From: "Mateo" Subject: OUTWAR GAME!!! Date: Fri, 2 May 2003 10:55:37 +0200 Message-ID: look at this game site on the net http://www.outwar.com/page.php?x=868685 From: "John Metcalf" Subject: Redcoders Frenzy Round 10 - The Tri-Tiny Round Date: Sat, 3 May 2003 17:10:01 +0100 Message-ID: <3eb3eb90$1_1@mk-nntp-2.news.uk.tiscali.com> R E D C O D E R S F R E N Z Y O N G O I N G T O U R N A M E N T Round 10 - The Tri-Tiny Round (Deadline: 24th May 2003) Battles will take place within an 800 cell tiny core. Empty core will be initialised with dat 1,1 - lovers of djn.f beware! Each battle will be a multi-warrior fight between three warriors, with 8 points for a win, 2 points for a 2-way tie, and just 1 point for a 3-way tie. All combinatio of three warriors will be played. Competitor's are allowed to enter up t three warriors. The first entry can use up to 20 instructions, the secon must be 10 instructions or less, and the final entry no more than 5 instructions. Good luck :-) Coresize: 800 Max. processes: 800 Max. cycles: 16000 Max. length: 20 / 10 / 5 Min. distance: 25 Rounds: 500 Points per win: 8 Points per 2 way tie: 2 Points per 3 way tie: 1 Points per loss: 0 For this round, please send entries to GRUMPY3039@HOTMAIL.COM The tournament homepage is http://de.geocities.com/fizmo_master/cwt.htm From: "John Metcalf" Subject: Re: IRC Tournament Date: Sat, 3 May 2003 17:11:31 +0100 Message-ID: <3eb3eb91$1_1@mk-nntp-2.news.uk.tiscali.com> Greetings... The 10th weekly speed Redcoding tournament will be held 04 May, in #COREWARS on IRC.KOTH.ORG as usual. The rules will be announced by this week's organiser, Christian Schmidt, at precisely 7:00pm (UTC). After this you have exactly 30 minutes in which to create up to two entries. Check out the link below to confirm the time in your area of the world: http://www.timeanddate.com/worldclock/fixedtime.html?day=4&month=5&year=2003&hour=19&min=0&sec=0&p1=0&sort=1 For the results from the previous 9 weeks, see: http://de.geocities.com/fizmo_master/irct.htm Hope to see you there. From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 05/05/03 Date: 5 May 2003 10:29:59 -0400 Message-ID: <200305050409.h45491W6016515@gevjon.ttsg.com> Weekly Status on 05/05/03 -=- 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 May 4 09:15:31 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 48/ 45/ 7 Recon 2 David Moore 151 51 2 34/ 23/ 43 Thunderstrike Lukasz Grabun 145 202 3 34/ 24/ 42 Reepicheep Grabun/Metcalf 145 828 4 46/ 48/ 7 Claw 2 Fizmo 144 26 5 32/ 22/ 46 Son of Vain Oversby/Pihlaja 143 1597 6 41/ 40/ 18 Return of Vanquisher Lukasz Grabun 142 359 7 33/ 24/ 43 Numb Roy van Rijn 142 1 8 43/ 44/ 14 Hazy Test 63 Steve Gunnell 141 372 9 29/ 17/ 54 RotPendragon 2 Christian Schmidt 141 37 10 42/ 43/ 15 Origin of Storms John Metcalf 140 45 11 32/ 23/ 45 Pixie Lukasz Grabun 140 245 12 40/ 42/ 18 Toxic Spirit Philip Thorne 139 282 13 28/ 17/ 55 Dawn Roy van Rijn 139 213 14 25/ 13/ 63 Lord of the imp-rings II Neogryzor 136 43 15 28/ 20/ 52 Fast Action IV Christian Schmidt 136 33 16 38/ 40/ 22 Monowire Mizcu 136 31 17 29/ 22/ 48 Back To PolyLand Jakub Kozisek 136 32 18 32/ 27/ 41 Tormentor Christian Schmidt 136 36 19 39/ 44/ 17 run to the hills Simon Wainwright 133 62 20 22/ 18/ 60 NewsPaper Test A 5 Steve Gunnell 125 4 21 2/ 98/ 0 0 0 7 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 05/05/03 Date: 5 May 2003 10:30:05 -0400 Message-ID: <200305050406.h45461Zh016466@gevjon.ttsg.com> Weekly Status on 05/05/03 -=- 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 May 4 13:13:30 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 42/ 34/ 24 The X Machine Zul Nadzri 150 1 2 42/ 36/ 21 Eliminator X Zul Nadzri 149 2 3 44/ 43/ 13 Fire and Ice II David Moore 145 90 4 37/ 37/ 26 Black Moods Ian Oversby 138 186 5 36/ 37/ 26 Giant Hazy Test 13 Steve Gunnell 136 17 6 35/ 34/ 32 Trefoil F 13 Steve Gunnell 135 73 7 34/ 35/ 31 Controlled Aggression Ian Oversby 132 190 8 20/ 8/ 72 Evol Cap 4 X John Wilkinson 131 259 9 20/ 10/ 70 Denial David Moore 130 131 10 23/ 18/ 58 Katafutr Michal Janeczek 128 130 11 24/ 21/ 55 Glenstorm John Metcalf 127 52 12 26/ 26/ 48 Olivia X Ben Ford 127 71 13 29/ 31/ 40 Damage Inflicted Robert Macrae 126 129 14 20/ 14/ 66 Kin John Metcalf 125 98 15 27/ 29/ 44 KAT v5 Dave Hillis 125 122 16 31/ 38/ 31 Ogre Christian Schmidt 124 138 17 25/ 26/ 49 Venom v0.2b Christian Schmidt 124 212 18 15/ 8/ 77 Evolve X v4.0 John Wilkinson 122 207 19 33/ 47/ 19 Kenshin X 45 Steve Gunnell 120 33 20 12/ 10/ 78 Black Box v1.1 JKW 114 153 21 11/ 41/ 48 306261-7081-gedankenpoliz bvowk 80 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 05/05/03 Date: 5 May 2003 10:30:09 -0400 Message-ID: <200305050403.h45431hi016396@gevjon.ttsg.com> Weekly Status on 05/05/03 -=- 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 May 4 19:10:24 EDT 2003 # Name Author Score Age 1 Her Majesty P.Kline 15 263 2 Lord of the imp-rings II Neogryzor 14 27 3 Triple Glaze Philip Thorne 13 38 4 D-clearM Ken Espiritu 11 244 5 Djinn Test 9 Steve Gunnell 9 133 6 trial John Metcalf 8 148 7 my new tiny warrior John Metcalf 6 35 8 Dettol Test 26 Steve Gunnell 5 24 9 PolyPap III Jakub/Roy 3 30 10 Journey to the west test Steve Gunnell 1 1 11 Journey to the west test Steve Gunnell 0 2 From: anyjoe2000@yahoo.com (ice9) Subject: lets play Date: 7 May 2003 00:28:26 -0700 Message-ID: Do you think books are better than movies because the story is more in-depth and you imagination, the graphics of your minds eye, are unparalleled? Are you ready to embark on a voyage that even after years of playing you will still learn new things? You start as a single space going trader with nothing but you ship and a little start up capital. As the weeks go by you build up to control a huge empire , building your own trade ports, gaining fleets of bigger and better ships, colonizing planets and building them up to powerful level seven citadels. Will you follow the path of the good and fly a federation starship or become a space pirate robbing lurking in the underground and robbing your way across the universe. Like PVP? You'll like this! Perhaps you'll team up with other players and rule the universe! Trade Wars 2002 is a text base game that has its roots in the early days of dial up bulletin boards. Now it's a real time game where players team up and compete to crush other teams and win the game. The average game last 6 months and is addicting as hell! The players of ICE9 invite you to come learn. Best of all its always 100% free. Check out or website at www.uci.net/~ice9 or telnet to the game at telnet://216.104.67.240:23 if you played it before come rediscover it, if you haven't your missing out! Come play with us at ICE9 Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 07 May 2003 15:44:21 GMT Archive-name: games/corewar-faq Last-Modified: September 4, 1999 Version: 4.2 URL: http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Copyright: (c) 1999 Anton Marsden Maintainer: Anton Marsden Posting-Frequency: once every 2 weeks Core War Frequently Asked Questions (rec.games.corewar FAQ) These are the Frequently Asked Questions (and answers) from the Usenet newsgroup rec.games.corewar. A plain text version of this document is posted every two weeks. The latest hypertext version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html and the latest plain text version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.txt. This document is currently being maintained by Anton Marsden (anton@paradise.net.nz). Last modified: Sat Sep 4 00:22:22 NZST 1999 ------------------------------------------------------------------------ To Do * Add the new No-PSpace '94 hill location * Add online location of Dewdney's articles * Make question 17 easier to understand. Add a state diagram? * Add info about infinite hills, related games (C-Robots, Tierra?, ...) * New question: How do I know if my warrior is any good? Refer to beginners' benchmarks, etc. * Add a Who's Who list? * Would very much like someone to compile a collection of the "revolutionary" warriors so that beginners can see how the game has developed over the years. Mail me if interested. ------------------------------------------------------------------------ What's New * Changed primary location of FAQ (again!) * Changed Philip Kendall's home page address. * Updated list server information * Changed primary location of FAQ * Vector-launching code was fixed thanks to Ting Hsu. * Changed the location of Ryan Coleman's paper (LaunchPad -> Launchpad) * Changed pauillac.inria.fr to para.inria.fr ------------------------------------------------------------------------ Table of Contents 1. What is Core War 2. Is it "Core War" or "Core Wars"? 3. Where can I find more information about Core War? 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? 5. What is ICWS'94? Which simulators support ICWS'94? 6. What is the ICWS? 7. What is Core Warrior? 8. Where are the Core War archives? 9. Where can I find a Core War system for ...? 10. Where can I find warrior code? 11. I do not have FTP. How do I get all this great stuff? 12. I do not have access to Usenet. How do I post and receive news? 13. Are there any Core War related WWW sites? 14. What is KotH? How do I enter? 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 16. How does SLT (Skip if Less Than) work? 17. What is the difference between in-register and in-memory evaluation? 18. What is P-space? 19. What does "Missing ;assert .." in my message from KotH mean? 20. How should I format my code? 21. Are there any other Core War related resources I should know about? 22. What does (expression or term of your choice) mean? 23. Other questions? ------------------------------------------------------------------------ 1. What is Core War? Core War is a game played by two or more programs (and vicariously by their authors) written in an assembly language called Redcode and run in a virtual computer called MARS (for Memory Array Redcode Simulator). The object of the game is to cause all processes of the opposing program to terminate, leaving your program in sole posession of the machine. There are Core War systems available for most computer platforms. Redcode has been standardised by the ICWS, and is therefore transportable between all standard Core War systems. The system in which the programs run is quite simple. The core (the memory of the simulated computer) is a continuous array of instructions, empty except for the competing programs. The core wraps around, so that after the last instruction comes the first one again. There are no absolute addresses in Core War. That is, the address 0 doesn't mean the first instruction in the memory, but the instruction that contains the address 0. The next instruction is 1, and the previous one obviously -1. However, all numbers are treated as positive, and are in the range 0 to CORESIZE-1 where CORESIZE is the amount of memory locations in the core - this means that -1 would be treated as CORESIZE-1 in any arithmetic operations, eg. 3218 + 7856 = (3218 + 7856) mod CORESIZE. Many people get confused by this, and it is particularly important when using the SLT instruction. Note that the source code of a program can still contain negative numbers, but if you start using instructions like DIV #-2, #5 it is important to know what effect they will have when executed. The basic unit of memory in Core War is one instruction. Each Redcode instruction contains three parts: * the opcode * the source address (a.k.a. the A-field) * the destination address (a.k.a. the B-field) The execution of the programs is equally simple. The MARS executes one instruction at a time, and then proceeds to the next one in the memory, unless the instruction explicitly tells it to jump to another address. If there is more than one program running, (as is usual) the programs execute alternately, one instruction at a time. The execution of each instruction takes the same time, one cycle, whether it is MOV, DIV or even DAT (which kills the process). Each program may have several processes running. These processes are stored in a task queue. When it is the program's turn to execute an instruction it dequeues a process and executes the corresponding instruction. Processes that are not killed during the execution of the instruction are put back into the task queue. Processes created by a SPL instruction are added to the task queue after the creating process is put back into the task queue. [ToC] ------------------------------------------------------------------------ 2. Is it "Core War" or "Core Wars"? Both terms are used. Early references were to Core War. Later references seem to use Core Wars. I prefer "Core War" to refer to the game in general, "core wars" to refer to more than one specific battle. [ToC] ------------------------------------------------------------------------ 3. Where can I find more information about Core War? Core War was first described in the Core War Guidelines of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in Scientific American which discussed Core War, starting with the May 1984 article. Those articles are contained in two anthologies: Library of Author Title Published ISBN Congress Call Number The Armchair Dewdney, Universe: An New York: W. QA76.6 .D517 A. K. Exploration of H. Freeman �0-7167-1939-8 1988 Computer Worlds 1988 The Magic 0-7167-2125-2 Dewdney, Machine: A New York: W.