From: "James Jenkins" Subject: Pocket PC version? Message-ID: Date: Sat, 03 Jan 2004 06:54:42 GMT Has anyone looked in to a Pocket PC version of pmars? -thanks James From: Lukasz Grabun Subject: Re: Pocket PC version? Date: Sat, 3 Jan 2004 09:58:56 +0000 (UTC) Message-ID: On Sat, 03 Jan 2004 06:54:42 GMT, James Jenkins wrote: > Has anyone looked in to a Pocket PC version of pmars? Is there one? -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/05/04 Date: 5 Jan 2004 01:22:32 -0500 Message-ID: <200401050503.i055317O014466@gevjon.ttsg.com> Weekly Status on 01/05/04 -=- 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 Jan 4 16:46:15 EST 2004 # Name Author Score Age 1 Her Majesty P.Kline 17 388 2 D-clearM Ken Espiritu 12 369 3 Dettol Test 33 Steve Gunnell 8 10 4 Double D David Houston 7 41 5 hawk John Metcalf 7 112 6 Frosty the Snowman John Metcalf 7 7 7 The Mummy 1.02 David Houston 7 33 8 Toffee Paper Test A 7 Steve Gunnell 6 1 9 Probe2 John Metcalf 3 15 10 not king of the hill FatalC 3 114 11 NewsPaper Test B 13 Steve Gunnell 1 2 From: Koth Subject: KOTH.ORG: Status - Standard 01/05/04 Date: 5 Jan 2004 01:24:31 -0500 Message-ID: <200401050500.i05501N8014413@gevjon.ttsg.com> Weekly Status on 01/05/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Sat Dec 13 06:01:43 EST 2003 # %W/ %L/ %T Name Author Score Age 1 39/ 27/ 34 The Next Step '88 David Houston 151 3 2 44/ 39/ 17 Tangle Trap 3 David Moore 149 16 3 37/ 25/ 37 Quicksilver '88 Michal Janeczek 149 23 4 44/ 42/ 13 Cold as November Rain... John Metcalf 147 1 5 34/ 26/ 40 Freight Train David Moore 142 188 6 33/ 26/ 41 Test Alexander (Sasha) Wa 140 127 7 44/ 47/ 9 Scan Test C 6 Steve Gunnell 140 26 8 40/ 41/ 19 My 1st try Christian Schmidt 140 19 9 33/ 26/ 41 Guardian Ian Oversby 139 187 10 39/ 44/ 17 Stasis David Moore 135 295 11 34/ 34/ 32 The Seed Roy van Rijn 134 5 12 40/ 47/ 13 vm5 Michal Janeczek 134 22 13 40/ 48/ 12 Foggy Swamp Beppe Bezzi 132 184 14 30/ 30/ 40 Pixie 88 Lukasz Grabun 131 17 15 39/ 47/ 14 Blur '88 Anton Marsden 131 225 16 36/ 42/ 21 PacMan David Moore 131 217 17 39/ 47/ 14 Deviant Scanner Roy van Rijn 130 4 18 27/ 25/ 48 Test I Ian Oversby 129 244 19 32/ 35/ 33 vala John Metcalf 129 110 20 37/ 45/ 18 '88 test IV John Metcalf 129 81 21 10/ 9/ 80 Do Redcoders Hibernate? John Metcalf 112 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/05/04 Date: 5 Jan 2004 01:25:47 -0500 Message-ID: <200401050506.i055616a014524@gevjon.ttsg.com> Weekly Status on 01/05/04 -=- 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 Jan 3 07:53:30 EST 2004 # %W/ %L/ %T Name Author Score Age 1 40/ 36/ 24 The X Machine Zul Nadzri 144 19 2 43/ 43/ 13 Fire and Ice II David Moore 143 108 3 38/ 39/ 22 Eliminator X Zul Nadzri 138 20 4 35/ 39/ 27 Black Moods Ian Oversby 131 204 5 24/ 17/ 59 xd100 test David Houston 130 5 6 27/ 24/ 49 Olivia X Ben Ford 130 89 7 19/ 8/ 74 Evol Cap 4 X John Wilkinson 129 277 8 27/ 26/ 47 KAT v5 Dave Hillis 129 140 9 34/ 39/ 27 Ogre Christian Schmidt 129 156 10 26/ 24/ 50 Venom v0.2b Christian Schmidt 128 230 11 24/ 19/ 57 Katafutr Michal Janeczek 128 148 12 31/ 34/ 35 Trefoil F 13 Steve Gunnell 128 91 13 33/ 40/ 27 Simply Intelligent Zul Nadzri 127 1 14 32/ 37/ 31 Controlled Aggression Ian Oversby 126 208 15 18/ 10/ 73 Denial David Moore 126 149 16 34/ 42/ 24 Giant Hazy Test 13 Steve Gunnell 125 35 17 19/ 14/ 67 Kin John Metcalf 124 116 18 22/ 21/ 57 Glenstorm John Metcalf 124 70 19 17/ 11/ 72 Blotter X J. Pohjalainen 122 10 20 15/ 8/ 78 Evolve X v4.0 John Wilkinson 121 225 21 15/ 34/ 51 Fragility John Metcalf 96 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/05/04 Date: 5 Jan 2004 01:33:06 -0500 Message-ID: <200401050509.i05591Aj014559@gevjon.ttsg.com> Weekly Status on 01/05/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sat Jan 3 18:01:33 EST 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 48/ 8 Recon 2 David Moore 141 700 2 28/ 15/ 58 Devilstick Roy van Rijn 140 4 3 31/ 24/ 45 slime test 1.00 David Houston 139 8 4 40/ 43/ 17 Hazy Test 63 Steve Gunnell 137 1021 5 29/ 22/ 49 Son of Vain Oversby/Pihlaja 136 2246 6 37/ 38/ 25 Quirk Christian Schmidt 135 27 7 40/ 45/ 15 O--* Bremer/Schmidt 134 106 8 43/ 52/ 6 pong mjp 134 32 9 31/ 28/ 41 Spiritual Black Dimension Christian Schmidt 134 37 10 24/ 15/ 61 38835-2156-cs-sdk-eve14 bvowk 132 26 11 31/ 31/ 38 Ironic Imps Roy van Rijn 130 206 12 28/ 26/ 46 Static Miz 130 212 13 37/ 44/ 20 Dandelion II Schmidt/Zapf 130 93 14 27/ 26/ 47 devilish 2 David Houston 129 195 15 30/ 32/ 39 whispered in a dream John Metcalf 128 33 16 29/ 31/ 40 si23 Lukasz Grabun 128 53 17 26/ 26/ 48 Zapp Christian Schmidt 127 7 18 37/ 48/ 15 Dracula 2003 Roy van Rijn 127 34 19 22/ 18/ 61 NewsPaper Test B 17 Steve Gunnell 126 1 20 26/ 26/ 48 Fragility John Metcalf 126 2 21 28/ 31/ 41 The Stormkeeper II Christian Schmidt 126 16 From: M Joonas Pihlaja Subject: Core Warrior #88 [on behalf of John Metcalf] Date: 5 Jan 2004 12:54:16 -0500 Message-ID: .xX$$x. .x$$$$$$$x. d$$$$$$$$$$$ ,$$$$$$$P' `P' , . $$$$$$P' ' .d b $$$$$P b ,$$x ,$$x ,$$x ,$$b $$. Y$$$$' `$. $$$$$$. $$$$$$ $$P~d$. d$$$b d d$$$ `$$$$ ,$$ $$$$$$$b $$$P `$ $$$b.$$b `Y$$$d$d$$$' . . a . a a .aa . a `$$$ ,$$$,$$' `$$$ $$$' ' $$P$XX$' `$$$$$$$$$ .dP' `$'$ `$'$ , $''$ `$'$ `Y$b ,d$$$P `$b,d$P' `$$. `$$. , `$$P $$$' Y $. $ $ $ Y..P $ `$$$$$$$' $$$P' `$$b `$$$P `P `$' `Y'k. $. $. $. $$' $. Issue 88 10 November, 2003 _______________________________________________________________________________ Core Warrior is a newsletter promoting the game of Corewar. Emphasis is placed on the most active hills - currently the '94 no-pspace and '94 draft hills. Coverage will follow wherever the action is. If you haven't a clue what I'm talking about then check out these five-star Internet locals for more information: FAQs are available from: http://www.koth.org/corewar-faq.html http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Web pages are at: http://www.koth.org/ ;KOTH http://www.ecst.csuchico.edu/~pizza/koth ;Pizza (down) http://para.inria.fr/~doligez/corewar ;Planar http://www.ociw.edu/~birk/corewar ;C.Birk http://www.corewar.info/ ;Fizmo Newbies should check the above pages for the FAQs, language specification, guides, and tutorials. Post questions to rec.games.corewar. All new players are infinitely welcome! _______________________________________________________________________________ Greetings... Since last issue Joonas, Fizmo and Bvowk have worked together to provide a new hill server, currently offering three play-by-email hills - beginner, tiny and limited process. Check out the new hills at: http://sal.math.ualberta.ca/ Three rounds of the Redcoders Frenzy have taken place. Roy van Rijn took first place in the Holding Hands and Limited Distance rounds while first went to Zul Nadzri in the Laughing Loser round. In the current standings, Roy van Rijn holds first place with a 35 point lead, followed by Christian Schmidt and Zul Nadzri in second and third. Christian Schmidt illustrates another of his papers this issue, sharing the inner workings of Soldier of Silkland. -- John Metcalf ______________________________________________________________________________ Current Status of the KOTH.ORG '94 No Pspace Hill: # %W/ %L/ %T Name Author Score Age 1 40/ 25/ 35 King of Metal Christian Schmidt 154.0 114 2 41/ 35/ 23 Damage Inc. (Act II) Marsden/Schmidt 147.9 94 3 36/ 26/ 37 Ironic Imps Roy van Rijn 146.7 45 4 43/ 41/ 16 Hazy Test 63 Steve Gunnell 144.2 860 5 30/ 16/ 55 Dawn 2 Roy van Rijn 143.9 151 6 34/ 24/ 43 devilish 2 David Houston 143.4 34 7 33/ 23/ 45 Son of Vain Oversby/Pihlaja 143.0 2085 8 34/ 27/ 39 Hammerhead Lukasz Grabun 141.2 171 9 33/ 25/ 41 queen of the streets John Metcalf 141.1 3 10 32/ 23/ 45 Pale Blue Christian Schmidt 140.0 5 11 33/ 26/ 42 Reepicheep Grabun/Metcalf 139.5 1316 12 44/ 49/ 8 Recon 2 David Moore 138.9 539 13 33/ 27/ 40 Static Miz 138.7 51 14 31/ 24/ 45 Squire of Silkland Christian Schmidt 138.6 138 15 42/ 46/ 11 Kenshin B test 62 Steve Gunnell 138.3 4 16 42/ 46/ 12 Detonation Christian Schmidt 138.2 7 17 32/ 27/ 40 Soldier of Silkland Christian Schmidt 137.6 97 18 41/ 45/ 14 Ikarus Christian Schmidt 136.6 42 19 38/ 44/ 17 Search R1 John Metcalf 132.3 2 20 5/ 0/ 0 test CS 14.3 1 342 successful challenges have passed since issue 87, with 15 warriors leaving the hill with a 3 digit age. Toxic Spirit attained the respectable age of 685 before dropping off. Return of Vanquisher (age 640) and Thunderstrike (484) perished together in a ;kill accident. Also pushed from the hill were unheard-of (355), Numb (312), Now you're in trouble (290), Candy II (282), Digitalis 2003 (222), Claw 2 (190), Fuse (152), devilish 2.02 test (148), Preserver (144), Mordred's Son (138), Soldier of Silkland (114) and Tuesday's Torment (103). Koth report: Once again Recon 2 is seen most frequently topping the hill, after 77 challenges. Toxic Spirit follows closely, taking first place 66 times. Also performing well were King of Metal (42 times king), Damage Inc (act II) and Thunderstrike (29 times each), Reepicheep (19), Preserver and Return of Vanquisher (14 each). Son of Vain increased it's oldest Koth record, taking first place age 1780. Then, on 6th October, SoV became the third warrior in Corewar history to reach the age of 2000. Congratulations to Ian and Joonas. The two warriors which previously made 2000 were Sphinx v2.8 by W. Mintardjo on the Intel '88 hill - followed by Robert Macrae's Thermite II on Pizza's '94 hill. _______________________________________________________________________________ The '94 No Pspace Hall of Fame: * indicates the warrior is still active. Pos Name Author Age Strategy 1 Son of Vain Oversby/Pihlaja 2085 * Q^4 -> Stone/imp 2 Blacken Ian Oversby 1363 Q^2 -> Stone/imp 3 Reepicheep Grabun/Metcalf 1316 * Q^4 -> Paper/stone 4 nPaper II Paul-V Khuong 1270 MiniQ^3 -> Paper 5 Uninvited John Metcalf 1130 MiniQ^3 -> Stone/imp 6 Behemot Michal Janeczek 1078 MiniQ^3 -> Bomber 7 Olivia Ben Ford 886 Q^4 -> Stone/imp 8 Hazy Test 63 Steve Gunnell 860 * Scanner 9 Keyser Soze Anton Marsden 823 Qscan -> Bomber/paper/imp 10 Quicksilver Michal Janeczek 789 Q^4 -> Stone/imp 11 Eraser II Ken Espiritu 781 Scanner 12 Inky Ian Oversby 736 Q^4 -> Paper/stone 13 Toxic Spirit Philip Thorne 685 Oneshot 14 Jinx Christian Schmidt 662 Q^3 -> Scanner 15 Blade Fizmo 643 Qscan -> Scanner 16 Return of Vanquisher Lukasz Grabun 640 Q^4 -> Bomber 17 Revenge of the Papers Fizmo+Roy 605 Q^4 -> Paper 18 Jade Ben Ford 600 Q^4 -> Stone/imp 19 Firestorm John Metcalf 589 MiniQ^3 -> Paper/imp 20 Recon 2 David Moore 539 * Scanner 21 Claw Fizmo 525 Qscan -> Scanner 22 G3-b David Moore 503 Twoshot 23 Thunderstrike Lukasz Grabun 484 Q^4 -> Stone/imp 24 Vanquisher Lukasz Grabun 469 Q^4 -> Bomber 25 Revival Fire P.Kline 468 Bomber Three warriors enter the HoF but just one survives. Hazy Test 63 gains 10 ranks to become the oldest scanner. _______________________________________________________________________________ Current Status of the KOTH.ORG '94 Draft Hill: # %W/ %L/ %T Name Author Score Age 1 38/ 25/ 36 King of Metal Christian Schmidt 151.5 39 2 36/ 25/ 39 Numb Roy van Rijn 147.6 137 3 41/ 35/ 24 Damage Inc. (Act II) Marsden/Schmidt 146.4 30 4 44/ 42/ 15 Creeping Death Christian Schmidt 145.3 102 5 42/ 39/ 18 Magic Carpet John Metcalf 145.2 17 6 34/ 23/ 44 Son of Vain Oversby/Pihlaja 144.9 380 7 42/ 40/ 18 Return of Vanquisher PsP Lukasz Grabun 144.0 220 8 44/ 45/ 11 Kenshin X test 77 Steve Gunnell 143.1 7 9 33/ 23/ 45 Netpaper David Houston 142.2 11 10 34/ 25/ 41 Bitter Sweet Lukasz Grabun 142.2 202 11 34/ 26/ 40 Reepicheep Grabun/Metcalf 141.8 409 12 35/ 27/ 38 Ironic Imps Roy van Rijn 141.7 20 13 44/ 47/ 9 Kenshin B test 62 Steve Gunnell 141.5 1 14 34/ 27/ 40 Pale Blue Christian Schmidt 140.9 2 15 43/ 46/ 11 Detonation Christian Schmidt 140.9 3 16 28/ 16/ 55 unheard-of Christian Schmidt 140.7 95 17 32/ 26/ 42 devilish 2 David Houston 139.2 12 18 40/ 41/ 19 Sunset in September David Moore + remix 138.2 35 19 33/ 29/ 38 The Next Step David Houston 136.8 10 20 35/ 33/ 32 Sunrise Zul Nadzri 136.3 36 88 challenges pass since last issue with Sunset taking the number one spot for 38 challenges, until King of Metal snatched the hilltop. KoM has held Koth since it's arrival - 39 challenges ago. King of Metal claim's to be a qscanner, stone, Moore-style paper. Hand-shake alert: two warriors, Sunset in September and Sunrise are both using a hand-shake... _______________________________________________________________________________ The '94 Draft Hall of Fame: * indicates the warrior is still active. Pos Name Author Age Strategy 1 Reepicheep Grabun/Metcalf 409 * Q^4 -> Paper/stone 2 Son of Vain Oversby/Pihlaja 380 * Q^4 -> Stone/imp 3 CrazyShot 2 Christian Schmidt 249 Q^4 -> Oneshot 4 Herbal Avenger Michal Janeczek 237 Scanner 5 Return of Vanquisher Lukasz Grabun 220 * Q^4 -> Bomber 6 Bustling Spirit Christian Schmidt 216 P-warrior 7 Revenge of the Papers Fizmo/Roy 204 Q^4 -> Paper 8 Bitter Sweet Lukasz Grabun 202 * Q^4 -> Stone/imp 9 Uninvited John Metcalf 194 MiniQ^3 -> Stone/imp 10 Blowrag Metcalf/Schmidt 192 Q^4 -> Paper/imp 11 Incredible! John Metcalf 180 Paper/imp 12 Wallpaper Christian Schmidt 175 Q^4 -> Paper/stone 13 Mantrap Arcade Dave Hillis 170 P-warrior 14 PolyPap Jakub Kozisek 160 Qscan -> Paper 15 Recon 2 David Moore 156 Scanner 16 Joyful Maw Dave Hillis 143 P-warrior 17 Paperazor Christian Schmidt 141 Q^4 -> Paper 18 Sunset David Moore 138 P-warrior 19 Numb Roy van Rijn 137 * Q^4 -> Paper/stone = Dawn Roy van Rijn 137 Q^4 -> Paper/imp 21 Self-Modifying Code Ben Ford 132 P-warrior 22 Combatra David Moore 131 Boot distance calculator 23 Mad Christian Schmidt 123 P-warrior 24 Microvenator Michal Janeczek 122 P-warrior 25 Cyanide Excuse Dave Hillis 117 P-warrior There are no active p-warriors in the hall of fame. Creeping Death might be changing that however, if it survives the next 15+ challenges. _______________________________________________________________________________ Current Status of the Koenigstuhl Recursive ICWS '94 Draft Hill: Koenigstuhl is a collection of 9 infinite hills found at: http://www.ociw.edu/COREWAR/koenigstuhl.html Below we show the top 25 of a total 791 warriors: rank name author score -------------------------------------------------------------- 1 Reepicheep Grabun/Metcalf 165.16 2 Son of Vain Oversby/Pihlaja 162.57 3 Herbal Avenger Michal Janeczek 161.98 4 Numb Roy van Rijn 160.73 5 Quicksilver Michal Janeczek 159.93 6 RotPendragon 2 Christian Schmidt 159.37 7 Pixie Lukasz Grabun 158.94 8 Hammerhead Lukasz Grabun 158.78 9 Cheep! Half-Off! Ben Ford 158.77 10 Behemot Michal Janeczek 158.43 11 Candy II Lukasz Grabun 158.16 12 Hazy Lazy ... Steve Gunnell 157.95 13 Preserver Lukasz Grabun 157.41 14 Uninvited John Metcalf 157.34 15 Blade Fizmo 157.30 16 Jinx 2 Christian Schmidt 156.99 17 Return of Vanquisher Lukasz Grabun 156.65 18 procoptodon Steve Gunnell 156.32 19 Ironic Imps Roy van Rijn 155.95 20 Vanquisher II Lukasz Grabun 155.07 21 Firestorm John Metcalf 155.05 22 The Machine Anton Marsden 154.75 23 Candy Lukasz Grabun 154.69 24 Harmony Snoot Lukasz Grabun 154.24 25 Jinx Christian Schmidt 154.02 Since we last took a look at the infinite '94 Hill there have been 9 new entries in the top 25, the highest being Numb, RotPendragon 2 and Hammerhead. Reepicheep, Son of Vain and Herbal Avenger retain their former ranks of 1st, 2nd and 3rd. _______________________________________________________________________________ Summary of IRC Speed Redcoding Challenge Results: # ORGANISER FIRST PLACE CORE DETAILS ---------------------------------------------------------------------------- 19 Philip Thorne Roy van Rijn 8000 3-way grey/white warrior 20 Lukasz Adamowski Fizmo/Philb/WillV 8000 blind redcoding 21 Christian Schmidt Hurkyl/Michal 8000 team p-switching 22 Michal Janeczek David Houston 2310 no ties allowed 23 Christian Schmidt David Houston 8000 single elimination 24 Lukasz Grabun Lukasz Grabun 8000 limited process white warrior 25 Lukasz Adamowski David Houston 8000 capture the flag 26 Michal Janeczek David Houston 6000 two stage tournament 27 Lukasz Adamowski Roy van Rijn various average coresettings 28 Christian Schmidt David Houston 800 tiny white warrior #COREWARS IRC seems to be going through a quiet time at the moment. _______________________________________________________________________________ Extra Extra - Soldier of Silkland by Christian Schmidt Last issue I discussed unheard-of which uses a 6-line silk-dwarf combined with silk/imps. It reached an age of 355 on the 94nop hill which was quite good for such a defensive warrior. However, I was also engaged in writing a nice 8-line silk-dwarf which could easily be combined with another 8-line paper. I tested several 6-line stones, both new and published, prefixing them with a 2-line silk copier. The best results were achieved when I used the stone from John Metcalf's Uninvited. After some optimization of the silk-step, I found a step not only with nice scores against scanners, but also against several one-shots. However, the down-side is, it loses against papers and stone/imps much more than unheard-of's silk-dwarf. So, the decision to add a second paper was easy to justify. This time I wanted to create a more offensive warrior and I finally selected the paper from Reepicheep, which gave much better scores than with all of my own papers. After finding the best boot positions I added David Houston's extended Q^4 scanner, which gave some extra points compared to the normal Q^4 scanner. Okay, without further ado, here is the code: ;redcode-94nop ;name Soldier of Silkland ;author Christian Schmidt ;strategy --------------------------- ;strategy - extended Q^4 - ;strategy - bootstrapping - ;strategy - 8-line silk dwarf - ;strategy - anti-imp paper - ;strategy --------------------------- ;strategy - v1.0 initial release - ;strategy - v1.1 new quickscanner - ;strategy --------------------------- ;strategy - submitted 1-10-2003 - ;strategy --------------------------- ;strategy - www.corewar.info - ;strategy --------------------------- ;assert 1 zero equ qbomb qtab3 equ qbomb pSt1 equ 4094 uStp equ 703 uTim equ 1183 pHit0 equ 7599 pDst0 equ 535 pDst1 equ 3875 pDst2 equ 5160 pAw1 equ 1354 ;5707;1445 pAw2 equ 5647 ;3879;7193 qbomb dat >qoff, >qc2 dat 0, 0 paper spl 1, -1 spl #0, #0 uLp mov uBmb, @uPtr uHit sub.x #uStp*2, @uLp uPtr mov {3582, }uHit+2*uStp*uTim djn.f @uHit, }uPtr uBmb dat 1+6 for 4 dat 0, 0 rof dat zero-1, qa1 qtab1 dat zero-1, qa2 pSilk0 spl @0, >pDst0 mov }pSilk0, >pSilk0 pSilk1 spl pDst1, 0 mov >pSilk1, }pSilk1 mov pBmb, >pHit0 mov pDst2 pBmb dat >5334, >2667 for 34 dat 0, 0 rof qc2 equ ((1 + (qtab3-qptr)*qy) % CORESIZE) qb1 equ ((1 + (qtab2-1-qptr)*qy) % CORESIZE) qb2 equ ((1 + (qtab2-qptr)*qy) % CORESIZE) qb3 equ ((1 + (qtab2+1-qptr)*qy) % CORESIZE) qa1 equ ((1 + (qtab1-1-qptr)*qy) % CORESIZE) qa2 equ ((1 + (qtab1-qptr)*qy) % CORESIZE) qz equ 2108 qy equ 243 qgo sne qptr+qz*qc2, qptr+qz*qc2+qb2 seq qptr, qptr+qz+(qb2-1) jmp q2, , Philip Kendall , Anton Marsden , John Metcalf and Christian Schmidt From: "Valjean" Subject: Windows XP and PMars Message-ID: <1MeKb.5730$g4.127984@news2.nokia.com> Date: Mon, 05 Jan 2004 14:45:17 GMT Hi all I am a complete newcomer to this, and downloades the PMars from KOTH but it seems not to work at all under Windows XP. As it was Christmas (and I was trying to avoid going bonkers from spending too much time with the family ) I started playing about with creating a version using Delphi / Kylix which should woru on both linux and Windoze. I have the Core itself working and am thinking about starting on an assembler / editor / debugger, mainly for my own interest. Is there already a native windows system, and if not would anyone be interested if there was one (freely available)? Not having run PMars I cant see everything that it does but what would the minimal requirements be do you think? Regards V From: Lukasz Grabun Subject: Re: Windows XP and PMars Date: Mon, 5 Jan 2004 18:43:07 +0000 (UTC) Message-ID: On Mon, 05 Jan 2004 14:45:17 GMT, Valjean wrote: > own interest. Is there already a native windows system, and if not would There is. It's called CoreWin, made by Chip Wendell (sorry, if I mispelled the name). Also, you can try Joonas' SDL pmars port which can be run also in Windows environment. Welcome and good luck! -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "James Jenkins" Subject: Hello and where is everyone? Message-ID: Date: Wed, 07 Jan 2004 06:33:06 GMT Hello to all, I have a few quick "?'s" 1. Where is everyone? the Koth page seems very old and there isn't a lot of postings anywhere...Is everyone in IRC or something? 