are covered. Though I am putting my all efforts into gaining the good spot on 88 hill and Steven's book and Mintardjo tutorial are good enough to help, I still think we need a good tutorial covering all basic strategies. OK, I am working on a tutorial about stones (what else did you expect me to write about? :-). This may be a good start. Christian is - to my knowledge - writing a paper article. Good, two of the three. John? :-) > If my English were a little bit better, perhaps i would write an English > Version, but so, it's too many work for me, sorry? Ah, yes. Facing the same problem. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: John Metcalf's post - entries for the round 6 Date: 20 Feb 2003 23:26:04 +0100 Message-ID: <87k7fulhc3.fsf@purgatory.abyss> Hi, Here are my entries from round 6, the highest stone and vampire. Icegate bombs with imps for a while, then enters a wimp with gate. Maybe I should have skipped the bombing and gone straight to the wimp :-) Spike bombs slowly with jumps to a pit. The pit performs a suicidal dat clear. I also considered making the pit an imp and including a gate, but never tested this idea. Congratulations once again to Simon Duff and Joshua for their impressive debut... Regards, John ;redcode-94m ;name Icegate ;author John Metcalf ;strategy bomb with imps -> gate. simple and effective ;strategy Redcoders Frenzy: The Multi-Maniac Round ;assert CORESIZE==8000 gate equ imp-5 st equ 10 imp: mov.i #1, 1 go: mov {-45, {-55 mov {-66, {-76 mov {-87, {-97 blo: mov imp, st*2 add #st, blo djn blo, #792 jmp #0, The entries for this round are now available at: http://de.geocities.com/fizmo_master/6.htm Just click on the warriors name on the table. Chris From: Sascha Zapf Subject: Round 6 Entry Date: Fri, 21 Feb 2003 07:21:36 +0100 Message-ID: Hi, this is my Entry to the 6th Round, i was a little bit disappointed about his poorly Ranking. The only thing i have thougt about is that the Stepsize with mod-8 is not the best for MAXLENGTH==8 Warriors. But the Rest seem to be very aggressiv and should win a little more. What's wrong with him? Sascha ;redcode ;name Nosferatu ;author Sascha Zapf ;assert CORESIZE==8000 ;strategy First entry for the Multi-Maniacs-Round in the RedCoders Frenzy. ;strategy .5c Vampire/Stone, Coreclear and DJN-Stream tstep EQU 1704 ccgap EQU (incr-10) ;Start des Coreclear hinter dem Warrior djgap EQU (fang+8) ;Start des DJN-Stream's hinter dem Warrior itarget EQU trap+1-8-tstep ;Init-Werte f�r Fang-Sprungziel dtarget EQU fang+8+tstep ;Init-Werte f�r Fang-Kopieradresse incr dat tstep+1, -tstep ;(+1) Offsetkorrektur f�r Datbombe loop mov.i fang, @fang start add.f incr, fang mov.i incr, *fang jmp loop, {fang fang djn.f itarget, >dtarget trap mov.i incr, djgap END start -- Parlez vous Redcode? From: "John Metcalf" Subject: Round 6 Warriors Date: 21 Feb 2003 13:59:35 -0500 Message-ID: <0a0001c2d863$53f93c80$44bfe150@vaio> Hi, Here are my entries from round 6, the highest stone and vampire. Icegate bombs with imps for a while, then enters a wimp with gate. Maybe I should have skipped the bombing and gone straight to the wimp :-) Spike bombs slowly with jumps to a pit. The pit performs a suicidal dat clear. I also considered making the pit an imp and including a gate, but never tested this idea. Congratulations once again to Simon Duff and Joshua for their impressive debut... Regards, John ;redcode-94m ;name Icegate ;author John Metcalf ;strategy bomb with imps -> gate. simple and effective ;strategy Redcoders Frenzy: The Multi-Maniac Round ;assert CORESIZE==8000 gate equ imp-5 st equ 10 imp: mov.i #1, 1 go: mov {-45, {-55 mov {-66, {-76 mov {-87, {-97 blo: mov imp, st*2 add #st, blo djn blo, #792 jmp #0, Subject: Re: John Metcalf's post, round 7 Date: 21 Feb 2003 13:59:31 -0500 Message-ID: <031b01c2d8bf$394f32c0$2200a8c0@Mesh1> > http://para.inria.fr/~doligez/corewar/rc/Psst2.0.txt That is a blast from the past. The Optimist used a much shorter engine and will not have suffered so much from brainwash. Robert Macrae From: Lukasz Grabun Subject: Hint Date: 23 Feb 2003 19:23:57 +0100 Message-ID: <87adgm26v6.fsf@purgatory.abyss> When creating an airbagged warriors (or the one that uses jmz check) tend to place bombs *behind* the warrior rather than above it. The former protects better against dnj streams. Stupid me. It is the other way in RoV. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 02/24/03 Date: 24 Feb 2003 14:53:50 -0500 Message-ID: <200302240509.AAA20291@gevjon.ttsg.com> Weekly Status on 02/24/03 -=- 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 Feb 23 14:58:48 EST 2003 # %W/ %L/ %T Name Author Score Age 1 45/ 39/ 16 Toxic Spirit Philip Thorne 150 169 2 35/ 25/ 40 Reepicheep Grabun/Metcalf 144 715 3 33/ 26/ 41 Son of Vain Oversby/Pihlaja 141 1484 4 42/ 42/ 16 Hazy Test 63 Steve Gunnell 141 259 5 39/ 38/ 23 Monowire Misse 140 9 6 35/ 29/ 36 Thunderstrike Lukasz Grabun 140 89 7 43/ 48/ 9 Clockwork John Metcalf 137 65 8 33/ 30/ 37 Pixie Lukasz Grabun 136 132 9 40/ 43/ 17 Harmony Snoot Lukasz Grabun 136 59 10 38/ 41/ 21 Return of Vanquisher Lukasz Grabun 135 246 11 38/ 41/ 21 Driftwood John Metcalf 134 168 12 29/ 25/ 47 Revenge of the Papers Fizmo/Roy 133 522 13 26/ 20/ 54 Dawn Roy van Rijn 133 100 14 41/ 51/ 8 Claw Fizmo 132 452 15 33/ 34/ 33 My First Paper Michal Janeczek 132 83 16 26/ 22/ 51 Firestorm John Metcalf 131 520 17 25/ 21/ 55 The Three-Handed Knight Christian Schmidt 129 217 18 24/ 19/ 57 Dark Craft John Metcalf 129 13 19 25/ 24/ 52 Wipe Uncle Christian Schmidt 125 5 20 37/ 50/ 13 T4 Roy van Rijn 125 1 21 37/ 50/ 13 T5 Roy van Rijn 123 2 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 02/24/03 Date: 24 Feb 2003 14:53:58 -0500 Message-ID: <200302240503.AAA20176@gevjon.ttsg.com> Weekly Status on 02/24/03 -=- 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 : Wed Feb 19 15:07:28 EST 2003 # Name Author Score Age 1 trial John Metcalf 11 106 2 Her Majesty P.Kline 11 221 3 fclear Brian Haskin 9 186 4 D-clearM Ken Espiritu 7 202 5 Djinn Test 9 Steve Gunnell 6 91 6 Silk Christian Subject: KOTH.ORG: Status - ICWS Experimental 94 02/24/03 Date: 24 Feb 2003 14:53:54 -0500 Message-ID: <200302240506.AAA20256@gevjon.ttsg.com> Weekly Status on 02/24/03 -=- 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 Feb 23 14:18:29 EST 2003 # %W/ %L/ %T Name Author Score Age 1 45/ 42/ 13 Fire and Ice II David Moore 149 58 2 37/ 36/ 27 Black Moods Ian Oversby 139 154 3 40/ 41/ 20 Kenshin X 45 Steve Gunnell 138 1 4 22/ 8/ 71 Denial David Moore 135 99 5 30/ 25/ 46 Olivia X Ben Ford 135 39 6 28/ 22/ 50 Venom v0.2b Christian Schmidt 133 180 7 33/ 33/ 34 Trefoil F 13 Steve Gunnell 133 41 8 30/ 29/ 41 Damage Inflicted Robert Macrae 132 97 9 20/ 7/ 73 Evol Cap 4 X John Wilkinson 132 227 10 33/ 35/ 32 Controlled Aggression Ian Oversby 132 158 11 21/ 11/ 68 Kin John Metcalf 132 66 12 24/ 17/ 59 Katafutr Michal Janeczek 131 98 13 29/ 28/ 43 KAT v5 Dave Hillis 130 90 14 24/ 19/ 57 Glenstorm John Metcalf 129 20 15 32/ 37/ 31 Ogre Christian Schmidt 126 106 16 29/ 35/ 36 Mantrap Arcade Dave Hillis 122 19 17 13/ 6/ 81 Evolve X v4.0 John Wilkinson 121 175 18 27/ 36/ 37 Big I.F.F.S. Dave Hillis 118 87 19 29/ 40/ 31 Exsnail Philip Thorne 118 53 20 12/ 6/ 82 Black Box v1.1 JKW 117 121 21 7/ 46/ 46 27278-5051-cs-sdk-eve11 bvowk 69 0 From: Koth Subject: KOTH.ORG: Status - Standard 02/24/03 Date: 24 Feb 2003 14:54:03 -0500 Message-ID: <200302240500.AAA20127@gevjon.ttsg.com> Weekly Status on 02/24/03 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Thu Feb 20 16:54:58 EST 2003 # %W/ %L/ %T Name Author Score Age 1 39/ 22/ 40 Quicksilver '88 Michal Janeczek 155 7 2 36/ 22/ 42 Freight Train David Moore 150 172 3 35/ 22/ 43 Test Alexander (Sasha) Wa 148 111 4 34/ 22/ 44 Guardian Ian Oversby 146 171 5 44/ 45/ 11 vm5 Michal Janeczek 