(Hardcover), QA76.6 A. K. Handbook of H. Freeman �0-7167-2144-9 .D5173 1990 Computer Sorcery 1990 (Paperback) A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. For those who are interested, Dewdney has a home page at http://www.csd.uwo.ca/faculty/akd/. [ToC] ------------------------------------------------------------------------ 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? A draft of the official standard (ICWS'88) is available as ftp://www.koth.org/corewar/documents/standards/redcode-icws-88.Z. This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorials, ftp://www.koth.org/corewar/documents/tutorial.1.Z and ftp://www.koth.org/corewar/documents/tutorial.2.Z. Steven Morrell has prepared a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. This and various other tutorials can be found at http://www.koth.org/papers.html. Even though ICWS'88 is still the "official" standard, you will find that most people are playing by ICWS'94 draft rules and extensions. [ToC] ------------------------------------------------------------------------ 5. What is ICWS'94? Which simulators support ICWS'94? There is an ongoing discussion about future enhancements to the Redcode language. A proposed new standard, dubbed ICWS'94, is currently being evaluated. A major change is the addition of "instruction modifiers" that allow instructions to modify A-field, B-field or both. Also new is a new addressing modes and unrestricted opcode and addressing mode combination ("no illegal instructions"). ICWS'94 is backwards compatible; i.e. ICWS'88 warriors will run correctly on an ICWS'94 system. Take a look at the ICWS'94 draft at ftp://www.koth.org/corewar/documents/icws94.0202.Z for more information. There is a HTML version of this document available at http://www.koth.org/info/icws94.html. You can try out the new standard by submitting warriors to the '94 hills of the KotH servers. Two corewar systems currently support ICWS'94, pMARS (many platforms) and Redcoder (Mac), both available at ftp://www.koth.org/corewar. Note that Redcoder only supports a subset of ICWS'94. [ToC] ------------------------------------------------------------------------ 6. What is the ICWS? About one year after Core War first appeared in Scientific American, the "International Core War Society" (ICWS) was established. Since that time, the ICWS has been responsible for the creation and maintenance of Core War standards and the running of Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). The ICWS is no longer active. [ToC] ------------------------------------------------------------------------ 7. What is Core Warrior? Following in the tradition of the Core War News Letter, Push Off, and The 94 Warrior, Core Warrior is a newsletter about strategies and current standings in Core War. Started in October 1995, back issues of Core Warrior (and the other newsletters) are available at http://para.inria.fr/~doligez/corewar/. There is also a Core Warrior index page at http://www.kendalls.demon.co.uk/pak21/corewar/warrior.html which has a summary of the contents of each issue of Core Warrior. Many of the earlier issues contain useful information for beginners. [ToC] ------------------------------------------------------------------------ 8. Where are the Core War archives? Many documents such as the guidelines and the ICWS standards along with previous tournament Redcode entries and complete Core War systems are available via anonymous ftp from ftp://ftp.csua.berkeley.edu/pub/corewar. Also, most of past rec.games.corewar postings (including Redcode source listings) are archived there. Jon Blow (blojo@csua.berkeley.edu) is the archive administrator. When uploading to /pub/corewar/incoming, ask Jon to move your upload to the appropriate directory and announce it on the net. This site is mirrored at: * http://www.koth.org/corewar/ * ftp://www.koth.org/corewar/ * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror The plain text version of this FAQ is automatically archived by news.answers (but this version is probably out-of-date). [ToC] ------------------------------------------------------------------------ 9. Where can I find a Core War system for . . . ? Core War systems are available via anonymous FTP from www.koth.org in the corewar/systems directory. Currently, there are UNIX, IBM PC-compatible, Macintosh, and Amiga Core War systems available there. It is a good idea to check ftp://www.koth.org/corewar/incoming for program updates first. CAUTION! There are many, many Core War systems available which are NOT ICWS'88 (or even ICWS'86) compatible available at various archive sites other than www.koth.org. Generally, the older the program - the less likely it will be ICWS compatible. If you are looking for an ICWS'94 simulator, get pMARS, which is available for many platforms and can be downloaded from: * ftp://ftp.csua.berkeley.edu/pub/corewar (original site) * ftp://www.koth.org/corewar (koth.org mirror) * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror (Planar mirror) * http://www.nc5.infi.net/~wtnewton/corewar/ (Terry Newton) * ftp://members.aol.com/ofechner/corewar (Fechter) Notes: * If you have trouble running pMARS with a graphical display under Win95 then check out http://www.koth.org/pmars.html which should have a pointer to the latest compilation of pMARS for this environment. * RPMs for the Alpha, PowerPC, Sparc and i386 can be found at ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ Reviews of Core War systems would be greatly appreciated in the newsgroup and in the newsletter. Below is a not necessarily complete or up-to-date list of what's available at www.koth.org: MADgic41.lzh corewar for the Amiga, v4.1 MAD4041.lzh older version? MAD50B.lha corewar for the Amiga, beta version 5.0 Redcoder-21.hqx corewar for the Mac, supports ICWS'88 and '94 (without extensions) core-11.hqx corewar for the Mac core-wars-simulator.hqx same as core-11.hqx? corewar_unix_x11.tar.Z corewar for UNIX/X-windows, ICWS'86 but not ICWS'88 compatible koth31.tar.Z corewar for UNIX/X-windows. This program ran the former KotH server at intel.com koth.shar.Z older version kothpc.zip port of older version of KotH to the PC deluxe20c.tar.Z corewar for UNIX (broken X-windows or curses) and PC mars.tar.Z corewar for UNIX, likely not ICWS'88 compatible icons.zip corewar icons for MS-Windows macrored.zip a redcode macro-preprocessor (PC) c88v49.zip PC corewar, textmode display mars88.zip PC corewar, graphics mode display corwp302.zip PC corewar, textmode display, slowish mercury2.zip PC corewar written in assembly, fast! mtourn11.zip tournament scheduler for mercury (req. 4DOS) pmars08s.zip portable system, ICWS'88 and '94, runs on UNIX, PC, Mac, Amiga. C source archive pmars08s.tar.Z same as above pmars08.zip PC executables with graphics display, req 386+ macpmars02.sit.hqx pMARS executable for Mac (port of version 0.2) buggy, no display MacpMARS1.99a.cpt.hqx port of v0.8 for the Mac, with display and debugger MacpMARS1.0s.cpt.hqx C source (MPW, ThinkC) for Mac frontend pvms08.zip pMARS v0.8 for VMS build files/help (req. pmars08s.zip) ApMARS03.lha pMARS executable for Amiga (port of version 0.3.1) wincor11.zip MS-Windows system, shareware ($15) [ToC] ------------------------------------------------------------------------ 10. Where can I find warrior code? To learn the game, it is a good idea to study previously posted warrior code. The FTP archives have code in the ftp://www.koth.org/corewar/redcode directory. A clearly organized on-line warrior collection is available at the Core War web sites (see below). [ToC] ------------------------------------------------------------------------ 11. I do not have FTP. How do I get all this great stuff? There is an FTP email server at bitftp@pucc.princeton.edu. This address may no longer exist. I haven't tested it yet. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. Note that many FTP email gateways are shutting down due to abuse. To get a current list of FTP email servers, look at the Accessing the Internet by E-mail FAQ posted to news.answers. If you don't have access to Usenet, you can retrieve this FAQ one of the following ways: * Send mail to mail-server@rtfm.mit.edu with the body containing "send usenet/news.answers/internet-services/access-via-email". * Send mail to mailbase@mailbase.ac.uk with the body containing "send lis-iis e-access-inet.txt". [ToC] ------------------------------------------------------------------------ 12. I do not have access to Usenet. How do I post and receive news? To receive rec.games.corewar articles by email, join the COREWAR-L list run on the Koth.Org list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@koth.org. You can send mail to corewar-l@koth.org to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (ttsg@ttsg.com). Servers that allow you to post (but not receive) articles are available. Refer to the Accessing the Internet by E-Mail FAQ for more information. [ToC] ------------------------------------------------------------------------ 13. Are there any Core War related WWW sites? You bet. Each of the two KotH sites sport a world-wide web server. Stormking's Core War page is http://www.koth.org; pizza's is http://www.ecst.csuchico.edu/~pizza/koth . Damien Doligez (a.k.a. Planar) has a web page that features convenient access to regular newsletters (Push Off, The '94 Warrior, Core Warrior) and a well organized library of warriors: http://para.inria.fr/~doligez/corewar/. Convenient for U.S. users, this site is also mirrored at koth.org. [ToC] ------------------------------------------------------------------------ 14. What is KotH? How do I enter? King Of The Hill (KotH) is an ongoing Core War tournament available to anyone with email. You enter by submitting via email a Redcode program (warrior) with special comment lines. You will receive a reply indicating how well your program did against the current top programs "on the hill". There are two styles of KotH tournaments, "classical" and "multi-warrior". The "classical" KotH is a one-on-one tournament, that is your warrior will play 100 battles against each of the 20 other programs currently on the Hill. You receive 3 points for each win and 1 point for each tie. (The existing programs do not replay each other, but their previous battles are recalled.) All scores are updated to reflect your battles and all 21 programs are ranked from high to low. If you are number 21 you are pushed off the Hill, if you are higher than 21 someone else is pushed off. In "multi-warrior" KotH, all warriors on the hill fight each other at the same time. Score calculation is a bit more complex than for the one-on-one tournament. Briefly, points are awarded based on how many warriors survive until the end of a round. A warrior that survives by itself gets more points than a warrior that survives together with other warriors. Points are calculated from the formula (W*W-1)/S, where W is the total number of warriors and S the number of surviving warriors. The pMARS documentation has more information on multi-warrior scoring. The idea for an email-based Core War server came from David Lee. The original KotH was developed and run by William Shubert at Intel starting in 1991, and discontinued after almost three years of service. Currently, KotHs based on Bill's UNIX scripts but offering a wider variety of hills are are running at two sites: koth@koth.org is maintained by Scott J. Ellentuch (tuc@ttsg.com) and pizza@ecst.csuchico.edu by Thomas H. Davies (sd@ecst.csuchico.edu). Up until May '95, the two sites provided overlapping services, i.e. the some of the hill types were offered by both "pizza" and "stormking". To conserve resources, the different hill types are now divided up among the sites. The way you submit warriors to both KotHs is pretty much the same. Therefore, the entry rules described below apply to both "pizza" and "stormking" unless otherwise noted. Entry Rules for King of the Hill Corewar * Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. * Put a line starting with ";redcode" (or ";redcode-94", etc., see below) at the top of your program. This MUST be the first line. Anything before it will be lost. If you wish to receive mail on every new entrant, use ";redcode verbose". Otherwise you will only receive mail if a challenger makes it onto the hill. Use ";redcode quiet" if you wish to receive mail only when you get shoved off the hill. Additionally, adding ";name " and ";author " will be helpful in the