2. Are there new Core Warrior postings like for 1/04? 3. oh I think that does it for now.... thanx James J. From: Lukasz Grabun Subject: Re: Hello and where is everyone? Date: Wed, 7 Jan 2004 21:12:08 +0000 (UTC) Message-ID: On Wed, 07 Jan 2004 06:33:06 GMT, James Jenkins wrote: > 1. Where is everyone? the Koth page seems very old and there isn't a lot of > postings anywhere...Is everyone in IRC or something? KotH page *is* old. However, new warriors are submitted in an on-going process. Check the dates of last fights. > 2. Are there new Core Warrior postings like for 1/04? CoreWarrior is a zine and containts plenty of useful tips, hints and data. It is quite hard to compile all articles into one post (I presume, never have done it ;-) so it is every three-four months when new CW issue is published. -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "Apache" Subject: Re: Hello and where is everyone? Message-ID: <041Lb.17422$3X6.7135@amsnews03.chello.com> Date: Wed, 07 Jan 2004 23:59:56 GMT I'm in Amsterdam, Netherlands :P From: "Apache" Subject: Re: Pocket PC version? Message-ID: Date: Thu, 08 Jan 2004 00:01:24 GMT easiest way for *some* people: porting the beast to .NET C# and run it on Pocket PC nice and slow :( From: taho@inbox.ru (tibereans) Subject: Re: Purchase computer chess set Date: 8 Jan 2004 04:08:50 -0800 Message-ID: <7b624937.0401080408.602cf51f@posting.google.com> Chris Kantack wrote in message news:... > In article <3ff7f77b$0$1752$5a62ac22@freenews.iinet.net.au>, > ducati_ss@spam3zone.hotmail.com says... > > "Yahudot" wrote in message > > news:1110e8a7.0401021852.7f2281ae@posting.google.com... > > > Could anyone recommend a particular computer chess set for this first > > > time buyer? I am a mediocre player and would like to improve my game, > > > and have looked at a few ads online, such as Excalibur, but it's hard > > > to tell without hands on experience. I would like a board that is > > > visually attractive and clear and not too openings story settings Video Camera Samsung Dealers Norway multi macca khost.exe telstra bigpond home picking cracking spying warez games espionage bugs counter measures cable tv hacking money profit cable tv test chips red box computer hacking cable tv converter boxes dss warez technical satellite videocipher smart card chip computer credit cards cracking phrozen crew crypto electronics phreaking telephone decoder descrambler wireless ecm programming telecode scanner security hacker cracker wireless crypto digital communication phone phreaking red boxes cable tv hacking red boxing gambling hacking smart card hacking surveillance equipment my-deja.com red box my nu zite online newspaper sisoft sandra machines troubleshoots cobabe ip header key fields "Pea soup" green Bloodrayne Game Cheats speed lexmark t616 rate my camel toe Keehn chessbase converter radi caraib Techman Head cafedirect 5065 exam question clothing jewish nobel prize winners beaulieu alaska landscaping fmccoy chemical msds bulletin nos dvd board +british +"cancer patient" +"meal replacement" rhode island custom phrocrew@yahoo.com tripp lake casio mr g watches snore the hispanics i river mp3 player anxiety disorder nos dvd surround sound system debt http://amateurschach.de negotiation british pop charts terminator 3 war califtom diesel_duck bullpup stocks theatre in the uk landlord representation @my-deja.com florida id cards Tumbler petra +mikes toke evasion 2060 refurbished computers phrocrew magnetostriction amplify white teeth,singapore Meals tents himage dvd 8800 sulzer orthopedics attorneys florida www.ancestry.com chesterfield hotel SUN supper max microsystems phrocrew@my-deja.com cellularseparation anxiety "business class travel" antidepressants decreased libido refurbished cdr downloads st-europe poeldijk San Matteo @my-deja.com currants worksheet organization pdf puddle clay pile ccctournament@yahoo.com Components ZAN goggles ykurtz casino colonic irrigation uk jordan La Maison Picassiette supply wonderland ccctournament sevruga spanish centre almaty "villa monaco" overland models bob hairstyles ccctournament@my-deja.com designer shoes men uk Roman weld glasses 200246 2500 ebay nikon cf-d100 arizona income property abc australia cannot view dvd with med player christmas cat florist kent panasonic portable player locksmith minehead character rethinking service encumbered by ancillary > > > electronic displays. Optional adapter would be nice. And not too > > > expensive. Thanks in advance for your opinions. > > > > The best opinion I can give you is to maybe consider a cheap handheld PDA, > > Dell etc. That way, you are not stuck with the same program each time. If > > you are using PocketPC, then your choice is wide: > > > > Pocket Grandmaster > > Pocket Chessmaster > > Pocket Chess Genius etc. > > > > It may cost more, but you will get the additional functionality of the PDA, > > plus a wide choice of programs. (Plus the ability to transfer your games > > etc to your main PC). > > > > Just a thought. > > > > All the best > > > > Simon > > > > PS. I cannot recommend a dedicated unit, however a google on past RGCC > > posts will turn up many I'm sure. > > > > > > > > > You may wish to check out my website. I review a few tabletops and some > handheld computers. > > Based on what you've written, I think you might like the new Alexandra > model. My review of Alexandra is at: > http://home.earthlink.net/~kantack/lcdchess/alexandra.htm From: taho@inbox.ru (tibereans) Subject: Re: How do I stop this kibitz? Hello from Crafty! Date: 8 Jan 2004 04:11:14 -0800 Message-ID: <7b624937.0401080411.7a2764b6@posting.google.com> me wrote in message news:... > On Sat, 3 Jan 2004 20:34:36 +0000 (UTC), Robert Hyatt > wrote: > > >me wrote: > > > >> On Sat, 3 Jan 2004 16:52:19 +0000 (UTC), Robert Hyatt > >> wrote: > > >>>me wrote: > >>>> I setup an account on ICC to run crafty in simul mode and it works > >>>> perfect. However, when there is more than 1 game going crafty will > >>>> kibitz "Hello from Crafty 19.7!" openings story settings Video Camera Samsung Dealers Norway multi macca khost.exe telstra bigpond home picking cracking spying warez games espionage bugs counter measures cable tv hacking money profit cable tv test chips red box computer hacking cable tv converter boxes dss warez technical satellite videocipher smart card chip computer credit cards cracking phrozen crew crypto electronics phreaking telephone decoder descrambler wireless ecm programming telecode scanner security hacker cracker wireless crypto digital communication phone phreaking red boxes cable tv hacking red boxing gambling hacking smart card hacking surveillance equipment my-deja.com red box my nu zite online newspaper sisoft sandra machines troubleshoots cobabe ip header key fields "Pea soup" green Bloodrayne Game Cheats speed lexmark t616 rate my camel toe Keehn chessbase converter radi caraib Techman Head cafedirect 5065 exam question clothing jewish nobel prize winners beaulieu alaska landscaping fmccoy chemical msds bulletin nos dvd board +british +"cancer patient" +"meal replacement" rhode island custom phrocrew@yahoo.com tripp lake casio mr g watches snore the hispanics i river mp3 player anxiety disorder nos dvd surround sound system debt http://amateurschach.de negotiation british pop charts terminator 3 war califtom diesel_duck bullpup stocks theatre in the uk landlord representation @my-deja.com florida id cards Tumbler petra +mikes toke evasion 2060 refurbished computers phrocrew magnetostriction amplify white teeth,singapore Meals tents himage dvd 8800 sulzer orthopedics attorneys florida www.ancestry.com chesterfield hotel SUN supper max microsystems phrocrew@my-deja.com cellularseparation anxiety "business class travel" antidepressants decreased libido refurbished cdr downloads st-europe poeldijk San Matteo @my-deja.com currants worksheet organization pdf puddle clay pile ccctournament@yahoo.com Components ZAN goggles ykurtz casino colonic irrigation uk jordan La Maison Picassiette supply wonderland ccctournament sevruga spanish centre almaty "villa monaco" overland models bob hairstyles ccctournament@my-deja.com designer shoes men uk Roman weld glasses 200246 2500 ebay nikon cf-d100 arizona income property abc australia cannot view dvd with med player christmas cat florist kent panasonic portable player locksmith minehead character rethinking service every time someone from either game > >>>> makes a move. It gets really annoying when there are many games going > >>>> on and I'm sure its a waste of bandwidth. > > >>>> How does one stop this behavior? > >>> > >>>Make the GUI stop sending a "new" command each time. "new" triggers > >>>that message. > >>> > >>> > >>>> thanks! > > >> thanks for the response. I don't see an option for this in Winboard > >> however. > > > >How do you play a simul with crafty using winboard? I didn't even > >know it would support that properly... > > I suppose its the Zippy extension that allows this. > "C:\Program Files\WinBoard\winboard.exe" -zp -ics > -icshost=chessclub.com -fd="c:\program files\crafty" -fcp=crafty.exe > -icshelper=timestamp -zippyGameStart=gamestart -zippyGameEnd=gameend > > gamestart and gameend are ICC aliases. > > gamestart multi simulize;seek 15 0 r w0 > gameend seek 15 0 r w0 > > Is there a different interface I should use for simul? From: taho@inbox.ru (tibereans) Subject: Re: pgn-extract Date: 8 Jan 2004 04:16:16 -0800 Message-ID: <7b624937.0401080416.2caa47bd@posting.google.com> Ari Makela wrote in message news:... > In article , Dr. David Kirkby wrote: > > > I must admit I did not think it was supposed to be in > > /usr/share/pgn-extract/, bit defaulted to the current directory. Was > > that something you compiled in ?? > > I use pgn-extract from the Debian package. > changes to most software. openings story settings Video Camera Samsung Dealers Norway multi macca khost.exe telstra bigpond home picking cracking spying warez games espionage bugs counter measures cable tv hacking money profit cable tv test chips red box computer hacking cable tv converter boxes dss warez technical satellite videocipher smart card chip computer credit cards cracking phrozen crew crypto electronics phreaking telephone decoder descrambler wireless ecm programming telecode scanner security hacker cracker wireless crypto digital communication phone phreaking red boxes cable tv hacking red boxing gambling hacking smart card hacking surveillance equipment my-deja.com red box my nu zite online newspaper sisoft sandra machines troubleshoots cobabe ip header key fields "Pea soup" green Bloodrayne Game Cheats speed lexmark t616 rate my camel toe Keehn chessbase converter radi caraib Techman Head cafedirect 5065 exam question clothing jewish nobel prize winners beaulieu alaska landscaping fmccoy chemical msds bulletin nos dvd board +british +"cancer patient" +"meal replacement" rhode island custom phrocrew@yahoo.com tripp lake casio mr g watches snore the hispanics i river mp3 player anxiety disorder nos dvd surround sound system debt http://amateurschach.de negotiation british pop charts terminator 3 war califtom diesel_duck bullpup stocks theatre in the uk landlord representation @my-deja.com florida id cards Tumbler petra +mikes toke evasion 2060 refurbished computers phrocrew magnetostriction amplify white teeth,singapore Meals tents himage dvd 8800 sulzer orthopedics attorneys florida www.ancestry.com chesterfield hotel SUN supper max microsystems phrocrew@my-deja.com cellularseparation anxiety "business class travel" antidepressants decreased libido refurbished cdr downloads st-europe poeldijk San Matteo @my-deja.com currants worksheet organization pdf puddle clay pile ccctournament@yahoo.com Components ZAN goggles ykurtz casino colonic irrigation uk jordan La Maison Picassiette supply wonderland ccctournament sevruga spanish centre almaty "villa monaco" overland models bob hairstyles ccctournament@my-deja.com designer shoes men uk Roman weld glasses 200246 2500 ebay nikon cf-d100 arizona income property abc australia cannot view dvd with med player christmas cat florist kent panasonic portable player locksmith minehead character rethinking service > > > It certainly looks in the current directory and complains if its not > > present. But I assumed one could specify an argument to the -e option. > > Yes, but with some programs there must be a space after a switch and > sometimes the space can be an error :/ The thirty years of add on tools > is one of the strengths of unix but it's also a weakness. > > > - a graphical UNIX pgn database manager, I'm probably less likely to > > want to use pgn-extract. > > IMO they compliment each other and Scid is one of the very many > programs which produce incorrect PGN where there's no space after period > of the move number i.e. "1.e4" instead "1. e4". Yes, the text of the > standard is somewhat obscure but there's an example where there are > spaces. > > pgn-extract does this correctly. > > > So are you saying the game files, dronai.pgn & drkirkby-Perpersa.pgn > > should not have complete games, but just ECO lists ??? > > Not necessarily. It might be some issue with the command line argument > handling of pgn-extract. At the moment I don't have the time to look at > your data but I'll mark your article as unread and try to find the time > to look at it tomorrow. From: hota@inbox.ru (hota) Subject: Re: Or is ignorance allowed? Date: 8 Jan 2004 04:34:12 -0800 Message-ID: <57a937b7.0401080434.7b8c5ffe@posting.google.com> news@oakhill.com (Tim Goodwin) wrote in message news:<3ff9b65d.266585699@nntp>... > On 5 Jan 2004 10:29:15 -0800, adam@irvine.com (Adam Beneschan) wrote: > > >He told > >us that 2S was not alertable in this auction, that he had made a > >mistake in his previous magazine column, and that he had already > >written a correction that would appear in the next ACBL Bulletin (it > > > This highlights a problem motivation letter winDVD restart.com unpot emortenson Hammargren article news physics gunter grass IB exam papers rpg computer games remend access ability looney tunes back in action gta buganda truespace tutorials hadieh tehrany ladiest emmanuel avi test blade computer telephone with head set nightclubs building society debt consolodation flight of the navigator mobile ringtone fntbl skipper 'social sciences' refurbished compo lyrics hard knocked life apartheid tucows snore cure ladiest@my-deja.com hampton court flower show seo domain keywords unops Philippine Western Visayas mediacleaner new generation mobile phones sarizotan abbots college water rats series Karl Mas Sveiby qnx cannot finalize dvd location hitler bunker jajja communications March with the alert charts. They seem to be too > difficult for even the authorities to remember (or keep up to date > with). > > IMO, it is odd for an experienced pair not to ask about the meaning of > 2S in 1C-(P)-1S-(2S) and then call the director and claim some sort of > infraction. But, that seems to be the result of a complex alert > chart. > > Tim From: Lukasz Grabun Subject: Re: Hello and where is everyone? Date: Thu, 8 Jan 2004 06:11:16 +0000 (UTC) Message-ID: On Wed, 07 Jan 2004 23:59:56 GMT, Apache wrote: > I'm in Amsterdam, Netherlands Yeah and this has to be taken in consideration for there's a time shift between America and Europe and at 4 a.m. (CET, more or less), the time when the author of the thread logged to irc.koth.org, I am sleeping like a log. -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: taho@inbox.ru (tibereans) Subject: u Date: 9 Jan 2004 01:36:18 -0800 Message-ID: <7b624937.0401090136.179c1be5@posting.google.com> openings story settings Video Camera Samsung Dealers Norway multi macca khost.exe telstra bigpond home picking cracking spying warez games espionage bugs counter measures cable tv hacking money profit cable tv test chips red box computer hacking cable tv converter boxes dss warez technical satellite videocipher smart card chip computer credit cards cracking phrozen crew crypto electronics phreaking telephone decoder descrambler wireless ecm programming telecode scanner security hacker cracker wireless crypto digital communication phone phreaking red boxes cable tv hacking red boxing gambling hacking smart card hacking surveillance equipment my-deja.com red box my nu zite online newspaper sisoft sandra machines troubleshoots cobabe ip header key fields "Pea soup" green Bloodrayne Game Cheats speed lexmark t616 rate my camel toe Keehn chessbase converter radi caraib Techman Head cafedirect 5065 exam question clothing jewish nobel prize winners beaulieu alaska landscaping fmccoy chemical msds bulletin nos dvd board +british +"cancer patient" +"meal replacement" rhode island custom phrocrew@yahoo.com tripp lake casio mr g watches snore the hispanics i river mp3 player anxiety disorder nos dvd surround sound system debt http://amateurschach.de negotiation british pop charts terminator 3 war califtom diesel_duck bullpup stocks theatre in the uk landlord representation @my-deja.com florida id cards Tumbler petra +mikes toke evasion CCCT refurbished computers phrocrew magnetostriction amplify white teeth,singapore Meals tents himage dvd 8800 sulzer orthopedics attorneyus florida www.ancestry.com chesterfield hotel SUN supper max microsystems phrocrew@my-deja.com cellularseparation anxiety "business class travel" antidepressants decreased libido refurbished cdr downloads st-europe poeldijk San Matteo @my-deja.com currants worksheet organization pdf puddle clay pile ccctournament@yahoo.com Components ZAN goggles ykurtz casino colonic irrigation uk jordan La Maison Picassiette supply wonderland ccctournament sevruga spanish centre almaty "villa monaco" overland models bob hairstyles ccctournament@my-deja.com designer shoes men uk Roman weld glasses 200246 2500 ebay nikon cf-d100 arizona income property abc australia cannot view dvd with med player christmas cat florist kent panasonic portable player locksmith minehead character rethinking service From: taho@inbox.ru (tibereans) Subject: f Date: 9 Jan 2004 03:30:39 -0800 Message-ID: <7b624937.0401090330.52264ff3@posting.google.com> player christmas cat florist kent panasonic portable player locksmith minehead character rethinking service motivfation letter winDVD restart.com unpot emortenson Hammargren article news physics gunter grass IB exam papers rpg computer games remend access ability looney tunes back in action gta buganda truespace tutorials hadieh tehrany ladiest emmanuel avi test blade computer telephone with head set nightclubs building society debt consolodation flight of the navigator mobile ringtone fntbl skipper 'social sciences' refurbished compo lyrics hard knocked life apartheid tucows snore cure ladiest@my-deja.com hampton court flower show seo domain keywords unops Philippine Western Visayas mediacleaner new generation mobile phones sarizotan abbots college water rats series Karl Mas Sveiby qnx cannot finalize dvd location hitler bunker jajja communications March From: neogryzormail@mixmail.com (Neogryzor) Subject: How can i improve this? Date: 10 Jan 2004 17:42:06 -0800 Message-ID: <242debe4.0401101742.72d084e2@posting.google.com> *** Hi everyone and happy new year. *** This is my last version of "The Boss", a oneshot. I have added some improvements that should make it score better... unsuccesfully. Could someone take a look at the code and give me some hints? ;redcode-94nop ;author G.Labarga ;assert CORESIZE==8000 ;startegy bishot-style scanner ;strategy fast decoy, 0.66c scan, core colouring, bomb detection ;strategy v5, slight changes SMOD EQU 5 ; maybe i should try mod7 and others DECOY EQU SCAN+501+(4506*15) STEP EQU SMOD*6691 ;<- poorly optimized constant D1 EQU 2*STEP D2 EQU 1*STEP GATE: DAT SCAN+D1,SCAN+D2 FOR 7 DAT 0,0 ROF INC: SPL #-(2*STEP)+1,>-(2*STEP)+1 ;nice coreclear killing imps CLOP MOV SBM,}GATE MOV SBM,>GATE DIR: DJN.A CLOP,GATE ;<-ref BCHK: SNE.I *GATE,@GATE ;bomb check DJN.F LOOP,*GATE ;trashing core DJN.F INC,@BCHK FOR 23 DAT 0,0 ROF SPL #1,{1 SPL #1,}1 SPL #1,#1 dat 0,0 START: MOV.I {DECOY,LOOP, > phrocrew@yahoo.com a From: Lukasz Grabun Subject: Re: How can i improve this? Date: 11 Jan 2004 21:52:24 GMT Message-ID: On 10 Jan 2004 17:42:06 -0800, Neogryzor wrote: > This is my last