143 6 6 37/ 32/ 31 vala John Metcalf 142 94 7 41/ 40/ 18 My 1st try Christian Schmidt 142 3 8 32/ 23/ 45 Pixie 88 Lukasz Grabun 142 1 9 41/ 43/ 16 '88 test IV John Metcalf 139 65 10 44/ 49/ 7 Scan Test C 6 Steve Gunnell 139 10 11 33/ 28/ 40 sIMPly.Red v0.95 Leonardo Humberto 138 129 12 28/ 20/ 52 Test I Ian Oversby 137 228 13 30/ 24/ 45 Shish-Ka-Bob Ben Ford 136 127 14 41/ 47/ 11 Foggy Swamp Beppe Bezzi 136 168 15 41/ 47/ 12 Blur '88 Anton Marsden 135 209 16 37/ 41/ 22 PacMan David Moore 134 201 17 35/ 37/ 28 Gymnosperm trickery Dave Hillis 133 58 18 26/ 20/ 54 EV Paper John K Wilkinson 133 185 19 38/ 44/ 17 Beholder's Eye V1.7 W. Mintardjo 132 447 20 38/ 45/ 17 Stasis David Moore 132 279 21 15/ 75/ 10 clear Lukasz Grabun 55 0 From: Christoph Birk Subject: Round 6 Entries on LP/Tiny Koenigstuhl Date: 24 Feb 2003 20:07:15 -0500 Message-ID: <200302250047.QAA18653@andromeda.ociw.edu> I put all Round-6 entries on the LP- and/or Tiny-Koenigstuhl. Most entries don't do very well ... If any author feels that his/her program should NOT be on the hill please drop me an email and I will remove it. Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: Lukasz Adamowski Subject: Another Round Idea Date: 25 Feb 2003 08:20:28 -0500 Message-ID: Hi, guys! This is my idea for a round. It's something between "Big-Brother" and "Resident-Recruit". I call it "Capture The Flag". Who played QuakeIII knows what I mean. :] OK, so this is round-robin without self-fights, but there are three warriors in the core: two opponents and "The Flag". "The Flag" is a simple suicidable program: flag djn $0, #0 As you see, after CORESIZE steps "The Flag" dies. (Maybe better name would be "The Torch", because torches burn out, but "Capture The Torch" doesn't sound good, does it? ;) And, soldiers, your task is not only to destroy your enemy, but to keep "The Flag" alive. Only then you will win, every other solution is a failure. I.e. if you die - no points if "The Flag" dies - no points if all of you ("The Flag", the enemy and you) survive - also no points if only enemy dies - 1 point Or maybe it would be better if there would be 3 points for killing only the enemy and 1 point if "The Flag" is uncaptured (it means you and the enemy die, but "The Flag" is still alive at the end of the fight). Did I mention that MAXCYCLES > CORESIZE? I think it's obvious. The warrior has to be extremly fast if it wants to save the flag. Of course it can try to be clever and suppose the enemy would save it. But I won't tell you more about solutions I thought up. Think up for yourself! ;] Well, that's it. What do you think? Greets Lukasz Adamowski From: fizmo_master@yahoo.com (Fizmo) Subject: Redcoders Frency 2: The Smart-Switching Round **RESULTS** Date: 25 Feb 2003 13:05:50 -0800 Message-ID: <9f53b5fb.0302251305.228547a6@posting.google.com> .................................................................... ********************* * Redcoders' Frency * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^^^^\ | The Smart-Switching Round | \___________________________/ This was the second round of the ongoing corewar tournament. Detailed information are available on Fizmo's Ultimate Corewar Page: http://de.geocities.com/fizmo_master/cwt.htm *********** * Results * *********** A total of 8 authors and 13 warriors take part in the Smart-Switching Round. Although each author can enter two warriors as usual. (_v_) _|_ | | |-----+-----| ___________ .-=========-. | {{1}} | '._==_==_=_.' \'-=======-'/ | \=/ | .-\: /-. _| .=. |_ '---------' | (|:.{3} |) | ((| {{2}} |)) \ / '-|:. |-' \| /|\ |/ '. .' \::. / \__ '`' __/ | | '::. .' _`) (`_ .' '. ) ( _/_______\_ _|___|_ _.' '._ /___________\ [_______] [_______] 2nd place Winner 3rd place **************** ****************** ******************* * Roy van Rijn * * German Labarga * * Michal Janeczek * **************** ****************** ******************* And the winner with a hugh 27pts gap to the second is German Labarga with its learning switcher. The second and third place goes to Roy van Rijn and Michal Janeczek. Rank Name Author %W %L %T Score % __________________________________________________________________ 1 P-Key G.Labarga 62 24 14 14792 100.0 2 DoubleTrouble Roy van Rijn 45 29 26 10734 72.6 3 R7 2003 Michal Janeczek 43 36 20 10409 70.4 4 Smart Switcher? John Metcalf 42 38 20 10113 68.4 5 Predictable Simon Duff 41 36 23 9776 66.1 6 Dr.Jekyll Sascha Zapf 40 38 22 9559 64.6 7 Mr.Hide Sascha Zapf 39 35 25 9471 64.0 8 simple switching Simon Wainwright 37 39 24 8805 59.5 9 SoLT and Pepper Roy van Rijn 36 45 19 8757 59.2 10 Wretched Climate John Metcalf 36 32 32 8602 58.2 11 freedom Simon Wainwright 31 37 31 7542 51.0 12 PointA3a Lukasz Adamowski 27 51 23 6367 43.0 13 PointA3b Lukasz Adamowski 20 57 23 4891 33.1 __________________________________________________________________ More detailed informations and all entries will be available soon on the Smart-Switching webpage: http://de.geocities.com/fizmo_master/7.htm Congratulations to everyone who has taken part this round. I hope to see you all next round again. *********** * Ranking * *********** There is again no change in the top spot. Michal Janeczek is still dominating the ranking followed by Steve Gunnell and Ben Ford. Dave Hillis falls 3 ranks to the 6th places while Simon Duff and Sascha Zapf climb some ranks and nearly scrapes the top 10. There are six players leaving the actual ranking. # Author Score R2 R3 R4 R5 R6 R7 ------------------------------------------------------------------- 1 (1) Michal Janeczek 398.6 100.0 100.0 98.6 100.0 72.6 70.4 2 (2) Steve Gunnell 359.2 85.0 82.4 96.2 95.6 48.4 x 3 (4) Ben Ford 325.9 74.4 75.1 100.0 76.4 x x 4 (5) Philip Thorne 321.4 68.0 72.7 89.0 91.7 40.1 x 5 (6) Simon Wainwright 314.5 71.5 89.1 79.0 74.9 50.6 59.5 6 (3) Dave Hillis 311.8 84.3 87.3 87.7 50.9 52.5 x 7 (9) German Labarga 294.7 x x 60.0 82.8 51.9 100.0 8 (8) Roy van Rijn 287.8 x x 92.8 84.4 38.0 72.6 9 (7) Lukasz Grabun 250.6 x 67.6 70.7 78.4 33.9 x 10 (10) Christian Schmidt 173.4 x x 90.7 82.7 * * 11 (14) Simon Duff 166.1 x x x x 100.0 66.1 12 (17) Sascha Zapf 149.7 x x x 51.1 34.0 64.6 13 (22) John Metcalf 133.8 * * * * 65.4 68.4 14 (13) David Moore 115.0 51.4 63.6 x x x x 15 (16) Ken Espiritu 86.3 x 86.3 x x x x 16 (29) Lukasz Adamowski 86.1 x x x x 43.1 43.0 17 (19) Joshua 76.1 x x x x 76.1 x 18 (24) Darek L. 61.1 x x 35.2 x 25.9 x 19 (11) Robert Macrae 61.0 61.0 x x x x x 20 (25) Sheep 60.2 x x 60.2 x x x 21 (26) Ilmari Karonen 57.6 x x x x 57.6 x 22 (27) Will Varfar 54.0 x x x x 54.0 x 23 (12) WFB 47.3 47.3 x x x x x 24 (30) B. Cook 42.7 x x x x 42.7 x 25 (31) Paul Khuong 40.8 x x x x 40.8 x 26 (32) bvowk 27.0 x x 27.0 x x x 27 (33) christian m. 22.6 x x x x 22.6 x 28 (34) Harbinger Of Doom 21.0 x x x x 21.0 x out(15) Martin Ankerl out(18) Leonardo H. Liporati out(20) mushroommaker out(21) Arek Paterek out(23) Paul Drake out(28) Compudemon ------------------------------------------------------------------- * Organizer ................................................................. From: Lukasz Grabun Subject: Re: Another Round Idea Date: Tue, 25 Feb 2003 17:54:40 +0000 (UTC) Message-ID: On 25 Feb 2003 08:20:28 -0500, Lukasz Adamowski wrote: > This is my idea for a round. It's something between "Big-Brother" > and "Resident-Recruit". I call it "Capture The Flag". Who played QuakeIII > knows what I mean. :] You should also mention few changes on your hill, no? :-) -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Adamowski Subject: Re: Another Round Idea Date: 25 Feb 2003 18:04:07 -0500 Message-ID: On Tue, 25 Feb 2003, Lukasz Grabun wrote: > On 25 Feb 2003 08:20:28 -0500, Lukasz Adamowski wrote: > > > This is my idea for a round. It's something between "Big-Brother" > > and "Resident-Recruit". I call it "Capture The Flag". Who played QuakeIII > > knows what I mean. :] > > You should also mention few changes on your hill, no? :-) I did. I talked with jakub today on #corewars. :-P Lukasz From: fizmo_master@yahoo.com (Fizmo) Subject: Any suggestions for the next Redcoders Frency Round?? Date: 26 Feb 2003 23:27:50 -0800 Message-ID: <9f53b5fb.0302262327.4ee04f31@posting.google.com> Hi all, I would like to discuss what we could use for the next Redcoders Frency round. Any proposals/votes? A collection of ideas are still available at: http://de.geocities.com/fizmo_master/ideas.htm Chris PS: Adamowski's "Capturing the Flag" will be included there soon From: Sascha Zapf Subject: Re: Question re Random Rage Round Date: Thu, 27 Feb 2003 13:11:34 +0100 Message-ID: Simon Duff wrote: > Hey all, just a quick question about the Random-Rage round. > > Will P-space be reset between each sub-round (eg, when the coresize, etc.. > are modified)? Or will each sub-round start with P-space cleared, and > P-Space[0] set to -1? > > Thanks. > > Regards, > Simon > Hi Simon, the tournament will be scheduled by a Perl-Skript. For the 400 Rounds of each battle the pmars-binary is invoked between 4 and max. 20 Times. Each new CORSIZE will start with P-space cleared and [0]==(-1) Sascha -- Parlez vous Redcode? From: "Joshua Hudson" Subject: Re: Redcoders Frenzy 3: The Random-Rage Round Date: 27 Feb 2003 20:07:45 -0500 Message-ID: >At the Day a Warrior i've created is older then 10 at >one of the KOTH-Hills > >You know, if I'd waited that long, I'd never have published mine. > I have done so already. I don't think many of you remember Kernel Trojan. I was there for four days and had twenty fights in my mailbox. _________________________________________________________________ MSN 8 with e-mail virus protection service: 2 months FREE* http://join.msn.com/?page=features/virus Message-ID: <3e5dd7d0@itsawnews.its.rmit.edu.au> From: Simon Duff Subject: Question re Random Rage Round Date: 27 Feb 2003 20:18:08 +1100 Hey all, just a quick question about the Random-Rage round. Will P-space be reset between each sub-round (eg, when the coresize, etc.. are modified)? Or will each sub-round start with P-space cleared, and P-Space[0] set to -1? Thanks. Regards, Simon -- Simon Duff Honours year in Computer Science Computer Systems Engineering (Hons) / Computer Science COSC1105/CS259 Head Tutor From: Ilmari Karonen Message-ID: <1046380888.10293@itz.pp.sci.fi> Subject: Re: Redcoders Frenzy 3: The Random-Rage Round Date: Thu, 27 Feb 2003 21:22:47 GMT In article , Sascha Zapf wrote: >Lukasz Grabun wrote: >> >> Sascha, why didn't you tell you have such a *great* tutorial >> on your website. Is there a chance you publish an English >> version? I hardly can read German :-( > >At the Day a Warrior i've created is older then 10 at one of the KOTH-Hills >i will announce the Tutorial ;-> You know, if I'd waited that long, I'd never have published mine. (Well, unless you count the beginner hill, of course...) -- Ilmari Karonen http://www.sci.fi/~iltzu/ From: Lukasz Grabun Subject: paper-stone-scissors analogy Date: Thu, 27 Feb 2003 21:38:54 +0000 (UTC) Message-ID: Just to encourage and raise a discussion on the newsgroup: does the famouse stone/paper/scissor analogy hold any longer? I was wondering since looking at the scores on the current hill one has to realise that either strategy lines do lie or something-wicked-comes- this-way. I am not even talking about unbeatable SoV which is class to its own but, taking Thunderstrike for example, it is hardly noticable it *is* actually a stone. It wins with Reepicheep (which just can mean simply nothing, as well). While Monowire - oneshot - is kicked by Metcalf's paper, Firestorm. What is going own? Have I missed something? What is, if not mentioned s/p/s, proper analogy for the current hill? For me stone/imp - anti imp scanner - stone/paper? paper/imp? What are your opinions? -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "Csaba Biro" Subject: Re: difference between pmarses Date: Fri, 28 Feb 2003 04:05:22 -0500 Message-ID: Guys, I found the problem and I have to tell tell you, it is a little shocking! The problem was, that the version I compiled didn't compile Beppe's warrior correctly!!! Beppe's warrior starts with the following lines: spl 1, <300 ;\ spl 1, <400 ;-> generate 8 consecutive processes spl 1, <500 ;/ It was compiled by Paul's pmarsv correctly, but when I compiled it with my non-graphic version, it became ORG START START SPL.B $ 1, < 300 SPL.B $ 1, < 500 I couldn't belive that it simply skipped one line! Then I quickly found the reason: the non-graphic pmars doesn't like Beppe's comment (;\) at the end of the first line. I just guess that the \ is interpreted as a start of an escape sequence, so the newline character is also in comment as well as the following line. This scared me a little: can I trust pmars? Which versions are running on the hills? What if my warrior does terrible due to a bug like this? (It is a bug, isn't it?) If it is a bug, to whom should I report it? Csaba "Csaba Biro" wrote in message news:b3jv9l$nvb$1@news-int.gatech.edu... > Hi! > > Something strange is going on here! I tried out 2 different versions of > pmars. Both are "official", available at koth. The first is Phil Knight's > pmarsv "for Windows". The second was compiled my me from the source "pMARS > source v0.8.6" with GNU C compiler of cygwin. The results: > > C:\Games\Corewar\mars>pmars -b -r 100 -f inc.red paper01o.red > Incendiary bomber by Csaba Biro (stolen) scores 174 > paper01o by Beppe Bezzi scores 81 > Results: 43 12 45 > > C:\Games\Corewar\mars>pmarsv -v 000 -b -r 100 -f inc.red paper01o.red > Incendiary bomber by Csaba Biro (stolen) scores 109 > paper01o by Beppe Bezzi scores 139 > Results: 19 29 52 > > They should be the same, shouldn't they? First I only discovered that if I > use the graphic version, 'paper01o' beats 'inc' usually with a little > difference, but if I use the non-graphic one, 'inc' seriously beats > 'paper01o'. I attach the programs, please, if you have time try out, what is > the result with you? > > Thanks, > Csaba > > > > From: waknuk@yahoo.com (Philip Thorne) Subject: Re: paper-stone-scissors analogy Date: 28 Feb 2003 05:16:49 GMT Message-ID: Lukasz Grabun wrote: > Just to encourage and raise a discussion on the newsgroup: > does the famouse stone/paper/scissor analogy hold any longer? I was > [...] > > For me stone/imp - anti imp scanner - stone/paper? > paper/imp? What are your opinions? > I think stone/paper/scissors still holds. Quickscans and imps lie outside this classification with the former scoring highly against anything large [including each-other] and the latter tending to narrow the results when used in combination due to draws. Then there are the one-shots which vary in behaviour between normal scanners and clears [of which some are good vs paper and others good vs imps but few, if any, good vs both]. e.g. Thunderstrike [contains a stone] beats the scanners (including one-shots). It beats Reepicheep but the latter is also a Stone [plus paper to fight the imp] and RofVanquisher [another stone]. In the same class it loses to SoV but beats Pixie. Lastly it loses to the papers albeit narrowly in some cases [possibly thanks to the Q4]. Normal? e.g. Monowire vs Firestorm could be all in the Q4. It has an unusual visible length [80] ... perhaps it is 80 densely packed bytes? Current hill types: one-shots: Toxic Spirit, Monowire scanners: Harmony Snoot, Hazy Test 63, Clockwork, Claw [anti-imp] imp-stones: Son of Vain, Thunder Strike, Pixie paper: Dawn, My First Paper, test, Revenge of the Papers, Dark Craft, Firestorm, PolyPap paper-stone:Reepicheep paper-imp: paper test bomber: Return of Vanquisher [also clear] unknown: Driftwood [results suggest bomber, name suggests dodger] Lots of paper ... nice big targets. That said, Revenge of the Papers is interesting as it is resistant to regular SPL carpets. -- Philb From: Lukasz Grabun Subject: Re: difference between pmarses Date: Fri, 28 Feb 2003 17:26:52 +0000 (UTC) Message-ID: On Fri, 28 Feb 2003 04:05:22 -0500, Csaba Biro wrote: > I couldn't belive that it simply skipped one line! Then I quickly found the > reason: the non-graphic pmars doesn't like Beppe's comment (;\) at the end > of the first line. I just guess that the \ is interpreted as a start of an > escape sequence, so the newline character is also in comment as well as the > following line. I think it is caused by the fact that on standard *nix systems character '\' means that the current line will be continued on the next one. Which means, that the second spl was interpreted as the comment to the very first line of the warrior. I presume that pmars acts like standard *nix parser and interpretes the character exactly the same way. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: Re: paper-stone-scissors analogy Date: Fri, 28 Feb 2003 17:37:05 +0000 (UTC) Message-ID: On 28 Feb 2003 05:16:49 GMT, Philip Thorne wrote: >> For me stone/imp - anti imp scanner - stone/paper? >> paper/imp? What are your opinions? >> > I think stone/paper/scissors still holds. Quickscans and imps lie outside [..snip quickscan and imp remarks..] > good vs paper and others good vs imps but few, if any, good vs both]. Second that. Quickscans and imps do not count. But... Imps are *very* imporant since they change considerably the variety of warriors our program can beat/tie. Stupid example: stone without imps does not stand a cnahce facing stone with imp not mentioning the simplest timescape-like paper. Add a very basic imp launcher and you at least gain a tie. From this comes first class I chose as present part of the equilibrum: stone/imp. > e.g. Thunderstrike [contains a stone] beats the scanners (including > one-shots). It beats Reepicheep but the latter is also a Stone [plus > paper to fight the imp] and RofVanquisher [another stone]. In the same > class it loses to SoV but beats Pixie. Lastly it loses to the papers > albeit narrowly in some cases [possibly thanks to the Q4]. Normal? Thunderstrike's performance against Reepicheep is still unknown to me. TS beats s/i since it has its own imp arch enemy d-clear. I am not quite sure whether the same goes for against paper performance since it is commonly known that d-clear performs very poorly against paper. RofV is too big too win with TS. Pixie loses to TS since it is very basic stone/imp without any means of defence except stupid B-imps. Bah, TS kills them. > e.g. Monowire vs Firestorm could be all in the Q4. It has an unusual > visible length [80] ... perhaps it is 80 densely packed bytes? I don't know, really. Firestorm is very durable and hard to kill. That is what I suggested: stand-alone paper (like, let's take, Timescape) can't face modern warriors. Redundancy and very different and uncommon combos of components are todays factors that defines Corewar, IMO. > Current hill types: > one-shots: Toxic Spirit, Monowire > scanners: Harmony Snoot, Hazy Test 63, Clockwork, Claw [anti-imp] > > imp-stones: Son of Vain, Thunder Strike, Pixie > > paper: Dawn, My First Paper, test, Revenge of the Papers, > Dark Craft, Firestorm, PolyPap Isn't Firestorm a paper/imp? And dawn? > bomber: Return of Vanquisher [also clear] > unknown: Driftwood [results suggest bomber, name suggests dodger] Bomber, presumable. Dodger wouldn't enter the hill, if you ask me. > Lots of paper ... nice big targets. That said, Revenge of the Papers is > interesting as it is resistant to regular SPL carpets. Maybe it is time for my first one shot. Erm, must think this over once again. :-) -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: Unfortunate Delay, the source Date: Fri, 28 Feb 2003 20:27:21 +0000 (UTC) Message-ID: Unshamely copied Monowire, with a very slight polish. Really very slight :-) Namely, I changed the step, added decoy maker and changed ADD.F ... , $ ... into ADD.F to add minimal decrement protection. There is not anything I can be proud of. I just thought there's too much paper like warriors. ;-) ;redcode-94nop ;name Unfortunate Delay ;author Lukasz Grabun ;assert 1 ;strategy decoy maker -> one shot scanner ;strategy copy of Monowire, with a slight polish off EQU (8*14) step EQU 16 one ADD.F inc , @inc+2 ptr SNE.I off , off-8 JMP.B one , 0 inc SPL.B #step , #step MOV.I @2 , >ptr MOV.I @1 , >ptr DJN.F -2 , {2 DAT.F -100 , 7 SPL.B #-100 , 8 decoy EQU (one-1993) for 80 dat 0,0 rof d MOV.I Subject: Re: paper-stone-scissors analogy Date: Fri, 28 Feb 2003 21:35:31 +0200 Message-ID: > > e.g. Monowire vs Firestorm could be all in the Q4. It has an unusual > > visible length [80] ... perhaps it is 80 densely packed bytes? > > I don't know, really. Firestorm is very durable and hard to kill. Actually, most of that 80 (after update 90-) lines are decoys, so Q4 shouldnt make more than few wins over 200 fights. Instead Firestorm uses 7-Pt imps, and Monowire happens to be very vulnerable to any kind of imps. From: waknuk@yahoo.com (Philip Thorne) Subject: Re: paper-stone-scissors analogy Date: 28 Feb 2003 21:47:11 -0800 Message-ID: <4ee41bd6.0302282147.12d4a098@posting.google.com> Lukasz Grabun wrote in message news:... > On 28 Feb 2003 05:16:49 GMT, Philip Thorne wrote: > [...] > > Lots of paper ... nice big targets. That said, Revenge of the Papers is > > interesting as it is resistant to regular SPL carpets. > > Maybe it is time for my first one shot. Erm, must think this over > once again. :-) Reepicheep survived today's oneshot onslaught without a scratch. Strong. But alas poor Monowire - had it been published before Unfortunate Delay? From: "Robin Neatherway" Subject: newbie Date: Fri, 28 Feb 2003 23:14:56 -0000 Message-ID: Hi guys, I am something of a newbie to this game, after having found out about it while researching a presentation on AI. I was wondering how much of a community still existed, and whether you could point me in the direction of some approproate sites. Regards, Robin Neatherway From: "Robert Macrae" Subject: Gridwars: I Wuz Robbed! Date: Fri, 28 Feb 2003 23:25:28 -0000 Message-ID: <3e5fefd6$0$233$cc9e4d1f@news.dial.pipex.com> Oh ok, I came third behind two better warriors. Gridwars is a competition to write a cellular automaton that fights for space in a 50 x 30 grid of cells. The competition is aimed at popularising CxC, a rather neat language for parallel processing. If you can read C I doubt any of you will find it much of a stretch. I only really understand Redcode and Pascal, and my only hastle was remembering that "=" is an assignment not a test. An illustration of the power of the language is that each cell is implemented as an autonomous process. Whether they are all on one PC or spread over an array is totally transparent to the programmer. Its fun, and you can approach it many ways. The winning warriors were hand-coded... so far I don't know much more than that! Mine was a GA-like approach based on lengthy optimisation, and there were several other variants among the 170+ entries including a Neural Net/GA hybrid. The problem is interesting (and very different to CW) because you have a decent high-level language and all the processing power you could dream of, but very little data to feed it. You can only see your 8 neighbouring cells, so the game comes down to making the very best use of this very limited dataset. You can't communicate, but you have to co-operate. Come next September there will be a new competition with new challenges. You might enjoy it. Thanks to all those who turned out in support, and I promise to learn IRC one day real soon 8-) Robert Macrae