performance reports. Do NOT have a line beginning with ";address" in your code; this will confuse the mail daemon and you won't get mail back. Using ";name" is mandatory on the Pizza hills. In addition, it would be nice if you have lines beginning with ";strategy" that describe the algorithm you use. There are currently seven separate hills you can select by starting your program with ;redcode-94, ;redcode-b, ;redcode-lp, ;redcode-x, ;redcode, ;redcode-94x or ;redcode-94m. The former four run at "pizza", the latter three at "stormking". More information on these hills is listed below. * Mail this file to koth@koth.org or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). * Within a few minutes you should get mail back telling you whether your program assembled correctly or not. If it did assemble correctly, sit back and wait; if not, make the change required and re-submit. * In an hour or so you should get more mail telling you how your program performed against the current top 20 (or 10) programs. If no news arrives during that time, don't worry; entries are put in a queue and run through the tournament one at a time. A backlog may develop. Be patient. If your program makes it onto the hill, you will get mail every time a new program makes it onto the hill. If this is too much mail, you can use ";redcode[-??] quiet" when you first mail in your program; then you will only get mail when you make it on the top 25 list or when you are knocked off. Using ";redcode[-??] verbose" will give you even more mail; here you get mail every time a new challenger arrives, even if they don't make it onto the top 25 list. Often programmers want to try out slight variations in their programs. If you already have a program named "foo V1.0" on the hill, adding the line ";kill foo" to a new program will automatically bump foo 1.0 off the hill. Just ";kill" will remove all of your programs when you submit the new one. The server kills programs by assigning an impossibly low score; it may therefore take another successful challenge before a killed program is actually removed from the hill. Sample Entry ;redcode ;name Dwarf ;author A. K. Dewdney ;strategy Throw DAT bombs around memory, hitting every 4th memory cell. ;strategy This program was presented in the first Corewar article. bomb DAT #0 dwarf ADD #4, bomb MOV bomb, @bomb JMP dwarf END dwarf ; Programs start at the first line unless ; an "END start" pseudo-op appears to indicate ; the first logical instruction. Also, nothing ; after the END instruction will be assembled. Duration Max. Hill Name Hill Core Max. Before Entry Min. Rounds Instr. Size Size Processes Distance Fought Set Tie Length Pizza's ICWS '94 Draft Hill Extended (Accessed with 25 8000 8000 80000 100 100 200 ICWS '94 ";redcode-94") Draft Pizza's Beginner's Extended Hill (Accessed 25 8000 8000 80000 100 100 200 ICWS '94 with ";redcode-b") Draft Pizza's Experimental Extended (Small) Hill 25 800 800 8000 20 20 200 ICWS '94 (Accessed with Draft ";redcode-x") Pizza's Limited Process (LP) Hill Extended (Accessed with 25 8000 8 80000 200 200 200 ICWS '94 ";redcode-lp") Draft Stormking's ICWS '88 Standard Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '88 ";redcode") Stormking's ICWS '94 No Pspace Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '94 ";redcode-94nop") Stormking's ICWS '94 Experimental Extended (Big) Hill 20 55440 55440 500000 200 200 250 ICWS '94 (Accessed with Draft ";redcode-94x") Stormking's ICWS '94 Multi-Warrior Extended Hill (Accessed 10 8000 8000 80000 100 100 200 ICWS '94 with Draft ";redcode-94m") Note: Warriors on the beginner's hill are retired at age 100. If you just want to get a status report without actually challenging the hills, send email with ";status" as the message body (and don't forget "Subject: koth" for "pizza"). If you send mail to "pizza" with "Subject: koth help" you will receive instructions that may be more up to date than those contained in this document. At "stormking", a message body with ";help" will return brief instructions. If you submit code containing a ";test" line, your warrior will be assembled but not actually pitted against the warriors on the hill. At "pizza", you can use ";redcode[-??] test" to do a test challenge of the Hill without affecting the status of the Hill. These challenges can be used to see how well your warrior does against the current Hill warriors. All hills run portable MARS (pMARS) version 0.8, a platform-independent Core War system available at www.koth.org. The '94 and '94x hills allow five experimental opcodes and three experimental addressing modes currently not covered in the ICWS'94 draft document: * LDP - Load P-Space * STP - Store P-Space * SEQ - Skip if EQual (synonym for CMP) * SNE - Skip if Not Equal * NOP - (No OPeration) * * - indirect using A-field as pointer * { - predecrement indirect using A-field * } - postincrement indirect using A-field [ToC] ------------------------------------------------------------------------ 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? Core is initialized to DAT 0, 0. This is an illegal instruction (in source code) under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you have a DAT 0, 0 instruction in your source code - only DAT #0, #0. So this begs the question, how to compare something to see if it is empty core. The answer is, most likely the instruction before your first instruction and the instruction after your last instruction are both DAT 0, 0. You can use them, or any other likely unmodified instructions, for comparison. Note that under ICWS'94, DAT 0, 0 is a legal instruction. [ToC] ------------------------------------------------------------------------ 16. How does SLT (Skip if Less Than) work? SLT gives some people trouble because of the way modular arithmetic works. It is important to note that all negative numbers are converted to positive numbers before a battles begins. Example: -1 becomes M-1 where M is the memory size (core size). Once you realize that all numbers are treated as positive, it is clear what is meant by "less than". It should also be clear that no number is less than zero. [ToC] ------------------------------------------------------------------------ 17. What is the difference between in-register and in-memory evaluation? These terms refer to the way instruction operands are evaluated. The '88 Redcode standard ICWS'88 is unclear about whether a simulator should "buffer" the result of A-operand evaluation before the B-operand is evaluated. Simulators that do buffer are said to use in-register evaluation, those that don't, in-memory evaluation. ICWS'94 clears this confusion by mandating in-register evaluation. Instructions that execute differently under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV and MOD where the effective address of the A-operand is modified by evaluation of the B-operand. This is best illustrated by an example: L1 mov L2, mov.i #0, impsize Bootstrapping Strategy of copying the active portion of the program away from the initial location, leaving a decoy behind and making the relocated program as small as possible. B-Scanners Scanners which only recognize non-zero B-fields. example add #10, scan scan jmz example, 10 c Measure of speed, equal to one location per cycle. Speed of light. CMP-Scanner A Scanner which uses a CMP instruction to look for opponents. example add step, scan scan cmp 10, 30 jmp attack jmp example step dat #20, #20 Colour Property of bombs making them visible to scanners, causing them to attack useless locations, thus slowing them down. example dat #100 Core-Clear Code that sequentially overwrites core with DAT instructions; usually the last part of a program. Decoys Bogus or unused instructions meant to slow down scanners. Typically, DATs with non-zero B-fields. Decrement Resistant Property of warriors making them functional (or at least partially functional) when overrun by a DJN-stream. DJN-Stream (also DJN-Train) Using a DJN command to rapidly decrement core locations. example ... ... djn example, <4000 Dwarf The prototypical small bomber. Gate-busting (also gate-crashing) technique to "interweave" a decrement-resistant imp-spiral (e.g. MOV 0, 2668) with a standard one to overrun imp-gates. Hybrids warriors that combine two or more of the basic strategies, either in sequence (e.g. stone->paper) or in parallel (e.g. imp/stone). Imp Program which only uses the MOV instruction. example mov 0, 1 or example mov 0, 2 mov 0, 2 Imp-Gate A location in core which is bombed or decremented continuously so that an Imp can not pass. Also used to describe the program-code which maintains the gate. example ... ... spl 0, mov.i #0,IMPSIZE Mirror see reflection. On-axis/off-axis On-axis scanners compare two locations M/2 apart, where M is the memory size. Off-axis scanners use some other separation. Optimal Constants (also optima-type constants) Bomb or scan increments chosen to cover core most effectively, i.e. leaving gaps of uniform size. Programs to calculate optimal constants and lists of optimal numbers are available at www.koth.org. Paper A Paper-like program is one which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. P-Warrior A warrior which uses the results of previous round(s) in order to determine which strategy it will use. Pit-Trapper (also Slaver, Vampire). A program which enslaves another. Usually accomplished by bombing with JMPs to a SPL 0 pit with an optional core-clear routine. Q^2 Scan A modern version of the Quick Scan where anything found is attacked almost immediately. Quick Scan 2c scan of a set group of core locations with bombing if anything is found. Both of the following codes snips scan 16 locations and check for a find. If anything is found, it is attacked, otherwise 16 more locations are scanned. Example: start s1 for 8 ;'88 scan cmp start+100*s1, start+100*s1+4000 ;check two locations mov #start+100*s1-found, found ;they differ so set pointer rof jmn attack, found ;if we have something, get it s2 for 8 cmp start+100*(s2+6), start+100*(s2+6)+4000 mov #start+100*(s2+6)-found, found rof found jmz moveme, #0 ;skip attack if qscan found nothing attack cmp @found, start-1 ;does found points to empty space? add #4000, found ;no, so point to correct location mov start-1, @found ;move a bomb moveme jmp 0, 0 In ICWS'94, the quick scan code is more compact because of the SNE opcode: start ;'94 scan s1 for 4 sne start+400*s1, start+400*s1+100 ;check two locations seq start+400*s1+200, start+400*s1+300 ;check two locations mov #start+400*s1-found, found ;they differ so set pointer rof jmn which, found ;if we have something, get it s2 for 4 sne start+400*(s2+4), start+400*(s2+4)+100 seq start+400*(s2+4)+200, start+400*(s2+4)+300 mov #start+400*(s2+4)-found-100, found rof found jmz moveme, #0 ;skip attack if qscan found nothing add #100, -1 ;increment pointer till we get the which jmn -1, @found ;right place mov start-1, @found ;move a bomb moveme jmp 0, 0 Reflection Copy of a program or program part, positioned to make the active program invisible to a CMP-scanner. Replicator Generic for Paper. A program which makes many copies of itself, each copy also making copies. Self-Splitting Strategy of amplifying the number of processes executing a piece of code. example spl 0 loop add #10, example mov example, @example jmp loop Scanner A program which searches through core for an opponent rather than bombing blindly. Scissors A program designed to beat replicators, usually a (B-field scanning) vampire. Part of the Paper-Scissors-Stone analogy. Self-Repair Ability of a program to fix it's own code after attack. Silk A replicator which splits off a process to each new copy before actually copying the code. This allows it to replicate extremely quickly. This technique is only possible under the '94 draft, because it requires post-increment indirect addressing. Example: spl 1 mov -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov >-1, }-1 ;copy self to new location mov bomb, >2000 ;linear bombing mov bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat >2667, >5334 ;anti-imp bomb Slaver see Pit-Trapper. Stealth Property of programs, or program parts, which are invisible to scanners, accomplished by using zero B-fields and reflections. Stone A Stone-like program designed to be a small bomber. Part of the Paper-Scissors-Stone analogy. Stun A type of bomb which makes the opponent multiply useless processes, thus slowing it down. Example is referred to as a SPL-JMP bomb. example spl 0 jmp -1 Two-Pass Core-Clear (also SPL/DAT Core-Clear) core clear that fills core first with SPL instructions, then with DATs. This is very effective in killing paper and certain imp-spiral variations. Vampire see Pit-Trapper. Vector Launch one of several means to start an imp-spiral running. As fast as Binary Launch, but requiring much less code. See also JMP/ADD Launch and Binary Launch. This example is one form of a Vector Launch: sz EQU 2667 