version of "The Boss", a oneshot. > FOR 23 > DAT 0,0 > ROF > SPL #1,{1 > SPL #1,}1 > SPL #1,#1 > dat 0,0 > START: MOV.I {DECOY, MOV.I {DECOY+1, MOV.I {DECOY+6, DJN.F >LOOP, Lukasz Grabun wrote in message news:... > Quick one: your decoy maker seems to be pretty close to the shot > itself. Is it intended? Well, not really, but i don't consider it a problem. The clear starts working relatively soon in a oneshot so the risk is reduced, and i think that 23 locations are enough. am i right? Neogryzor From: Koth Subject: KOTH.ORG: Status - Standard 01/12/04 Date: 12 Jan 2004 19:24:41 -0500 Message-ID: <200401120500.i0C500o2024611@gevjon.ttsg.com> Weekly Status on 01/12/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Sat Dec 13 06:01:43 EST 2003 # %W/ %L/ %T Name Author Score Age 1 39/ 27/ 34 The Next Step '88 David Houston 151 3 2 44/ 39/ 17 Tangle Trap 3 David Moore 149 16 3 37/ 25/ 37 Quicksilver '88 Michal Janeczek 149 23 4 44/ 42/ 13 Cold as November Rain... John Metcalf 147 1 5 34/ 26/ 40 Freight Train David Moore 142 188 6 33/ 26/ 41 Test Alexander (Sasha) Wa 140 127 7 44/ 47/ 9 Scan Test C 6 Steve Gunnell 140 26 8 40/ 41/ 19 My 1st try Christian Schmidt 140 19 9 33/ 26/ 41 Guardian Ian Oversby 139 187 10 39/ 44/ 17 Stasis David Moore 135 295 11 34/ 34/ 32 The Seed Roy van Rijn 134 5 12 40/ 47/ 13 vm5 Michal Janeczek 134 22 13 40/ 48/ 12 Foggy Swamp Beppe Bezzi 132 184 14 30/ 30/ 40 Pixie 88 Lukasz Grabun 131 17 15 39/ 47/ 14 Blur '88 Anton Marsden 131 225 16 36/ 42/ 21 PacMan David Moore 131 217 17 39/ 47/ 14 Deviant Scanner Roy van Rijn 130 4 18 27/ 25/ 48 Test I Ian Oversby 129 244 19 32/ 35/ 33 vala John Metcalf 129 110 20 37/ 45/ 18 '88 test IV John Metcalf 129 81 21 10/ 9/ 80 Do Redcoders Hibernate? John Metcalf 112 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/12/04 Date: 12 Jan 2004 19:24:37 -0500 Message-ID: <200401120503.i0C530eb024659@gevjon.ttsg.com> Weekly Status on 01/12/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Fri Jan 9 14:18:41 EST 2004 # Name Author Score Age 1 The Survivor Philip Kendall 7 4 2 Her Majesty P.Kline 4 393 3 Frosty the Snowman John Metcalf 1 12 4 not king of the hill FatalC 1 119 5 The Mummy 1.02 David Houston 1 38 6 hawk John Metcalf 1 117 7 botst (4D-p) Stefan Foerster 1 1 8 replikator2f Rafal Wieczorek 1 2 9 Probe2 John Metcalf 0 20 10 D-clearM Ken Espiritu 0 374 11 multi-imp2 bronek (Rafal Wieczo 0 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/12/04 Date: 12 Jan 2004 19:24:33 -0500 Message-ID: <200401120506.i0C560e4024715@gevjon.ttsg.com> Weekly Status on 01/12/04 -=- 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 : Fri Jan 9 08:35:59 EST 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 42/ 13 Fire and Ice II David Moore 146 108 2 41/ 36/ 24 The X Machine Zul Nadzri 146 19 3 40/ 38/ 22 Eliminator X Zul Nadzri 141 20 4 26/ 17/ 56 xd100 test David Houston 136 5 5 34/ 33/ 33 Trefoil F 13 Steve Gunnell 135 91 6 30/ 25/ 45 KAT v5 Dave Hillis 135 140 7 20/ 8/ 72 Evol Cap 4 X John Wilkinson 132 277 8 35/ 38/ 26 Black Moods Ian Oversby 132 204 9 35/ 38/ 26 Ogre Christian Schmidt 132 156 10 20/ 10/ 71 Denial David Moore 130 149 11 34/ 39/ 26 Simply Intelligent Zul Nadzri 129 1 12 24/ 20/ 55 Glenstorm John Metcalf 129 70 13 35/ 42/ 23 Giant Hazy Test 13 Steve Gunnell 128 35 14 26/ 24/ 50 Olivia X Ben Ford 128 89 15 21/ 14/ 65 Kin John Metcalf 127 116 16 32/ 37/ 31 Controlled Aggression Ian Oversby 127 208 17 19/ 11/ 70 Blotter X J. Pohjalainen 127 10 18 23/ 19/ 58 Katafutr Michal Janeczek 126 148 19 24/ 23/ 52 Venom v0.2b Christian Schmidt 125 230 20 16/ 8/ 76 Evolve X v4.0 John Wilkinson 124 225 21 9/ 61/ 30 Ketibro Konrad Wieczorek 58 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/12/04 Date: 12 Jan 2004 19:24:24 -0500 Message-ID: <200401120509.i0C590vT024782@gevjon.ttsg.com> Weekly Status on 01/12/04 -=- 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 Jan 11 14:48:50 EST 2004 # %W/ %L/ %T Name Author Score Age 1 31/ 16/ 53 Devilstick Roy van Rijn 146 6 2 35/ 31/ 34 Spiritual Black Dimension Christian Schmidt 140 39 3 33/ 28/ 39 Static Miz 139 214 4 44/ 49/ 7 Recon 2 David Moore 139 702 5 31/ 25/ 44 Son of Vain Oversby/Pihlaja 138 2248 6 44/ 50/ 6 3000 Challenges Old John Metcalf 138 2 7 40/ 42/ 17 Dandelion II Schmidt/Zapf 138 95 8 38/ 38/ 24 Quirk Christian Schmidt 138 29 9 33/ 28/ 39 slime test 1.00 David Houston 138 10 10 41/ 45/ 14 Dracula 2003 Roy van Rijn 137 36 11 41/ 46/ 13 O--* Bremer/Schmidt 137 108 12 35/ 33/ 32 Ironic Imps Roy van Rijn 137 208 13 40/ 44/ 16 Hazy Test 63 Steve Gunnell 136 1023 14 32/ 29/ 39 devilish 2 David Houston 135 197 15 33/ 32/ 34 whispered in a dream John Metcalf 135 35 16 32/ 31/ 36 si23 Lukasz Grabun 133 55 17 27/ 21/ 53 38835-2156-cs-sdk-eve14 bvowk 133 28 18 37/ 42/ 21 straight shot John Metcalf 132 1 19 29/ 28/ 42 Zapp Christian Schmidt 131 9 20 42/ 53/ 5 pong mjp 130 34 21 35/ 43/ 22 Test Roy van Rijn 128 0 From: sasha-google@fiction.org (Alexander Sasha Wait) Subject: In the Quantum Coreworld Programs Engage in a Battle of Qubits Date: 12 Jan 2004 21:01:46 -0800 Message-ID: <82413012.0401122101.42d9594a@posting.google.com> The first release of my Quantum Artificial Life simulator�the Quantum Coreworld�can be found at http://genetics.med.harvard.edu/~await/qcw Please visit! The subject is a word-play on the articles: "In the game called Core War hostile programs engage in a battle of bits" by A.K. Dewdney and "The Coreworld: Emergence and Evolution of Cooperative Structures in a Computational Chemistry" by S. Rasmussen et al. A challenge: test94qop.red (see link above) is a trivial example of using quantum operations to hide a secret. Programs that cannot use quantum operations see a random string. I have a few ideas about how to use this effectively but if you know Redcode or enjoy assembly programming you might want to try it yourself. Successful�and not so successful�attempts will be posted on this page. Details to be worked out. Happy New Year! [Reposted from my journal at http://veritas.fiction.org] From: "Robert Macrae" Subject: Re: How can i improve this? Date: Mon, 12 Jan 2004 22:37:20 -0000 Message-ID: <40039031$0$25667$cc9e4d1f@news.dial.pipex.com> I'm trying to update Phantasm at the moment, and since I plan to test your clear I thought I should try to help! > SMOD EQU 5 ; maybe i should try mod7 and others > DECOY EQU SCAN+501+(4506*15) > STEP EQU SMOD*6691 ;<- poorly optimized constant One thing to think about is how sensitive the constant makes your scanner to decoys and launch code. A stereotype enemy might have a 100-word launch/QS/whatever and launches 1x length-10 or 2x length-5 warriors. You want a constant that will be relatively likely to find the warriors and relatively unlikely to find the launcher, which makes pseudo-random a bad choice -- it will find the launcher 100 / (100 + 10) of the time, or almost 90%. Its usually better to pick constants that scan in 1,2,3...10(?) strips, with scan-points separated by 5...20 or so along each strip. If the separation you pick is less than the length of the launched warrior, you have a equal chances of finding it or the launcher for a 5x improvement in effectiveness! For example, you could try an increment of 1600+-2 if you want a mod-5 scanner. > INC: SPL #-(2*STEP)+1,>-(2*STEP)+1 ;nice coreclear killing imps > CLOP MOV SBM,}GATE > MOV SBM,>GATE > DIR: DJN.A CLOP, LOOP: SUB.F INC,@SCAN ;becomes @2 (decoy) > SCAN: SEQ.I }GATE,>GATE ;<-ref > BCHK: SNE.I *GATE,@GATE ;bomb check > DJN.F LOOP,*GATE ;trashing core > DJN.F INC,@BCHK > FOR 23 > DAT 0,0 > ROF > SPL #1,{1 Why 23? You want to be far enough away that the bomb pattern from a QS that finds your decoylauncher may miss the scanner. In the same vein, I don't really like teh SPL 1,1s. Why make yourself into a target? > PD: january again, arghhh! Think of all the opportunities that a New Year may bring... Errr.... Like summer? Robert From: pak21@cam.ac.uk (Philip Kendall) Subject: Re: KOTH.ORG: Status - MultiWarrior 94 01/12/04 Date: 13 Jan 2004 00:46:04 -0000 Message-ID: In article <200401120503.i0C530eb024659@gevjon.ttsg.com>, Koth wrote: > >Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: > >Last battle concluded at : Fri Jan 9 14:18:41 EST 2004 > > # Name Author Score Age > 1 The Survivor Philip Kendall 7 4 Go me :-) I think this is particularly impressive as I haven't played this game for years... Cheers, Phil -- Philip Kendall http://www.srcf.ucam.org/~pak21/ From: fizmo_master@yahoo.com (Fizmo) Subject: Re: In the Quantum Coreworld Programs Engage in a Battle of Qubits Date: 13 Jan 2004 05:12:13 -0800 Message-ID: <9f53b5fb.0401130512.5891c660@posting.google.com> Hi, that sounds really interesting. However, like several other players I don't have access to Unix. Is there a chance making also a Win32 executable available? A happy new year, Fizmo From: achillu@tin.it (LAchi) Subject: I will not KILL U anymore :( Date: 13 Jan 2004 07:33:49 -0800 Message-ID: <1eeccf2e.0401130733.c8ec16@posting.google.com> Let me introduce a question to all of you master redcoders. At the young age of 39, my outsider warrior I KILL U gets out of the LP-Hill at SAL. The warrior was my best effort after almost 20 years of Redcoding, using paper and pencil as my MARS emulator. I did not knew of the '94 rules at that time, so it is just '88 redcoded. The idea behind the warrior was just a simple silly replicator: mov #2216, count again mov #WARRIOR_LENGTH,ind copy mov @ind, fizmo_master@yahoo.com (Fizmo) wrote in message news:<9f53b5fb.0401130512.5891c660@posting.google.com>... > Hi, > > that sounds really interesting. However, like several other players I don't > have access to Unix. Is there a chance making also a Win32 executable > available? > > A happy new year, > > Fizmo I haven't forgotten your request! As I mentioned when I posted about the Multicore-- an early release of the Quantum Coreworld-- I'm hoping to work with Joonas on a SDL based simulator. It should run on Windows and hopefully Mac too. In any case, I'm busy with research commitments until this time in February. But I promise to get to it then. If there is interest I can make the new simulator a strict superset of ICWS 88/94 Corewar. With the help of the community I can verify the new simulator (given the appropriate command line parameters) is identical to pMARS. This is the twentieth anniversary of Corewar! I've been personally involved since 1990. (I entered the ICWS tournament that year with a warrior I had written for a simulator I wrote.) It's very nice to see that the community here is still active. With support from the community, I'd be willing to contact Anton Marsden regarding maintenance of the FAQ. It could use an update. In any case, I've started a "Quantum Coreworld" FAQ at my journal: http://www.livejournal.com/community/ref_corewar/4264.html Expect to see more there today (and periodically thereafter). Perhaps the new simulator will become the "Rec.Games.Corewar" reference simulator for a new 2004 Redcode standard. I am not a veteran ICWS 94 programmer. My expertise is the flavor of Redcode I implemented in 1990 (from the original articles and what I could reverse engineer from the simulator available for DOS). I am especially unfamiliar with PSpace and I've left it compiled out. But if there is interest in the Quantum Coreworld-- and an updated simulator, FAQ, etc.-- then I can do more here. My priority, obviously, is publishing research oriented articles but I think community support can benefit research. Thanks for reading... From: fizmo_master@yahoo.com (Fizmo) Subject: Re: I will not KILL U anymore :( Date: 13 Jan 2004 14:24:56 -0800 Message-ID: <9f53b5fb.0401131424.4da6c18c@posting.google.com> > that is: this is just a self-replicating dwarf. Hey, that's an very interesting strategy. I like it, because I have a warrior with a quite similar strategy on the LP hill;-) > This is the final code I got: > ;name I KILL U > ;author LAchi > ;assert CORESIZE==8000 > org start > count dat #0 > dat #0 > ind dat #0 > start spl loop > jmp 2 > dat #0 > mov #2216, count > again mov #bomb-ind+1, ind > jmp 2 > dat #0 > copy mov @ind, djn copy, ind > jmp 2 > dat #0 > spl @count > add #1129, count > jmp again > dat #0 > loop add #88, bomb > mov bomb, @bomb > jmp loop > dat #0 > bomb dat #-1 > end Hmmm, I think you don't need all those gaps between the code. Even if you kill one of your paper with a bomb you have 7 more papers still running and with the next replication you will have again 8. The main disadvantage is, that you need much longer for the replication, which gives your opponent enough time to catch you. > It seems really a silly program, and it sure is (see its ranking on > the 94b-hill at SAL). Anyway it had a surprising success on the LP > hill, surviving 39 successful fights, ranking up to 10th place, and > surviving many warriors by much more experienced redcoders! > > My question is just: WHY? The reason is, that you have on the LP hill just 8 processes, which seems perfect for your above used paper (only one process is needed for the replication). On beginner hill (and other hills) with its maximum of 8000 processes some few spl-bombs should be enough to slow down and stun your replicator. For this hill the so-called silk-style paper are the ideal way of replication, because they split like hell and reache quickly its max. processes. Even if they are hit by some spl-bombs it won't slow down them that much. > > I hope you get the answer, and I hope that the answer would be of any > use for lp-warriors. Thanks. > LAchi (say it Lucky). > > (please reply to achille dot astolfi at realt dot it). From: fizmo_master@yahoo.com (Fizmo) Subject: Revenge of the Silklander Date: 13 Jan 2004 14:28:10 -0800 Message-ID: <9f53b5fb.0401131428.69fc1f65@posting.google.com> Ok, here is one of my newer LP hill warriors. The basic strategy is quite similar to LAchi's I KILL U. ;redcode-lp ;name Revenge of the Silklander ;author Christian Schmidt ;strategy qscanner, self-replicating stone, paper ;assert 1 ;------>paper rSize equ (rBase-rPtr) rStep equ 4933 rStep2 equ 581 rAdd equ 7000 rPtr dat 0, 0 rNew add.ab #rAdd, rBase rFrst mov.i rBase, rPtr rLoop mov.i *rPtr, self-replicating stone pStep equ 4878 sStep equ 1998 sOff equ 5629 pStrt mov.ab #7, #7 pCopy mov.i Q^4.5 scanner zero equ qbomb qtab3 equ qbomb qbomb dat >qoff, >qc2 dat 0, 0 paper spl pStrt, qptr, qptr + qz + (qb2-1) jmp q2, Subject: Great gaming site..... Date: Tue, 13 Jan 2004 19:22:36 +0100 Message-ID: http://www.outwar.com/page.php?x=968752 From: achillu@tin.it (LAchi) Subject: Re: In the Quantum Coreworld Programs Engage in a Battle of Qubits Date: 14 Jan 2004 01:06:50 -0800 Message-ID: <1eeccf2e.0401140106.3b85b8fe@posting.google.com> > If there is interest I can make the new simulator a strict > superset of ICWS 88/94 Corewar. This sounds REALLY interesting, because, as you pointed out: > This is the twentieth anniversary of Corewar! Maybe there is a need to improve the game again? (Maybe not... indeed the rules of Risk and Monopoly have not changed since their beginning; anyway, still millions of people play Risk and Monopoly...) > Perhaps the new simulator will become the "Rec.Games.Corewar" > reference simulator for a new 2004 Redcode standard. Why not? At least we need the DJZ instruction! ;) Thanks for your posting. LAchi. From: fizmo_master@yahoo.com (Fizmo) Subject: Redcoders Frenzy 15: The 94 Tourney Round ***Results*** Date: 14 Jan 2004 01:33:30 -0800 Message-ID: <9f53b5fb.0401140133.64cd7e5e@posting.google.com> .................................................................... ********************* * Redcoder's Frenzy * ********************* The ongoing corewar tournament /^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\ | The 94 Tourney Round | \________________________________/ This is the 15th round of the ongoing corewar tournament. Detailed information are available on Fizmo's Corewar Information Page: http://www.corewar.info/tournament/cwt.htm *********** * Results * *********** Altogether, 6 authors enter a total of 11 warriors. (_v_) _|_ | | |-----+-----| ___________ .-=========-. | {{1}} | '._==_==_=_.' \'-=======-'/ | \=/ | .-\: /-. _| .=. |_ '---------' | (|:.{3} |) | ((| {{2}} |)) \ / '-|:. |-' \| /|\ |/ '. .' \::. / \__ '`' __/ | | '::. .' _`) (`_ .' '. ) ( _/_______\_ _|___|_ _.' '._ /___________\ [_______] [_______] 2nd place Winner 3rd place ***************** ****************** **************** * Roy van Rijn * * Zul Nadzri * * John Metcalf * ***************** ****************** **************** Zul Nadzri's The T Machine, a handshaking blur-style scanner claims first place followed by Roy van Rijn's p-warriors. John Metcalf's clear/imps follows as 5th right behind Nadzri's slave. The following strategies were used this round: 4 p-warriors, 2 handshaking blur-style scanner, 2 papers and one stone/paper, stone/imp and clear/imp each. ----------------------------------------------------------------- # %W %L %T Name Author Score % ----------------------------------------------------------------- 1 55 34 11 The T Machine Zul Nadzri 21162 100.0 2 50 33 17 Moron Roy van Rijn 19983 94.4 3 48 36 16 Idiot Roy van Rijn 19202 90.7 4 47 41 12 The T Machine's slave Zul Nadzri 18334 86.6 5 35 26 39 Squirrels! John Metcalf 17371 82.1 6 30 22 48 2b||!2b Sascha Zapf 16695 78.9 7 35 43 21 Superpippo LAchi 15278 72.2 8 24 24 52 Tiger Sascha Zapf 14850 70.2 9 19 19 62 ln(8192)=9.01091 John Metcalf 14266 67.4 10 16 44 40 SecondMan Lukasz Adamowski 10500 49.6 11 7 44 50 MinuteMan Lukasz Adamowski 8341 39.4 ================================================================= More detailed informations and all entries are available on the The 94 Tourney Round webpage: http://www.corewar.info/tournament/15.htm Congratulations to everyone who has taken part this round. I hope to see more participants next round, which will organised the second time by Sascha Zapf. *********** * Ranking * *********** Roy van Rijn holds the 5th time in a row the first place followed now by Zul Nadzri how climbs one place. Christian Schmidt is now in 3rd place. Sascha Zapf climbs 8 places and enters the first time the Top 10. Welcome to LAchi, the only newcomers this round. Also one player has left the ranking. For the coming round 6 players are in danger to leave the ranking. # Author Score R10 R11 R12 R13 R14 R15 ------------------------------------------------------------------- 1 (1) Roy van Rijn 390.2 95.5 100.0 100.0 35.9 94.7 94.4 2 (3) Zul Nadzri 370.3 89.7 22.4 80.6 100.0 54.7 100.0 3 (2) Christian Schmidt 348.4 98.4 62.5 87.5* 29.8 100.0 * 4 (5) David Houston 320.3 75.6 x 83.0 63.0 98.7 x 5 (4) German Labarga 310.4 97.6 61.3 x 60.6 90.9 x 6 (6) Lukasz Adamowski 213.7 63.5 32.5 x 39.8 60.8 49.6 7 (15) Sascha Zapf 172.1 93.2 x x x x 78.9 8 (7) Dave Hillis 165.8 100.0 x 65.8 x x x 9 (11) John Metcalf 157.6 * x 78.1 x * 82.1 10 (8) Philip Thorne 133.8 72.4 x 61.4 x x x 11 (10) Will Varfar 128.9 60.7 * 58.5 9.7 x x 12 (14) David Moore 98.1 98.1 x x x x x 13 (9) Jakub Kozisek 89.1 89.1 x x x x x 13 (16) Simon Wainwright 89.1 89.1 x x x x x 15 (17) Joonas Pihlaja 85.6 85.6 x x x x x 16 (18) Ben Ford 82.3 82.3 x x x x x 17 (new)LAchi 72.2 x x x x x 72.2 18 (19) Chip Wendell 71.0 x x x 71.0 x x 19 (12) Simon Duff 63.6 63.6 x x x x x 20 (13) Joshua Hudson 51.0 x 51.0 x x x x 21 (21) FatalC 13.5 x x 13.5 x x x ------------------------------------------------------------------- out(20) B. Cook ------------------------------------------------------------------- * organizer ................................................................... From: sayembara@yahoo.com (Zul Nadzri) Subject: Round 15 :) Date: 14 Jan 2004 02:47:18 -0800 Message-ID: I am glad that I could keep my promise to take the #1 position for Round 15. I salute other players that strictly keep away from using slave warrior. 