spl 1 spl 1 jmp @vt, }0 vt dat #0, imp+0*sz ; start of vector table dat #0, imp+1*sz dat #0, imp+2*sz dat #0, imp+3*sz ; end of vector table imp mov.i #0, sz [ToC] ------------------------------------------------------------------------ 23. Other questions? Just ask in the rec.games.corewar newsgroup or contact me. If you are shy, check out the Core War archives first to see if your question has been answered before. [ToC] ------------------------------------------------------------------------ Credits Additions, corrections, etc. to this document are solicited. Thanks in particular to the following people who have contributed major portions of this document: * Mark Durham (wrote the original version of the FAQ) * Paul Kline * Randy Graham * Stefan Strack (maintained a recent version of the FAQ) ------------------------------------------------------------------------ Copyright � 1999 Anton Marsden. Verbatim copying and distribution of this entire article is permitted in any medium, provided this notice is preserved. ------------------------------------------------------------------------ From: Lukasz Grabun Subject: DM on 94 hill Date: 9 May 2003 05:13:49 GMT Message-ID: David Moore seems to have 15-point lead over the rest of pathetic :-) competitors on 94 hill. Congratulations! -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: myfactor.c Date: 9 May 2003 15:53:56 GMT Message-ID: Hi, Here's little manual for all you guys who want to use myfactor.c - the quick q[A-F] for Q^4 generator. It is not that obvious so I thought it would be a good idea to post such article. The code of myfactor.c is obtainable from http://www.astercity.net/~grabek/tools/myfactor.c Once you download it you have to compile it in non-interactive mode which basically means you have to comment the #define INTERACTIVE line. Oh, I almost forgot. The constants qTab1, qTab2 and qF stand for position of qD, qB and qF in the Quicksilver's qscan code. They are hardcoded so you have to recompile the program when you change them. I didn't bother 'bout the CLI but I may add it in the future (as stated on my webpage ;-). In the non-INTERACTIVE mode program finds all qX (multiple factor) which have the lowest possible flag value. The flag value is increased by one each time program calculates the scan location that either is positioned too close to the origin of warrior ( Subject: IRC tournament Date: 10 May 2003 11:30:34 GMT Message-ID: This weekend's IRC tournament will be held by me, Lukasz Grabun, that is. At usual time :-) Hereby I invite you all to join the channel and take part in this tourney. Hope to see you there. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 05/12/03 Date: 12 May 2003 10:10:59 -0400 Message-ID: <200305120406.h4C461Fj018014@gevjon.ttsg.com> Weekly Status on 05/12/03 -=- 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 : Thu May 8 12:00:08 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 43/ 34/ 22 The X Machine Zul Nadzri 152 1 2 46/ 42/ 12 Fire and Ice II David Moore 149 90 3 42/ 37/ 21 Eliminator X Zul Nadzri 146 2 4 39/ 36/ 25 Black Moods Ian Oversby 142 186 5 24/ 8/ 68 Evol Cap 4 X John Wilkinson 139 259 6 36/ 33/ 31 Trefoil F 13 Steve Gunnell 139 73 7 28/ 18/ 54 Katafutr Michal Janeczek 137 130 8 23/ 10/ 67 Denial David Moore 137 131 9 31/ 26/ 44 Olivia X Ben Ford 136 71 10 35/ 34/ 31 Controlled Aggression Ian Oversby 135 190 11 36/ 38/ 26 Giant Hazy Test 13 Steve Gunnell 134 17 12 24/ 14/ 62 Kin John Metcalf 134 98 13 26/ 21/ 53 Glenstorm John Metcalf 132 52 14 28/ 25/ 46 Venom v0.2b Christian Schmidt 131 212 15 19/ 8/ 73 Evolve X v4.0 John Wilkinson 130 207 16 29/ 28/ 43 KAT v5 Dave Hillis 129 122 17 29/ 31/ 40 Damage Inflicted Robert Macrae 127 129 18 33/ 39/ 28 Ogre Christian Schmidt 126 138 19 17/ 10/ 74 Black Box v1.1 JKW 123 153 20 34/ 46/ 19 Kenshin X 45 Steve Gunnell 123 33 21 9/ 89/ 1 24702-5515-scott-eai2 bvowk 29 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 05/12/03 Date: 12 May 2003 10:10:54 -0400 Message-ID: <200305120409.h4C49177018043@gevjon.ttsg.com> Weekly Status on 05/12/03 -=- 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 May 11 16:56:50 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 47/ 46/ 7 Recon 2 David Moore 148 62 2 35/ 24/ 41 Reepicheep Grabun/Metcalf 147 839 3 45/ 48/ 7 Claw 2 Fizmo 142 37 4 33/ 25/ 43 Numb Roy van Rijn 140 12 5 27/ 16/ 57 RotPendragon 2 Christian Schmidt 138 48 6 32/ 26/ 42 Thunderstrike Lukasz Grabun 138 213 7 28/ 18/ 53 Dawn Roy van Rijn 138 224 8 30/ 23/ 48 Back To PolyLand Jakub Kozisek 137 43 9 40/ 45/ 15 Hazy Test 63 Steve Gunnell 136 383 10 39/ 42/ 19 Toxic Spirit Philip Thorne 136 293 11 30/ 25/ 45 Son of Vain Oversby/Pihlaja 135 1608 12 31/ 27/ 41 Tormentor Christian Schmidt 135 47 13 38/ 43/ 19 Return of Vanquisher Lukasz Grabun 134 370 14 24/ 14/ 62 Lord of the imp-rings II Neogryzor 134 54 15 27/ 21/ 52 Fast Action IV Christian Schmidt 133 44 16 29/ 26/ 45 Pixie Lukasz Grabun 131 256 17 38/ 46/ 16 Origin of Storms John Metcalf 130 56 18 25/ 21/ 54 D-Paper John Metcalf 129 7 19 35/ 46/ 18 run to the hills Simon Wainwright 124 73 20 36/ 48/ 16 scan test John Metcalf 124 1 21 20/ 59/ 22 432497-2968-scott-eai2 bvowk 80 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 05/12/03 Date: 12 May 2003 10:11:04 -0400 Message-ID: <200305120403.h4C431p7017954@gevjon.ttsg.com> Weekly Status on 05/12/03 -=- 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 May 11 04:16:14 EDT 2003 # Name Author Score Age 1 Triple Glaze Philip Thorne 13 43 2 D-clearM Ken Espiritu 12 249 3 trial John Metcalf 11 153 4 Dettol Test 26 Steve Gunnell 11 29 5 Her Majesty P.Kline 8 268 6 my new tiny warrior John Metcalf 8 40 7 Lord of the imp-rings II Neogryzor 8 32 8 Djinn Test 9 Steve Gunnell 7 138 9 PolyPap III Jakub/Roy 2 35 10 Journey to the west test Steve Gunnell 0 1 11 Journey to the west test Steve Gunnell 0 0 From: Koth Subject: KOTH.ORG: Status - Standard 05/12/03 Date: 12 May 2003 10:11:08 -0400 Message-ID: <200305120400.h4C401uQ017887@gevjon.ttsg.com> Weekly Status on 05/12/03 -=- 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 May 9 10:19:38 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 39/ 22/ 40 Quicksilver '88 Michal Janeczek 156 8 2 46/ 39/ 15 Tangle Trap 3 David Moore 154 1 3 35/ 22/ 43 Freight Train David Moore 149 173 4 34/ 22/ 44 Test Alexander (Sasha) Wa 147 112 5 45/ 44/ 11 vm5 Michal Janeczek 146 7 6 34/ 22/ 44 Guardian Ian Oversby 146 172 7 42/ 40/ 18 My 1st try Christian Schmidt 144 4 8 36/ 32/ 32 vala John Metcalf 140 95 9 44/ 49/ 7 Scan Test C 6 Steve Gunnell 140 11 10 43/ 46/ 11 Foggy Swamp Beppe Bezzi 139 169 11 41/ 43/ 16 '88 test IV John Metcalf 138 66 12 31/ 23/ 46 Pixie 88 Lukasz Grabun 138 2 13 42/ 46/ 12 Blur '88 Anton Marsden 138 210 14 38/ 40/ 22 PacMan David Moore 136 202 15 32/ 29/ 40 sIMPly.Red v0.95 Leonardo Humberto 134 130 16 27/ 20/ 52 Test I Ian Oversby 134 229 17 39/ 45/ 16 Stasis David Moore 134 280 18 35/ 36/ 29 Gymnosperm trickery Dave Hillis 134 59 19 29/ 25/ 46 Shish-Ka-Bob Ben Ford 133 128 20 26/ 20/ 54 EV Paper John K Wilkinson 132 186 21 5/ 79/ 16 Dwarf Launcher Almo! 32 0 From: Koen Struyve Subject: Beginner's tournament : deadline delay Date: 12 May 2003 10:23:41 -0400 Message-ID: <1052474204.3ebb7b5ca28e4@peperoni.rug.ac.be> Hello, I have delayed the deadline with one week til 16 may to allow more entries on the beginners tournament (more info on http://www25.brinkster.com/ivaldir). if you are a amateur of beginning RedCoder, please send your entry to koen.struyve@rug.ac.be to support this initiative. Thanks Koen Struyve -- From: Christoph Birk Subject: Koenigstuhl - new hill Date: 12 May 2003 10:23:37 -0400 Message-ID: <200305091708.KAA06301@andromeda.ociw.edu> Lately there has been quite some activity publishing warriors from all kind of tournaments, mostly involving odd rulesets that make classification for the 'Koenigstuhl' very difficult. I actually should not run programs in an evironment that they were not designed for, but since the 'Koenigstuhl' also serves as an archive I propose to create a new hill. I plan to move all programs that do not fit into one the the "standard" categories (94,Pspace,ICWS,Tiny,X,LP) to that hill (please suggest an appropriate name). This hill should be seen mostly as an archive, not a competitive hill. I would appreciate if all authors checked the current Koenigstuhl hills and send me a list of their warriors they think should move to the "odd" hill. Thanks, Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: Lukasz Adamowski Subject: 1% missing Date: 12 May 2003 17:49:00 -0400 Message-ID: Can anyone tell me please how it happened that Jakub Kozisek in 11th IRC Tournament scored 36/3/60 (%W/%L/%T). AFAIK 36+3+60=99! I believe it's truncating problem and it shows really rarely, because I never seen it before however I play CW for almost 5 years. Lukasz Adamowski P.S. You know, it's important to me, I've scores 36/4/60, so maybe this 1% decided of my 3rd place... ;] BTW it was really close fight again. From: pak21@cam.ac.uk (Philip Kendall) Subject: Re: 1% missing Date: 13 May 2003 00:29:10 +0100 Message-ID: In article , Lukasz Adamowski wrote: > > Can anyone tell me please how it happened that Jakub Kozisek in >11th IRC Tournament scored 36/3/60 (%W/%L/%T). AFAIK 36+3+60=99! I believe >it's truncating problem and it shows really rarely, because I never seen >it before however I play CW for almost 5 years. Well, without knowing the numbers, how would you like to see (say) 300 rounds with 109 wins, 10 losses and 181 ties represented? It's just rounding errors. Phil -- Philip Kendall http://www.srcf.ucam.org/~pak21/ From: Jakub Kozisek Subject: Re: DM on 94 hill Date: 13 May 2003 08:09:38 -0400 Message-ID: > David Moore seems to have 15-point lead over the rest of pathetic :-) > competitors on 94 hill. Congratulations! > Well, its your turn to change that. :) > -- > Lukasz Grabun > (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) > From: Lukasz Adamowski Subject: Now I know where that 1% has gone! Date: 13 May 2003 08:09:32 -0400 Message-ID: Just being curious I started to look more carefully at results from another tournaments and guess what I've found: Jakub Kozisek in Frenzy Round 9 scored 56/17/28. 56+17+28=101 Gatcha!!! ;] So he "borrowed" 1% from 11th IRC Tour and put it in here! Cheater!!! ;] It should be punished! ;]]] LOL Lukasz P.S. Now I see that rounding error happens more often that I thought. But as it's harmful to noone it's no problem. From: =?iso-8859-1?q?will?= Subject: The Evolvers Gathering Date: 13 May 2003 08:58:03 -0400 Message-ID: <20030513124629.12678.qmail@web21110.mail.yahoo.com> Hi folks, many of us in the corewars crowd enjoy evolving warriors. Now at the moment the fight isn't so much between evolved warriors and handmade-warriors, but between genetic algorithms and the luckless programmers trying to implement them :-) Myself included :-( I thought it would be nice if all of us corewars evolvers and anyone else interested got together on #corewars at some time and discussed how to make a better evolver? Share ideas and failures and be very helpful and encouraging to each other? If you would be interested, please reply and when we have some people wanting this, we can arrange a good time and day? Yours hopefully, Will __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From: Lukasz Grabun Subject: Re: DM on 94 hill Date: 13 May 2003 15:23:27 GMT Message-ID: On 13 May 2003 08:09:38 -0400, Jakub Kozisek wrote: >> David Moore seems to have 15-point lead over the rest of pathetic :-) >> competitors on 94 hill. Congratulations! > Well, its your turn to change that. :) Why? I like the way it is. ;-) Besides, I don't like p-space. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Adamowski Subject: Re: The Evolvers Gathering Date: 13 May 2003 17:29:53 -0400 Message-ID: Hi! I think for some time about evolver working as shell scripts in unix, hopefully universal so much that it could be possible to build warriors like LEGO. But nothing more than idea in my mind doesn't exist. Cause: lack of time. Secondary cause: I still use my Winds instead of Linux I've installed on another particion long ago. So... If anything comes up, I'll tell you. Right now I have to work harder on my master degree. Greetings Lukasz From: Jakub Kozisek Subject: Re: Now I know where that 1% has gone! Date: 13 May 2003 17:29:49 -0400 Message-ID: On Tue, 13 May 2003, Lukasz Adamowski wrote: > > Just being curious I started to look more carefully at results > from another tournaments and guess what I've found: Jakub Kozisek in > Frenzy Round 9 scored 56/17/28. 56+17+28=101 Gatcha!!! ;] So he "borrowed" > 1% from 11th IRC Tour and put it in here! Cheater!!! ;] It should be > punished! ;]]] > LOL > Lukasz > Hey, leave my alone. I'm not cheater, I'm just good. ;) > P.S. Now I see that rounding error happens more often that I thought. But > as it's harmful to noone it's no problem. > > > From: "Zul Nadzri" Subject: Re: 1% missing Date: Tue, 13 May 2003 20:44:57 +0800 Message-ID: <3ec0e82f$1_2@news.tm.net.my> May be the score was 36.3 / 3.3 / 60.4 "Philip Kendall" wrote in message news:b9pao6$ck6$1@kern.srcf.societies.cam.ac.uk... > In article , > Lukasz Adamowski wrote: > > > > Can anyone tell me please how it happened that Jakub Kozisek in > >11th IRC Tournament scored 36/3/60 (%W/%L/%T). AFAIK 36+3+60=99! I believe > >it's truncating problem and it shows really rarely, because I never seen > >it before however I play CW for almost 5 years. > > Well, without knowing the numbers, how would you like to see (say) 300 > rounds with 109 wins, 10 losses and 181 ties represented? It's just > rounding errors. > > Phil > > -- > Philip Kendall > http://www.srcf.ucam.org/~pak21/ From: "Zul Nadzri" Subject: Re: The Evolvers Gathering Date: Wed, 14 May 2003 06:56:29 +0800 Message-ID: <3ec17784_2@news.tm.net.my> I may not be in the discussion but here is my thought, for a start: Evolver - random & systematic = generate more mutants from #1 ranking evolved warrior with minimal modification. For other ranking, make more modification. = create a bank i.e. several lines of code randomly choosen but must be selected as it is. The code can be anything the simulator feels good such as dclear, 3 lines bomber, or spl 0/jmp -1 combo. Should be short ones so that this code can be attached to the mutant code. = for 3 to 5 instructions, there should be a way to make the evolver do the 'forced' code generation, 'smartly' increments the code one units at a time. Some wasteful instruction can be skipped to speed up simulation. Can be extended to longer code. Major modification to the program is required though. * I like the in-memory generation of warriors like we have today. It is fast and I can relax my hard disk. * during the discussion, if possible, start from scratch on the concept. Then develop process flow for optimisation. The old process flow, if exist, can be revisited for reference. p/s: Let me know if a new version of evolver is out. I still believe in systematic increment of code modification. /Zul Nadzri "will" wrote in message news:20030513124629.12678.qmail@web21110.mail.yahoo.com... > Hi folks, > > many of us in the corewars crowd enjoy evolving > warriors. > > Now at the moment the fight isn't so much between > evolved warriors and handmade-warriors, but between > genetic algorithms and the luckless programmers trying > to implement them :-) Myself included :-( > > I thought it would be nice if all of us corewars > evolvers and anyone else interested got together on > #corewars at some time and discussed how to make a > better evolver? Share ideas and failures and be very > helpful and encouraging to each other? > > If you would be interested, please reply and when we > have some people wanting this, we can arrange a good > time and day? > > Yours hopefully, > Will > > __________________________________________________ > Yahoo! Plus > For a better Internet experience > http://www.yahoo.co.uk/btoffer From: martinankerl@web.de (Martin) Subject: Re: The Evolvers Gathering Date: 14 May 2003 14:14:46 -0700 Message-ID: <453a311f.0305141314.7b734f15@posting.google.com> > I thought it would be nice if all of us corewars > evolvers and anyone else interested got together on > #corewars at some time and discussed how to make a > better evolver? Share ideas and failures and be very > helpful and encouraging to each other? I believe the ultimate goal would be an evolving framework which is generally usable, not only for evolving corewars warriors. This task could be sort of a benchmark: it is difficult to evolve good warriors, so if the framework is good at it, it might be good at other problems too. I have been playing a long time with a clean and extensible software design, and have already implemented a prototype. I would like to implement a full featured library, but unfortunately I do not have enough time to do so. From: Christoph Birk Subject: Koenigstuhl - New #1 Date: 15 May 2003 18:49:14 -0400 Message-ID: <200305142138.OAA24458@andromeda.ociw.edu> Congratulations to Dave Hillis! His program 'Mantrap Arcade' is the new #1 on both Pspace- and OPEN-Koenigstuhl. Christoph http://www.ociw.edu/~birk/COREWARE/koenigstuhl.html From: "Olivier Souiry" Subject: Re: Koenigstuhl - New #1 Date: Fri, 16 May 2003 07:47:03 +0100 Message-ID: "Christoph Birk" wrote : > Congratulations to Dave Hillis! > His program 'Mantrap Arcade' is the new #1 on both Pspace- > and OPEN-Koenigstuhl. > > Christoph > http://www.ociw.edu/~birk/COREWARE/koenigstuhl.html your .sig is a 404 From: dhillismail@netscape.net (Dave Hillis) Subject: Re: Koenigstuhl - New #1 Date: 16 May 2003 09:51:58 -0700 Message-ID: <5d6847b2.0305160851.a6a10c@posting.google.com> Christoph Birk wrote in message news:<200305142138.OAA24458@andromeda.ociw.edu>... > Congratulations to Dave Hillis! > His program 'Mantrap Arcade' is the new #1 on both Pspace- > and OPEN-Koenigstuhl. > > Christoph > http://www.ociw.edu/~birk/COREWARE/koenigstuhl.html WOOHOO!!! And I owe it all to.........um, the people whose components I shamelessly stole: Ian Oversby, Ben Ford, David Moore, and P. Kline. Also credit (or blame ;)) John Metcalf who originated the idea of evolving a P^3 table for the P-switcher. It's a powerful technique. Dave Hillis From: Koen Struyve Subject: Beginner's Tournament : Next Round Date: 16 May 2003 10:02:31 -0400 Message-ID: <1053080322.3ec4bb02e20c1@mail.rug.ac.be> Hoi, Round I is completed, 1 paper, 2 stones and 1 scanner competed. These are the results : 1 Perfect Cell 0.5 Koen Struyve 299 2 Freeze II David Houston 178 3 A Small Bunch Of Tulips Will 'Varfar' 168 4 Bad Scanner 0.0 Koen Struyve 145 (The high score of Perfect Cell 0.5 is mostly due to the fact that Tulips (that otherwise would win) fails on most papers, and because the number of competitors this isn't compensated) Thanks to the participants and those who supported this project. (More info on www25.brinkster.com/ivaldir) Round II is coming up : Beginners can send their warriors to this adress (that soon will change to koen.struyve@Ugent.be, but i don't know when). I hope to see many participants. The deadline is now the 12th of june (I give you more time cause many have schooltests right now). More info on www25.brinkster.com/ivaldir Koen Struyve -- From: Jakub Kozisek Subject: Re: Koenigstuhl - New #1 Date: 16 May 2003 10:02:36 -0400 Message-ID: On Thu, 15 May 2003, Christoph Birk wrote: > Congratulations to Dave Hillis! > His program 'Mantrap Arcade' is the new #1 on both Pspace- > and OPEN-Koenigstuhl. > > Christoph > http://www.ociw.edu/~birk/COREWARE/koenigstuhl.html > Whoaaa! Congratulation! Dave, you are monster. ;) Jakub Kozisek From: zerocool85@bluemail.ch (creator) Subject: Geld verdienen! Date: 17 May 2003 02:47:57 -0700 Message-ID: >:SCHNELLES,LEICHT VERDIENTES GELD!!!!!!!!!!!!!! Sehr interessanter Artikel �ber das Geld verdienen im : Internet!!!!!!! (vom englischen ins deutsche �bersetzt) DAS HIER K�NNTE DEIN : LEBEN VER�NDERN, WENN DU ES GELESEN HAST! Ich habe diesen Artikel an einem : schwarzen Brett gefunden und ich entschied mich, das mal auszuprobieren. Vor : einigen Tagen habe ich die Zeitungen durchst�bert und stie� dabei auf einen : Artikel, �hnlich wie diesen hier, der sagte, man kann Tausende von Dollar : innerhalb von ein paar Wochen verdienen. Einzige Bedingung ist eine Investition : von $6.00! Ich habe mir gedacht, das da� irgendein Scherzartikel ist und war, : wie die meisten von uns wahrscheinlich, erst mal skeptisch und so las ich : weiter. Auf jeden Fall stand da geschrieben, da� man $1.00 zu jedem der 6 Namen : und Adressen, die im Artikel angegeben sind, senden soll. Dann setzt du deinen : Namen an die 6te Stelle der Liste und postest den Artikel in mindestens 200 : Newsgroups. (Es gibt Tausende) Kein Haken, das war es. So, nachdem ich so dr�ber : nachgedacht habe und ich es erst mal ein paar Leuten erz�hlt habe, spielte ich : mit dem Gedanken, es auszuprobieren. Ich habe mir gedacht, was soll's, was habe : ich schon gro� zu verlieren au�er $6.00 und 6 Briefmarken? Schlie�lich gab ich : dann die l�cherlichen $6.00 aus. NUN RATET MAL!!!! Innerhalb von 7 Tagen bekam : ich Geld per Post! Ich war verbl�fft!!! Ich habe mir gedacht, dass w�rde bald : enden, aber es kam weiterhin Geld. In meiner ersten Woche habe ich ca. $25.00 : verdient. Am Ende der zweiten Woche hatte ich dann schon insgesamt �ber : $1.000,00! In der dritten Woche habe ich �ber $10.000,00 abgesahnt und es wurde : noch mehr!! Dies ist nun meine vierte Woche und alles in allem habe ich etwa : $42.000,00 verdient und es kommt weiterhin schnell mehr dazu!! Das alles mit nur : $6.00 und 6 Briefmarken. Ich habe meine Aktivit�ten hier hinein mehr als in : Lotto gesteckt! La�t mich erz�hlen wie das funktioniert und noch wichtiger, : warum es funktioniert. Nun, am besten Ihr macht JETZT eine Kopie von diesem : Artikel, damit Ihr diesen Bericht auch offline zur Hand habt, wenn Ihr ihn : braucht. Ich verspreche Euch, dass, wenn Ihr den Anweisungen genau folgt, Ihr : mehr Geld verdient als Ihr gedacht habt und das auf eine so einfache Art und : Weise! Vorschlag: Lest aufmerksam den ganzen Artikel! (Druckt ihn aus oder : loaded ihn Euch down.) Folgt den einfachen Anweisungen und schaut dabei zu, wie : das Geld rein kommt! Es ist einfach. Es ist legal. Und Deine einzige Investition : sind $6.00 (plus Briefmarken). WICHTIG: Es ist kein M�rchen; es ist nicht : unsittliches; es ist nicht illegal; und virtuell bestehen keine Risiken - es : funktioniert wirklich!!! Wenn Du Dich an alle der folgenden Regeln h�lst, dann : wirst du einiges an Ertr�gen bekommen. BITTE BEACHTET: Folgt diesen Anweisungen : GENAU und $50.000,00 oder mehr innerhalb von 20 bis 60 Tagen k�nnen Deine sein. : Dieses Programm ist so erfolgreich, weil es auf der H�flichkeit und Ehrlichkeit : der Beteiligten beruht. Bitte setzt diesen Erfolg weiter fort, wenn Ihr : ernsthaft und aufmerksam die Anweisungen befolgt. Du wirst nun Teil am Mail : Order Business. In diesem Gesch�ft ist dein Produkt nichts greifbares oder : solides, es ist eine Dienstleistung. Dein Gesch�ft befa�t sich damit, Mail : Listen zu entwickeln. Viele gro�e Unternehmen zahlen frohen Mutes hohe Summen : f�r Qualit�tslisten. Wie auch immer, dass Geld das sie durch die Mail Listen : verdienen ist sekund�r im Gegensatz dazu, was Leute wie Du und ich bekommen, : wenn man auf der Liste steht. Hier sind die 4 einfachen Stufen zum Erfolg: STUFE : 1: Lege Dir 6 einzelne St�ck Papier zurecht und schreibe folgendes auf jedes : dieser Papiere: BITTE SETZ MICH AUF DEINE MAILLISTE. Besorgt Euch nun 6 einzelne : $1.00 - Scheine (Tauschbar auf jeder Bank) . Jetzt faltet Ihr das Papier um den : Dollarschein (hat den Zweck, dass man ihn nicht durch den Briefumschlag sehen : kann. Das soll Diebstahl verhindern). Als n�chstes steckt Ihr das Papier mit dem : Dollarschein in einen Umschlag und schlie�t diesen. Jetzt solltest Du 6 : Briefumschl�ge vor Dir liegen haben, in denen JEWEILS ein Papier, der den o. g. : Satz beinhaltet, und eine Dollarnote drinnen sein sollte. Somit gr�ndest du : gerade einen Service. DIES IST 1000%ig LEGAL! Du forderst einen legitimen : Service an und bezahlst daf�r! Wie die meisten von uns, war ich sehr skeptisch : und besorgt was die gesetzlichen Aspekte anbelangt. Ich habe beim U.S. Post : Office (1-800-725-2161) nachgefragt und sie best�tigten mir, dass es wirklich : legal ist! (wird wohl auch bei uns legal sein, habe schlie�lich noch nichts : Verbotenes dar�ber geh�rt. Warum auch?). Sende die Briefumschl�ge zu folgenden : Adressen : (#1) G�nther Seimann,Karl-Heise-Str. 25, 38442 Wolfsburg, Germany (#2) Pascal Ciccone, Suevenstr.20, 50679 K�ln, (#3)Ramona B�hler,Feldstr.13,5505 Brunegg, Schweiz (#4) Oliver Schmid, Kirchstrasse.3 8245 Schaffhausen, Schweiz. (#5) Tino Stiefel, H�nggerstrasse 31, 8057 Z�rich, Schweiz (#6)Daniel Wipfli, Schulstr.3, 8753 Mollis, Schweiz STUFE 2: Nun streich die #1 von der Liste die Du �ber oben siehst und r�cke die anderen Namen nach (die sechste Nummer wird 5, 5 wird 4, usw...) und f�ge DEINEN Namen an die sechste Stelle in der Liste. STUFE 3: �nder an diesem Artikel so wenig wie m�glich, nur : was wirklich sein mu�. Er sollte m�glichst original erhalten bleiben. STUFE 4: : Jetzt postest (also ver�ffentlichst) Du Deinen erg�nzten Artikel in mindestens : 200 Newsgroups. (Ich denke es gibt ungef�hr 24.000) Alles was du brauchst sind : 200, aber bedenke, je mehr du postest um so mehr Geld machst Du! Das ist : l�ckenlos gesetzm��ig! Wenn du irgendwelche Zweifel hast, dann schlag unter : Titel 18 Sec. 1302 & 1341 der Post Lotterie-gesetze nach. Behaltet eine Kopie : von diesen Stufen und wann immer Ihr mal wieder Geld braucht, k�nnt Ihr das : wieder und wieder verwenden. BITTE DENKT DARAN, dass der Erfolg dieses Programms : auf der Ehrlichkeit und Aufrichtigkeit der