'Badboys', such as myself, have limited original ideas and love to play 'dirty';) Probably after the break I will create Combatra-type warrior which was my first choice for this round. I broke Combatra into pieces but could not re-assembled the polished parts in time. So, went for short cut.... picked a warrior and attached SureWin to it. Round 16 is coming soon but I cannot participate. I foresee being away for 2 months or so, starting next week. Good luck. I will relax in satisfaction :) Zul Nadzri From: "James Jenkins" Subject: what next? Message-ID: Date: Wed, 14 Jan 2004 04:32:41 GMT OK, so I've seen the imp run and I've dodged the bombs of a crazed Dwarf, I've seen a copy program that reproduces almost as fast as a bunny (almost) , read about worms, rings, ringworm and the like....so the ? is what next? I really don't know what to do? I can retype all the code I want but I don't think I know how to put all that well documented stuff together.... Help Jjenkns From: achillu@tin.it (LAchi) Subject: Re: Round 15 :) Date: 14 Jan 2004 07:21:17 -0800 Message-ID: <1eeccf2e.0401140721.5ce3c15f@posting.google.com> In my newbie humble opinion, there is nothing bad in using handshake. In fact, I think that it is a *cool* idea to code handshakes, and I think that it is not that trivial to code a self-handshake! If it was bad, I think that the creators of P-space would not give us the PIN, would they? ;-) Get your relax, then, and see you soon. LAchi (say it Lucky). (Reply to achille dot astolfi at realt dot it) From: achillu@tin.it (LAchi) Subject: Re: Redcoders Frenzy 15: The 94 Tourney Round ***Results*** Date: 14 Jan 2004 07:29:25 -0800 Message-ID: <1eeccf2e.0401140729.521c0b3a@posting.google.com> > Also one player has left the ranking. For the coming round > 6 players are in danger to leave the ranking. > > > ------------------------------------------------------------------- > 12 (14) David Moore 98.1 98.1 x x x x x > 13 (9) Jakub Kozisek 89.1 89.1 x x x x x > 13 (16) Simon Wainwright 89.1 89.1 x x x x x > 15 (17) Joonas Pihlaja 85.6 85.6 x x x x x > 16 (18) Ben Ford 82.3 82.3 x x x x x > 19 (12) Simon Duff 63.6 63.6 x x x x x > ------------------------------------------------------------------- > out(20) B. Cook > ------------------------------------------------------------------- David, Jakub, Simon, Joonas, Ben, Simon, and B., where are you? Please come back! I miss you! We miss you!! Pleeeeease! LAchi (say it Lucky). (reply to achille dot astolfi at realt dot it) From: fizmo_master@yahoo.com (Fizmo) Subject: Re: In the Quantum Coreworld Programs Engage in a Battle of Qubits Date: 14 Jan 2004 10:19:11 -0800 Message-ID: <9f53b5fb.0401141019.4c8cc647@posting.google.com> > I haven't forgotten your request! As I mentioned when I posted about Many thanks. I am really looking forward to try Quantum Coreworld. Maybe I'll prepare a round for the Redcoders Frenzy Tournament then :-) > the Multicore-- an early release of the Quantum Coreworld-- I'm hoping > to work with Joonas on a SDL based simulator. It should run on > Windows and hopefully Mac too. In any case, I'm busy with research That sound good!! Regards, Christian From: Christoph Birk Subject: Koenigstuhl News Date: 14 Jan 2004 12:22:30 -0500 Message-ID: <200401132317.PAA00843@andromeda.ociw.edu> Congratulations to Christian Schmidt! His program 'Revenge of the Silklander' is the new KotH of the LP-Koenigstuhl. Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: sinister_2004@inbox.ru (frank) Subject: d Date: 15 Jan 2004 02:14:08 -0800 Message-ID: > chessbase@my-deja.com ccctournament@yahoo.com > ccctournament ccctournament@my-deja.com http://amateurschach.de > phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite > ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com d From: sinister_2004@inbox.ru (frank) Subject: phro Date: 15 Jan 2004 02:29:27 -0800 Message-ID: manost@list.ru (bo) wrote in message news:<57b612c9.0401110619.767a7@posting.google.com>... > chessbase@my-deja.com ccctournament@yahoo.com > ccctournament ccctournament@my-deja.com http://amateurschach.de > phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite > ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com phro From: sinister_2004@inbox.ru (frank) Subject: Re: Automatic Geocities Deletion Date: 15 Jan 2004 03:03:12 -0800 Message-ID: manost@list.ru (bo) wrote in message news:<57b612c9.0401110619.767a7@posting.google.com>... > chessbase@my-deja.com ccctournament@yahoo.com > ccctournament ccctournament@my-deja.com http://amateurschach.de > phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite > ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com Re: Automatic Geocities Deletion From: fizmo_master@yahoo.com (Fizmo) Subject: Grained Paper Date: 15 Jan 2004 11:02:54 -0800 Message-ID: <9f53b5fb.0401151102.4497c7a@posting.google.com> Hi, Nice to see the increasing traffic on that hill, which slowly makes the hill stronger. Maybe some new strategies will hopefully appear :) Ok, here is another of my actual LP hill warrior. It lost a bit ground after John sent some scanner ;-) It's just a basic LP paper combined with the most modern Q^4.5 scanner. I didn't use the 200 instruction limit for this warrior, but the paper boots away. Regards, Christian ;redcode-lp ;name Grained Paper ;author Christian Schmidt ;strategy paper ;assert 1 pStep equ 3290 pDist equ 2857 pAwa equ 422 zero equ qbomb qtab3 equ qbomb qbomb dat >qoff, >qc2 dat 0, 0 pPtr dat from+pAwa, 1 for 2 dat 0, 0 rof dat zero - 1, qa1 qtab1 dat zero - 1, qa2 for 42 dat 0, 0 rof qc2 equ ((1 + (qtab3-qptr)*qy) % CORESIZE) qb1 equ ((1 + (qtab2-1-qptr)*qy) % CORESIZE) qb2 equ ((1 + (qtab2-qptr)*qy) % CORESIZE) qb3 equ ((1 + (qtab2+1-qptr)*qy) % CORESIZE) qa1 equ ((1 + (qtab1-1-qptr)*qy) % CORESIZE) qa2 equ ((1 + (qtab1-qptr)*qy) % CORESIZE) qz equ 2108 qy equ 243 qgo sne qptr + qz*qc2, qptr + qz*qc2 + qb2 seq qptr, qptr + qz + (qb2-1) jmp q2, "James Jenkins" wrote in message news:... > OK, so I've seen the imp run and I've dodged the bombs of a crazed Dwarf, > I've seen a copy program that reproduces almost as fast as a bunny (almost) > , read about worms, rings, ringworm and the like....so the ? is what next? I > really don't know what to do? I can retype all the code I want but I don't Nice, so you're on a good way. > think I know how to put all that well documented stuff together.... That's the next and much harder step. One idea would be that you choose your favourite warrior and try to improve it. Maybe also try to test your code against a hill or on a tournament round. If you have some more specific questions you can also enter the corewar irc channel at irc.koth.org. > Help > > Jjenkns Christian From: Doug Irwin Subject: RE: what next? Date: 15 Jan 2004 23:17:24 -0500 Message-ID: Hi James and co, I'm just after the step James is at. I started by choosing a basic warrior type and trying to write it from scratch and then improve the warrior I wrote (a stone in this case). Course, I didn't come up with anything new or competitive - but I leanred. Then I did the same thing again with a different type (some papers, eventually silk). Next I thought "hey, a combined dwarf/silk might be something new!". After a while I started to get something working that looked like it might even be able to make it onto some hill somewhere, but there was a fair bit of work to do. The I got hold of CW87 and saw unheard of :( Besides the constants it's nearly identical :( Oh well, I'm most of the way through optimising the constants and hope to send it to a hill soon. Probably and a name something like "beaten to the punch". Still, it's a learning experience and I strongly suggest that James works out a strategy for taking that next step up and follow it through! Long live corewar! -doug > -----Original Message----- > From: Fizmo [mailto:fizmo_master@yahoo.com] > Sent: Thursday, 15 January 2004 07:34 AM > To: Multiple recipients of list COREWAR-L > Subject: Re: what next? > Importance: Low > > > "James Jenkins" wrote in message > news:... > > OK, so I've seen the imp run and I've dodged the bombs of a > crazed Dwarf, > > I've seen a copy program that reproduces almost as fast as > a bunny (almost) > > , read about worms, rings, ringworm and the like....so the > ? is what next? I > > really don't know what to do? I can retype all the code I > want but I don't > > Nice, so you're on a good way. > > > think I know how to put all that well documented stuff together.... > > That's the next and much harder step. One idea would be that you > choose your favourite warrior and try to improve it. Maybe also try to > test your code against a hill or on a tournament round. > > If you have some more specific questions you can also enter the > corewar irc channel at irc.koth.org. > > > Help > > > > Jjenkns > > Christian > Subject: Re: d From: James Message-ID: Date: Fri, 16 Jan 2004 00:29:16 GMT sinister_2004@inbox.ru (frank) wrote in news:cef25d09.0401150214.19600450 @posting.google.com: >> chessbase@my-deja.com ccctournament@yahoo.com >> ccctournament ccctournament@my-deja.com http://amateurschach.de >> phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite >> ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com > d > ISP NOTIFIED! CONFIRMED TROLL! Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 16 Jan 2004 09:19:57 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: FM Subject: Packaged stuff for Linux && pMARS X11 Linux Date: 16 Jan 2004 19:56:28 -0500 Message-ID: <20040116214453.0ED0BC44C3@postfix3-1.free.fr> Hi ! New with Core War. Discover this programer game - that is the freeest I've never seen : great ! - as the Linux package "corewars" on my Debian "Woody". Downloaded all I found about Redcode and read some doc. But the only other Linux-package reference I seen is : ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ that does not work any more. I'm looking for other stuff because : * Hoffman "corewars" lacks of P-space and debugger. However its nice display works on X11 server : good ! * Redcoder of Varfar has nice debugger but is compiled for Winbug : I do not like this system. Moreover sources are in Pascal : never did anything with this school language (only C, C++, and assemblers). * pMARS seems to be the right thing. Unfortunately I was only able to compile it for text mode and with svgalib too (svga display in console mode). The debugger seems to be powerful but display is'nt very nice. Moreover I've some problems with graphical pPMARS when it quits back to text mode -> smudge my Konsole. (To avoid this, must kill the svga pMARS process from another Konsole : that's pretty bad indeed !). pMARS compiled for text mode works well but lacks of pleasant graphics ! In makefile options I've seen UNIX X11. But I wasn't able to compile it for Linux : X libraries problem. Do you know were are .deb or .rpm packages available please ? Is there somewhere pMARS that easily compiles for a X11 server working on Linux ? Thank you to enlighten me. Fabrice. From: Lukasz Grabun Subject: Re: Packaged stuff for Linux && pMARS X11 Linux Date: 17 Jan 2004 08:39:32 GMT Message-ID: On 16 Jan 2004 19:56:28 -0500, FM wrote: > * Hoffman "corewars" lacks of P-space and debugger. > However its nice display works on X11 server : good ! I am not sure whether Hoffman's CW implements *real* CW; might be wrong, however. > Is there somewhere pMARS that easily compiles for a X11 server working on > Linux ? There is one pmars version that runs smoothly on X11 and has outstanding graphic display. It is SDL pmars, made by Pihlaja. You have to use links session on my webpage for I don't remember the exact link. -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Planar Subject: Re: Packaged stuff for Linux && pMARS X11 Linux Date: Sat, 17 Jan 2004 19:48:01 +0100 Message-ID: In article <20040116214453.0ED0BC44C3@postfix3-1.free.fr>, FM wrote: > But the only other Linux-package reference I seen is : > > ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ The files are now here: < ftp://ftp.inria.fr/INRIA/Projects/moscova/doligez/cw/pmars-rpm/ > And at some point in the future, they should move there: < ftp://ftp.inria.fr/INRIA/Projects/cristal/Damien.Doligez/cw/pmars-rpm/ > But these are quite old, I compiled them in 1998. I guess the source RPM will be the most useful now. -- Planar remove the dash from my address if you want to send me mail From: Lukasz Grabun Subject: IRC meetings - to all newbies Date: 18 Jan 2004 09:53:31 GMT Message-ID: Howdy all corewar folk. As I can see, there's a number of newbies who would like to play the game. Many of them use IRC channel as a way of communicating with frequent participants. Thus few words of information: we all live in different time zones. Sometimes, when it's lunch time for you we're sleeping like logs, sometimes when you party we are at work. It is *very* difficult to gather all CW players in one time (Steve is from Australia :-). So, even if you can see avatars of CW players on IRC channel it does not directly imply they're on line :-) But we're alive and want to help and guide you all. Feel free to either mail us or simply post qustions the newsgroup - I am positive your question will be anwsered in friendly manner. (P.S. sorry to use plural form but I thought to myself that this what few of us wanted to say, anyway - correct me if I am wrong). -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: "Kozisek" Subject: Re: IRC meetings - to all newbies Date: 18 Jan 2004 11:04:26 -0500 Message-ID: <002c01c3ddad$cd8c23a0$b0f317d9@chello.sk> This is a multi-part message in MIME format. ------=_NextPart_000_0029_01C3DDB6.2DA3C600 Content-Type: text/plain; charset="iso-8859-2" Content-Transfer-Encoding: quoted-printable Hello. Good point Lukasz! If you want to check what is going on the channel or you think you've = missed something, check the logs. Some ppl are logging the "traffic" on the = channel almost 24/7. Lukasz is one of them and me too :). I'm logging it = directly into my webspace, so check: http://www.gjh.sk/~0kozisek/logs/list.php. = That script shows the current day. You can find old logs in this directory = too. And don't forget to visit #corewars every Sunday. If lot of ppl gather there, there will maybe our oldie-goodie IRCT come back. And if lot of newbies join, what about Newbie IRCT? Old hands will stay at that time = in the background, so newcomers can enjoy first places. ;) Have a nice weekend. Jakub Kozisek ----- Original Message ----- From: "Lukasz Grabun" To: "Multiple recipients of list COREWAR-L" Sent: Sunday, January 18, 2004 11:02 AM Subject: IRC meetings - to all newbies > Howdy all corewar folk. > > As I can see, there's a number of newbies who would like to play the > game. Many of them use IRC channel as a way of communicating with > frequent participants. Thus few words of information: we all live in > different time zones. Sometimes, when it's lunch time for you we're > sleeping like logs, sometimes when you party we are at work. It is > *very* difficult to gather all CW players in one time (Steve is from > Australia :-). So, even if you can see avatars of CW players on IRC > channel it does not directly imply they're on line :-) > > But we're alive and want to help and guide you all. Feel free to > either mail us or simply post qustions the newsgroup - I am positive > your question will be anwsered in friendly manner. > > (P.S. sorry to use plural form but I thought to myself that this what > few of us wanted to say, anyway - correct me if I am wrong). > > -- > Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) > (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) ------=_NextPart_000_0029_01C3DDB6.2DA3C600 Content-Type: text/html; charset="iso-8859-2" Content-Transfer-Encoding: quoted-printable
Hello.

Good point Lukasz!

If you want to check = what is=20 going on the channel or you think you've missed
something, check the = logs.=20 Some ppl are logging the "traffic" on the channel
almost 24/7. Lukasz = is one=20 of them and me too :). I'm logging it directly
into my webspace, so = check:=20
http://www.gjh.sk/~0kozisek/logs/list.php
. That
script shows the current = day. You can=20 find old logs in this directory too.

And don't forget to visit = #corewars=20 every Sunday. If lot of ppl gather
there, there will maybe our = oldie-goodie=20 IRCT come back. And if lot of
newbies join, what about Newbie IRCT? = Old hands=20 will stay at that time in
the background, so newcomers can enjoy = first=20 places. ;)

Have a nice weekend.

 Jakub = Kozisek

-----=20 Original Message -----
From: "Lukasz Grabun" <grabek@purgatory.abyss>
To: "Multiple recipients of list COREWAR-L" = <
corewar-l@koth.org>
Sent: Sunday, January 18, 2004 11:02 AM
Subject: IRC = meetings=20 - to all newbies


> Howdy all corewar folk.
>
> = As I=20 can see, there's a number of newbies who would like to play the
> = game.=20 Many of them use IRC channel as a way of communicating with
> = frequent=20 participants. Thus few words of information: we all live in
> = different=20 time zones. Sometimes, when it's lunch time for you we're
> = sleeping like=20 logs, sometimes when you party we are at work. It is
> *very* = difficult to=20 gather all CW players in one time (Steve is from
> Australia :-). = So, even=20 if you can see avatars of CW players on IRC
> channel it does not = directly=20 imply they're on line :-)
>
> But we're alive and want to = help and=20 guide you all. Feel free to
> either mail us or simply post = qustions the=20 newsgroup - I am positive
> your question will be anwsered in = friendly=20 manner.
>
> (P.S. sorry to use plural form but I thought to = myself=20 that this what
> few of us wanted to say, anyway - correct me if I = am=20 wrong).
>
> --
> Lukasz Grabun (My CW page:
http://www.astercity.net/~grabek)
> (reply-to field is fake, use grabek (at) acn dot waw = dot pl to=20 reply)

------=_NextPart_000_0029_01C3DDB6.2DA3C600-- From: marketing@findtournaments.com (FindTournaments.com) Subject: Presenting www.FindTournaments.com !!! Date: 18 Jan 2004 15:29:58 -0800 Message-ID: <4b5afd4a.0401181529.3591270b@posting.google.com> Presenting www.FindTournaments.com !!! FindTournaments.com is a new and fascinating tournament announcement website! At FindTournaments.com you can advertise your upcoming tournament or event, you can search for other tournaments or events...AND REGISTRATION IS ABSOLUTELY FREE!!! Tournaments are posted as YOU send them...no hassles! Free posting for a limited time only! If your event starts before 5/1/2004, you can advertise your tournament free! Please take advantage of this opportunity and let us know what you think. We currently have chess tournaments posted but we are looking into expanding into other areas such as checkers, backgammon, bowling, poker, cribbage, bridge, chinese-chess, etc. If you have any suggestions or would like to see particular tournaments or events advertised, please don't hesitate to contact us. We will be sure to look into accommodating you as soon as possible! We are also looking for sites to swap links with. If you are interested in putting your link on our website in exchange for our link on your website, please send your request to: webmaster@findtournaments.com or marketing@findtournaments.com and we will be happy to exchange links. (Please, no inappropriate or obscene websites! They will not be posted!) ADVERTISE YOUR TOURNAMENT OR EVENT AT WWW.FINDTOURNAMENTS.COM !!! We look forward to hearing from you in the near future! Sincerely, Debi Sherry marketing@findtournaments.com From: Koth Subject: KOTH.ORG: Status - Standard 01/19/04 Date: 19 Jan 2004 00:25:22 -0500 Message-ID: <200401190500.i0J500oq002817@gevjon.ttsg.com> Weekly Status on 01/19/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Fri Jan 16 12:20:38 EST 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 27/ 29 The Next Step '88 David Houston 160 3 2 48/ 38/ 14 Tangle Trap 3 David Moore 159 16 3 49/ 41/ 10 Cold as November Rain... John Metcalf 158 1 4 38/ 26/ 36 Freight Train David Moore 150 188 5 44/ 40/ 16 My 1st try Christian Schmidt 149 19 6 48/ 47/ 6 Scan Test C 6 Steve Gunnell 148 26 7 37/ 26/ 36 Guardian Ian Oversby 148 187 8 37/ 26/ 37 Test Alexander (Sasha) Wa 148 127 9 43/ 43/ 14 Stasis David Moore 144 295 10 39/ 34/ 27 The Seed Roy van Rijn 144 5 11 44/ 46/ 10 Foggy Swamp Beppe Bezzi 142 184 12 43/ 46/ 11 Blur '88 Anton Marsden 141 225 13 41/ 41/ 18 PacMan David Moore 140 217 14 35/ 30/ 36 Pixie 88 Lukasz Grabun 140 17 15 32/ 25/ 44 Test I Ian Oversby 139 244 16 42/ 46/ 11 Deviant Scanner Roy van Rijn 138 4 17 37/ 35/ 28 vala John Metcalf 138 110 18 40/ 45/ 15 '88 test IV John Metcalf 136 81 19 5/ 0/ 0 Quicksilver '88 Michal Janeczek 14 23 20 5/ 0/ 0 vm5 Michal Janeczek 14 22 21 2/ 98/ 0 0 0 7 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/19/04 Date: 19 Jan 2004 00:25:18 -0500 Message-ID: <200401190503.i0J530Ae002879@gevjon.ttsg.com> Weekly Status on 01/19/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Fri Jan 16 18:02:15 EST 2004 # Name Author