Menschen basiert und deren : gewissenhaften Befolgung der Regeln. Nur dadurch habt auch IHR was davon!!! Wenn : Du ernsthaft und ehrlich bist, wird dieses Programm weiterbestehen und das Geld : was so viele andere bekommen haben wirst auch Du besitzen. ANMERKUNG: Ihr : solltet vielleicht jeden Namen und Adresse von den Leuten die Euch zugesendet : worden sind irgendwo speichern, z.B. auf dem Computer. Das best�tigt die : ECHTHEIT das Ihr wirklich einen Service anbietet. (Was auch eine gute Idee w�re, : den Dollarschein in dunkles Papier einzuwickeln um das Risiko des Diebstahls zu : minimieren.) Wenn jetzt jede Post gedownloaded oder ausgedruckt wurde und die : Anweisungen aufmerksam befolgt wurden, dann sind sechs Mitglieder als : Listenersteller mit jeweils $1.00 verg�tet worden. Dein Name wird in der Liste : nach oben rutschen und wenn er dann die Position 1 �bernommen hat wirst du : Tausende von Dollar in CASH bekommen!!!! Was f�r eine Gelegenheit f�r nur $6.00 : ($1.00 f�r jeden der ersten sechs Leute in der obigen Liste). Versende die : Umschl�ge jetzt, f�ge Deinen Namen hinzu in der Liste und Du bist im Gesch�ft! : TIPS WIE MAN IN NEWSGROUPS POSTET--------STEP 1) Du musst nicht noch mal den : ganzen Artikel schreiben f�r Dein eigenes Posting. Markier einfach den ganzen : Text und w�hle �Kopieren'. STEP 2) �ffne einen leeren Notepad Ordner und f�ge : nun mit dem Befehl �Einf�gen' den Text ein. Jetzt kannst Du Deinen Namen der : Liste hinzuf�gen. STEP 3) Speicher Deine Notepaddatei als Textdatei. Du kannst : nun immer wieder darauf zur�ck greifen. STEP 4) Benutz Netscape oder den : Internet Explorer und suche nach verschieden Newsgroups (Online Foren, Massage : Boards, Chat Seiten, Diskussionen.) STEP 5) Besuch diese Massage Boards und : poste diesen Artikel als eine neue Nachricht und hebe diese besonders hervor. : Einfach den kopierten Text einf�gen. Schreib nun noch was interessantes in die : Betreffzeile, dass es auffallend ist. (Es sollen ja m�glichst viele lesen!) : Klick auf den Post Message Button und FERTIG bist du mit Deinem ersten Eintrag! : Gratulation.... DAS IST ES!!! Alles was Du machen musst ist, von einer Newsgroup : zur n�chsten zu springen und diesen Proze� fortzusetzen. Bist Du erst mal im : Trott, dauert es nicht l�nger als 30 Sekunden f�r jede Newsgroup From: waknuk@yahoo.com (Philip Thorne) Subject: Re: Koenigstuhl - New #1 Date: 17 May 2003 05:51:18 -0700 Message-ID: <4ee41bd6.0305170451.22d26aed@posting.google.com> "Olivier Souiry" wrote in message news:... > "Christoph Birk" wrote : > > Congratulations to Dave Hillis! > > His program 'Mantrap Arcade' is the new #1 on both Pspace- > > and OPEN-Koenigstuhl. > > > > Christoph > > http://www.ociw.edu/~birk/COREWARE/koenigstuhl.html > > your .sig is a 404 http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html Mantrap Arcade's lead of 6pts is by far the largest gap on the Open hill. It's interesting that the #2 Pspace program is "only" #54 on the Open Hill. From: "John Metcalf" Subject: Re: The Mini-challenge Date: Sat, 17 May 2003 09:44:45 +0100 Message-ID: <3ec5f99a_1@mk-nntp-2.news.uk.tiscali.com> Hi > If you use -P, then the simulator remembers which starting positions > and starting orders were used. It avoids duplicates as long as it can. > 'pmars -P -r 15602' gives you each possible battle exactly once -- > as long as nobody uses LDP. The -P switch should automatically set -r 15602 (or whatever is appropriate for the coresize / mindistance). Anyway, has everyone seen the latest challenge: http://www.estadium.ya.com/neogryzor/mch_eng.htm It's an interesting problem and I'm confident my 76% will not be beaten ;-) Regards, John PS - IRC Speed Redcoding Compo in #COREWARS on IRC.KOTH.ORG tomorrow at 7:00pm (UTC) as usual. From: Lukasz Grabun Subject: Re: Koenigstuhl - New #1 Date: 17 May 2003 13:10:36 GMT Message-ID: On 16 May 2003 09:51:58 -0700, Dave Hillis wrote: > WOOHOO!!! And I owe it all to.........um, Congrats, Dave! -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: oversby@hotmail.com (Ian Oversby) Subject: Re: Koenigstuhl - New #1 Date: 17 May 2003 13:12:56 -0700 Message-ID: <21fc098d.0305171212.6ce9af7@posting.google.com> > WOOHOO!!! And I owe it all to.........um, > the people whose components I shamelessly > stole: Ian Oversby, Ben Ford, David Moore, and P. Kline. > Also credit (or blame ;)) John Metcalf who originated > the idea of evolving a P^3 table for the P-switcher. > It's a powerful technique. I've never seen that paper before, you can't prove a thing. Er... ;) Ian Although I only really remember optimising the pulp v0.5 paper. Maybe I've taken that one from somewhere else. Congrats. From: Sascha Zapf Subject: num8000 ? Date: Sat, 17 May 2003 18:45:28 +0200 Message-ID: Hi, i've tried to decompress the num8000.zip from the Berkeley Archiv, but from the 106KB archuive, i get a 0 Byte DAT-File...Is there someone how can send me the DAT-File? Sascha -- Parlez vous Redcode? From: Lukasz Grabun Subject: Re: num8000 ? Date: 17 May 2003 20:14:35 GMT Message-ID: On Sat, 17 May 2003 18:45:28 +0200, Sascha Zapf wrote: > i've tried to decompress the num8000.zip from the Berkeley Archiv, but from > the 106KB archuive, i get a 0 Byte DAT-File...Is there someone how can send It is obtainable from my webpage. -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: waknuk@yahoo.com (Philip Thorne) Subject: Re: IRC tournament Date: 18 May 2003 00:43:27 -0700 Message-ID: <4ee41bd6.0305172343.3e44c9ff@posting.google.com> IRC #12 I'm the host for the this week's [today's] 30min IRC tournament. It'll be at the usual time & place i.e. http://www.timeanddate.com/worldclock/fixedtime.html?day=18&month=5&year=2003&hour=19&min=0&sec=0&p1=0&sort=1 irc://irc.koth.org on #corewars All are welcome. It's possible to enter/follow even if you can't use irc - send me email beforehand and I'll make sure you get the rules. Philb From: neogryzormail@mixmail.com (Neogryzor) Subject: Re: The Mini-challenge Date: 19 May 2003 03:46:07 -0700 Message-ID: <242debe4.0305190246.6e1e7efd@posting.google.com> > It's an interesting problem and I'm confident my 76% will not be beaten ;-) > > Regards, > > John > > PS - IRC Speed Redcoding Compo in #COREWARS on IRC.KOTH.ORG > tomorrow at 7:00pm (UTC) as usual. Sorry John, you have been beaten :-) Neogryzor From: "Pat Loney" Subject: Re: Would Someone Please *KILL* The Person Who Invented WebTV? ___ IrsYfeS6R Date: Mon, 19 May 2003 08:13:54 -0400 Message-ID: wrote in message news:7qfpoK2lg$d1xy6.5582837@news.so-net.com.hk... > .. and torture to within an inch of his life, the asshole that allows them > to post to newsgroups? What a talented individual. Spamming this NG is no big deal. Even Barsoom can do that. But this clown managed to get on rec.humor.funny, a moderated group. (and I thought there was going to be a real joke this morning.) Maybe we should sick Arrakis on him? From: Lukasz Adamowski Subject: Re: The Mini-challenge Date: 19 May 2003 11:50:35 -0400 Message-ID: On Mon, 19 May 2003, Neogryzor wrote: > > It's an interesting problem and I'm confident my 76% will not be beaten ;-) > > Sorry John, you have been beaten :-) "Lines: a lot" ??? It's evolved or something that you cannot count it. Or maybe you're too lazy, Neogryzor? ;] Greets Lukasz From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 05/19/03 Date: 19 May 2003 11:50:48 -0400 Message-ID: <200305190403.h4J4301m017556@gevjon.ttsg.com> Weekly Status on 05/19/03 -=- 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 May 18 10:22:26 EDT 2003 # Name Author Score Age 1 Her Majesty P.Kline 11 273 2 Dettol Test 26 Steve Gunnell 11 34 3 Triple Glaze Philip Thorne 9 48 4 Djinn Test 9 Steve Gunnell 9 143 5 trial John Metcalf 8 158 6 Lord of the imp-rings II Neogryzor 8 37 7 D-clearM Ken Espiritu 6 254 8 307757-4843-xt430-13-eai2 bvowk 3 3 9 Mr Sheen Test A 27 Steve Gunnell 2 1 10 my new tiny warrior John Metcalf 1 45 11 Mr Sheen Test A 26 Steve Gunnell 0 2 From: Koth Subject: KOTH.ORG: Status - Standard 05/19/03 Date: 19 May 2003 11:50:52 -0400 Message-ID: <200305190400.h4J400r5017500@gevjon.ttsg.com> Weekly Status on 05/19/03 -=- 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 : Tue May 13 07:53:37 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 38/ 22/ 40 Quicksilver '88 Michal Janeczek 155 8 2 46/ 39/ 15 Tangle Trap 3 David Moore 154 1 3 35/ 22/ 43 Freight Train David Moore 148 173 4 34/ 22/ 44 Test Alexander (Sasha) Wa 146 112 5 45/ 44/ 11 vm5 Michal Janeczek 146 7 6 34/ 22/ 44 Guardian Ian Oversby 146 172 7 42/ 40/ 18 My 1st try Christian Schmidt 144 4 8 36/ 32/ 32 vala John Metcalf 140 95 9 44/ 49/ 7 Scan Test C 6 Steve Gunnell 140 11 10 43/ 46/ 11 Foggy Swamp Beppe Bezzi 139 169 11 41/ 43/ 16 '88 test IV John Metcalf 138 66 12 42/ 46/ 12 Blur '88 Anton Marsden 138 210 13 31/ 23/ 46 Pixie 88 Lukasz Grabun 138 2 14 38/ 40/ 21 PacMan David Moore 136 202 15 27/ 20/ 52 Test I Ian Oversby 134 229 16 31/ 29/ 40 sIMPly.Red v0.95 Leonardo Humberto 134 130 17 39/ 45/ 16 Stasis David Moore 133 280 18 35/ 36/ 29 Gymnosperm trickery Dave Hillis 133 59 19 26/ 20/ 54 EV Paper John K Wilkinson 133 186 20 29/ 25/ 47 Shish-Ka-Bob Ben Ford 132 128 21 6/ 76/ 18 Dwarf Launcher 2 Almo! 36 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 05/19/03 Date: 19 May 2003 11:50:43 -0400 Message-ID: <200305190406.h4J460Kk017602@gevjon.ttsg.com> Weekly Status on 05/19/03 -=- 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 May 17 14:55:52 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 43/ 35/ 23 The X Machine Zul Nadzri 151 1 2 45/ 42/ 13 Fire and Ice II David Moore 149 90 3 42/ 37/ 21 Eliminator X Zul Nadzri 147 2 4 38/ 37/ 25 Black Moods Ian Oversby 140 186 5 34/ 34/ 32 Trefoil F 13 Steve Gunnell 135 73 6 35/ 38/ 27 Giant Hazy Test 13 Steve Gunnell 132 17 7 25/ 19/ 56 Katafutr Michal Janeczek 131 130 8 33/ 35/ 32 Controlled Aggression Ian Oversby 130 190 9 19/ 8/ 73 Evol Cap 4 X John Wilkinson 130 259 10 19/ 10/ 71 Denial David Moore 127 131 11 26/ 26/ 48 Olivia X Ben Ford 126 71 12 35/ 45/ 20 Kenshin X 45 Steve Gunnell 126 33 13 32/ 39/ 29 Ogre Christian Schmidt 125 138 14 19/ 14/ 66 Kin John Metcalf 125 98 15 27/ 29/ 44 KAT v5 Dave Hillis 124 122 16 22/ 21/ 57 Glenstorm John Metcalf 122 52 17 24/ 25/ 51 Venom v0.2b Christian Schmidt 122 212 18 14/ 8/ 78 Evolve X v4.0 John Wilkinson 121 207 19 25/ 31/ 43 Damage Inflicted Robert Macrae 120 129 20 12/ 10/ 78 Black Box v1.1 JKW 114 153 21 10/ 36/ 54 614235-9746-xt430-3-eai2 bvowk + Roy + metric 84 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 05/19/03 Date: 19 May 2003 11:50:39 -0400 Message-ID: <200305190409.h4J490mq017649@gevjon.ttsg.com> Weekly Status on 05/19/03 -=- 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 May 18 23:33:34 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 46/ 44/ 10 Recon 2 David Moore 148 73 2 38/ 39/ 23 Toxic Spirit Philip Thorne 136 304 3 42/ 49/ 9 Claw 2 Fizmo 135 48 4 28/ 22/ 51 Thunderstrike Lukasz Grabun 134 224 5 27/ 23/ 50 Reepicheep Grabun/Metcalf 131 850 6 26/ 21/ 53 Son of Vain Oversby/Pihlaja 130 1619 7 36/ 42/ 21 Return of Vanquisher Lukasz Grabun 130 381 8 37/ 45/ 18 Hazy Test 63 Steve Gunnell 130 394 9 23/ 17/ 60 Dawn Roy van Rijn 129 235 10 23/ 19/ 57 Skin Roy + bvowk 127 1 11 26/ 24/ 51 Numb Roy van Rijn 127 6 12 22/ 16/ 63 RotPendragon 2 Christian Schmidt 127 59 13 24/ 21/ 56 Back To PolyLand Jakub Kozisek 127 54 14 24/ 22/ 54 Pixie Lukasz Grabun 125 267 15 22/ 18/ 61 Lady IMPeractive Mizcu/Jakub 125 9 16 35/ 46/ 19 Origin of Storms John Metcalf 124 67 17 19/ 14/ 68 Lord of the imp-rings II Neogryzor 123 65 18 25/ 27/ 49 Tormentor Christian Schmidt 123 58 19 21/ 20/ 60 D-Paper John Metcalf 122 18 20 21/ 20/ 59 Fast Action IV Christian Schmidt 121 55 21 7/ 18/ 75 3882-6353-xt430-0-eai2 bvowk 95 0 From: =?iso-8859-1?q?will?= Subject: Re: The Mini-challenge Date: 19 May 2003 13:33:43 -0400 Message-ID: <20030519165816.65657.qmail@web21109.mail.yahoo.com> > "Lines: a lot" ??? It's evolved or something that > you cannot count it. Or > maybe you're too lazy, Neogryzor? ;] It is exactly 100 lines long, and it isn't evolved. Pity, I would have been proud if it was! Bvowk and Dave Hillis still have all the evolving success to themselves :-) /Will __________________________________________________ Yahoo! Plus For a better Internet experience http://www.yahoo.co.uk/btoffer From: neogryzormail@mixmail.com (Neogryzor) Subject: Re: The Mini-challenge Date: 20 May 2003 05:58:49 -0700 Message-ID: <242debe4.0305200458.601156e6@posting.google.com> Lukasz Adamowski wrote in message > > "Lines: a lot" ??? It's evolved or something that you cannot count it. Or > maybe you're too lazy, Neogryzor? ;] > Greets > Lukasz He sent me the pre-compiled code; no labels, no header, and... yes, i'm too lazy. ;] From: thepsychothriller@yahoo.com (Hades) Subject: Re: Would Someone Please *KILL* The Person Who Invented WebTV? ___ IrsYfeS6R Date: 21 May 2003 13:36:14 -0700 Message-ID: <5906bf70.0305211236.52925a0@posting.google.com> "Pat Loney" wrote in message news:... > wrote in message > news:7qfpoK2lg$d1xy6.5582837@news.so-net.com.hk... > > .. and torture to within an inch of his life, the asshole that allows them > > to post to newsgroups? > > What a talented individual. Spamming this NG is no big deal. Even Barsoom > can do that. But this clown managed to get on rec.humor.funny, a moderated > group. (and I thought there was going to be a real joke this morning.) > > Maybe we should sick Arrakis on him? Wow! A larval stage hacker using WebTV :> It makes me laugh so hard ... I can hardly type :> -Hades Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 22 May 2003 08:53:09 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: "John Metcalf" Subject: Frenzy Round 10 Reminder Date: Sat, 24 May 2003 03:58:09 +0100 Message-ID: <3ecefaef$1_1@mk-nntp-2.news.uk.tiscali.com> R E D C O D E R S F R E N Z Y O N G O I N G T O U R N A M E N T Round 10 - The Tri-Tiny Round (Deadline: 24th May 2003) The deadline is approaching - please have your entries in by midnight (GMT), Saturday 24th May. Thanks For this round, please send entries to GRUMPY3039@HOTMAIL.COM The tournament homepage is http://de.geocities.com/fizmo_master/cwt.htm From: Lukasz Grabun Subject: Three line hopper with one process Date: 24 May 2003 16:21:19 GMT Message-ID: Inspired by the chat on irc.koth.org: ;redcode-94nop ;assert 1 ;needs some tuning to equ 1000 mov {last , Subject: Re: Three line hopper with one process Date: 24 May 2003 16:25:12 GMT Message-ID: On 24 May 2003 16:21:19 GMT, Lukasz Grabun wrote: > to equ 1000 > > mov {last , jmz.f -1 , to-4 > jmp to-5 > last dat 0 ,0 Make `to' equal 3359 and enjoy it :-) -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "John Metcalf" Subject: Re: IRC Tournament Date: Sun, 25 May 2003 14:43:38 +0100 Message-ID: <3ed0c8ae_2@mk-nntp-2.news.uk.tiscali.com> Greetings... The 13th weekly speed Redcoding tournament will be held today, 25 May, in #COREWARS on IRC.KOTH.ORG as usual. The rules will be announced at precisely 7:00pm (UTC). After this you have exactly 30 minutes in which to create up to two entries. Check out the link below to confirm the time in your area of the world: http://www.timeanddate.com/worldclock/fixedtime.html?day=25&month=5&year=2003&hour=19&min=0&sec=0&p1=0&sort=1 For the results from the previous 12 weeks, see: http://de.geocities.com/fizmo_master/irct.htm Hope to see you there. From: fizmo_master@yahoo.com (Fizmo) Subject: Redcoder's Frenzy 10: The Tri-Tiny Round ***Results*** Date: 27 May 2003 03:40:31 -0700 Message-ID: <9f53b5fb.0305270240.62efc43a@posting.google.com> .................................................................... ********************* * Redcoder's Frenzy * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^^\ | The Tri-Tiny Round | \_________________________/ This is the 10th round of the ongoing corewar tournament. Detailed information are available on Fizmo's Ultimate Corewar Page: http://de.geocities.com/fizmo_master/cwt.htm PS: Arggh. I didn't realized my misspelling in the header. Sorry. *********** * Results * *********** Altogether, 16 authors enter a total of 45 warriors - giving 14190 combinations of 3 different warriors. After 14 hours and 27 minutes, a winner is revealed. (_v_) _|_ | | |-----+-----| ___________ .-=========-. | {{1}} | '._==_==_=_.' \'-=======-'/ | \=/ | .-\: /-. _| .=. |_ '---------' | (|:.{3} |) | ((| {{2}} |)) \ / '-|:. |-' \| /|\ |/ '. .' \::. / \__ '`' __/ | | '::. .' _`) (`_ .' '. ) ( _/_______\_ _|___|_ _.' '._ /___________\ [_______] [_______] 2nd place Winner 3rd place ********************* *************** *************** * Christian Schmidt * * Dave Hillis * * David Moore * ********************* *************** *************** Dave Hillis claims first place with his evolved Wild Equilibria. Second place is taken by Christian Schmidt with his hand-coded evolved-style paper followed by David Moore in third place with a two-shot scanner. ._E_. (| V |) The special price for the best evolved warrior goes to ( O ) David Hillis for his 1st place. _)L(_ [__V__] E .___. (| N |) The special price for the best newcomer in the tournament ( E ) series goes to Joonas Pihlaja for his 13th place. _)W(_ [_____] ---------------------------------------------------------------------- # %w %l %t2 %t3 Name Author Score % ====================================================================== 1 29.4 27.4 25.7 17.6 Wild Equilibria Dave Hillis 304.14 100.0 2 28.7 28.3 26.5 16.5 fizWall Christian Schmidt 299.38 98.4 3 33.2 40.5 6.7 19.6 little goonie David Moore 298.27 98.1 4 27.3 23.5 29.2 19.9 Wilt ;) G.Labarga 296.83 97.6 5 27.0 26.0 27.6 19.4 Hope Roy van Rijn 290.49 95.5 6 27.1 28.6 24.8 19.6 fizUncle Christian Schmidt 285.86 94.0 7 27.2 31.1 24.3 17.4 Curly Sascha Zapf 283.55 93.2 8 24.4 26.1 28.3 21.2 Tiny U-Lat Zul Nadzri 272.73 89.7 9 25.4 30.8 25.6 18.2 Switch'em Roy van Rijn 272.47 89.6 10 30.6 49.0 5.7 14.7 Sunbeam Scan Simon Wainwright 271.13 89.1 11 24.4 26.7 27.3 21.6 Die Easy Jakub Kozisek 271.10 89.1 12 22.1 20.3 34.0 23.6 U-Lat II Zul Nadzri 268.59 88.3 13 29.3 52.1 7.7 10.9 Metcalf's OoS Joonas Pihlaja 260.49 85.6 14 24.3 41.0 21.4 13.3 Shock.r Ben Ford 250.39 82.3 15 16.1 16.9 39.1 27.9 goonie food B David Moore 234.57 77.1 16 23.2 43.9 11.5 21.4 Freeze 2 David Houston 230.05 75.6 17 15.8 18.5 38.1 27.6 goonie food A David Moore 229.95 75.6 18 23.1 50.1 8.4 18.3 FeeFi Philip Thorne 220.33 72.4 19 22.5 49.9 10.7 16.8 NaH-CO3 G.Labarga 218.64 71.9 20 22.3 50.8 8.2 18.7 rice clear Simon Wainwright 213.15 70.1 21 17.7 37.9 24.8 19.6 FiFo Philip Thorne 210.98 69.4 22 22.1 58.0 10.0 9.8 Scissor Sealant Dave Hillis 206.81 68.0 23 12.5 20.4 39.4 27.7 Imp-punch G.Labarga 206.28 67.8 24 15.4 38.6 24.3 21.7 Tri Warrior 2 Simon Duff 193.36 63.6 25 19.8 55.4 9.8 14.9 SaboVampire Lukasz Adamowski 193.26 63.5 26 20.0 60.8 7.9 11.4 Mr. Proper(TM) Jakub Kozisek 186.81 61.4 27 19.3 60.0 9.3 11.3 clearer Will 'Varfar' 184.51 60.7 28 18.6 57.8 8.9 14.7 MiniNiX Jakub Kozisek 181.37 59.6 29 17.5 57.0 12.1 13.3 Moe Sascha Zapf 177.89 58.5 30 17.2 55.6 10.0 17.1 Tiny clear David Houston 175.13 57.6 31 16.6 65.3 9.4 8.7 Juicy Domesday Dave Hillis 160.14 52.7 32 6.6 19.3 32.0 42.1 Ties R Us Joonas Pihlaja 159.09 52.3 33 12.0 48.8 14.9 24.3 Tri Warrior 1 Simon Duff 150.02 49.3 34 8.2 37.9 29.0 25.0 Tri Warrior 3 Simon Duff 148.43 48.8 35 14.4 63.5 9.8 12.3 fizGhost Christian Schmidt 146.79 48.3 36 14.7 66.0 9.3 10.0 SaboClear Lukasz Adamowski 146.57 48.2 37 13.4 63.6 14.1 8.9 5LShot Roy van Rijn 144.37 47.5 38 8.4 56.9 19.0 15.7 devilish David Houston 121.01 39.8 39 7.5 60.8 16.2 15.6 Djnner Will 'Varfar' 107.66 35.4 40 4.9 47.0 18.0 30.2 imp-clearer Will 'Varfar' 105.03 34.5 41 1.4 39.1 13.7 45.9 FoFum Philip Thorne 84.04 27.6 42 0.5 47.9 8.8 42.8 Sabotage Lukasz Adamowski 64.67 21.3 43 1.1 55.6 11.9 31.4 I Love OneShot Zul Nadzri 63.80 21.0 44 0.3 50.7 8.7 40.3 YieldStone Joonas Pihlaja 60.23 19.8 45 2.3 88.7 3.2 5.7 Larry Sascha Zapf 30.92 10.2 ====================================================================== More detailed informations and all entries will be available soon on the Tri-Tiny Round webpage: http://de.geocities.com/fizmo_master/10.htm Congratulations to everyone who has taken part this round. I hope to see you next round again. *********** * Ranking * *********** After Michal Janeczek was dominating the ranking for the last eight consecutive rounds he tumbles down two places. After a huge leap in the ranking German Labarga is now the 'king of the pack'. Roy van Rijn steady his 2nd place as well as Simon Duff his 4th place. Jakub Kozisek enters after his third partiticipated rounds the Top 10. This time there are two newcomer: Joonas Pihlaja and David Houston enters the ranking as 22th and 23th. Also two player left the actual ranking, Sheep and bvowk. # Author Score R5 R6 R7 R8 R9 R10 ------------------------------------------------------------------- 1 (5) German Labarga 355.8 82.8 51.9 100.0 x 75.4 97.6 2 (2) Roy van Rijn 340.9 84.4 38.0 72.6 88.4 71.0 95.5 3 (1) Michal Janeczek 338.3 100.0 72.6 70.4 95.3 x x 4 (4) Simon Duff 328.8 x 100.0 66.1 75.9 86.8 63.6 5 (3) Philip Thorne 313.9 91.7 40.1 x 80.6 69.2 72.4 6 (6) John Metcalf 295.2 * 65.4 68.4 81.9 79.5 * 7 (8) Dave Hillis 281.7 50.9 52.5 x 71.4 57.8 100.0 8 (7) Christian Schmidt 281.1 82.7 * * 100.0 * 98.4 9 (10) Simon Wainwright 274.1 74.9 50.6 59.5 x x 89.1 10 (14) Jakub Kozisek 267.5 x x x 78.4 100.0 89.1 11 (9) Ben Ford 246.3 76.4 x x 87.6 x 82.3 12 (16) Sascha Zapf 242.9 51.1 34.0 64.6 * x 93.2 13 (12) Lukasz Adamowski 235.1 x 43.1 43.0 37.4 85.5 63.5 14 (15) Joshua Hudson 176.0 x 76.1 x 44.5 55.4 x 15 (21) David Moore 167.9 x x x 69.8 x 98.1 16 (20) Zul Nadzri 165.0 x x x x 75.3 89.7 17 (19) Will Varfar 150.9 x 54.0 x x 36.2 60.7 18 (11) Steve Gunnell 144.0 95.6 48.4 x x x x 19 (13) Lukasz Grabun 112.3 78.4 33.9 x x x x 20 (17) Darek Leniowski 97.0 x 25.9 x 35.9 x x 21 (18) B. Cook 92.7 x 42.7 x x 50.0 x 22 (-) Joonas Pihlaja 85.6 x x x x x 85.6 23 (-) David Houston 75.6 x x x x x 75.6 24 (23) Ilmari Karonen 57.6 x 57.6 x x x x 25 (24) Paul Khuong 40.8 x 40.8 x x x x 26 (26) Arivaalli 24.0 x x x 24.0 x x 27 (27) christian m. 22.6 x 22.6 x x x x 28 (28) Harbinger Of Doom 21.0 x 21.0 x x x x out(22) Sheep out(25) bvowk ------------------------------------------------------------------- * organizer ................................................................... From: Lukasz Grabun Subject: Candy II Date: 27 May 2003 19:09:42 GMT Message-ID: Ah, the beauty of unexpected. Everyone seems to make antiimp paper but for B driven imps. Whoa. Where's Khuong's nPaperII? I hardly remember Candy was somewhat succesful so why not resubmitting it with sligthly modified constants and new qscan. Oh, and the previous version had two heavy imps. So, Candy II has A-driven imps (don't abuse it, guys) which are sligthly lighter. Also, the imp launcher is killed after few hundred (thousand, never cared to check) cycles. In Candy, I remember, spl line remained till the clear phase or was overwritten byt the imp trail. Just for fun. Oh, and TS needs some fodder. :-) ;redcode-94nop ;author Lukasz Grabun ;name Candy II ;assert CORESIZE==8000 ;strategy Q^4 -> Stone/Imp org qGo sStp equ 4289 sTme equ 1217 sHop equ 17 sDjn equ 4000 sAway equ 6000 bOff equ 6 iStp equ 2667 iAway equ 4779-3 qBomb dat {qOff , qF bBot mov sBmb , sAway-CURLINE+bOff spl }2 , }qC qTab2 spl *1 , }qD spl 0 , }qE mov sHop , >1 ;Uninvited's Imps iPmp spl #iImp , #iImp+1 sub.f #-iStp-1 , iJmp mov iImp , }iPmp iJmp jmp iImp-2*(iStp+1) , >iImp+2*iStp-1 iImp mov.i #iStp , *0 for 50 dat 0 , 0 rof qX equ 1034 qA equ 2665 qB equ 3362 qC equ 6483 qD equ 7180 qE equ 7877 qF equ 5089 qStep equ 7 qTime equ 16 qOff equ 87 qGo seq qPtr+qX , qPtr+qX+qD jmp qSkip , {qPtr+qX+qStep sne qPtr+qX*qE , qPtr+qX*qE+qE seq Subject: CFP: LINUX GRIDWARS 2 CHALLENGE Message-ID: <9OPAa.133386$rt6.41952@sccrnsc02> Date: 27 May 2003 21:20:00 -0800 Please accept our apologies for multiple copies. ---------------------------------------------------------------- CALL FOR PARTICIPATION: GRIDWARS 2 CHALLENGE The Battle For Processors Parallel Programming Championship LOCATION: WWW.GRIDWARS.COM ---------------------------------------------------------------- Organized by Engineered Intelligence Corporation: www.engineeredintelligence.com Sponsored by Hewlett-Packard: www.hp.com/techservers/ ClusterWorld Expo: www.clusterworldexpo.com/ ---------------------------------------------------------------- What is Grid Wars II ? ====================== GRID WARS II is the parallel programming challenge, where competing battle programs written in CxC ("C by C") fight for survival of the fittest in a grid of processors. It will be held live at the ClusterWorld Conference and Expo in San Jose, June 23-26. HP is again sponsoring the Grid Wars challenge and is providing the computing platform and prizes for this event. May 26, 2003 - The LINUX GRIDWARS II Challenge Kit is released. It includes the free CxC JIT Interpreter 'pl' and a programmable test tool to run many battle in batch mode and gain statistical information. LINUX GRIDWARS is downloadable at: http://www.engineeredintelligence.com/download/apps/gw2.tgz The parallel programming language CxC was created for a new breed of inventors. Universities and research labs are asked to write battle programs and upload them to the GRID WARST website, where they compete for prizes and industry recognition. Those interested in parallel programming - including scientists, engineers, programmers and students - can download the whole GRID WARS creation and training software from the web site www.gridwars.com, to easily create battle programs and compete. GRID WARS participants create their battle programs under LINUX or Windows. The championship will take place on a LINUX-based cluster system, presented live at the ClusterWorld Conference and