Score Age 1 Her Majesty P.Kline 7 400 2 The Survivor Philip Kendall 6 11 3 Frosty the Snowman John Metcalf 3 19 4 hawk John Metcalf 3 124 5 Probe2 John Metcalf 2 27 6 The Mummy 1.02 David Houston 2 45 7 The Boss Test A 14 G.Labarga 1 5 8 not king of the hill FatalC 1 126 9 ptest Stefan Foerster 1 1 10 KISS Stefan Foerster 0 2 11 Aoshi Test A 13 Steve Gunnell 0 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/19/04 Date: 19 Jan 2004 00:25:14 -0500 Message-ID: <200401190506.i0J560Pr002936@gevjon.ttsg.com> Weekly Status on 01/19/04 -=- 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 : Fri Jan 16 12:58:59 EST 2004 # %W/ %L/ %T Name Author Score Age 1 42/ 35/ 24 The X Machine Zul Nadzri 148 19 2 45/ 42/ 13 Fire and Ice II David Moore 148 108 3 41/ 38/ 22 Eliminator X Zul Nadzri 144 20 4 28/ 17/ 55 xd100 test David Houston 139 5 5 23/ 8/ 70 Evol Cap 4 X John Wilkinson 138 277 6 35/ 33/ 32 Trefoil F 13 Steve Gunnell 137 91 7 30/ 25/ 45 KAT v5 Dave Hillis 136 140 8 22/ 10/ 68 Denial David Moore 135 149 9 30/ 24/ 46 Olivia X Ben Ford 135 89 10 36/ 38/ 26 Simply Intelligent Zul Nadzri 134 1 11 36/ 38/ 26 Black Moods Ian Oversby 134 204 12 24/ 14/ 62 Kin John Metcalf 134 116 13 29/ 23/ 48 Venom v0.2b Christian Schmidt 134 230 14 37/ 41/ 23 Giant Hazy Test 13 Steve Gunnell 133 35 15 35/ 38/ 26 Ogre Christian Schmidt 133 156 16 26/ 20/ 53 Glenstorm John Metcalf 133 70 17 22/ 11/ 67 Blotter X J. Pohjalainen 132 10 18 19/ 8/ 73 Evolve X v4.0 John Wilkinson 131 225 19 33/ 37/ 31 Controlled Aggression Ian Oversby 129 208 20 5/ 0/ 0 Katafutr Michal Janeczek 14 148 21 2/ 98/ 0 0 0 7 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/19/04 Date: 19 Jan 2004 00:25:06 -0500 Message-ID: <200401190509.i0J590bK002990@gevjon.ttsg.com> Weekly Status on 01/19/04 -=- 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 Jan 18 17:08:59 EST 2004 # %W/ %L/ %T Name Author Score Age 1 36/ 14/ 50 Devilstick Roy van Rijn 157 3 2 37/ 24/ 38 Armadillo Lukasz Grabun 150 6 3 39/ 29/ 33 Spiritual Black Dimension Christian Schmidt 149 45 4 36/ 23/ 41 Son of Vain Oversby/Pihlaja 148 2254 5 37/ 27/ 36 Static Miz 148 220 6 43/ 40/ 17 Dandelion II Schmidt/Zapf 147 101 7 41/ 36/ 22 Quirk Christian Schmidt 146 35 8 37/ 28/ 35 devilish 2 David Houston 146 203 9 45/ 44/ 12 O--* Bremer/Schmidt 145 114 10 38/ 32/ 30 Ironic Imps Roy van Rijn 145 214 11 44/ 43/ 13 Dracula 2003 Roy van Rijn 144 42 12 37/ 32/ 31 whispered in a dream John Metcalf 143 41 13 46/ 49/ 5 3000 Challenges Old John Metcalf 142 8 14 35/ 28/ 37 slime test 1.00 David Houston 142 16 15 45/ 48/ 7 Recon 2 David Moore 142 708 16 43/ 44/ 13 Quick Freeze Lukasz Grabun 142 5 17 40/ 41/ 18 straight shot John Metcalf 140 7 18 42/ 44/ 15 Hazy Test 63 Steve Gunnell 139 1029 19 29/ 21/ 50 38835-2156-cs-sdk-eve14 bvowk 137 34 20 43/ 50/ 8 Screenager Roy van Rijn 136 1 21 2/ 98/ 0 0 0 7 0 From: chessdoc@mail.ru (trier) Subject: Re: phrocrew@yahoo.com a Date: 19 Jan 2004 04:46:56 -0800 Message-ID: <82c83d2.0401190446.222a9013@posting.google.com> manost@list.ru (bo) wrote in message news:<57b612c9.0401110619.767a7@posting.google.com>... > > phrocrew@yahoo.com a From: Nick Wedd Subject: Re: Presenting www.FindTournaments.com !!! Date: Mon, 19 Jan 2004 10:48:50 +0000 Message-ID: In message <4b5afd4a.0401181529.3591270b@posting.google.com>, FindTournaments.com writes >Presenting www.FindTournaments.com !!! > > FindTournaments.com is a new and fascinating tournament >announcement website! At FindTournaments.com you can advertise your >upcoming tournament or event, you can search for other tournaments or >events...AND REGISTRATION IS ABSOLUTELY FREE!!! Tournaments are posted >as YOU send them...no hassles! > Free posting for a limited time only! If your event starts before >5/1/2004, you can advertise your tournament free! Please take >advantage of this opportunity and let us know what you think. > We currently have chess tournaments posted but we are looking into >expanding into other areas such as checkers, backgammon, bowling, >poker, cribbage, bridge, chinese-chess, etc. If you have any >suggestions or would like to see particular tournaments or events >advertised, please don't hesitate to contact us. We will be sure to >look into accommodating you as soon as possible! > We are also looking for sites to swap links with. If you are >interested in putting your link on our website in exchange for our >link on your website, please send your request to: >webmaster@findtournaments.com or marketing@findtournaments.com and we >will be happy to exchange links. (Please, no inappropriate or obscene >websites! They will not be posted!) > ADVERTISE YOUR TOURNAMENT OR EVENT AT WWW.FINDTOURNAMENTS.COM !!! > We look forward to hearing from you in the near future! You are currently only interested in chess. You are unaware of any events outside the US. Even within the US, you list no events for most states. On May 1st you are going to start charging tournament organisers. I think you have a lot more work to do, before your site is in a state where people will pay to use it. Nick -- Nick Wedd nick@maproom.co.uk From: marketing@findtournaments.com (FindTournaments.com) Subject: Advertise your upcoming tournament at www.FindTournaments.com! Date: 19 Jan 2004 17:49:38 -0800 Message-ID: <4b5afd4a.0401191749.587e18c3@posting.google.com> Presenting www.FindTournaments.com FindTournaments.com is a new tournament announcement website where you can advertise your upcoming event, and search for other events. In addition REGISTRATION IS ABSOLUTELY FREE!!! Tournaments are posted as YOU send them...no hassles! Events that start before 5/1/2004 can be advertised for free! Please take advantage of this opportunity. If you have any suggestions feel free to contact us. We currently have chess tournaments posted but we are looking into expanding into other areas such as checkers, backgammon, bowling, poker, cribbage, bridge, Chinese-chess, etc. If you have any suggestions or would like to see particular tournaments or events advertised, please don't hesitate to contact us. We will be sure to look into your request. In addition, we would like to swap links with other sites. If you are interested in exchanging links, please send your request to webmaster@findtournaments.com or marketing@findtournaments.com and we will be happy to assist you in doing so. (Please, no inappropriate or obscene websites! They will not be posted!) ADVERTISE YOUR TOURNAMENT OR EVENT AT WWW.FINDTOURNAMENTS.COM We look forward to hearing from you in the near future! Sincerely, Debi Sherry marketing@findtournaments.com From: FM Subject: CORESIZE -> kind of game ? Date: 19 Jan 2004 23:07:12 -0500 Message-ID: <20040119225506.CB785C121@postfix3-2.free.fr> Hi ! I wonder about influence of CORESIZE on the style of the war. Imagine your Redcode warrior implements a Prolog Interpreter and a program (in dats) for it that confers this warrior I.Q. 160 in order to experiment Napoleon Bonaparte strategy of war. (I will program this in 100 instructions tomorrow before lunch.) Obviously in the standard arena the goal of this genius will not be reached. Its mind will quickly be wrecked by small Imps or Dwarves. It seems - like in a blitz chess game (like "BlitzKrieg" name of a warrior) - you have very few time to think before to act. I just have read the interesting article of Randy Graham about high efficiency of simple code. http://www.astercity.net/~grabek/articles.html About the subject I didn't have seen many references. Only this :The Experimental Hill (CORESIZE=55400) "Uses a larger core, to allow 'smarter' warriors." Is it possible to define a notion like the probability for a core location range to be hit by something in a certain number of clock time ? (In order to predict life expectancy of pieces of code to optimize warrior design) Do you have some reference about the way the game type varies according to core size please ? Sorry for my poor english. (Maybe wouldn't hit many people in french.) Fabrice From: claus.tempelmann@web.de (Claus) Subject: Re: Advertise your upcoming tournament at www.FindTournaments.com! Date: 20 Jan 2004 03:55:40 -0800 Message-ID: <199b7434.0401200355.361656b6@posting.google.com> Why only one of these postings per day, why not one per hour? People love spam, so just go on if you want more friends! :-( marketing@findtournaments.com (FindTournaments.com) wrote in message news:<4b5afd4a.0401191749.587e18c3@posting.google.com>... > Presenting > www.FindTournaments.com > > FindTournaments.com is a new tournament announcement website where you > can > advertise your upcoming event, and search for other events. In > addition REGISTRATION IS ABSOLUTELY FREE!!! Tournaments are posted as > YOU send them...no hassles! > > Events that start before 5/1/2004 can be advertised for free! Please > take > advantage of this opportunity. If you have any suggestions feel free > to > contact us. > > We currently have chess tournaments posted but we are looking into > expanding into other areas such as checkers, backgammon, bowling, > poker, cribbage, bridge, Chinese-chess, etc. If you have any > suggestions or would like to see particular tournaments or events > advertised, please don't hesitate to contact us. We will be sure to > look into your request. > > In addition, we would like to swap links with other sites. If you are > interested in exchanging links, please send your request to > webmaster@findtournaments.com or marketing@findtournaments.com and we > will be happy to assist you in doing so. (Please, no inappropriate or > obscene websites! They will not be posted!) > > ADVERTISE YOUR TOURNAMENT OR EVENT AT WWW.FINDTOURNAMENTS.COM > > We look forward to hearing from you in the near future! > > Sincerely, > Debi Sherry > marketing@findtournaments.com From: amateurschach@yahoo.com (amateurschach) Subject: phrocrew@yahoo.com phrocrew phrocrew@my-deja.com reason for adult membership decline Date: 20 Jan 2004 04:08:34 -0800 Message-ID: <76768484.0401200408.4725f765@posting.google.com> chessbase@my-deja.com ccctournament@yahoo.com ccctournament ccctournament@my-deja.com http://amateurschach.de phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com From: amateurschach@yahoo.com (amateurschach) Subject: phrocrew@yahoo.com phrocrew phrocrew@my-deja.com reason for adult membership decline Date: 20 Jan 2004 04:12:46 -0800 Message-ID: <76768484.0401200412.31ec7cf2@posting.google.com> chessbase@my-deja.com ccctournament@yahoo.com ccctournament ccctournament@my-deja.com http://amateurschach.de phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com From: amateurschach@yahoo.com (master of disaster) Subject: ccctournament@yahoo.com ccctournament@my-deja.com d Date: 20 Jan 2004 04:52:11 -0800 Message-ID: <76768484.0401200452.7055e71f@posting.google.com> ccctournament@yahoo.com ccctournament@my-deja.com James wrote in message news:... > sinister_2004@inbox.ru (frank) wrote in news:cef25d09.0401150214.19600450 > @posting.google.com: > > >> chessbase@my-deja.com ccctournament@yahoo.com > >> ccctournament ccctournament@my-deja.com http://amateurschach.de > >> phrocrew@yahoo.com phrocrew phrocrew@my-deja.com my nu zite > >> ladiest ladiest@my-deja.com probivnoi probivnoi@yahoo.com > > d > > > > ISP NOTIFIED! CONFIRMED TROLL! From: achillu@tin.it (LAchi) Subject: How do you make a scanner out of a oneshot? Date: 20 Jan 2004 06:45:09 -0800 Message-ID: <1eeccf2e.0401200645.56e09857@posting.google.com> Hi all. I think that the question is all in the subject. I am trying to make a scanner (French Kiss) out of my fine-performing oneshot (Frullato). The strategy seems fine, Frullato is vice-koth on Beginners' and the tiny version is 25th at SAL. Anyway, I cannot make a "true" scanner out of it (see French Kiss performs very bad on Beginners'). Maybe I do not catch the difference between oneshots and scanners, or maybe I do not catch what a scanner is and what it is supposed to do. Any light? Thanks. LAchi (say it Lucky) (please reply to achille dot astolfi at realt dot it). From: Lukasz Grabun Subject: Re: CORESIZE -> kind of game ? Date: 20 Jan 2004 17:48:22 GMT Message-ID: On 19 Jan 2004 23:07:12 -0500, FM wrote: > About the subject I didn't have seen many references. Only this :The > Experimental Hill (CORESIZE=55400) "Uses a larger core, to allow 'smarter' > warriors." It is not the core, exactly, but rather the maximum length of a warrior. In case of 55400 cell core it is 200 cells - you can put a sophisticated logic and sophisticated warriors (components) as well. > Do you have some reference about the way the game type varies according to > core size please ? In general, in standard (8000 cells) core one uses multicomponent warriors - this name I call stone/imps, stone/papers and paper/imps. In larger core one uses in general same tactics however a number of "smart" warriors can be found. I am not that good at small (800 cells) but on Koenigstuhl oneshots and fast scanners are on the very top. -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Lukasz Grabun Subject: Re: KOTH.ORG: Status - MultiWarrior 94 01/12/04 Date: 20 Jan 2004 17:54:58 GMT Message-ID: On 13 Jan 2004 00:46:04 -0000, Philip Kendall wrote: >> 1 The Survivor Philip Kendall 7 4 > Go me :-) I think this is particularly impressive as I haven't played > this game for years... Heh, mind the name. :-) -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: amateurschach@yahoo.com (master of disaster) Subject: ccctournament@my-deja.com d Date: 21 Jan 2004 02:55:10 -0800 Message-ID: <76768484.0401210255.784eefa2@posting.google.com> ccctournament@my-deja.com d From: amateurschach@yahoo.com (master of disaster) Subject: probivnoi@yahoo.com df Date: 21 Jan 2004 03:23:27 -0800 Message-ID: <76768484.0401210323.7db13429@posting.google.com> probivnoi@yahoo.com df From: achillu@tin.it (LAchi) Subject: From Roy van Rijn: Light on making a scanner Date: 21 Jan 2004 03:35:25 -0800 Message-ID: <1eeccf2e.0401210335.73103c5c@posting.google.com> NOTE: I got this answer to my mailbox and Roy asked me to post it here. > Hi all. Hi! > I think that the question is all in the subject. I am trying to make a > scanner (French Kiss) out of my fine-performing oneshot (Frullato). > The strategy seems fine, Frullato is vice-koth on Beginners' and the > tiny version is 25th at SAL. Anyway, I cannot make a "true" scanner > out of it (see French Kiss performs very bad on Beginners'). First of all congratulations on your oneshot, getting on the tiny hill is a very hard! And as oneshots don't preform really good on the normal hills, its an excelent choice to make it into a genuine scanner. > Maybe I do not catch the difference between oneshots and scanners, or > maybe I do not catch what a scanner is and what it is supposed to do. > Any light? Well ok, I'll try to shed some light. Normal oneshots scan until they find something, then stun that something with a clear and later on kill it. (Normaly using an SSD or SD....SPL/SPL/DAT or SPL/DAT clear) Scanners do something different, they scan, find something, after that they try to stun it by placing some SPL's on the target but after that it goes scanning again. After a couple of rounds scanning it'll start a DAT-clear to kill all the stunned pieces in the core. But there are a couple of points you have to look out for, you don't want to find you own SPL's so its best to throw SPL #0,0 bombs. You also have to watch out for selfscans, you don't want to SPL-wipe yourself :) There are nowerdays 2 kinds of scanners that do well, the first well known type is from He Scans Alone: tPtr dat 100 ,4100-4 ; widely-spaced pointers dat 0,0 dat 0,0 dat 0,0 dat 0,0 dat 0,0 tWipe mov tSpl ,tPtr ,>tPtr jmn.f tWipe ,>tPtr tScan sub.x #-12 ,tPtr ; increment and look sne *tPtr ,@tPtr sub.x *pScan ,@tScan ; increment and look jmn.f tSelf ,@tPtr jmz.f tScan ,*tPtr pScan mov.x @tScan ,@tScan ; swap pointers for attack tSelf slt.b @tScan ,#tEnd+4-tPtr ; self-check djn tWipe ,@tScan ; go to attack djn *pScan ,#13 ; after 13 self-scans jmp *pScan ,}tWipe ; switch to dat-wiping dat 0,0 tSpl spl #1,{1 dat 0,0 dat 0,0 tEnd dat 0,0 This warrior has a very quick scan, using sub/seq/sub/jmn/jmz After that (if it finds something) it uses pScan to switch the pointer. This way the B-field if the place it found something, its important since the clear only bombs from the pointers B-field. tSelf is a self-test, using a slt it checks if the pointer points to its own code. After that is either jumps to the attack or back to the scan. Before it jumps to the scan it uses the DJN ...,#13 line to check the amount of selfscans. The attack in HSA is very cool, it bombs while it finds something, laying SPL #1,{1 bombs on the warrior, and not more useless bombs. After 13x selfscans it switches from bomb to a DAT and continues scanning, when it finds something it cripples the code by throwing dats on it, killing off the warrior. Solo 3, my best scanner until now I used the same kind of engine, but instead of changing into a dat bomb it starts a dat-clear. The other good scanner, is the Blur/The Machine kind of scanner: It uses this code: org decoy cptr mov bomb , }2669 gate mov bomb , >cptr scan seq 2454 , 2448 mov.b scan , cptr add inc , scan jmn gate , @gate inc spl #2446 , 2446 mov wipe , >gate djn.f -1 , >gate wipe dat <2667 , 2-gate As you can see the code is much smaller. The warrior starts at scan. It first scans, if it finds something add the scan pointer to a special clear pointer. Then it add's the scan-pointer and jumps to gate. The line 'gate' is the whole idea behind the warrior, it moves a bomb to the clear-pointer, that points to something the scan-pointer found. After a couple of scans it starts the DAT-clear you see at the 'inc' line. The big disadvantage of this warrior is this: Imagine this warrior: nop 1,1 ;not used code -- first to be scanned nop 1,1 ;active code nop 1,1 ;active code nop 1,1 ;active code jmp -3 ;active code dat 0,0 dat 0,0 dat 0,0 dat 0,0 nop 1,1 ;junk nop 1,1 ;leftovers nop 1,1 ;maybe a qscan Ok, now the Blurrish scanner finds the first unused nop, it adjusts its clear pointer to the nop and adds a small step (say 10) to the scan-pointer. Now it jumps back to and clears, moving one split onto the first nop. Now it scans again and this happens: SPL #0,0 ;we bombed this nop 1,1 ;active code nop 1,1 ;active code nop 1,1 ;active code jmp -3 ;active code dat 0,0 dat 0,0 dat 0,0 dat 0,0 nop 1,1 ;junk nop 1,1 ;leftovers ------ this is now scanned nop 1,1 ;maybe a qscan Now it scans another line of unused code, and it adjusts the clear-pointer again...now you have a big problem, you scan didn't effect the active code, that warrior is still running fine, and it'll take a whole round before you are at that place again. Man....I write way to much! I hope you understand it now, good luck programming your scanner, hopefully it'll work out great. If you have any more questions, don't hesitate to ask them. And one more thing, maybe you can post this answer on r.g.c, then other people can read it too. (I can't acces it from school) Cheers Roy From: Sascha Zapf Subject: Round 16 Date: Wed, 21 Jan 2004 23:09:10 +0100 Message-ID: Hi, i saw a question in the IRC-Logs which i want to answer here. In Round 16 the source-chars are counted. If you write something like for 10 mov.i #10,10 rof 19 chars are counted. Sascha -- Parlez vous Redcode? From: fizmo_master@yahoo.com (Fizmo) Subject: Redcoders Frenzy 16: The Triple Challenge Round ***Rules&Deadline*** Date: 22 Jan 2004 01:53:35 -0800 Message-ID: <9f53b5fb.0401220153.47e8007a@posting.google.com> ................................................................... . . . _____ _ _ . . | __ \ | | | | . . | |__) |___ __| | ___ ___ __| | ___ _ __ ___ . . | _ // _ \/ _` |/ __/ _ \ / _` |/ _ \ '__/ __| . . | | \ \ __/ (_| | (_| (_) | (_| | __/ | \__ \ . . |_| \_\___|\__,_|\___\___/ \__,_|\___|_| |___/ . . . . ______ . . | ____| . . | |__ _ __ ___ _ __ _____ _ . . | __| '__/ _ \ '_ \|_ / | | | . . | | | | | __/ | | |/ /| |_| | . . |_| |_| \___|_| |_/___|\__, | . . __/ | . . |___/ . ................................................................... The ongoing corewar tournament _ __ / |/ /_ | | '_ \ | | (_) | |_|\___/ .............................. . . . The Triple Challenge Round . . . .............................. This is the 16th round of the ongoing corewar tournament. Detailed information are available on Fizmo's Corewar Info Page: http://www.corewar.info/tournament/cwt.htm The 94 Tourney Round homepage is: http://www.corewar.info/tournament/16.htm ................................................................... . _ . . _ _ _ _| |___ ___ . . | '_| || | / -_|_-< . . |_| \_,_|_\___/__/ . . . ................................................................... Coresize: 8000 Max. processes: 8000 Max. cycles: 80000 Max. length: 100 Min. distance: 100 Rounds: 2*250 Win: 3 pts Tie: 1 pt Round Robin with selffights and First against Rest. Sourcecode of the Warrior is limited to 250 Chars. For each char shorter than 250 you get an additional Win, means 3 Points. Only printable Chars are counted, so that you can use spaces or tabs to make your code readable. After the standart-header with ;recode-cc ;name ;author ;assert ;strategy Further macro's are counted like the source. After that each printable Char is counted. The end ( or ORG )- statement is counted too. ;Comment's are not counted. PIN and Handshaking is allowed and welcome. 2 Entry's for each participant. The opponents: -------------- First Part: All entry fight round robin with selffights. Second Part: Each entry fights against the WilFiz benchmark. The Scores: ----------- Score is ( Points_Part_1 + Points_Part_2 + Points_for_short_source ) / 3 The Hints: ---------- mov.i 0,1 can score 242 in Part 3 but what is with the rest? If your Warrior starts at 0 an END or ORG is unnecessary Don't use modifiers if they automatic used by pmars. ................................................................... . _ _ _ _ . . __| |___ __ _ __| | (_)_ _ ___ . . / _` / -_) _` / _` | | | ' \/ -_) . . \__,_\___\__,_\__,_|_|_|_||_\___| . . . ................................................................... 23:59 (GMT) February 21, 2004 -------------------------------------------------------------- Please notify: You have to send your entries to Sascha Zapf (nc-zapfsa@netcologne.de) -------------------------------------------------------------- Good luck, may be the core with you! From: fizmo_master@yahoo.com (Fizmo) Subject: Demolition Man Date: 22 Jan 2004 02:09:28 -0800 Message-ID: <9f53b5fb.0401220209.348142c4@posting.google.com> Hi, here is another warrior I've written last year. It's an ultra heavy stun bomber with a separated anti-imp coreclear. The bombing loop contains 4 mov instructions. The bombs and the pointer are separated as well. Overall the bomber code contains 18 instructions fragmented in several pieces over a larger area in the core. The bombing run is very short giving the coreclear a chance to kill paper/imps and stone/paper. But its long enough to hit larger scanner. ;redcode-94nop ;name Demolition Man ;author Christian Schmidt ;assert CORESIZE == 8000 ;strategy extended Q^4, ultra heavy stun bomber ;strategy containing 18!!! instructions dOff equ 4524 step equ 184 stepb equ (step*2) stepc equ (step*3) cOff equ 447 gatex equ (wipe-4) zero equ qbomb qtab3 equ qbomb qbomb dat >qoff, >qc2 gate dat -cOff, cOff*2 bBoo dat bomb2+1, gatex mov *-1, >gatex djn.a -2, gatex cEnd djn.a -3, *-1 ptr jmp step, #2 inc dat #stepc, #stepc+1 dat zero-1, qa1 qtab1 dat zero-1, qa2 bomb1 spl #2, #-step bomb2 mov.i -1, }-1 pboot pBoo2 spl sGo, gate+dOff+27 mov.i gate, gate+dOff mov.i {bBoo, {qtab2 mov.i {bBoo, {qtab2 mov.i {pBoo, qptr, qptr + qz + (qb2-1) jmp q2, Hi All. Question: what kind of warrior can make its best with the fewest effort on the tiny hill? Theorem: the tiny hill is full of scanners and oneshots, so the answer is: a stone! So I took a self-splitting stone somewhere (exactly from Gem of the Ocean by P.Kline), I readjusted the constants so that they work well against my tiny benchmark, I attached a Tiny Q^4 (I found one in Easter Egg by John Metcalf) choosing its best location, and I got Smart Cabrio It entered 13th on the SAL tiny-hill after a one-day coding effort. Many thanks to the authors of the pieces of my warrior. Here is the code. Enjoy. LAchi (say it Lucky). (please reply to achille dot astolfi at realt dot it). ;redcode-tiny ;name Smart Cabrio ;author LAchi ;strategy Mini Q4 -> Stone ;assert CORESIZE==800 qa equ 240 qb equ 421 qf equ qta pgo Stone spl #-76,#76 ; self-splitting, unbooted stone mov -2,<-13 ; with sequential core clear add Stone,1 mov >0,-3 djn.f -2,{-150 for MAXLENGTH - 11 - CURLINE dat 0,0 rof qgo sne qf-2*(qa-1)*(qb),qf+(qa-1)*(qb) seq qf-2*(qa)*(qb), }qta jmp qta, {qta jmz.f pgo, -242, @qta mul.f #-2, qta qlo: mov <-285, }qta mov }qlo, Subject: How to download COREWAR-L archive ? Date: 22 Jan 2004 06:36:56 -0500 Message-ID: <20040122094413.87BB257574@postfix4-2.free.fr> Hello ! Sorry of this silly meta-question ! When I subscribed to the mailing list, I've seen It was possible to download archive of discussions. If I want fetch all Core War mails for year 2003, for example, how can I perform this, please ? Thank you ! Fabrice. From: FM Subject: Core War and Dr.Dobb's Journal Date: 22 Jan 2004 06:36:46 -0500 Message-ID: <20040122094641.6FAA25763B@postfix4-2.free.fr> Hi all ! I looked at Core war, Redcode, Hill... on my DDJ CD 88-97 ("Software Tools for the Professional Programmer"). Only key I found : "Dewdney" (But not about our beloved game). Odd, isn't it ? Fabrice From: neogryzormail@mixmail.com (Neogryzor) Subject: Re: Smart Cabrio Date: 23 Jan 2004 10:38:43 -0800 Message-ID: <242debe4.0401231038.6aa051de@posting.google.com> achillu@tin.it (LAchi) wrote in message news:<1eeccf2e.0401220349.4fc76d96@posting.google.com>... > Hi All. > > Question: what kind of warrior can make its best with the fewest > effort on the tiny hill? > > Theorem: the tiny hill is full of scanners and oneshots, so the answer > is: a stone! Well, linear bombing is much more effective in tiny core than standard, so clears and oneshots performs very well. Also ligth papers cover the small core very fast, so stones have a clear disadvantage. > It entered 13th on the SAL tiny-hill after a one-day coding effort. > Many thanks to the authors of the pieces of my warrior. > Congrats. Excellent score for a stone! I'm working on a tiny stone/imp, lots of optimization and stone testing. I hope to score as well as your warrior... when i finish it. Neogryzor From: Paul-V Khuong Subject: Re: From Roy van Rijn: Light on making a scanner Date: 23 Jan 2004 11:16:51 -0500 Message-ID: <20040123030515.38083.qmail@web41503.mail.yahoo.com> --- LAchi wrote: > NOTE: I got this answer to my mailbox and Roy asked > me to post it > here. [...] NB: I'm too lazy to unquote everything, so i'll keep it that way even if i'm actually replying to Roy's email. > There are nowerdays 2 kinds of scanners that do > well, the first well > known type is from He Scans Alone: [...] > This warrior has a very quick scan, using > sub/seq/sub/jmn/jmz > After that (if it finds something) it uses pScan to > switch the > pointer. This way the B-field if the place it found > something, its > important since the clear only bombs from the > pointers B-field. Scanners and stones are my favourite kind of warriors: the algorithm can be finetuned until it's a pure gem, while papers leave with me too often with the feeling that everything is in the constants (sorry fizmo :). This scanner framework uses an idea that Metcalf posted on #corewars when we were discussing small scanners (i think the best i could get was a 4-liner (maybe 5) with spl -2 bombing -> dat wipe. One more line let us have a much mroe effective warrior, though), using the same check for bombing and for scanning; it is just as fast as HSA, and lets us use the same kind of bombing routine: b mov bmb, >bptr mov bmb, >bptr s1 jmn.f b, @bptr add inc, bptr s2 jmz.f s1, *bptr mov.x bptr, bptr ;switch pointers ;this could also be another bombing routine jmp b ;mutate/fall through to end game It's still .66c, uses the same bombing routine as HSA, but is smaller (jmn/add/jmz instead of add/sne/add/jmn/jmz). Unfortunately, I never managed to get it to be competitive. *The previously alluded-to small scanner was something like: add #step, 1 jmz.f -1, x mov 1, >-1 spl -2 With a lot of indirection, it was possible to mutate into a (slow, iirc) dat wipe. [...] > > And one more thing, maybe you can post this answer > on r.g.c, then > other people can read it too. > (I can't acces it from school) Use corewar-l! Paul Khuong __________________________________ Do you Yahoo!? Yahoo! SiteBuilder - Free web site building tool. Try it! http://webhosting.yahoo.com/ps/sb/ From: Planar Subject: Re: How to download COREWAR-L archive ? Date: Fri, 23 Jan 2004 21:39:50 +0100 Message-ID: In article <20040122094413.87BB257574@postfix4-2.free.fr>, FM wrote: > Sorry of this silly meta-question ! > When I subscribed to the mailing list, I've seen It was possible to download > archive of discussions. If I want fetch all Core War mails for year 2003, for > example, how can I perform this, please ? If you don't get them from the list server, you can also try Google news (the mailing list is connected to rec.games.corewar). Also, there are archives of the newsgroups/mailing-list, up to the beginning of 2003, in my complete core war files: < ftp://ftp.inria.fr/INRIA/Projects/moscova/doligez/cw/everything.tar.bz2 > (file length: 44 megabytes) I never made the archives public because they are not well-organized, but if someone wants do to it, you're welcome. -- Planar remove the dash from my address if you want to send me mail From: achillu@tin.it (LAchi) Subject: Re: Smart Cabrio Date: 24 Jan 2004 02:17:08 -0800 Message-ID: <1eeccf2e.0401240217.2be692d4@posting.google.com> neogryzormail@mixmail.com (Neogryzor) wrote in message news:<242debe4.0401231038.6aa051de@posting.google.com>... > > It entered 13th on the SAL tiny-hill after a one-day coding effort. > > Many thanks to the authors of the pieces of my warrior. > > > > Congrats. Excellent score for a stone! Thanks to you and to all for the congrats I got. I accept them all. But anyway I think that Smart Cabrio is just a lucky (say it LAchi?) strike. I simply applied the stone-paper-scissor theorem: in a hill full of scissors, a stone will score many points. See how it performs on the infinite Tiny-Koenigstuhl, it is just 63rd and below any of the published warriors of the Tiny SAL hill; and I think it would score similar on John Metcalf's infinite Tiny hill. My true gem at SAL is Frullato III, and this is the warrior where I really spent time on (still spending on)! > I'm working on a tiny stone/imp, lots of optimization and stone > testing. I hope to score as well as your warrior... when i finish it. > In Italy we say "in bocca al lupo" (in the mouth of the wolf) to wish luck! > Neogryzor LAchi (say it Lucky) (reply to achille dot astolfi at realt dot it) From: Lukasz Grabun Subject: Re: Smart Cabrio Date: 24 Jan 2004 10:59:07 GMT Message-ID: On 22 Jan 2004 03:49:26 -0800, LAchi wrote: > Theorem: the tiny hill is full of scanners and oneshots, so the answer > is: a stone! I thought the same once *sigh* It did not show up to be correct reasoning, unfortunetely. I programmed Wasp, tiny stone for Metcalf's tournament which (the stone, not Metcalf, not tournament) did not score so well. > Stone spl #-76,#76 ; self-splitting, unbooted stone > mov -2,<-13 ; with sequential core clear > add Stone,1 > mov >0,-3 > djn.f -2,{-150 I am not sure whether sequential core clear in a stone pays. As an ending strategy - yes, it's a good idea but here, even on a tiny core, the lose is not balanced by the gain. Stone's strentgh is hided not only in the core coloring but also in the fact it places deadly dat bombs all over the core. In this stone you lose speed and lay a slow sequential core clear which, in fact, attracts scanners towards your warrior. Just my two pennies. -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: FM Subject: Infinite Hill ? Date: 25 Jan 2004 16:13:55 -0500 Message-ID: <20040125175826.625A2579E8@postfix4-2.free.fr> Hello ! A newbie question : where is it explained, please, what accurately is an "infinite hill ?" Fabrice From: Sascha Zapf Subject: Frenzy Round 16 Date: Sun, 25 Jan 2004 20:33:24 +0100 Message-ID: Hey, please don't send any entry before the 4th of february to me. So i can write my own entry's. When i'm ready i will send them in an zip-file to fizmo. After i have started the round i publish the password for the zipfile so everybody can see that i haven't changed something after recieving your entry's Sascha -- Parlez vous Redcode? From: "Tomfas" Subject: Just try - CoreWar Date: Mon, 26 Jan 2004 00:44:45 +0100 Message-ID: Hello :-) I would like to invite all of you to: http://kmk68.webpark.pl/EN_Index.html see you on the battlefield ;-) Regards Tomfa From: achillu@tin.it (LAchi) Subject: Re: Infinite Hill ? Date: 26 Jan 2004 01:42:51 -0800 Message-ID: <1eeccf2e.0401260142.5feb9515@posting.google.com> FM wrote in message news:<20040125175826.625A2579E8@postfix4-2.free.fr>... > Hello ! > > A newbie question : where is it explained, please, what accurately is an > "infinite hill ?" Hi Fabrice. From newbie to newbie, here is my opinion. If you get to http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html (the Koenigstuhl) you read at the top of the page: ------------ this is an inifnite hill. The difference is that I separated the hill into several categories and every program fights every other program ------------ and at the bottom of the page: ------------ "Flat" Scores: On each hill a new challanger fights a 200-round battle against every warrior (...) already on the hill ------------ "Recursive" Scores: The recursive algorigthm weights scores against better warriors more and calculates a new hill from the data provided by the "flat" hill. This procedure is repeated (with decreasing absolute weights) until a stable hill is reached. ------------ I think that this is a good scoring method, and I think that the "recursive" score is a good weigh for a warrior. Anyway, you can think not; but from the Koenigstuhl you can still read the "flat" scores and rely on those to weigh a warrior. Mt. Olympus is sure less accurate, because it has not been updated for years, it is just a single hill, and not all of the possible fights are played. In my opinion. John Metcalf's Tiny infinite hill is just the "flat" tiny hill at Koenigstuhl, so in my opinion it does not add any valuable information for weighing a warrior. Anyway, it provides the warriors with a 8.3 DOS-like name, so it is easier to use them with MTS and other PMARS DOS tools. This is just my opinion, of course. > > Fabrice LAchi. From: varfar@yahoo.co.uk (Will 'Varfar') Subject: RF#16: some warrior stats Date: 26 Jan 2004 05:01:01 -0800 Message-ID: <9e1cea7a.0401260501.2c81f62d@posting.google.com> Howdy folks! Redcoders Frenzy round 16: The Triple Challenge Round is promising to be very exciting. Hopefully Species, with the new fingerprinting code, will acquit itself well (or at least learn from it). This is an excellent chance to show-off some of the fancy graphs Kepler has been generating for me: so without further ado, here is loads of warriors from the a not-very-recent 94nop at Koenigstuhl, grouped by fingerprint and scored by wilfiz! http://redcoder.sourceforge.net?p=kepler-wilfiz Enjoy! Will. PS: tried sending this via corewar-l, but gave up waiting to see it appear; so trying google groups instead, and apologise if this is a dup From: varfar@yahoo.co.uk (Will 'Varfar') Subject: Re: RF#16: some warrior stats Date: 27 Jan 2004 02:42:29 -0800 Message-ID: <9e1cea7a.0401270242.7b38cf1@posting.google.com> Thanks for the emails, folks. Due to popular demand(!) I've turned those nasty windows metafiles into PNGs. IE 6 doesn't have a problem with that, and they ought to show in Mozilla etc too. Now, if you click on a group# you can see all the warriors in the group; this seems to be the nicest view. As someone has queried, the score is a bit higher precision than wilfiz, but ought to be relative. And for those not keen enough to import that table into a spreadsheet, the highest scoring warrior was Recon2. No surprise! http://redcoder.sourceforge.net?p=kepler-wilfiz best regards, Will. From: fizmo_master@yahoo.com (Fizmo) Subject: Twentieth Anniversary of Corewar Meeting Date: 27 Jan 2004 11:41:34 -0800 Message-ID: <9f53b5fb.0401271141.455d3102@posting.google.com> Hi all, 2004 is the year of the twentieth anniversary of Corewar. It should be a good year to not only battle on the Koth hills and in the tournaments, but also to celebrate the long history of Corewar. And what better way could there be to celebrate than to meet all those players known only by their redcoding skills and success on the hills? Haven't you even wondered about other Redcoders? Who are they? What are they doing beside Redcoding? The anniversary seems an ideal time to meet each other in person. But, the vital questions to which the answers must be decided are: Where and when do we hold this meeting? Some Redcoders suggested the meeting could be located in Berlin and if so, I would be glad to organize it. Everyone who is interested, please contact me. The latest information will be made available at: http://www.corewar.info/meeting/index.htm Best regards, Christian From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/26/04 Date: 27 Jan 2004 16:33:21 -0500 Message-ID: <200401260506.i0Q560J1026400@gevjon.ttsg.com> Weekly Status on 01/26/04 -=- 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 Jan 22 15:43:55 EST 2004 # %W/ %L/ %T Name Author Score Age 1 43/ 35/ 22 The X Machine Zul Nadzri 151 22 2 45/ 42/ 12 Fire and Ice II David Moore 148 111 3 42/ 38/ 20 Eliminator X Zul Nadzri 146 23 4 38/ 38/ 24 Simply Intelligent Zul Nadzri 137 4 5 37/ 38/ 25 Black Moods Ian Oversby 135 207 6 30/ 25/ 45 KAT v5 Dave Hillis 135 143 7 20/ 8/ 72 Evol Cap 4 X John Wilkinson 133 280 8 25/ 18/ 57 xd100 test David Houston 133 8 9 36/ 39/ 25 Ogre Christian Schmidt 133 159 10 20/ 9/ 70 Denial David Moore 131 152 11 27/ 23/ 51 Venom v0.2b Christian Schmidt 131 233 12 32/ 36/ 32 Trefoil F 13 Steve Gunnell 128 94 13 17/ 6/ 77 Evolve X v4.0 John Wilkinson 128 228 14 25/ 25/ 50 Olivia X Ben Ford 126 92 15 34/ 45/ 22 Giant Hazy Test 13 Steve Gunnell 123 38 16 30/ 38/ 31 Controlled Aggression Ian Oversby 122 211 17 19/ 16/ 65 Kin John Metcalf 122 119 18 17/ 14/ 69 Blotter X J. Pohjalainen 121 13 19 22/ 23/ 56 Glenstorm John Metcalf 120 73 20 30/ 58/ 12 Frullato X LAchi 103 1 21 14/ 26/ 60 sptst (7D) Stefan Foerster 102 2 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/26/04 Date: 27 Jan 2004 16:33:17 -0500 Message-ID: <200401260509.i0Q590W4026452@gevjon.ttsg.com> Weekly Status on 01/26/04 -=- 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 Jan 25 15:44:08 EST 2004 # %W/ %L/ %T Name Author Score Age 1 37/ 29/ 34 Spiritual Black Dimension Christian Schmidt 145 87 2 31/ 17/ 52 Devilstick Roy van Rijn 144 45 3 35/ 28/ 37 Arctica Christian Schmidt 143 21 4 36/ 29/ 35 Ironic Imps Roy van Rijn 142 256 5 34/ 27/ 40 Armadillo Lukasz Grabun 140 37 6 38/ 36/ 26 Jurassic Smurf Roy van Rijn 139 6 7 42/ 46/ 12 O--* Bremer/Schmidt 139 156 8 33/ 26/ 41 slime test 1.00 David Houston 139 58 9 41/ 44/ 14 Crackling Ice Lukasz Grabun 139 34 10 38/ 38/ 24 Quirk Christian Schmidt 138 77 11 32/ 30/ 38 devilish 2 David Houston 135 245 12 33/ 30/ 37 Static Miz 135 262 13 40/ 45/ 15 Hazy Test 63 Steve Gunnell 134 1071 14 31/ 29/ 40 Son of Vain Oversby/Pihlaja 133 2296 15 42/ 51/ 7 Recon 2 David Moore 133 750 16 39/ 45/ 16 B94 Roy van Rijn 133 35 17 30/ 29/ 41 gangbang Christian Schmidt 132 1 18 37/ 44/ 19 Dandelion II Schmidt/Zapf 129 143 19 31/ 34/ 35 whispered in a dream John Metcalf 128 83 20 34/ 44/ 22 Fourth v4 B. Cook 125 2 21 2/ 2/ 0 scan Christian Schmidt 7 5 From: =?iso-8859-1?q?will?= Subject: RF#16: some warrior stats Date: 27 Jan 2004 16:33:12 -0500 Message-ID: <20040126111139.72738.qmail@web25007.mail.ukl.yahoo.com> Howdy folks! Redcoders Frenzy round 16: The Triple Challenge Round is promising to be very exciting. Hopefully Species, with the new fingerprinting code, will acquit itself well (or at least learn from it). This is an excellent chance to show-off some of the fancy graphs Kepler has been generating for me: so without further ado, here is loads of warriors from the a not-very-recent 94nop at Koenigstuhl, grouped by fingerprint and scored by wilfiz! http://redcoder.sourceforge.net?p=kepler-wilfiz Enjoy! Will. ________________________________________________________________________ Yahoo! Messenger - Communicate instantly..."Ping" your friends today! Download Messenger Now http://uk.messenger.yahoo.com/download/index.html From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: About handshaking Date: 27 Jan 2004 16:33:07 -0500 Message-ID: <401669f2ec0d9@wp.pl> Hi there! I've got question about selffights, because RF round 16th include it. I wonder points of which copy are counted to the overall score? I means if I have something like this: pmars -r 100 copy1.red copy2.red where both copies are identical and I get Copy1 scores 0 Copy2 scores 300 will my warrior score 0 or 300 in this round? Can write longer, time is running... Bye! Lukasz --== "War is a problem, never a solution"/"Wojna jest problemem, a nie rozwiazaniem" ==-- ---------------------------------------------------- Je�li chcesz wiedzie� co si� sta�o z pewnym cia�em, zobacz doskona�� komedi� pt. "CIA�O". Najbardziej oczekiwana polska produkcja na VIDEO i DVD ju� w sklepach. http://klik.wp.pl/?adr=http%3A%2F%2Ffilm.wp.pl%2Fp%2Ffilm.html%3Fid%3D2174&sid=100 From: Koth Subject: KOTH.ORG: Status - Standard 01/26/04 Date: 27 Jan 2004 16:33:30 -0500 Message-ID: <200401260500.i0Q500MX026270@gevjon.ttsg.com> Weekly Status on 01/26/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Fri Jan 16 12:20:38 EST 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 27/ 29 The Next Step '88 David Houston 160 3 2 48/ 38/ 14 Tangle Trap 3 David Moore 159 16 3 49/ 41/ 10 Cold as November Rain... John Metcalf 158 1 4 38/ 26/ 36 Freight Train David Moore 150 188 5 44/ 40/ 16 My 1st try Christian Schmidt 149 19 6 48/ 47/ 6 Scan Test C 6 Steve Gunnell 148 26 7 37/ 26/ 36 Guardian Ian Oversby 148 187 8 37/ 26/ 37 Test Alexander (Sasha) Wa 148 127 9 43/ 43/ 14 Stasis David Moore 144 295 10 39/ 34/ 27 The Seed Roy van Rijn 144 5 11 44/ 46/ 10 Foggy Swamp Beppe Bezzi 142 184 12 43/ 46/ 11 Blur '88 Anton Marsden 141 225 13 41/ 41/ 18 PacMan David Moore 140 217 14 35/ 30/ 36 Pixie 88 Lukasz Grabun 140 17 15 32/ 25/ 44 Test I Ian Oversby 139 244 16 42/ 46/ 11 Deviant Scanner Roy van Rijn 138 4 17 37/ 35/ 28 vala John Metcalf 138 110 18 40/ 45/ 15 '88 test IV John Metcalf 136 81 19 5/ 0/ 0 Quicksilver '88 Michal Janeczek 14 23 20 5/ 0/ 0 vm5 Michal Janeczek 14 22 21 2/ 98/ 0 0 0 7 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/26/04 Date: 27 Jan 2004 16:33:25 -0500 Message-ID: <200401260503.i0Q530tM026341@gevjon.ttsg.com> Weekly Status on 01/26/04 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Fri Jan 23 09:48:26 EST 2004 # Name Author Score Age 1 Probe2 John Metcalf 6 30 2 not king of the hill FatalC 6 129 3 Her Majesty P.Kline 6 403 4 The Survivor Philip Kendall 4 14 5 Frosty the Snowman John Metcalf 4 22 6 The Boss Test A 14 G.Labarga 2 8 7 Frullato III LAchi 2 2 8 hawk John Metcalf 1 127 9 The Mummy 1.02 David Houston 1 48 10 French Kiss LAchi 1 1 11 rClear Roy van Rijn 1 0 From: Lukasz Grabun Subject: Re: Just try - CoreWar Date: 27 Jan 2004 20:38:02 GMT Message-ID: On Mon, 26 Jan 2004 00:44:45 +0100, Tomfas wrote: > I would like to invite all of you to: http://kmk68.webpark.pl/EN_Index.html Yeah, I wondered how long will it take to translate the page :-) Still, unless you port the game to Linux I am not going to put my hands on it :-P -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: Sascha Zapf Subject: Re: RF#16: some warrior stats Date: Tue, 27 Jan 2004 22:35:54 +0100 Message-ID: Will 'Varfar' wrote: > Thanks for the emails, folks. > > Due to popular demand(!) I've turned those nasty windows metafiles > into PNGs. IE 6 doesn't have a problem with that, and they ought to > show in Mozilla etc too. > > Now, if you click on a group# you can see all the warriors in the > group; this seems to be the nicest view. > > As someone has queried, the score is a bit higher precision than > wilfiz, but ought to be relative. > > And for those not keen enough to import that table into a spreadsheet, > the highest scoring warrior was Recon2. No surprise! > > http://redcoder.sourceforge.net?p=kepler-wilfiz > > best regards, > Will. Yeah, now it works under Mozilla...very interresting. thx Sascha -- Parlez vous Redcode? From: "Tomfas" Subject: Re: Just try - CoreWar Date: Wed, 28 Jan 2004 01:24:39 +0100 Message-ID: U�ytkownik "Lukasz Grabun" napisa� w wiadomo�ci news:slrn.pl.c1djqv.dv5.grabek@purgatory.abyss... > On Mon, 26 Jan 2004 00:44:45 +0100, Tomfas wrote: > > > I would like to invite all of you to: http://kmk68.webpark.pl/EN_Index.html > > Yeah, I wondered how long will it take to translate the page :-) > Still, unless you port the game to Linux I am not going to put my > hands on it :-P Come on, just do not be so demanding ;-). Just try - if you do not afraid... take care. T. From: Lukasz Grabun Subject: Re: Just try - CoreWar Date: 28 Jan 2004 06:10:30 GMT Message-ID: On Wed, 28 Jan 2004 01:24:39 +0100, Tomfas wrote: > Come on, just do not be so demanding ;-). Just try - if you do not afraid... I am not afraid, nor I am not demanding. This just that I don't have Windows installed and all programs that comes only and exclusively in Windows editions are ignored. By me. :-P The game itself is pretty interesting and would be fun to play. -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply) From: spacram@yahoo.com (franquis) Subject: bomb m Date: 29 Jan 2004 02:34:53 -0800 Message-ID: <9b3c0c52.0401290234.20272c7e@posting.google.com> rmazzeo@panamsat.com uce@ftc.gov garyg4430@aol.com none_none1_invalid@yahoo.com csl@sandes.dk hormelcannedmeat@hotmail.com winston@cat.rpi.edu mail2news@dizum.com belloosagie29@mail.com dbolt@my-ste.demon.co.uk abrandoned@aol.com munged@list.webmasterloveboat.com gwalter@gwalter.demon.co.uk brennan@columbia.edu 1@husk.cso.niu.edu nn@cs.niu.edu someone@columbia.edu postmaster@columbia.edu munged@msn.com you@your-name.com munged@cs.com paul@hopwood.org.uk abuse@abuse.earthlink.net tboyer@denmantire.com paulson@eyou.com tim@denmantire.com rescyou@spro.net munged@aol.com postmaster@panamsat.net godsonokoliuche@mail.com munged@citicards.com frederi108@aol.com pelopasgr@yahoo.com phrocrew@yahoo.com daemons@killfile.org stfnsimon@hotmail.com skowron@bh.knu.ac.kr choomchon@hotmail.com khaosod@earthlink.net jcowan@mail2.reutershealth.com dnewman@networktest.com legal_remove@altavistausa.comsjones123 z5mr2270r@tin.itagereversal67 pet.drozdan@inet.hr borislav.lukic@zg.hinet.hr trrff@yahoo.de jake_hampton2001@hotmail.com marcus.smith@smail.astate.edu guinevereactg@yahoo.com ky-adoptions-l-request@rootsweb.com bug-m4@gnu.org tharkey@austin.rr.com 200212290722.gbt7ml525080@panix5.panix.com pricanmamichula@msn.com eckhardt@gmx.de airca2@hotmail.com thomas31@poczta.onet.pl bakke@sbcglobal.net e1adgzm-0005q2-tg@mail.sosdg.org f@ke.address.invalid bunmuing@hotmail.com 200212301907.gbuj7h016045@blocker.rscubed.com e1aegv5-0007ov-nf@mail.sosdg.org 200212251906.gbpj66231074@blocker.rscubed.com 200212311906.gbvj6n012979@blocker.rscubed.com 200212300305.gbu35ed09654@glypnod.example.com e1aemsn-0005ti-uz@mail.sosdg.org 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3ea5c813.dc111b57@attglobal.net 200212291441.gbtefv026185@blocker.rscubed.com ewkj@bozzie.demon.co.uk snsoufan@aol.com 200212251903.gbpj3b228491@blocker.rscubed.com mcgk2t2@aol.com dswift20@aol.com e1adgge-0000tu-22@mail.sosdg.org 63.200.148.72@whois.arin.net 200212251903.gbpj3d228269@blocker.rscubed.com net-63-200-148-64-1@whois.arin.net net-63-192-0-0-1@whois.arin.net abuse@pbi.net 200212290835.gbt8zj013667@blocker.rscubed.com 200212301902.gbuj2i012658@blocker.rscubed.com glemedia@btamail.net.cn libertymouse@btamail.net.cn postmaster@btamail.net.cn noc@fibertel.com.ar e1adsgf-0004gf-s9@mail.sosdg.org postmaster@fibertel.com.ar abuse@fibertel.com.ar thlonrangr@aol.com e1adsg4-0004fu-2s@mail.sosdg.org e1adsew-0004z4-je@mail.sosdg.org munged@kx100.net freebsd-questions@freebsd.org munged@ms45.hinet.net sgesler@my-deja.com munged@bigfoot.com miramontezvanorsdol@aol.com 200212270304.gbr34x217192@blocker.rscubed.com news@sandes.dk stanlee_98@yahoo.com bhiq0001@sneakemail.com x@cwo.com 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pine.lnx.4.40.0112011539500.4238-100000@localhost.localdomain 200301010020.taa09314@denmantire.com e1aegur-0007kd-qo@mail.sosdg.org 0000310c@yaoo.com casher@talk21.com 00003cd9@hotmail.com jalanis@quitaestowanadoo.es w23jxqv-1e0x@k0s2.i1.p26w info@oryx.com risitano@libero.it skeet@pobox.com 1@freebsd.csie.nctu.edu.tw gentoo-user@gentoo.org 1-t@b32.0.c.3ax9 303@na3ha.m.b47x8 3e0aad6a.575094111@news.cis.dfn.de 200212310118.gbv1isn23623@panix5.panix.com e1adsfu-0004dt-pp@mail.sosdg.org e1adghn-0000zp-1k@mail.sosdg.org 391cc901.5d6d8547@netcom.ca nanas@newsguy.com x8@96qksv.vd7m debian-user-request@lists.debian.org 200212290832.gbt8wp008359@blocker.rscubed.com veggieleah@boardermail.com dm-msr6m6-help@dmx1.com werner@ccwf.cc.utexas.edu_ werner@ccwf.cc.utexas.edu 1@bagan.srce.hr 9z@53xl21w.le47 txr@tols17.oulu.fi postmaster@tpt.tj.cn yangying@public.tpt.tj.cn huangz@swd.online.tj.cn postmaster@online.tj.cn abuse@interbusiness.it postmaster@interbusiness.it 1lb--8f5b8-jpm@9ts.v5bi.cmm network@cgi.interbusiness.it conrm-ip@telecomitalia.it paulsongizaho@eyou.com jzz99@hotmail.com 1@news.newsland.it 61.136.62.70@whois.geektools.com lilulu@public.tpt.tj.cn apnic@swd.online.tj.cn 200212311903.gbvj31009539@blocker.rscubed.com 200212271904.gbrj4l202235@blocker.rscubed.com 200212292156.gbtlue032692@blocker.rscubed.com edfadb0f@dread15.news.tele.dk 200401051949.i05jnwaw024255@victor.killfile.org e1adgiv-00016y-oo@mail.sosdg.org 200212312030.gbvku4015076@blocker.rscubed.com 200212270840.gbr8ee403869@jupiter.gwalter.demon.co.uk jacks@fjerndettewebspeed.dk -1@h0j3x36m.j13p 200212300557.gbu5vv011506@blocker.rscubed.com 200401051943.i05jh2aw023907@victor.killfile.org e1adggn-0000wm-dn@mail.sosdg.org e1adelq-0004to-mm@mail.sosdg.org pine.bsf.4.21.0212261916590.77904-100000@www.fullnote.com 200401071338.i07dc0qi030702@victor.killfile.org 200212290837.gbt8ba020484@blocker.rscubed.com ml4a@hk2nvau.mv 9x-nt9-l991o@k2o.1ebm940p 1r9kr9t4ul-c@iqd.cnb e1adsf6-0004bl-jq@mail.sosdg.org e1anozy-0000xu-ry@mail.2mbit.com xns927f473bafebcmackleyyahoocom@193.69.113.75 you345@hotmail.com you@you.com constant.thomas@snet.net hellas@lists.psu.edu myronk@ath.forthnet.gr 3dhellas@lists.psu.edu abuse@freestation.com 3ffdc724.25be0488@operamail.com christian@fabel.dk cdean@techlink.gr abuse@charter.net abuse@thrunet.com -abuse@nic.br security@telesp.com.br abuse@telesp.com.br avr26cafct@yahoo.de tfooter@attbi.com dchenka@yahoo.com hlorber@attbi.com tforrester@attbi.com jorice@attbi.com hlstraley@attbi.com rshook@attbi.com bobbynewmark@attbi.com rshuman@attbi.com e1adggz-0000xp-a6@mail.sosdg.org webmaster@contactor.se info@contactor.se name@yahoo.com fox@yahoo.com fox_509@yahoo.com artside@crosswinds.net babs@sis.gh uide@hotmail.com principal@st.aloysius.catholic.melb.ed.au mtobin8793@aol.com nljfs@attbi.com joe120965@cs.com makdaman82984@hotmail.com poohsan51@hotmail.com obrocs23@aol.com lektorenvereinigung@yahoo.com webmaster@lvk-info.org adelhoefer@hotmail.com ansgarbaumert@hotmail.com an_angela@web.de bertulies@biho.taegu.ac.kr holmer.brochlos@web.de irisbrose@yahoo.de unkyung@yahoo.com ambros@hananet.net kacpa@hananet.net kerstin_desch@web.de ralfdeu@yahoo.de bir.do@web.de dr.r.gladen@web.de granzow@1.or.kr kmgroenitz@yahoo.de mscsr@unitel.co.kr fgruen@snu.ac.kr g_haidorfer@hotmail.com lhartwig@yahoo.com lhartwig99@yahoo.com udo.hilker@t-online.de mathirth@kornet.net rosina@chollian.net stgr8023@ucc.ie peixiaomin@yahoo.com vjeuck@aol.com ljossifoff@hotmail.com jungkeri@sookmyung.ac.kr heidi@nuri.net edelkim@chollian.net subin123@hanmail.net kneider@kornet.net kzoran@poen.net ladiest@yahoo.com djuka@poen.net kaikoehler2001@yahoo.com dankohz@yahoo.com redaktion@wissen-schafft.de holger_korthals@gmx.net heikokratzke@hotmail.com hans-juergen.krumm@univie.ac.at mmenke@hotmail.com info@giganetstore.com dallred@essex1.com jenarmstrong1@aol.com ka_mensing@yahoo.de mueller@chonnam.ac.kr hgnord@rocketmail.com wolf.otto@uni-bayreuth.de 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c.money@england.com debt@england.com lkmorris@aristotle.net now_jobs@yahoo.com 01kk@kathyskrafts.bizland.com 4yourhealth@england.com From: Stephen Gunnell Subject: Re: Corewar Date: 29 Jan 2004 10:15:17 -0500 Message-ID: <1075365097.14520.85.camel@eldred.local> Hi Lukasz, Hi everybody, I'm still around and still submitting the odd warrior. I hardly ever get an opportunity to join the IRC ... the one time I did was at 4am local time just about when the other people were going to bed 8-). I have never been a big poster to the NG. I do try to keep up with everything posted but because I only connect for a short time and do my reading and responding offline most questions that I could answer already have been. Still if you ever want my opinion on things scannerish or constant optimisation I will certainly try and help. I tinker with a number of things that may be of interest to other listians. I have had a long interest in automatic classification of warriors where for n warriors fighting each other you have an n-dimension hypercube formed from all the battle results and you group (or classify) each warrior by its proximity to other warriors in the hypercube. Someone else did some work on this a year or so ago producing the very interesting hex grid 2d mapping. I would like to produce a 3d mapping indicating degrees of stoneness, paperness, and sissorness. I am also intereted in creating a minimal set of warriors that could be used to probe a hill and classify the unknown warriors that lurk there. 8-) However I never seem to get enough time to pursue the projects. I do have a related project which is part of my standard toolkit that I refer to as a diversity hill. Think of a warrior challenging a hill (with self fights). After the challenges are over instead of discarding the lowest scoring warrior you find the two most similar warriors and discard the lowest scoring one. This forms a hill that retains a wide spread of warrior strategies. It is also immune to the kind of events where a single person tries to clear the hill be repeatedly submitting the same warrior or a small group of warriors. Another interest I have is Games Theory. Having a hill with all the warrior scores I can use the matrix of scores as a Games Theory payoff matrix. I then use an quick solution technique to obtain (an approximation of) the optimum warrior mix. This should be the hardest possible benchmark set (for the given input warrior set). My current benchmark is: idioteque.red 161.33 unheardof.red 94.66 sunset.red 90 sov.red 74.66 ironicimps.red 59.66 npopt-210-13.red 37.33 recon2.red 25.33 aoshiopt-16-13.red 24 pattelv.red 9.33 combatra.red 9 rotpendragon2.red 3.66 mantraparcade.red 3.33 shapeshi.red 3.33 devilstick.red 2.33 olivia.red 2 The numbers represent the weightings applied to the results of that warrior. Whenever I get a warrior that scores more than 100% I recalculate the benchmark set so the set is always getting tougher (not entirely true but it is a good lie). On the actual warrior front I am playing with a few things none of which is making the grade. Possibly the paper backed by a spiral coreclear (NewsPaper Test B) is the most promising. I really need some way to make the paper self limiting but I cant see how. I was a little suprised that Kenshin B continues to cling to the Koth 94 draft hill. The Kenshin series are fast compact jmz.f scanners with a mirage style attack from the scan loop. They do well against other scanners and papers but get trashed by stones unless the stone has very heavy imps. I did plan to release the code for Hazy Test 63 when it reached 1000 but alas there was no copy to be found. The code is the same as the published versions on koeningstuhl but with tweaked constants. Cheers, Steve Gunnell On Wed, 2004-01-28 at 17:22, Lukasz Grabun wrote: > Hi Steve, > > how is it going? I see you still play CW; won't you join us on IRC > sometimes (I know this would be somewhat hard - there's a huge time > shift between Australia and Europe/America). But still, you won't even > post a message to the NG. > > Anything new? What are your ideas for warriors? Wouldn't you share > them with us? You know there're new hills on KOTH@SAL (link is on my > page http://www.astercity.net/~grabek)? > > Cheers and good luck. Hope to hear from you soon. From: =?iso-8859-1?q?will?= Subject: Re: Corewar Date: 29 Jan 2004 11:15:58 -0500 Message-ID: <20040129152858.55528.qmail@web25002.mail.ukl.yahoo.com> Hi Steve, --- Stephen Gunnell wrote: > > I have had a long interest in automatic classification of > warriors where for n warriors fighting each other > you have an > n-dimension hypercube formed from all the battle > results and you group > (or classify) each warrior by its proximity to other > warriors in the > hypercube. funny enough this is exactly how I grouped warriors for http://redcoder.sourceforge.net?p=kepler-wilfiz > Someone else did some work on this a year > or so ago producing > the very interesting hex grid 2d mapping. Joonas and his Self Organising Maps (http://www.cs.helsinki.fi/u/jpihlaja/cw/) > I would > like to produce a 3d > mapping indicating degrees of stoneness, paperness, > and sissorness. good idea! How would you quantify that though? best regards, Will. ________________________________________________________________________ BT Yahoo! Broadband - Free modem offer, sign up online today and save �80 http://btyahoo.yahoo.co.uk From: pak21@cam.ac.uk (Philip Kendall) Subject: Re: Corewarrior Question Date: 29 Jan 2004 14:06:52 -0000 Message-ID: In article , Nick Bronson wrote: >Just out of curiousity, is Corewarrior still being published as a >newsletter? I ask mainly because I'm new and I collected all the back >issues I could find to get me started (I'm printing no. 8 at the >moment, should be more than enough to get me started) and the latest >one I could find was dated april 2003... has it stopped now? Google very rapidly finds another couple: http://groups.google.com/groups?scoring=d&q=insubject%3A%22core+warrior%22 Cheers, Phil -- Philip Kendall http://www.srcf.ucam.org/~pak21/ From: fizmo_master@yahoo.com (Fizmo) Subject: Re: Corewarrior Question Date: 29 Jan 2004 14:24:04 -0800 Message-ID: <9f53b5fb.0401291424.38b01eab@posting.google.com> Hi, here you can find all newsletter either as txt. files or as html. There is also a link to a collection made as pdf-files: http://www.corewar.info/corewarrior/corewarrior.htm For further usefull informations you can check also: http://www.corewar.info/ Cheers, Fizmo Nick Bronson wrote in message news:... > Just out of curiousity, is Corewarrior still being published as a > newsletter? I ask mainly because I'm new and I collected all the back > issues I could find to get me started (I'm printing no. 8 at the > moment, should be more than enough to get me started) and the latest > one I could find was dated april 2003... has it stopped now? > > It'd be a shame, it's a great newsletter. > > -Nick From: fizmo_master@yahoo.com (Fizmo) Subject: Re: Corewar Date: 29 Jan 2004 14:49:46 -0800 Message-ID: <9f53b5fb.0401291449.231d6f1f@posting.google.com> Hi > to as a diversity hill. Think of a warrior challenging a hill (with self > fights). After the challenges are over instead of discarding the lowest > scoring warrior you find the two most similar warriors and discard the > lowest scoring one. This forms a hill that retains a wide spread of Yes, that's a nice idea. I am doing the same with a kind of 'fixed strategy hill'. For example a paper can only push off another paper and not a scanner. All warriors are assigned to one of 9 different strategies. But one could go a step farer. A coreclear paper can push off only another coreclear paper and not a timescape-style paper. Because this would keep also a wide spread inside each strategy. But for doing this one must have a hill of at least 50 warriors. Fizmo From: "Steve Bernhardt" Subject: Re: Try on important package Date: Thu, 29 Jan 2004 21:04:42 -0700 Message-ID: This is a multi-part message in MIME format. ------=_NextPart_000_00C1_01C3E6AB.83EDC620 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Maybe im paranoid, but I dont think its too smart to download zip files = from guys with wierd email addresses. ------=_NextPart_000_00C1_01C3E6AB.83EDC620 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable
Maybe im paranoid, but I dont think its = too smart=20 to download zip files from guys with wierd email=20 addresses.
------=_NextPart_000_00C1_01C3E6AB.83EDC620-- From: fizmo_master@yahoo.com (Fizmo) Subject: Re: Twentieth Anniversary of Corewar Meeting Date: 29 Jan 2004 23:27:16 -0800 Message-ID: <9f53b5fb.0401292327.61c69334@posting.google.com> > > Where and when do we hold this meeting? > I suggest to hold this meeting in July or August. It's in most countries holiday time and in the northern hemisphere is summer. Christian From: Nick Bronson Subject: Corewarrior Question Date: Fri, 30 Jan 2004 00:41:07 +1100 Message-ID: Just out of curiousity, is Corewarrior still being published as a newsletter? I ask mainly because I'm new and I collected all the back issues I could find to get me started (I'm printing no. 8 at the moment, should be more than enough to get me started) and the latest one I could find was dated april 2003... has it stopped now? It'd be a shame, it's a great newsletter. -Nick Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 30 Jan 2004 09:36:10 GMT Archive-name: games/corewar-faq Last-Modified: September 4, 1999 Version: 4.2 URL: http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Copyright: (c) 1999 Anton Marsden Maintainer: Anton Marsden Posting-Frequency: once every 2 weeks Core War Frequently Asked Questions (rec.games.corewar FAQ) These are the Frequently Asked Questions (and answers) from the Usenet newsgroup rec.games.corewar. A plain text version of this document is posted every two weeks. The latest hypertext version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html and the latest plain text version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.txt. This document is currently being maintained by Anton Marsden (anton@paradise.net.nz). Last modified: Sat Sep 4 00:22:22 NZST 1999 ------------------------------------------------------------------------ To Do * Add the new No-PSpace '94 hill location * Add online location of Dewdney's articles * Make question 17 easier to understand. Add a state diagram? * Add info about infinite hills, related games (C-Robots, Tierra?, ...) * New question: How do I know if my warrior is any good? Refer to beginners' benchmarks, etc. * Add a Who's Who list? * Would very much like someone to compile a collection of the "revolutionary" warriors so that beginners can see how the game has developed over the years. Mail me if interested. ------------------------------------------------------------------------ What's New * Changed primary location of FAQ (again!) * Changed Philip Kendall's home page address. * Updated list server information * Changed primary location of FAQ * Vector-launching code was fixed thanks to Ting Hsu. * Changed the location of Ryan Coleman's paper (LaunchPad -> Launchpad) * Changed pauillac.inria.fr to para.inria.fr ------------------------------------------------------------------------ Table of Contents 1. What is Core War 2. Is it "Core War" or "Core Wars"? 3. Where can I find more information about Core War? 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? 5. What is ICWS'94? Which simulators support ICWS'94? 6. What is the ICWS? 7. What is Core Warrior? 8. Where are the Core War archives? 9. Where can I find a Core War system for ...? 10. Where can I find warrior code? 11. I do not have FTP. How do I get all this great stuff? 12. I do not have access to Usenet. How do I post and receive news? 13. Are there any Core War related WWW sites? 14. What is KotH? How do I enter? 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 16. How does SLT (Skip if Less Than) work? 17. What is the difference between in-register and in-memory evaluation? 18. What is P-space? 19. What does "Missing ;assert .." in my message from KotH mean? 20. How should I format my code? 21. Are there any other Core War related resources I should know about? 22. What does (expression or term of your choice) mean? 23. Other questions? ------------------------------------------------------------------------ 1. What is Core War? Core War is a game played by two or more programs (and vicariously by their authors) written in an assembly language called Redcode and run in a virtual computer called MARS (for Memory Array Redcode Simulator). The object of the game is to cause all processes of the opposing program to terminate, leaving your program in sole posession of the machine. There are Core War systems available for most computer platforms. Redcode has been standardised by the ICWS, and is therefore transportable between all standard Core War systems. The system in which the programs run is quite simple. The core (the memory of the simulated computer) is a continuous array of instructions, empty except for the competing programs. The core wraps around, so that after the last instruction comes the first one again. There are no absolute addresses in Core War. That is, the address 0 doesn't mean the first instruction in the memory, but the instruction that contains the address 0. The next instruction is 1, and the previous one obviously -1. However, all numbers are treated as positive, and are in the range 0 to CORESIZE-1 where CORESIZE is the amount of memory locations in the core - this means that -1 would be treated as CORESIZE-1 in any arithmetic operations, eg. 3218 + 7856 = (3218 + 7856) mod CORESIZE. Many people get confused by this, and it is particularly important when using the SLT instruction. Note that the source code of a program can still contain negative numbers, but if you start using instructions like DIV #-2, #5 it is important to know what effect they will have when executed. The basic unit of memory in Core War is one instruction. Each Redcode instruction contains three parts: * the opcode * the source address (a.k.a. the A-field) * the destination address (a.k.a. the B-field) The execution of the programs is equally simple. The MARS executes one instruction at a time, and then proceeds to the next one in the memory, unless the instruction explicitly tells it to jump to another address. If there is more than one program running, (as is usual) the programs execute alternately, one instruction at a time. The execution of each instruction takes the same time, one cycle, whether it is MOV, DIV or even DAT (which kills the process). Each program may have several processes running. These processes are stored in a task queue. When it is the program's turn to execute an instruction it dequeues a process and executes the corresponding instruction. Processes that are not killed during the execution of the instruction are put back into the task queue. Processes created by a SPL instruction are added to the task queue after the creating process is put back into the task queue. [ToC] ------------------------------------------------------------------------ 2. Is it "Core War" or "Core Wars"? Both terms are used. Early references were to Core War. Later references seem to use Core Wars. I prefer "Core War" to refer to the game in general, "core wars" to refer to more than one specific battle. [ToC] ------------------------------------------------------------------------ 3. Where can I find more information about Core War? Core War was first described in the Core War Guidelines of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in Scientific American which discussed Core War, starting with the May 1984 article. Those articles are contained in two anthologies: Library of Author Title Published ISBN Congress Call Number The Armchair Dewdney, Universe: An New York: W. QA76.6 .D517 A. K. Exploration of H. Freeman �0-7167-1939-8 1988 Computer Worlds 1988 The Magic 0-7167-2125-2 Dewdney, Machine: A New York: W.(Hardcover), QA76.6 A. K. Handbook of H. Freeman �0-7167-2144-9 .D5173 1990 Computer Sorcery 1990 (Paperback) A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. For those who are interested, Dewdney has a home page at http://www.csd.uwo.ca/faculty/akd/. [ToC] ------------------------------------------------------------------------ 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? A draft of the official standard (ICWS'88) is available as ftp://www.koth.org/corewar/documents/standards/redcode-icws-88.Z. This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorials, ftp://www.koth.org/corewar/documents/tutorial.1.Z and ftp://www.koth.org/corewar/documents/tutorial.2.Z. Steven Morrell has prepared a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. This and various other tutorials can be found at http://www.koth.org/papers.html. Even though ICWS'88 is still the "official" standard, you will find that most people are playing by ICWS'94 draft rules and extensions. [ToC] ------------------------------------------------------------------------ 5. What is ICWS'94? Which simulators support ICWS'94? There is an ongoing discussion about future enhancements to the Redcode language. A proposed new standard, dubbed ICWS'94, is currently being evaluated. A major change is the addition of "instruction modifiers" that allow instructions to modify A-field, B-field or both. Also new is a new addressing modes and unrestricted opcode and addressing mode combination ("no illegal instructions"). ICWS'94 is backwards compatible; i.e. ICWS'88 warriors will run correctly on an ICWS'94 system. Take a look at the ICWS'94 draft at ftp://www.koth.org/corewar/documents/icws94.0202.Z for more information. There is a HTML version of this document available at http://www.koth.org/info/icws94.html. You can try out the new standard by submitting warriors to the '94 hills of the KotH servers. Two corewar systems currently support ICWS'94, pMARS (many platforms) and Redcoder (Mac), both available at ftp://www.koth.org/corewar. Note that Redcoder only supports a subset of ICWS'94. [ToC] ------------------------------------------------------------------------ 6. What is the ICWS? About one year after Core War first appeared in Scientific American, the "International Core War Society" (ICWS) was established. Since that time, the ICWS has been responsible for the creation and maintenance of Core War standards and the running of Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). The ICWS is no longer active. [ToC] ------------------------------------------------------------------------ 7. What is Core Warrior? Following in the tradition of the Core War News Letter, Push Off, and The 94 Warrior, Core Warrior is a newsletter about strategies and current standings in Core War. Started in October 1995, back issues of Core Warrior (and the other newsletters) are available at http://para.inria.fr/~doligez/corewar/. There is also a Core Warrior index page at http://www.kendalls.demon.co.uk/pak21/corewar/warrior.html which has a summary of the contents of each issue of Core Warrior. Many of the earlier issues contain useful information for beginners. [ToC] ------------------------------------------------------------------------ 8. Where are the Core War archives? Many documents such as the guidelines and the ICWS standards along with previous tournament Redcode entries and complete Core War systems are available via anonymous ftp from ftp://ftp.csua.berkeley.edu/pub/corewar. Also, most of past rec.games.corewar postings (including Redcode source listings) are archived there. Jon Blow (blojo@csua.berkeley.edu) is the archive administrator. When uploading to /pub/corewar/incoming, ask Jon to move your upload to the appropriate directory and announce it on the net. This site is mirrored at: * http://www.koth.org/corewar/ * ftp://www.koth.org/corewar/ * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror The plain text version of this FAQ is automatically archived by news.answers (but this version is probably out-of-date). [ToC] ------------------------------------------------------------------------ 9. Where can I find a Core War system for . . . ? Core War systems are available via anonymous FTP from www.koth.org in the corewar/systems directory. Currently, there are UNIX, IBM PC-compatible, Macintosh, and Amiga Core War systems available there. It is a good idea to check ftp://www.koth.org/corewar/incoming for program updates first. CAUTION! There are many, many Core War systems available which are NOT ICWS'88 (or even ICWS'86) compatible available at various archive sites other than www.koth.org. Generally, the older the program - the less likely it will be ICWS compatible. If you are looking for an ICWS'94 simulator, get pMARS, which is available for many platforms and can be downloaded from: * ftp://ftp.csua.berkeley.edu/pub/corewar (original site) * ftp://www.koth.org/corewar (koth.org mirror) * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror (Planar mirror) * http://www.nc5.infi.net/~wtnewton/corewar/ (Terry Newton) * ftp://members.aol.com/ofechner/corewar (Fechter) Notes: * If you have trouble running pMARS with a graphical display under Win95 then check out http://www.koth.org/pmars.html which should have a pointer to the latest compilation of pMARS for this environment. * RPMs for the Alpha, PowerPC, Sparc and i386 can be found at ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ Reviews of Core War systems would be greatly appreciated in the newsgroup and in the newsletter. Below is a not necessarily complete or up-to-date list of what's available at www.koth.org: MADgic41.lzh corewar for the Amiga, v4.1 MAD4041.lzh older version? MAD50B.lha corewar for the Amiga, beta version 5.0 Redcoder-21.hqx corewar for the Mac, supports ICWS'88 and '94 (without extensions) core-11.hqx corewar for the Mac core-wars-simulator.hqx same as core-11.hqx? corewar_unix_x11.tar.Z corewar for UNIX/X-windows, ICWS'86 but not ICWS'88 compatible koth31.tar.Z corewar for UNIX/X-windows. This program ran the former KotH server at intel.com koth.shar.Z older version kothpc.zip port of older version of KotH to the PC deluxe20c.tar.Z corewar for UNIX (broken X-windows or curses) and PC mars.tar.Z corewar for UNIX, likely not ICWS'88 compatible icons.zip corewar icons for MS-Windows macrored.zip a redcode macro-preprocessor (PC) c88v49.zip PC corewar, textmode display mars88.zip PC corewar, graphics mode display corwp302.zip PC corewar, textmode display, slowish mercury2.zip PC corewar written in assembly, fast! mtourn11.zip tournament scheduler for mercury (req. 4DOS) pmars08s.zip portable system, ICWS'88 and '94, runs on UNIX, PC, Mac, Amiga. C source archive pmars08s.tar.Z same as above pmars08.zip PC executables with graphics display, req 386+ macpmars02.sit.hqx pMARS executable for Mac (port of version 0.2) buggy, no display MacpMARS1.99a.cpt.hqx port of v0.8 for the Mac, with display and debugger MacpMARS1.0s.cpt.hqx C source (MPW, ThinkC) for Mac frontend pvms08.zip pMARS v0.8 for VMS build files/help (req. pmars08s.zip) ApMARS03.lha pMARS executable for Amiga (port of version 0.3.1) wincor11.zip MS-Windows system, shareware ($15) [ToC] ------------------------------------------------------------------------ 10. Where can I find warrior code? To learn the game, it is a good idea to study previously posted warrior code. The FTP archives have code in the ftp://www.koth.org/corewar/redcode directory. A clearly organized on-line warrior collection is available at the Core War web sites (see below). [ToC] ------------------------------------------------------------------------ 11. I do not have FTP. How do I get all this great stuff? There is an FTP email server at bitftp@pucc.princeton.edu. This address may no longer exist. I haven't tested it yet. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. Note that many FTP email gateways are shutting down due to abuse. To get a current list of FTP email servers, look at the Accessing the Internet by E-mail FAQ posted to news.answers. If you don't have access to Usenet, you can retrieve this FAQ one of the following ways: * Send mail to mail-server@rtfm.mit.edu with the body containing "send usenet/news.answers/internet-services/access-via-email". * Send mail to mailbase@mailbase.ac.uk with the body containing "send lis-iis e-access-inet.txt". [ToC] ------------------------------------------------------------------------ 12. I do not have access to Usenet. How do I post and receive news? To receive rec.games.corewar articles by email, join the COREWAR-L list run on the Koth.Org list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@koth.org. You can send mail to corewar-l@koth.org to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (ttsg@ttsg.com). Servers that allow you to post (but not receive) articles are available. Refer to the Accessing the Internet by E-Mail FAQ for more information. [ToC] ------------------------------------------------------------------------ 13. Are there any Core War related WWW sites? You bet. Each of the two KotH sites sport a world-wide web server. Stormking's Core War page is http://www.koth.org; pizza's is http://www.ecst.csuchico.edu/~pizza/koth . Damien Doligez (a.k.a. Planar) has a web page that features convenient access to regular newsletters (Push Off, The '94 Warrior, Core Warrior) and a well organized library of warriors: http://para.inria.fr/~doligez/corewar/. Convenient for U.S. users, this site is also mirrored at koth.org. [ToC] ------------------------------------------------------------------------ 14. What is KotH? How do I enter? King Of The Hill (KotH) is an ongoing Core War tournament available to anyone with email. You enter by submitting via email a Redcode program (warrior) with special comment lines. You will receive a reply indicating how well your program did against the current top programs "on the hill". There are two styles of KotH tournaments, "classical" and "multi-warrior". The "classical" KotH is a one-on-one tournament, that is your warrior will play 100 battles against each of the 20 other programs currently on the Hill. You receive 3 points for each win and 1 point for each tie. (The existing programs do not replay each other, but their previous battles are recalled.) All scores are updated to reflect your battles and all 21 programs are ranked from high to low. If you are number 21 you are pushed off the Hill, if you are higher than 21 someone else is pushed off. In "multi-warrior" KotH, all warriors on the hill fight each other at the same time. Score calculation is a bit more complex than for the one-on-one tournament. Briefly, points are awarded based on how many warriors survive until the end of a round. A warrior that survives by itself gets more points than a warrior that survives together with other warriors. Points are calculated from the formula (W*W-1)/S, where W is the total number of warriors and S the number of surviving warriors. The pMARS documentation has more information on multi-warrior scoring. The idea for an email-based Core War server came from David Lee. The original KotH was developed and run by William Shubert at Intel starting in 1991, and discontinued after almost three years of service. Currently, KotHs based on Bill's UNIX scripts but offering a wider variety of hills are are running at two sites: koth@koth.org is maintained by Scott J. Ellentuch (tuc@ttsg.com) and pizza@ecst.csuchico.edu by Thomas H. Davies (sd@ecst.csuchico.edu). Up until May '95, the two sites provided overlapping services, i.e. the some of the hill types were offered by both "pizza" and "stormking". To conserve resources, the different hill types are now divided up among the sites. The way you submit warriors to both KotHs is pretty much the same. Therefore, the entry rules described below apply to both "pizza" and "stormking" unless otherwise noted. Entry Rules for King of the Hill Corewar * Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. * Put a line starting with ";redcode" (or ";redcode-94", etc., see below) at the top of your program. This MUST be the first line. Anything before it will be lost. If you wish to receive mail on every new entrant, use ";redcode verbose". Otherwise you will only receive mail if a challenger makes it onto the hill. Use ";redcode quiet" if you wish to receive mail only when you get shoved off the hill. Additionally, adding ";name " and ";author " will be helpful in the performance reports. Do NOT have a line beginning with ";address" in your code; this will confuse the mail daemon and you won't get mail back. Using ";name" is mandatory on the Pizza hills. In addition, it would be nice if you have lines beginning with ";strategy" that describe the algorithm you use. There are currently seven separate hills you can select by starting your program with ;redcode-94, ;redcode-b, ;redcode-lp, ;redcode-x, ;redcode, ;redcode-94x or ;redcode-94m. The former four run at "pizza", the latter three at "stormking". More information on these hills is listed below. * Mail this file to koth@koth.org or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). * Within a few minutes you should get mail back telling you whether your program assembled correctly or not. If it did assemble correctly, sit back and wait; if not, make the change required and re-submit. * In an hour or so you should get more mail telling you how your program performed against the current top 20 (or 10) programs. If no news arrives during that time, don't worry; entries are put in a queue and run through the tournament one at a time. A backlog may develop. Be patient. If your program makes it onto the hill, you will get mail every time a new program makes it onto the hill. If this is too much mail, you can use ";redcode[-??] quiet" when you first mail in your program; then you will only get mail when you make it on the top 25 list or when you are knocked off. Using ";redcode[-??] verbose" will give you even more mail; here you get mail every time a new challenger arrives, even if they don't make it onto the top 25 list. Often programmers want to try out slight variations in their programs. If you already have a program named "foo V1.0" on the hill, adding the line ";kill foo" to a new program will automatically bump foo 1.0 off the hill. Just ";kill" will remove all of your programs when you submit the new one. The server kills programs by assigning an impossibly low score; it may therefore take another successful challenge before a killed program is actually removed from the hill. Sample Entry ;redcode ;name Dwarf ;author A. K. Dewdney ;strategy Throw DAT bombs around memory, hitting every 4th memory cell. ;strategy This program was presented in the first Corewar article. bomb DAT #0 dwarf ADD #4, bomb MOV bomb, @bomb JMP dwarf END dwarf ; Programs start at the first line unless ; an "END start" pseudo-op appears to indicate ; the first logical instruction. Also, nothing ; after the END instruction will be assembled. Duration Max. Hill Name Hill Core Max. Before Entry Min. Rounds Instr. Size Size Processes Distance Fought Set Tie Length Pizza's ICWS '94 Draft Hill Extended (Accessed with 25 8000 8000 80000 100 100 200 ICWS '94 ";redcode-94") Draft Pizza's Beginner's Extended Hill (Accessed 25 8000 8000 80000 100 100 200 ICWS '94 with ";redcode-b") Draft Pizza's Experimental Extended (Small) Hill 25 800 800 8000 20 20 200 ICWS '94 (Accessed with Draft ";redcode-x") Pizza's Limited Process (LP) Hill Extended (Accessed with 25 8000 8 80000 200 200 200 ICWS '94 ";redcode-lp") Draft Stormking's ICWS '88 Standard Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '88 ";redcode") Stormking's ICWS '94 No Pspace Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '94 ";redcode-94nop") Stormking's ICWS '94 Experimental Extended (Big) Hill 20 55440 55440 500000 200 200 250 ICWS '94 (Accessed with Draft ";redcode-94x") Stormking's ICWS '94 Multi-Warrior Extended Hill (Accessed 10 8000 8000 80000 100 100 200 ICWS '94 with Draft ";redcode-94m") Note: Warriors on the beginner's hill are retired at age 100. If you just want to get a status report without actually challenging the hills, send email with ";status" as the message body (and don't forget "Subject: koth" for "pizza"). If you send mail to "pizza" with "Subject: koth help" you will receive instructions that may be more up to date than those contained in this document. At "stormking", a message body with ";help" will return brief instructions. If you submit code containing a ";test" line, your warrior will be assembled but not actually pitted against the warriors on the hill. At "pizza", you can use ";redcode[-??] test" to do a test challenge of the Hill without affecting the status of the Hill. These challenges can be used to see how well your warrior does against the current Hill warriors. All hills run portable MARS (pMARS) version 0.8, a platform-independent Core War system available at www.koth.org. The '94 and '94x hills allow five experimental opcodes and three experimental addressing modes currently not covered in the ICWS'94 draft document: * LDP - Load P-Space * STP - Store P-Space * SEQ - Skip if EQual (synonym for CMP) * SNE - Skip if Not Equal * NOP - (No OPeration) * * - indirect using A-field as pointer * { - predecrement indirect using A-field * } - postincrement indirect using A-field [ToC] ------------------------------------------------------------------------ 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? Core is initialized to DAT 0, 0. This is an illegal instruction (in source code) under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you have a DAT 0, 0 instruction in your source code - only DAT #0, #0. So this begs the question, how to compare something to see if it is empty core. The answer is, most likely the instruction before your first instruction and the instruction after your last instruction are both DAT 0, 0. You can use them, or any other likely unmodified instructions, for comparison. Note that under ICWS'94, DAT 0, 0 is a legal instruction. [ToC] ------------------------------------------------------------------------ 16. How does SLT (Skip if Less Than) work? SLT gives some people trouble because of the way modular arithmetic works. It is important to note that all negative numbers are converted to positive numbers before a battles begins. Example: -1 becomes M-1 where M is the memory size (core size). Once you realize that all numbers are treated as positive, it is clear what is meant by "less than". It should also be clear that no number is less than zero. [ToC] ------------------------------------------------------------------------ 17. What is the difference between in-register and in-memory evaluation? These terms refer to the way instruction operands are evaluated. The '88 Redcode standard ICWS'88 is unclear about whether a simulator should "buffer" the result of A-operand evaluation before the B-operand is evaluated. Simulators that do buffer are said to use in-register evaluation, those that don't, in-memory evaluation. ICWS'94 clears this confusion by mandating in-register evaluation. Instructions that execute differently under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV and MOD where the effective address of the A-operand is modified by evaluation of the B-operand. This is best illustrated by an example: L1 mov L2, mov.i #0, impsize Bootstrapping Strategy of copying the active portion of the program away from the initial location, leaving a decoy behind and making the relocated program as small as possible. B-Scanners Scanners which only recognize non-zero B-fields. example add #10, scan scan jmz example, 10 c Measure of speed, equal to one location per cycle. Speed of light. CMP-Scanner A Scanner which uses a CMP instruction to look for opponents. example add step, scan scan cmp 10, 30 jmp attack jmp example step dat #20, #20 Colour Property of bombs making them visible to scanners, causing them to attack useless locations, thus slowing them down. example dat #100 Core-Clear Code that sequentially overwrites core with DAT instructions; usually the last part of a program. Decoys Bogus or unused instructions meant to slow down scanners. Typically, DATs with non-zero B-fields. Decrement Resistant Property of warriors making them functional (or at least partially functional) when overrun by a DJN-stream. DJN-Stream (also DJN-Train) Using a DJN command to rapidly decrement core locations. example ... ... djn example, <4000 Dwarf The prototypical small bomber. Gate-busting (also gate-crashing) technique to "interweave" a decrement-resistant imp-spiral (e.g. MOV 0, 2668) with a standard one to overrun imp-gates. Hybrids warriors that combine two or more of the basic strategies, either in sequence (e.g. stone->paper) or in parallel (e.g. imp/stone). Imp Program which only uses the MOV instruction. example mov 0, 1 or example mov 0, 2 mov 0, 2 Imp-Gate A location in core which is bombed or decremented continuously so that an Imp can not pass. Also used to describe the program-code which maintains the gate. example ... ... spl 0, mov.i #0,IMPSIZE Mirror see reflection. On-axis/off-axis On-axis scanners compare two locations M/2 apart, where M is the memory size. Off-axis scanners use some other separation. Optimal Constants (also optima-type constants) Bomb or scan increments chosen to cover core most effectively, i.e. leaving gaps of uniform size. Programs to calculate optimal constants and lists of optimal numbers are available at www.koth.org. Paper A Paper-like program is one which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. P-Warrior A warrior which uses the results of previous round(s) in order to determine which strategy it will use. Pit-Trapper (also Slaver, Vampire). A program which enslaves another. Usually accomplished by bombing with JMPs to a SPL 0 pit with an optional core-clear routine. Q^2 Scan A modern version of the Quick Scan where anything found is attacked almost immediately. Quick Scan 2c scan of a set group of core locations with bombing if anything is found. Both of the following codes snips scan 16 locations and check for a find. If anything is found, it is attacked, otherwise 16 more locations are scanned. Example: start s1 for 8 ;'88 scan cmp start+100*s1, start+100*s1+4000 ;check two locations mov #start+100*s1-found, found ;they differ so set pointer rof jmn attack, found ;if we have something, get it s2 for 8 cmp start+100*(s2+6), start+100*(s2+6)+4000 mov #start+100*(s2+6)-found, found rof found jmz moveme, #0 ;skip attack if qscan found nothing attack cmp @found, start-1 ;does found points to empty space? add #4000, found ;no, so point to correct location mov start-1, @found ;move a bomb moveme jmp 0, 0 In ICWS'94, the quick scan code is more compact because of the SNE opcode: start ;'94 scan s1 for 4 sne start+400*s1, start+400*s1+100 ;check two locations seq start+400*s1+200, start+400*s1+300 ;check two locations mov #start+400*s1-found, found ;they differ so set pointer rof jmn which, found ;if we have something, get it s2 for 4 sne start+400*(s2+4), start+400*(s2+4)+100 seq start+400*(s2+4)+200, start+400*(s2+4)+300 mov #start+400*(s2+4)-found-100, found rof found jmz moveme, #0 ;skip attack if qscan found nothing add #100, -1 ;increment pointer till we get the which jmn -1, @found ;right place mov start-1, @found ;move a bomb moveme jmp 0, 0 Reflection Copy of a program or program part, positioned to make the active program invisible to a CMP-scanner. Replicator Generic for Paper. A program which makes many copies of itself, each copy also making copies. Self-Splitting Strategy of amplifying the number of processes executing a piece of code. example spl 0 loop add #10, example mov example, @example jmp loop Scanner A program which searches through core for an opponent rather than bombing blindly. Scissors A program designed to beat replicators, usually a (B-field scanning) vampire. Part of the Paper-Scissors-Stone analogy. Self-Repair Ability of a program to fix it's own code after attack. Silk A replicator which splits off a process to each new copy before actually copying the code. This allows it to replicate extremely quickly. This technique is only possible under the '94 draft, because it requires post-increment indirect addressing. Example: spl 1 mov -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov >-1, }-1 ;copy self to new location mov bomb, >2000 ;linear bombing mov bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat >2667, >5334 ;anti-imp bomb Slaver see Pit-Trapper. Stealth Property of programs, or program parts, which are invisible to scanners, accomplished by using zero B-fields and reflections. Stone A Stone-like program designed to be a small bomber. Part of the Paper-Scissors-Stone analogy. Stun A type of bomb which makes the opponent multiply useless processes, thus slowing it down. Example is referred to as a SPL-JMP bomb. example spl 0 jmp -1 Two-Pass Core-Clear (also SPL/DAT Core-Clear) core clear that fills core first with SPL instructions, then with DATs. This is very effective in killing paper and certain imp-spiral variations. Vampire see Pit-Trapper. Vector Launch one of several means to start an imp-spiral running. As fast as Binary Launch, but requiring much less code. See also JMP/ADD Launch and Binary Launch. This example is one form of a Vector Launch: sz EQU 2667 spl 1 spl 1 jmp @vt, }0 vt dat #0, imp+0*sz ; start of vector table dat #0, imp+1*sz dat #0, imp+2*sz dat #0, imp+3*sz ; end of vector table imp mov.i #0, sz [ToC] ------------------------------------------------------------------------ 23. Other questions? Just ask in the rec.games.corewar newsgroup or contact me. If you are shy, check out the Core War archives first to see if your question has been answered before. [ToC] ------------------------------------------------------------------------ Credits Additions, corrections, etc. to this document are solicited. Thanks in particular to the following people who have contributed major portions of this document: * Mark Durham (wrote the original version of the FAQ) * Paul Kline * Randy Graham * Stefan Strack (maintained a recent version of the FAQ) ------------------------------------------------------------------------ Copyright � 1999 Anton Marsden. Verbatim copying and distribution of this entire article is permitted in any medium, provided this notice is preserved. ------------------------------------------------------------------------ From: Lukasz Grabun Subject: Re: Corewarrior Question Date: 31 Jan 2004 19:36:21 GMT Message-ID: On Fri, 30 Jan 2004 00:41:07 +1100, Nick Bronson wrote: > Just out of curiousity, is Corewarrior still being published as a > newsletter? I ask mainly because I'm new and I collected all the back > issues I could find to get me started (I'm printing no. 8 at the > moment, should be more than enough to get me started) and the latest > one I could find was dated april 2003... has it stopped now? CoreWarrior is still being active. It is not published on week basis as it used to be - John posts it every three-four months which basically is enough to cover all aspects of hill activity. You see, not many things are happening recently; in the beginning of corewar average age advance was something like 150. Now it is less than 50, I think. I am also anxious to see next issue of CW. If, for any reason, you needed a short description of issues of CW, you can find them on http://www.astercity.net/~grabek/corewarrior.html -- Lukasz Grabun (My CW page: http://www.astercity.net/~grabek) (reply-to field is fake, use grabek (at) acn dot waw dot pl to reply)