Expo. More information is available at http://www.gridwars.com/ Matt Oberdorfer www.engineeredintelligence.com From: howard_harry@hotmail.com (Will Varfar) Subject: Redcoders Frenzy: Round 11 "The holding hands round" Date: 28 May 2003 01:41:04 -0700 Message-ID: <5e314d3b.0305280041.7da52bfa@posting.google.com> Hi Fellow Redcoders! Announcing Redcoders Frenzy Round 11 "The Holding Hands Round" for your coding pleasure!! Details at http://de.geocities.com/fizmo_master/11.htm The deadline has yet to be fixed, but it ought to be towards the end of June. Deadline will be posted on the page and in this newsgroup when it's fixed. Don't let that stop you working on your entries now! Entries and questions about this round can be sent to myself at varfar at yahoo dot co dot (country code for Britain) best regards, Will Varfar Round 11 Organiser From: Jakub Kozisek Subject: Re: Redcoders Frenzy: Round 11 "The holding hands round" Date: 28 May 2003 18:55:32 -0400 Message-ID: On Wed, 28 May 2003, Will Varfar wrote: > Hi Fellow Redcoders! > > Announcing Redcoders Frenzy Round 11 "The Holding > Hands Round" for your coding pleasure!! > > Details at http://de.geocities.com/fizmo_master/11.htm > Very cool rules Will! Its definitely time to look at those p-thing articles. > The deadline has yet to be fixed, but it ought to be > towards the end of June. Deadline will be posted on > the page and in this newsgroup when it's fixed. Don't > let that stop you working on your entries now! > > Entries and questions about this round can be sent to > myself at varfar at yahoo dot co dot (country code for Britain) > Or join #corewars and ask him, so that everybody can read your questions in logs (www.gjh.sk/~kozisek/logs :>) Regards, Jakub Kozisek > > best regards, > Will Varfar > Round 11 Organiser > From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 05/26/03 Date: 28 May 2003 18:55:50 -0400 Message-ID: <200305260406.h4Q460B1017812@gevjon.ttsg.com> Weekly Status on 05/26/03 -=- 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 May 25 14:49:21 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 44/ 34/ 23 The X Machine Zul Nadzri 154 1 2 43/ 36/ 21 Eliminator X Zul Nadzri 150 2 3 45/ 43/ 13 Fire and Ice II David Moore 147 90 4 38/ 37/ 25 Black Moods Ian Oversby 140 186 5 36/ 33/ 31 Trefoil F 13 Steve Gunnell 138 73 6 21/ 11/ 68 Denial David Moore 132 131 7 34/ 36/ 31 Controlled Aggression Ian Oversby 131 190 8 35/ 39/ 26 Giant Hazy Test 13 Steve Gunnell 131 17 9 25/ 19/ 56 Katafutr Michal Janeczek 131 130 10 23/ 14/ 63 Kin John Metcalf 131 98 11 20/ 9/ 70 Evol Cap 4 X John Wilkinson 131 259 12 26/ 21/ 53 Glenstorm John Metcalf 131 52 13 28/ 28/ 44 Olivia X Ben Ford 128 71 14 33/ 39/ 28 Ogre Christian Schmidt 126 138 15 16/ 8/ 76 Evolve X v4.0 John Wilkinson 124 207 16 27/ 30/ 44 KAT v5 Dave Hillis 124 122 17 25/ 28/ 47 Venom v0.2b Christian Schmidt 123 212 18 27/ 33/ 40 Damage Inflicted Robert Macrae 121 129 19 33/ 48/ 19 Kenshin X 45 Steve Gunnell 119 33 20 14/ 10/ 76 Black Box v1.1 JKW 117 153 21 23/ 60/ 17 not king of the hill FatalC 85 0 From: Jakub Kozisek Subject: Typo in Ilmari's tutorial Date: 28 May 2003 18:55:40 -0400 Message-ID: Hi. I was studying parser chapter of Ilmari's tutorial for my project and I found there a typo. CURLINE = the number of instruction compiled (1 - MAXLENGTH) Official ICWS94 draft is saying, that its number of instruction from start to current line. Regards, Jakub Kozisek BTW: For all logreaders - I'm going to implement "hard links" to my logs via php script. Wish me good luck. :) Thanks Philb and Joonas. From: =?iso-8859-1?q?will?= Subject: Redcoders Frenzy: Round 11 "The Holding Hands Round" Date: 28 May 2003 18:55:36 -0400 Message-ID: <20030527180120.86442.qmail@web21106.mail.yahoo.com> Hi Fellow Redcoders! Announcing Redcoders Frenzy Round 11 "The Holding Hands Round" for your coding pleasure!! Details at http://de.geocities.com/fizmo_master/11.htm The deadline has yet to be fixed, but it ought to be towards the end of June. Deadline will be posted on the page and in this newsgroup when it's fixed. Don't let that stop you working on your entries now! Entries and questions about this round can be sent to myself at varfar@yahoo.co.uk best regards, Will Varfar Round 11 Organiser __________________________________________________ It's Samaritans' Week. Help Samaritans help others. Call 08709 000032 to give or donate online now at http://www.samaritans.org/support/donations.shtm From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 05/26/03 Date: 28 May 2003 18:55:44 -0400 Message-ID: <200305260409.h4Q490Hv017854@gevjon.ttsg.com> Weekly Status on 05/26/03 -=- 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 May 25 21:31:36 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 46/ 46/ 9 Recon 2 David Moore 146 75 2 31/ 22/ 47 Thunderstrike Lukasz Grabun 139 226 3 31/ 23/ 46 Reepicheep Grabun/Metcalf 138 852 4 28/ 20/ 52 Candy II Lukasz Grabun 137 1 5 38/ 40/ 21 Toxic Spirit Philip Thorne 136 306 6 42/ 50/ 7 Claw 2 Fizmo 134 50 7 29/ 24/ 47 Numb Roy van Rijn 134 8 8 25/ 17/ 58 RotPendragon 2 Christian Schmidt 134 61 9 38/ 43/ 19 Return of Vanquisher Lukasz Grabun 133 383 10 28/ 23/ 49 Son of Vain Oversby/Pihlaja 133 1621 11 25/ 17/ 57 Dawn Roy van Rijn 133 237 12 27/ 23/ 50 Pixie Lukasz Grabun 131 269 13 26/ 21/ 53 Back To PolyLand Jakub Kozisek 131 56 14 25/ 20/ 55 Skin Roy + bvowk 130 3 15 38/ 46/ 16 Hazy Test 63 Steve Gunnell 130 396 16 28/ 27/ 45 Tormentor Christian Schmidt 129 60 17 37/ 46/ 16 Origin of Storms John Metcalf 129 69 18 23/ 18/ 58 Lady IMPeractive Mizcu/Jakub 128 11 19 20/ 14/ 66 Lord of the imp-rings II Neogryzor 127 67 20 23/ 20/ 57 D-Paper John Metcalf 126 20 21 18/ 65/ 17 foo M R Bremer 71 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 05/26/03 Date: 28 May 2003 18:55:54 -0400 Message-ID: <200305260403.h4Q4304J017766@gevjon.ttsg.com> Weekly Status on 05/26/03 -=- 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 May 25 14:55:30 EDT 2003 # Name Author Score Age 1 Her Majesty P.Kline 18 275 2 Lord of the imp-rings II Neogryzor 18 39 3 not king of the hill FatalC 13 1 4 trial John Metcalf 11 160 5 my new tiny warrior John Metcalf 10 47 6 Dettol Test 26 Steve Gunnell 8 36 7 Triple Glaze Philip Thorne 6 50 8 Djinn Test 9 Steve Gunnell 5 145 9 D-clearM Ken Espiritu 5 256 10 under the hill FatalC 3 2 11 307757-4843-xt430-13-eai2 bvowk 3 5 From: Koth Subject: KOTH.ORG: Status - Standard 05/26/03 Date: 28 May 2003 19:02:02 -0400 Message-ID: <200305260400.h4Q400Pn017725@gevjon.ttsg.com> Weekly Status on 05/26/03 -=- 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 May 23 22:45:47 EDT 2003 # %W/ %L/ %T Name Author Score Age 1 39/ 22/ 40 Quicksilver '88 Michal Janeczek 155 8 2 46/ 38/ 15 Tangle Trap 3 David Moore 154 1 3 36/ 22/ 42 Freight Train David Moore 149 173 4 35/ 22/ 43 Guardian Ian Oversby 147 172 5 35/ 22/ 44 Test Alexander (Sasha) Wa 147 112 6 45/ 44/ 11 vm5 Michal Janeczek 146 7 7 42/ 40/ 18 My 1st try Christian Schmidt 145 4 8 37/ 32/ 31 vala John Metcalf 142 95 9 45/ 48/ 7 Scan Test C 6 Steve Gunnell 141 11 10 31/ 23/ 45 Pixie 88 Lukasz Grabun 139 2 11 41/ 43/ 16 '88 test IV John Metcalf 138 66 12 42/ 46/ 12 Foggy Swamp Beppe Bezzi 137 169 13 39/ 40/ 21 PacMan David Moore 137 202 14 28/ 20/ 51 Test I Ian Oversby 136 229 15 28/ 20/ 53 EV Paper John K Wilkinson 136 186 16 41/ 45/ 14 Blur '88 Anton Marsden 136 210 17 30/ 25/ 45 Shish-Ka-Bob Ben Ford 135 128 18 40/ 44/ 16 Stasis David Moore 135 280 19 35/ 36/ 29 Gymnosperm trickery Dave Hillis 135 59 20 32/ 29/ 40 sIMPly.Red v0.95 Leonardo Humberto 135 130 21 0/ 83/ 17 Impum 0.0.0 Levi 18 0 From: Lukasz Adamowski Subject: Re: The Mini-challenge Date: 28 May 2003 19:02:27 -0400 Message-ID: On Tue, 20 May 2003, Neogryzor wrote: > Lukasz Adamowski wrote in message > > > "Lines: a lot" ??? It's evolved or something that you cannot count it. Or > > maybe you're too lazy, Neogryzor? ;] > > He sent me the pre-compiled code; no labels, no header, and... yes, i'm > too lazy. ;] Hey, Neo! You're a really lazy guy, I see. My latest warrior has also "a lot" lines (100, I mean), not 18. I guess you are counting lines looking into the source. Why don't you just take a look what number of lines shows pMARS? It's always visible before compiled code. Greetings Lukasz From: neogryzormail@mixmail.com (Neogryzor) Subject: Calculating paper constants instead of optimization. why not? (1st step) Date: 29 May 2003 07:12:54 -0700 Message-ID: <242debe4.0305290612.65274205@posting.google.com> This program calculates how a paper makes copies and their order as a first step for constant calculation. Not a wonder, but i think you'll find it interesting. The program is made for Matlab, wich makes matrix handling very easy. % Silk-copy calculator for Matlab, By G.Labarga, May 2003 % This program calculates the order of the copies ,made by a 3-split silk, (corewars) % The order of the copies must be read from left to right ignoring zeros % example: [0 3 1 2] -> 3rd copy of the 1st copy of the 2nd copy (of the original) % generation is the number of first-generations from the original % Every generation starts with a full '1' row. % This program can be used to test the constants looking for best CORE coverage, faster % than benchmark-based optimization format compact %--> disable white lines in the output % SPL @0,CTE1 ;Paper's structure: First MOV makes 3 copies % MOV }-1,>-1 ;Next MOVs make 2 copies % SPL @0,CTE2 % MOV }-1,<-1 % MOV {-2,<1 % JMP @0,CTE3 clc BLOCKS=7; %Number of "generations", we are going to calculate disp('Gen 1:'); disp([1]); disp('1 copy done'); disp('Gen 2:'); disp([1 1;0 2]); disp('3 copies done'); disp('Gen 3:'); F=[1 1 2 4]; V=[1 1 1 ;0 2 1 ;0 2 2 ;0 0 3]; %We need a 3x3 matrix to start the loop disp(V); disp('7 copies done'); disp('continue...'); sum=7; pause; %more off for g=4:BLOCKS %Main loop V([1:F(g)],g)=1; % A-block's last column filled with '1' V([F(g)+1:F(g)+F(g)-F(g-1)],[2:g-1])=V([F(g-1)+1:F(g)],[2:g-1]); %B-block copy V([F(g)+1:F(g)+F(g)-F(g-1)],g)=2; % B-block's last column filled with '2' V([F(g)+F(g)-F(g-1)+1:F(g)+F(g)-F(g-2)],[3:g-1])=V([F(g)+1:F(g)+F(g-1)-F(g-2)],[2:g-2]); %C-block copy V([F(g)+F(g)-F(g-1)+1:F(g)+F(g)-F(g-2)],g)=3; % C-block's last column filled with '3' F(g+1)=2*F(g)-F(g-2); disp(['Gen ',num2str(g),':']); disp(V); %shows the whole block, (generation) sum=sum+F(g+1); %number of copies done disp([num2str(sum),' copies done']); disp('continue...'); pause; end disp('finished') For those who don't use Matlab, this is the output of the previous program, (BLOCKS=7): Gen 1: 1 1 copy done Gen 2: 1 1 0 2 3 copies done Gen 3: 1 1 1 0 2 1 0 2 2 0 0 3 7 copies done continue... Gen 4: 1 1 1 1 0 2 1 1 0 2 2 1 0 0 3 1 0 2 2 2 0 0 3 2 0 0 2 3 14 copies done continue... Gen 5: 1 1 1 1 1 0 2 1 1 1 0 2 2 1 1 0 0 3 1 1 0 2 2 2 1 0 0 3 2 1 0 0 2 3 1 0 2 2 2 2 0 0 3 2 2 0 0 2 3 2 0 0 2 2 3 0 0 0 3 3 26 copies done continue... Gen 6: 1 1 1 1 1 1 0 2 1 1 1 1 0 2 2 1 1 1 0 0 3 1 1 1 0 2 2 2 1 1 0 0 3 2 1 1 0 0 2 3 1 1 0 2 2 2 2 1 0 0 3 2 2 1 0 0 2 3 2 1 0 0 2 2 3 1 0 0 0 3 3 1 0 2 2 2 2 2 0 0 3 2 2 2 0 0 2 3 2 2 0 0 2 2 3 2 0 0 0 3 3 2 0 0 2 2 2 3 0 0 0 3 2 3 0 0 0 2 3 3 46 copies done continue... Gen 7: 1 1 1 1 1 1 1 0 2 1 1 1 1 1 0 2 2 1 1 1 1 0 0 3 1 1 1 1 0 2 2 2 1 1 1 0 0 3 2 1 1 1 0 0 2 3 1 1 1 0 2 2 2 2 1 1 0 0 3 2 2 1 1 0 0 2 3 2 1 1 0 0 2 2 3 1 1 0 0 0 3 3 1 1 0 2 2 2 2 2 1 0 0 3 2 2 2 1 0 0 2 3 2 2 1 0 0 2 2 3 2 1 0 0 0 3 3 2 1 0 0 2 2 2 3 1 0 0 0 3 2 3 1 0 0 0 2 3 3 1 0 2 2 2 2 2 2 0 0 3 2 2 2 2 0 0 2 3 2 2 2 0 0 2 2 3 2 2 0 0 0 3 3 2 2 0 0 2 2 2 3 2 0 0 0 3 2 3 2 0 0 0 2 3 3 2 0 0 2 2 2 2 3 0 0 0 3 2 2 3 0 0 0 2 3 2 3 0 0 0 2 2 3 3 0 0 0 0 3 3 3 79 copies done continue... finished From: Paul-V Khuong Subject: Re: Calculating paper constants instead of optimization. why not? (1st step) Date: 30 May 2003 09:31:41 -0400 Message-ID: <20030530024237.23480.qmail@web41506.mail.yahoo.com> --- Neogryzor wrote: > This program calculates how a paper makes copies and > their order as a > first step for constant calculation. Not a wonder, > but i think you'll > find it interesting. > The program is made for Matlab, wich makes matrix > handling very easy. Interesting approach. I like it! I'll probably give the approach a try with Maple in the next week; we'll see if i can get further in solving the problem. It might make good papers possible to people with less copious free time on their hands now ;) Paul Khuong __________________________________ Do you Yahoo!? Yahoo! Calendar - Free online calendar with sync to Outlook(TM). http://calendar.yahoo.com From: Lukasz Grabun Subject: Idea for the next round Date: 31 May 2003 17:59:45 GMT Message-ID: How about a real programming challenge? Sorting and factorizing already were involved so how about calculating a square root of a number in as few cycles as possible? How about checking whether the number is a prime? -- Lukasz Grabun (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply)