From: Christoph Birk Subject: Koenigstuhl News Date: 1 Oct 2004 17:31:54 -0400 Message-ID: <200410011821.LAA29813@andromeda.ociw.edu> Congratulations to Roy Van Rijn! His program 'Hullabaloo' is the new KotH of the 94nop-Koenigstuhl. Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: Sascha Zapf Subject: paper(paper(paper(clear))) Date: Fri, 01 Oct 2004 23:48:41 +0200 Message-ID: Hi, here is my first successful Warrior for the 94nop-Hill. Paper(Paper(Paper(Clear))) (ppc) was based on Fizmo and Roy's Revenge of the Paper's. But with some improvements which makes him score much better. First i have changed the Qscan to 4.5, and optimized the positions of the bootstrapping and the papers body. New while booting is, that the second instance is not taken from the initial loaded warrior. It's taken from the core, where the first part of the bootloader has copied it. So if opponents Quickscanner is bombing the loaded Warrior, the second instance has more chance to be not wounded because it's taken from the core. The second improvement is the change from djn.f ..., <- .... to djn.b ..., #dist at the end of the Paper, which speeds up the coreclear of each paperinstance. After these Changes pppc was over 12 hour's in optiMAX's hands. O.K, that's all - here is the Warrior ;redcode-94nop ;name paper(paper(paper(clear))) ;author Sascha Zapf ;strategy Q4.5 -> Coreclearing Paper's ;assert 1 ;optimax 1234 ;optimax work ppp ;optimax suite fsh94nop0.2 ;optimax rounds 1 200 200 200 ;optimax phase2 fsh94nop0.2/pwi/unheard.red ;optimax phase2 110 ;optimax phase2 0% ;optimax phase3 138 ;optimax phase3 0% ;optimax phase3 top15 ;optimax phase3 phase3.lst ;optimax phase4 100% ;optimax phase4 top15 zero equ qbomb qtab3 equ qbomb qbomb dat >qoff, >qc2 ;constants for the coreclear paper nstep1 equ 1469;1319 cstep1 equ 2861;1871 tstep1 equ 1835;1471 cstep2 equ 539;1871 ; decoys adec EQU 8;8 bdec EQU 13;8 pAw1 equ 2237;6000 pAw2 equ 6305;2000 pgo spl 1, pBo2 ;pBo1 pBo2 jmp pEnd+pAw2,pEnd+pAw2 for adec dat 0,0 rof cp spl @pEnd, cp nothA spl @nothA, nothA nothB spl @nothB, nothB bomb mov.i #1, <1 cc djn.b -2, #cstep2 pEnd dat 0, 0 for bdec dat 0,0 rof dat zero - 1, qa1 qtab1 dat zero - 1, qa2 for 46-adec-bdec 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, Subject: KOTH.ORG: Status - Standard 10/04/04 Date: 4 Oct 2004 02:40:36 -0400 Message-ID: <200410040400.i94401YH026274@gevjon.ttsg.com> Weekly Status on 10/04/04 -=- 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 : Sun Sep 5 12:46:44 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 42/ 26/ 33 The Next Step '88 David Houston 158 15 2 43/ 37/ 21 Tangle Trap 3 David Moore 149 28 3 47/ 45/ 8 Scan Test C 6 Steve Gunnell 149 38 4 43/ 38/ 19 My 1st try Christian Schmidt 149 31 5 36/ 25/ 39 A.I.P. Christian Schmidt 148 7 6 36/ 26/ 38 Freight Train David Moore 147 200 7 36/ 26/ 39 Test Alexander (Sasha) Wa 146 139 8 42/ 39/ 19 Stasis David Moore 146 307 9 45/ 44/ 11 Speeed 88mph Christian Schmidt 145 5 10 43/ 42/ 14 Cold as November Rain... John Metcalf 145 13 11 35/ 27/ 38 Guardian Ian Oversby 144 199 12 39/ 37/ 23 PacMan David Moore 141 229 13 37/ 32/ 31 The Seed Roy van Rijn 141 17 14 43/ 44/ 13 Blurstone '88 M. J. Pihlaja 141 2 15 36/ 33/ 31 vala John Metcalf 139 122 16 38/ 39/ 22 '88 test IV John Metcalf 137 93 17 34/ 31/ 36 Pixie 88 Lukasz Grabun 137 29 18 27/ 17/ 56 unheard-of '88 Christian Schmidt 136 6 19 39/ 45/ 16 Blur '88 Anton Marsden 134 237 20 20/ 13/ 68 the temple of the machine John Metcalf 127 1 21 2/ 98/ 0 hometime :-) John Metcalf 7 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 10/04/04 Date: 4 Oct 2004 02:40:34 -0400 Message-ID: <200410040403.i94431AA026326@gevjon.ttsg.com> Weekly Status on 10/04/04 -=- 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 : Sat Oct 2 23:39:11 EDT 2004 # Name Author Score Age 1 Her Majesty P.Kline 7 497 2 Dodge Viper Christian Schmidt 6 62 3 defense test file tg3 simon wainwright 3 16 4 not king of the hill FatalC 2 223 5 temple of the machines John Metcalf 2 5 6 The Survivor Philip Kendall 1 108 7 all you can eat John Metcalf 1 2 8 Attacker in the Darkness Christian Schmidt 1 17 9 grasshoppers' prelude Simon Wainwright 0 4 10 another empty box John Metcalf 0 1 11 Blitz test D 40 Steve Gunnell 0 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 10/04/04 Date: 4 Oct 2004 02:40:11 -0400 Message-ID: <200410040406.i94461mr026399@gevjon.ttsg.com> Weekly Status on 10/04/04 -=- 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 Sep 3 13:20:21 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 35/ 22 Fatamorgana X Zul Nadzri 153 1 2 41/ 36/ 23 The X Machine Zul Nadzri 147 25 3 44/ 43/ 13 Fire and Ice II David Moore 144 114 4 41/ 38/ 21 Eliminator X Zul Nadzri 144 26 5 36/ 34/ 31 Trefoil F 13 Steve Gunnell 138 97 6 37/ 39/ 24 Ogre Christian Schmidt 135 162 7 30/ 26/ 44 KAT v5 Dave Hillis 134 146 8 37/ 39/ 24 Simply Intelligent Zul Nadzri 134 7 9 36/ 39/ 26 Black Moods Ian Oversby 133 210 10 25/ 18/ 57 xd100 test David Houston 133 11 11 28/ 24/ 48 Olivia X Ben Ford 132 95 12 37/ 42/ 21 Giant Hazy Test 13 Steve Gunnell 132 41 13 19/ 8/ 73 Evol Cap 4 X John Wilkinson 131 283 14 27/ 24/ 49 Venom v0.2b Christian Schmidt 130 236 15 20/ 11/ 70 Denial David Moore 129 155 16 33/ 38/ 30 Controlled Aggression Ian Oversby 127 214 17 24/ 21/ 56 Glenstorm John Metcalf 127 76 18 15/ 7/ 78 Evolve X v4.0 John Wilkinson 123 231 19 20/ 16/ 64 Kin John Metcalf 123 122 20 17/ 14/ 69 Blotter X J. Pohjalainen 121 16 21 2/ 51/ 47 charmed John Metcalf 53 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 10/04/04 Date: 4 Oct 2004 02:40:08 -0400 Message-ID: <200410040409.i94491T0026453@gevjon.ttsg.com> Weekly Status on 10/04/04 -=- 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 Oct 3 14:30:05 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 32/ 19/ 49 slime test 1.00 David Houston 145 395 2 35/ 25/ 40 Hullabaloo Roy van Rijn 145 65 3 28/ 14/ 58 Machines Will Rule bvowk 143 5 4 34/ 26/ 41 Borgir Christian Schmidt 142 100 5 41/ 40/ 19 Spiker Roy van Rijn 141 2 6 29/ 18/ 52 paper(paper(paper(clear)) Sascha Zapf 141 169 7 27/ 13/ 60 Maelstrom Roy van Rijn 140 209 8 42/ 45/ 12 Arrow Christian Schmidt 139 268 9 31/ 24/ 45 Gargantuan Roy van Rijn 138 86 10 31/ 27/ 42 elf Christian Schmidt 136 130 11 27/ 18/ 56 unheard-of II Christian Schmidt 136 82 12 29/ 22/ 49 Mooncake Christian Schmidt 136 1 13 27/ 18/ 56 Black Knight Christian Schmidt 135 90 14 38/ 41/ 21 the eyes of tomorrow John Metcalf 135 3 15 23/ 12/ 64 Chainlock v01 G.Labarga 134 6 16 29/ 26/ 45 Gremlin van Rijn/Grabun 132 299 17 29/ 27/ 44 Savage Flowing Battleworn Pascal Hofstee 130 84 18 38/ 47/ 14 Speeed Christian Schmidt 130 10 19 38/ 46/ 16 HazyLazy C 11 CS SG 129 277 20 35/ 42/ 23 Tyger of Pan Tang Christian Schmidt 129 4 21 2/ 98/ 0 0 0 7 0 From: will Subject: Re: Evolver rules the 94nop!!! Date: 4 Oct 2004 07:37:23 -0400 Message-ID: <20041004071714.46467.qmail@web25009.mail.ukl.yahoo.com> > Congratulation bvowk!!!! oj oj oj!!!!! wow!!!!! fantastic!!! this is fantastic news; is this the first *purely evolved* entrant onto that hill? Yours enviously, Will. ___________________________________________________________ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com From: chipw@mdli.com (Chip Wendell) Subject: Re: Evolver rules the 94nop!!! Date: 4 Oct 2004 07:41:53 -0700 Message-ID: > Congratulation bvowk!!!! > > His purely evolved warrior Machines Will Rule enters the 94nop hill on > 2nd place. That is absolute impressive!!!! Yes, indeed! That represents a lot of hard work and dedication. Congratulations! > When do we see the first purely evolved koth? Very soon, I feel sure. This first one is close already, so it won't be long. If you could just get those Opterons to spit out a scanner... From: Barkley Vowk Subject: Re: Evolver rules the 94nop!!! Date: Mon, 04 Oct 2004 09:46:28 -0600 Message-ID: Fizmo wrote: > Congratulation bvowk!!!! Thanks Fizmo :) I'm pretty impressed, but I was hoping for #1 spot. Roy keeps holding the poor machines down :) My hope is that it sticks on the hill long enough to make it into the Hall of Fame, at which point I'll retire from corewars and bore my future grandchildren with stories about it. > His purely evolved warrior Machines Will Rule enters the 94nop hill on > 2nd place. That is absolute impressive!!!! > > When do we see the first purely evolved koth? If anybody is interested in looking at the code, you can find it now at http://www.math.ualberta.ca/~bvowk/corewar.html Those interested might also want to look at CoreWarrior 90 for an article about evolving for the LP hill on SAL. From: Sascha Zapf Subject: RF20 Score - correction Date: Tue, 05 Oct 2004 19:44:43 +0200 Message-ID: O.K, after some comments from differnet Player i have recalculated the scores and found an error in Roy's "Polyethylene" Hi scores 159 at all so his normalized score will grow up to 83.24 %. But there is no change in the Ranking. And, last but not least sorry Roy, here is your price ___________ '._==_==_=_.' .-\: /-. | (|:.{3} |) | '-|:. |-' \::. / '::. .' ) ( _.' '._ [_______] 3rd place **************** * Chip Wendell * **************** Sascha -- From: Sascha Zapf Subject: RF20 - correction Date: Tue, 05 Oct 2004 20:52:54 +0200 Message-ID: O.K, after some comments from differnet Player i have recalculated the scores and found an error in Roy's "Polyethylene" Hi scores 159 at all so his normalized score will grow up to 83.24 %. But there is no change in the Ranking. And, last but not least sorry Roy, here is your price ___________ '._==_==_=_.' .-\: /-. | (|:.{3} |) | '-|:. |-' \::. / '::. .' ) ( _.' '._ [_______] 3rd place **************** * Roy van Rijn * **************** Sascha -- From: "localghost" Subject: Is P.D.Smith still following this newsgroup? Date: 07 Oct 2004 13:09:06 GMT Message-ID: <41653ff1$0$78772$e4fe514c@news.xs4all.nl> I have tried to contact P.D.Smith, the author of Pcrobots, but all attempts have failed so far. I tried pcrobots(at)pscs.co.uk, and even the addresses in readme.1st: psmithb(at)cix.compulink.co.uk; paul(at)wolf.demon.co.uk and 100023.25(at)compuserve.com All emails have bounced. In readme.1st, he also writes: On USENET, the best area is probably rec.games.corewar, as this seems to be where programming type games are discussed. This newsgroup will usually be read every day or two (as will mail to paul@wolf.demon.co.uk). This newsgroup is my last resort. I wanted to contact P.D.Smith to ask him permission to set up a site on SourceForge about pcrobots. Because I wasn't able to contact him, I already went ahead (http://pcrobots.sourceforge.net) but so far I have only added general information and documentation. I don't want to publish any of his source code unless he gives me permission, I think this is the polite thing to do. Any help in contacting P.D.Smith is very much appreciated! -- localghost is addicted to XanaNews 1.16.4.6 If it has an "X" in the name, it must be Linux? DISCLAIMER: Dit is mijn persoonlijke mening. Het is absoluut *niet* mijn bedoeling hiermee een discussie of polemiek te starten. Ik wil mij bij voorbaat verontschuldigen bij wie zich benadeeld voelt. Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 08 Oct 2004 04:24:37 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: "Robert Macrae" Subject: Re: Is P.D.Smith still following this newsgroup? Date: Sun, 10 Oct 2004 00:05:12 +0100 Message-ID: <41687048$0$29936$cc9e4d1f@news.dial.pipex.com> > I have tried to contact P.D.Smith, the author of Pcrobots, but all > attempts have failed so far. PCRobots is pretty old, dating from well before the days of viruses. I did play, but forget how long ago -- possibly about 10 years. Your best chance of contacting people is via a web search, though the only site I used, http://www.informatik.uni-frankfurt.de/~hbecker/pcrob.html doesn't seem to have anything... Eureka! http://www.pscs.co.uk/pcrobots/ Good luck. It was quite a fun game, though balance was poor (every competitive robot used largely the same design) and there were some needless frustrations. It also has no security and I would be very wary of executing un-known .exe files these days... Robert PS if you meet a robot called Buddy say hi! From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 10/11/04 Date: 11 Oct 2004 01:21:29 -0400 Message-ID: <200410110403.i9B430vu021975@gevjon.ttsg.com> Weekly Status on 10/11/04 -=- 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 Oct 8 11:31:39 EDT 2004 # Name Author Score Age 1 Her Majesty P.Kline 7 498 2 The Survivor Philip Kendall 3 109 3 not king of the hill FatalC 2 224 4 temple of the machines John Metcalf 2 6 5 Dodge Viper Christian Schmidt 2 63 6 defense test file tg3 simon wainwright 1 17 7 Attacker in the Darkness Christian Schmidt 1 18 8 all you can eat John Metcalf 1 3 9 steerpike John Metcalf 1 1 10 grasshoppers' prelude Simon Wainwright 0 5 11 Blood's taste is so sweet G.Labarga 0 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 10/11/04 Date: 11 Oct 2004 01:21:26 -0400 Message-ID: <200410110406.i9B460OE022028@gevjon.ttsg.com> Weekly Status on 10/11/04 -=- 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 : Wed Oct 6 15:26:33 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 36/ 21 Fatamorgana X Zul Nadzri 152 1 2 40/ 37/ 22 The X Machine Zul Nadzri 144 25 3 42/ 44/ 13 Fire and Ice II David Moore 141 114 4 39/ 40/ 21 Eliminator X Zul Nadzri 138 26 5 36/ 39/ 25 Black Moods Ian Oversby 133 210 6 35/ 39/ 26 Ogre Christian Schmidt 131 162 7 27/ 24/ 49 Olivia X Ben Ford 131 95 8 24/ 18/ 58 xd100 test David Houston 130 11 9 19/ 8/ 73 Evol Cap 4 X John Wilkinson 130 283 10 33/ 35/ 32 Trefoil F 13 Steve Gunnell 130 97 11 26/ 24/ 50 Venom v0.2b Christian Schmidt 129 236 12 27/ 27/ 46 KAT v5 Dave Hillis 127 146 13 24/ 21/ 54 Glenstorm John Metcalf 127 76 14 34/ 41/ 25 Simply Intelligent Zul Nadzri 126 7 15 34/ 44/ 22 Giant Hazy Test 13 Steve Gunnell 125 41 16 18/ 11/ 71 Denial David Moore 125 155 17 31/ 39/ 30 Controlled Aggression Ian Oversby 124 214 18 15/ 7/ 78 Evolve X v4.0 John Wilkinson 123 231 19 20/ 16/ 64 Kin John Metcalf 123 122 20 17/ 14/ 69 Blotter X J. Pohjalainen 121 16 21 15/ 30/ 55 Fragility John Metcalf 101 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 10/11/04 Date: 11 Oct 2004 01:21:20 -0400 Message-ID: <200410110409.i9B490Hv022086@gevjon.ttsg.com> Weekly Status on 10/11/04 -=- 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 Oct 10 22:36:46 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 32/ 28/ 40 Hullabaloo Roy van Rijn 137 78 2 41/ 45/ 14 Arrow Christian Schmidt 136 281 3 32/ 28/ 40 Borgir Christian Schmidt 136 113 4 37/ 40/ 23 Machine Lover Christian Schmidt 134 8 5 24/ 16/ 60 S.D.N. Christian Schmidt 133 3 6 28/ 23/ 49 New-T Roy van Rijn 132 12 7 23/ 16/ 61 Maelstrom Roy van Rijn 131 222 8 28/ 26/ 46 Gargantuan Roy van Rijn 131 99 9 25/ 19/ 57 Black Knight Christian Schmidt 130 103 10 38/ 45/ 17 HazyLazy C 11 CS SG 130 290 11 25/ 22/ 53 slime test 1.00 David Houston 129 408 12 28/ 28/ 44 JSS Roy van Rijn 129 2 13 29/ 30/ 41 Hydra II ( Test ) Sascha Zapf 128 11 14 35/ 43/ 22 Myth Christian Schmidt 128 7 15 25/ 21/ 54 paper(paper(paper(clear)) Sascha Zapf 128 182 16 36/ 44/ 20 Spiker Roy van Rijn 128 15 17 39/ 52/ 9 Aoshi Test E 39 Steve Gunnell 126 1 18 35/ 44/ 21 the eyes of tomorrow John Metcalf 125 16 19 20/ 17/ 63 Machines Will Rule bvowk 124 18 20 25/ 26/ 50 Under a burning sky G.Labarga 123 13 21 19/ 14/ 67 Chainlock v01 G.Labarga 123 19 From: "localghost" Subject: Re: Is P.D.Smith still following this newsgroup? Date: 11 Oct 2004 08:52:16 GMT Message-ID: <416a49bf$0$78749$e4fe514c@news.xs4all.nl> Robert Macrae shared this with us in rec.games.corewar: > Your best chance of contacting people is via a web search, though the > only site I used, > http://www.informatik.uni-frankfurt.de/~hbecker/pcrob.html > doesn't seem to have anything... I know about that page. > Eureka! > > http://www.pscs.co.uk/pcrobots/ I know. I used the email address on that page, but it bounced. > Good luck. It was quite a fun game, though balance was poor (every > competitive robot used largely the same design) and there were some > needless frustrations. It also has no security and I would be very > wary of executing un-known .exe files these days... I like the fact that it's language-independant. All other programming games I found so far, use (a subset or special version of) one specific language. But being language-independant means having compiled code with all its benefits and risks. I think that the Microsoft .NET platform might give new opportunities for a language-independant programming game that might be more secure, but so far I haven't found any that exist already. And I don't consider myself such a seasoned programmer that I would write a new programming game from scratch. And I don't know enough about programming on Linux either. :( > PS if you meet a robot called Buddy say hi! I'll do that! -- localghost is addicted to XanaNews 1.16.4.6 If it has an "X" in the name, it must be Linux? DISCLAIMER: Dit is mijn persoonlijke mening. Het is absoluut *niet* mijn bedoeling hiermee een discussie of polemiek te starten. Ik wil mij bij voorbaat verontschuldigen bij wie zich benadeeld voelt. From: "localghost" Subject: Re: Is P.D.Smith still following this newsgroup? Date: 13 Oct 2004 06:13:44 GMT Message-ID: <416cc798$0$42417$e4fe514c@news.xs4all.nl> Will Berry shared this with us in rec.games.corewar: > localghost wrote: > > > > I like the fact that it's language-independant. All other > > programming games I found so far, use (a subset or special version > > of) one specific language. But being language-independant means > > having compiled code with all its benefits and risks. > > > > I think that the Microsoft .NET platform might give new > > opportunities for a language-independant programming game that > > might be more secure, but so far I haven't found any that exist > > already. And I don't consider myself such a seasoned programmer > > that I would write a new programming game from scratch. > > And I don't know enough about programming on Linux either. :( > > If it's that big a deal, then it should be possible for the arena to > be a server that accepts XML SAX input from the competitors. So the > competitors wouldn't have to be on the same server/network even, as > long as there is an open channel. Sounds like an excellent idea that I do not understand at all ;-) But one is never too old to learn. Now I think about it: using XML SAX, it would even be possible to recompile old robots with minimal code changes. Only the special function would have to be rewritten. Hey thank you for this excellent suggestion, I'll give you full credit if I ever decide to do anything with it. -- localghost is addicted to XanaNews 1.16.4.6 If it has an "X" in the name, it must be Linux? DISCLAIMER: Dit is mijn persoonlijke mening. Het is absoluut *niet* mijn bedoeling hiermee een discussie of polemiek te starten. Ik wil mij bij voorbaat verontschuldigen bij wie zich benadeeld voelt. From: fizmo_master@yahoo.com (Fizmo) Subject: New fsh benchmark released for optiMAX Date: 13 Oct 2004 07:06:43 -0700 Message-ID: <9f53b5fb.0410130606.585dde39@posting.google.com> Hi all, I've released a brand new fsh benchmark for the 88 hill. You'll find it in the download section of the optiMAX homepage at: http://www.corewar.info/optimax/ Please keep in mind that optiMAX can't check if your code is valid under 88 rules. Before optimizing you have to check the code manually with pmars using the -8 command or with CoreWin choosing ICWS 88 as standard. Just check the 88 hill at koth.org to see how well the fsh88 benchmark is working ;-) Christian From: kaukasius@yahoo.de (el kauka) Subject: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 14 Oct 2004 10:29:07 -0700 Message-ID: .................................................................. . _____ _ _ . | __ \ | | | | . | |__) |___ __| | ___ ___ __| | ___ _ __ ___ . | _ // _ \/ _` |/ __/ _ \ / _` |/ _ \ '__/ __| . | | \ \ __/ (_| | (_| (_) | (_| | __/ | \__ \ . |_| \_\___|\__,_|\___\___/ \__,_|\___|_| |___/ . . ______ . | ____| . | |__ _ __ ___ _ __ _____ _ . | __| '__/ _ \ '_ \|_ / | | | . | | | | | __/ | | |/ /| |_| | . |_| |_| \___|_| |_/___|\__, | . __/ | . |___/ . .................................................................. The ongoing corewar tournament ___ ___ _ / \___/ \ _ / | REDCODER | \ / | ____ __ | \ \\ | |__ \ / | | // \/| ) |_ | |\/ | / / | | | | / /_ | | | | |_____||___|| |_____________| |_____________| ........................... . . . The "Football" Round . . . ........................... This is the 21th round of the ongoing corewar tournament. Further information are available on Fizmo's Corewar Info Page: http://www.corewar.info/tournament/cwt.htm The "Frankenstein" Round homepage is: http://www.corewar.info/tournament/21.htm .................................................................. _ . _ _ _ _| |___ ___ . | '_| || | / -_|_-< . |_| \_,_|_\___/__/ . . .................................................................. Hill spec: Coresize : 8000 Maxprocess : 11 Cycles : 85000 Lenght : 100 Distance : 100 Rounds : 250 Round Robin pSpace : no pSpace Two entry's for each participant. For all those who are not really familliar with "football" here a little overview of the "real" football rules: There are two teams of about 11 players, one ball and two goals. The only aim is to get the ball inside the enemys goal. another important fact: you are not allowed to kill other players ;-) To play football with p mars you will have to get a special p mars version written by trac. you can get the source code, a windows-compiled version and a linux-compiled version here: http://rft21.la-things.de this is the latest version of p mars with a fixed evaluator! you can use it as a normal version of p mars. To run the football round you'll have to use the parameter -T command line: | pmars -r 250 -s 8000 -p 11 -c 85000 -l 100 -d 100 -T player1.red player2.red goal1.red goal2.red ball.red the players will be the entries. the ball looks like this: ;redcode ;name THE BALL jmp #0 ,#xxx the two goals look the same way, but each with other values inside its b-field. the players have to include the following lines inside: goal equ value ball equ value (the value can be everything between 3000-4000) so each player only knows the enemys goal. the difficultie of the challenge is, that the players can only read the goals, but only the ball's process got write access to them. the players have to find the ball, turn it into something else to make him "kill" the enemys goal. thats the only way to get points. if the ball, or one of players dies the round will be stopped and no points are given to the players. only if one of the goals dies points will be given to the players! here is a little example player. he is very slow and each entrie that should take part in the challenge should be able to beat him by a minimum of 60% wins. ;redcode ;name eisern_union goal equ value ball equ value ;find the goal a sne.ab #goal, -1 jmp b jmp a, Sascha Zapf wrote in message news:... > ___ ___ > _ / \___/ \ _ > / | REDCODER | \ > / | ____ __ | \ > \\ | |__ \ / | | // > \/| ) |_ | |\/ > | / / | | | > | / /_ | | | > | |_____||___|| > |_____________| > |_____________| > > > Wow, must read the rules two times. I vote for a deadline extension... ;-) > > Let's play football ! > > Sascha > > -- I also vote for deadline extension. Sadly, I have to read the rules again! /mzmn From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 15 Oct 2004 07:58:48 -0700 Message-ID: One more thing.... can the "trac pmars" program (especially window version) be placed at another site? I have trouble reaching the primary site. From: Sascha Zapf Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: Fri, 15 Oct 2004 11:35:24 +0200 Message-ID: ___ ___ _ / \___/ \ _ / | REDCODER | \ / | ____ __ | \ \\ | |__ \ / | | // \/| ) |_ | |\/ | / / | | | | / /_ | | | | |_____||___|| |_____________| |_____________| Wow, must read the rules two times. I vote for a deadline extension... ;-) Let's play football ! Sascha -- From: kaukasius@yahoo.de (el kauka) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 15 Oct 2004 11:53:03 -0700 Message-ID: the link is wrong! the package can be found here: http://home.t-online.de/home/familie.kersten/johannes/rftpmars.zip hm, lets say the new deadline is first saturday in september? el kauka From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 15 Oct 2004 19:51:01 -0700 Message-ID: Sascha Zapf wrote in message news:... > el kauka wrote: > > > the link is wrong! the package can be found here: > > > > http://home.t-online.de/home/familie.kersten/johannes/rftpmars.zip > > > > hm, lets say the new deadline is first saturday in september? > > > > el kauka > > First Saturday in September....Two questions > > 1) which year > > 2) if ( year == 2004 ) { > > ask( " Who was the winner?\n" ); > > } > > Sascha > > -- Most probably fisrt week December 2004. One more question, if I sent a warrior, or a team in this round, with "dat 0,0", both the opponent and this team will score nothing, right? i.e. the program makes both warriors 'lose' in that round. From: Sascha Zapf Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: Sat, 16 Oct 2004 00:18:39 +0200 Message-ID: el kauka wrote: > the link is wrong! the package can be found here: > > http://home.t-online.de/home/familie.kersten/johannes/rftpmars.zip > > hm, lets say the new deadline is first saturday in september? > > el kauka First Saturday in September....Two questions 1) which year 2) if ( year == 2004 ) { ask( " Who was the winner?\n" ); } Sascha -- From: kaukasius@yahoo.de (el kauka) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 16 Oct 2004 03:50:40 -0700 Message-ID: > Most probably fisrt week December 2004. that's ok. > One more question, if I sent a warrior, or a team in this round, with > "dat 0,0", both the opponent and this team will score nothing, right? > i.e. the program makes both warriors 'lose' in that round. i have not thought anybody would do this, but your right. would this be any advance for you? el kauka From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 16 Oct 2004 07:19:35 -0700 Message-ID: kaukasius@yahoo.de (el kauka) wrote in message news:... > > Most probably fisrt week December 2004. > > that's ok. > > > > One more question, if I sent a warrior, or a team in this round, with > > "dat 0,0", both the opponent and this team will score nothing, right? > > i.e. the program makes both warriors 'lose' in that round. > > i have not thought anybody would do this, but your right. would this > be any advance for you? > > el kauka If the bottomline result shows a draw, then it is only good when I can't recruit the 11 players (aka can't make it on time) :) Assuming some warriors will lose to the better ones, they will surely go below the 50% ranking. This dat 0,0 will sit at the 50% line... an extremely big return for an empty soccer team :) I always seek for the lazy solutions. Anyway, I will get my team ready, a good one of course, complete with a goalkeeper, not to mention the reserves. See you all on the pitch for the kickoff. "Ole......ole, ole ole. Ole....ole...." /Zul Nadzri From: cchh1990@Yahoo.co.uk (CH) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 16 Oct 2004 18:45:32 -0700 Message-ID: kaukasius@yahoo.de (el kauka) wrote in message news:... > the difficultie of the challenge is, that the players can only read > the goals, but only the ball's process got write access to them. the > players have to find the ball, turn it into something else to make him > "kill" the enemys goal. thats the only way to get points. if the ball, > or one of players dies the round will be stopped and no points are > given to the players. only if one of the goals dies points will be > given to the players! You should probably include that any player that tries to write to one of the goals dies. CH From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Odp: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 16 Oct 2004 23:17:10 -0400 Message-ID: <417186ba46c9d@wp.pl> > ;redcode > ;name THE BALL > > jmp #0 ,#xxx > > > the two goals look the same way, but each with other values inside > its b-field. the players have to include the following lines inside: > > goal equ value > ball equ value > > (the value can be everything between 3000-4000) > > so each player only knows the enemys goal. I've read rules several times and the more I read, the more I got confused. There is one thing I want to be sure: I have to include lines with _my_ ball and goal values, right? So if I use these values in my warrior's code, I will be able to search for _my_ ball and goal. What's the use? I should know my enemy's goal value. Are you going to put them into my code before each fight instead my value? That's what I can figure out of your sample warrior. It searches for the ball and for _my_ goal and makes the first to kill the second. On the other hand the warriors don't have to know enemy's goal value, it is obvious that not my goal is my enemy's goal, so if my warrior finds unrecognized goal (not my goal and not the ball) it must be enemy's (or a part of enemy's code ;) And if I can choose my ball value and my enemy can do it also how the hell will you put _two_ ball values (mine and enemy's) into _one_ ball's code?!? I don't get it. :( I think The Ball should have predefined and published code, including it's identification number. There is no harm in it. Can you please explain it once again? Thanks Lukasz Adamowski -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- Niezwyk�y re�yser, niezwyk�y pakiet 3 film�w! Dzie�a Jima Jarmuscha ju� w sklepach! http://klik.wp.pl/?adr=http%3A%2F%2Ffilm.wp.pl%2Fp%2Fwiadomosc.html%3Fid%3D58696&sid=254 From: kaukasius@yahoo.de (el kauka) Subject: Re: Odp: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 17 Oct 2004 03:34:15 -0700 Message-ID: hm, lets have a little example: there are 5 warriors inside the core: 1)the ball jmp #0,#3500 2)goal1 jmp #0, #3000 3)goal2 jmp #0,#4000 and there will be the two palyers: player1 ball equ 3500 goal equ 4000 player2 ball equ 3500 gaol equ 3000 there is only one ball! and the palyers do not know their own goal. they only know the enemys goal (the one the ball should kill to make you win) the values inside the ball/goals will be choose by random, but they will be between 3000 and 4000 i hope that was a better explanation... el kauka From: kaukasius@yahoo.de (el kauka) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 17 Oct 2004 03:48:21 -0700 Message-ID: > You should probably include that any player that tries to write to one > of the goals dies. > > CH hm, actually that should behave like the nop instruction. they do not die after they try to write on the goal. From: cchh1990@Yahoo.co.uk (CH) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 17 Oct 2004 13:03:46 -0700 Message-ID: kaukasius@yahoo.de (el kauka) wrote in message news:... > > You should probably include that any player that tries to write to one > > of the goals dies. > > > > CH > > > hm, actually that should behave like the nop instruction. they do not > die after they try to write on the goal. Could you please recheck that, all the tests I did consistently showed that when a (none ball) proccess moved an instruction over the goal it died instantly, the result: End of round nnn mov.i ($<>{}@#*)nnn, ($<>{}@*)nnn CH From: kaukasius@yahoo.de (el kauka) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 18 Oct 2004 05:05:04 -0700 Message-ID: oh, you are right. today i spoke with trac and agrreed to that. i was surprised aswell bcause when we first created the rules the non ball processes should be treated as nop if they try to write on the goals. but trac decided that this would'nt be funny enough. a real football player how tries to damage the enemys goal would get the red card as well ;-) therefore: be aware, your processes will get killed if they hit the goal! el kauka From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 10/18/04 Date: 18 Oct 2004 07:59:51 -0400 Message-ID: <200410180406.i9I460F2026009@gevjon.ttsg.com> Weekly Status on 10/18/04 -=- 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 : Mon Oct 11 15:57:25 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 35/ 21 Fatamorgana X Zul Nadzri 152 1 2 41/ 37/ 23 The X Machine Zul Nadzri 145 25 3 43/ 44/ 13 Fire and Ice II David Moore 142 114 4 40/ 39/ 21 Eliminator X Zul Nadzri 140 26 5 24/ 17/ 58 xd100 test David Houston 131 11 6 19/ 8/ 74 Evol Cap 4 X John Wilkinson 129 283 7 34/ 40/ 26 Black Moods Ian Oversby 129 210 8 26/ 24/ 50 Olivia X Ben Ford 127 95 9 31/ 35/ 34 Trefoil F 13 Steve Gunnell 127 97 10 24/ 21/ 56 Glenstorm John Metcalf 127 76 11 25/ 24/ 51 Venom v0.2b Christian Schmidt 127 236 12 26/ 26/ 47 KAT v5 Dave Hillis 126 146 13 18/ 11/ 72 Denial David Moore 125 155 14 32/ 40/ 28 Ogre Christian Schmidt 125 162 15 32/ 40/ 28 Simply Intelligent Zul Nadzri 124 7 16 15/ 7/ 78 Evolve X v4.0 John Wilkinson 123 231 17 20/ 16/ 64 Kin John Metcalf 123 122 18 33/ 44/ 23 Giant Hazy Test 13 Steve Gunnell 122 41 19 17/ 14/ 69 Blotter X J. Pohjalainen 121 16 20 29/ 38/ 32 Controlled Aggression Ian Oversby 120 214 21 12/ 15/ 73 silence of the desert John Metcalf 110 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 10/18/04 Date: 18 Oct 2004 07:59:47 -0400 Message-ID: <200410180409.i9I490Mm026067@gevjon.ttsg.com> Weekly Status on 10/18/04 -=- 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 Oct 17 12:13:11 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 44/ 45/ 11 Arrow Christian Schmidt 144 286 2 35/ 27/ 38 Hullabaloo Roy van Rijn 142 83 3 42/ 42/ 16 7.62N Full Metal Jacket Sascha Zapf 142 3 4 41/ 41/ 19 Machine Lover Christian Schmidt 140 13 5 42/ 44/ 14 HazyLazy C 11 CS SG 139 295 6 31/ 24/ 45 New-T Roy van Rijn 139 17 7 34/ 29/ 37 Borgir Christian Schmidt 139 118 8 32/ 25/ 43 Gargantuan Roy van Rijn 139 104 9 40/ 43/ 17 Spiker Roy van Rijn 137 20 10 27/ 17/ 57 S.D.N. Christian Schmidt 136 8 11 41/ 49/ 10 h2so4 Sascha Zapf 133 4 12 27/ 20/ 53 Black Knight Christian Schmidt 133 108 13 24/ 16/ 60 Maelstrom Roy van Rijn 133 227 14 31/ 31/ 37 Hydra II ( Test ) Sascha Zapf 132 16 15 38/ 44/ 18 the eyes of tomorrow John Metcalf 132 21 16 41/ 51/ 8 Aoshi Test E 39 Steve Gunnell 130 6 17 29/ 29/ 42 JSS Roy van Rijn 130 7 18 26/ 24/ 50 paper(paper(paper(clear)) Sascha Zapf 128 187 19 26/ 26/ 48 slime test 1.00 David Houston 126 413 20 27/ 30/ 43 devilish 2.02 David Houston 123 1 21 14/ 35/ 51 856-7287-xt430-4-eve178 bvowk 94 0 From: Koth Subject: KOTH.ORG: Status - Standard 10/18/04 Date: 18 Oct 2004 07:59:56 -0400 Message-ID: <200410180400.i9I400iT025877@gevjon.ttsg.com> Weekly Status on 10/18/04 -=- 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 : Wed Oct 13 15:38:44 EDT 2004 # %W/ %L/ %T Name Author Score Age 1 46/ 37/ 16 Scan the Can Christian Schmidt 155 2 2 41/ 29/ 30 The Next Step '88 David Houston 152 20 3 42/ 40/ 18 Tangle Trap 3 David Moore 144 33 4 35/ 28/ 36 Test Alexander (Sasha) Wa 143 144 5 36/ 29/ 35 Freight Train David Moore 142 205 6 41/ 41/ 17 My 1st try Christian Schmidt 142 36 7 44/ 49/ 7 Scan Test C 6 Steve Gunnell 139 43 8 44/ 48/ 8 Speeed 88mph Christian Schmidt 139 4 9 34/ 29/ 36 Guardian Ian Oversby 139 204 10 34/ 28/ 38 A.I.P. Christian Schmidt 139 12 11 40/ 42/ 17 Stasis David Moore 138 312 12 40/ 42/ 18 Moonwipe Christian Schmidt 138 1 13 39/ 41/ 21 PacMan David Moore 136 234 14 41/ 46/ 13 Cold as November Rain... John Metcalf 136 18 15 35/ 36/ 29 The Seed Roy van Rijn 135 22 16 33/ 33/ 34 Pixie 88 Lukasz Grabun 134 34 17 40/ 49/ 11 Blurstone '88 M. J. Pihlaja 131 7 18 34/ 36/ 30 vala John Metcalf 131 127 19 24/ 19/ 56 unheard-of '88 Christian Schmidt 129 11 20 36/ 45/ 19 '88 test IV John Metcalf 127 98 21 37/ 48/ 15 Blur '88 Anton Marsden 127 242 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 10/18/04 Date: 18 Oct 2004 07:59:53 -0400 Message-ID: <200410180403.i9I430cu025938@gevjon.ttsg.com> Weekly Status on 10/18/04 -=- 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 Oct 17 10:57:39 EDT 2004 # Name Author Score Age 1 not king of the hill FatalC 7 225 2 all you can eat John Metcalf 7 4 3 Dodge Viper Christian Schmidt 6 64 4 Her Majesty P.Kline 4 499 5 temple of the machines John Metcalf 3 7 6 The Survivor Philip Kendall 3 110 7 defense test file tg3 simon wainwright 2 18 8 grasshoppers' prelude Simon Wainwright 2 6 9 pineapple juice Simon Wainwright 2 1 10 steerpike John Metcalf 1 2 11 Attacker in the Darkness Christian Schmidt 0 19 From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: Odp: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 18 Oct 2004 08:02:33 -0700 Message-ID: kaukasius@yahoo.de (el kauka) wrote in message news:... > hm, lets have a little example: > > there are 5 warriors inside the core: > > 1)the ball > > jmp #0,#3500 > > 2)goal1 > > jmp #0, #3000 > > 3)goal2 > > jmp #0,#4000 > > > and there will be the two palyers: > > player1 > ball equ 3500 > goal equ 4000 > > player2 > ball equ 3500 > gaol equ 3000 > > > there is only one ball! and the palyers do not know their own goal. > they only know the enemys goal (the one the ball should kill to make > you win) > > > the values inside the ball/goals will be choose by random, but they > will be between 3000 and 4000 > > i hope that was a better explanation... > > el kauka Good explanations. However, I think I am in trouble because I am more familiar with pmarsv. I need that graphical interphase to accelerate analysis. With pmars, I will have to assume a lot of things. (This is not an excuse for not doing well, especially the main goal is to stop Chip Wendell's winning streak! :) /Zul Nadzri From: "Robert Macrae" Subject: Re: Is P.D.Smith still following this newsgroup? Date: Mon, 18 Oct 2004 12:59:53 +0100 Message-ID: <4173b0cf$0$15888$cc9e4d1f@news.dial.pipex.com> > > http://www.pscs.co.uk/pcrobots/ > > I know. I used the email address on that page, but it bounced. There is a clue in the website name. You might also try enquiries@pscs.co.uk (lifted from www.pscs.co.uk, which also has address/phone) Robert From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 19 Oct 2004 06:42:52 -0700 Message-ID: kaukasius@yahoo.de (el kauka) wrote in message news:... > oh, you are right. today i spoke with trac and agrreed to that. i was > surprised aswell bcause when we first created the rules the non ball > processes should be treated as nop if they try to write on the goals. > but trac decided that this would'nt be funny enough. a real football > player how tries to damage the enemys goal would get the red card as > well ;-) > > therefore: be aware, your processes will get killed if they hit the > goal! > > el kauka Let's make a summary (and please correct any inaccuracies): 1. Any process try to write on any of the goals will be killed. (i.e. If the warrior have other processes running, the remaining process will not be affected. Only the fouling process got redcarded) 2. Process try to write on opponent warrior will follow the rule mentioned above (pls confirm). In this case, if the ball now have 'mutated' the goal into a paper, any attempt to kill any of the goal's processes will follow rule #1. This one will get messy, so please confirm. Example, goal now becomes: nop 0,0 <-- current goal executed process nop 0,0 nop 0,0 <-- what if a warrior bombed here? Will the warrior be penalised? jmp -3 In the above example, the warrior will not kill the goal directly, but indirectly. I think the process will be killed if it attempted to write on "active" cell i.e. it will be terminated if trying to write on line #1 instead of line #3 as shown above. In the example, the results will be no winner? 3. It is allowed to utilise the ball to write on opponent warrior. (pls confirm) 4. It is allowed to utilise the ball to write on either goals. Of course the ultimate satisfaction is to kill the opponent's goal. 5. It is allowed to multiply the ball process for whatever reasons. 6. It is allowed to spl to the ball's process for whatever reasons. 7. It is allowed to move and duplicate the ball, and indirectly (via the ball) move the goal. Please add more clarifications so that we can have a fair play football game :) From: kaukasius@yahoo.de (el kauka) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 19 Oct 2004 12:46:20 -0700 Message-ID: > Let's make a summary (and please correct any inaccuracies): > > 1. Any process try to write on any of the goals will be killed. (i.e. > If the warrior have other processes running, the remaining process > will not be affected. Only the fouling process got redcarded) thats right > 2. Process try to write on opponent warrior will follow the rule > mentioned above (pls confirm). not really. only if the opponent die the round will be stoppt. the warriors can write on the opponent until he dies... > In this case, if the ball now have > 'mutated' the goal into a paper, any attempt to kill any of the goal's > processes will follow rule #1. This one will get messy, so please > confirm. actually only the one instrction in the core where the goal first is, is writeprotected. if the goals processes moving out of this "place" it can get killed be the goals directly > Example, goal now becomes: > nop 0,0 <-- current goal executed process > nop 0,0 > nop 0,0 <-- what if a warrior bombed here? Will the warrior be > penalised? no > jmp -3 > In the above example, the warrior will not kill the goal directly, but > indirectly. I think the process will be killed if it attempted to > write on "active" cell i.e. it will be terminated if trying to write > on line #1 instead of line #3 as shown above. In the example, the > results will be no winner? > no, there will be a winner. the one which goal wasnt that above will win > 3. It is allowed to utilise the ball to write on opponent warrior. > (pls confirm) yes, but like mentioned above, you can write directly on the opponent > > 4. It is allowed to utilise the ball to write on either goals. Of > course the ultimate satisfaction is to kill the opponent's goal. yes. it is still possible to find your own goal indirectly. you can try to defence it by make the ball turning your own goal into something... > 5. It is allowed to multiply the ball process for whatever reasons. yes. up to maximum of 11 processes > 6. It is allowed to spl to the ball's process for whatever reasons. you mean to spl your own processes to the code of the ball? than yes. you could capture the balls process like a vampire to make him execute your code. > 7. It is allowed to move and duplicate the ball, and indirectly (via > the ball) move the goal. yes, like in 4. or you can move the enemys goal aswell. but according to the aim of the round that makes no sence > Please add more clarifications so that we can have a fair play > football game :) there is one little other thing i should make clear: when you run p mars ...-T player1 player2 goal1 goal2 ball.... player1 have to kill goal 2. therefore player1 should include the goal-value of goal 2! (and player 2 that of goal1) example: player1: ball equ 3004, goal equ 4000 player2: ball equ 3004, goal equ 3000 ball: (value) 3004 goal 1 : (value) 3000 goal 2 : (value) 4000 if you mix up the the order in the comando line p mars will give you false results. therefore be aware of the order! el kauka ps: seems the rules are more complicated than i expected. im going to write a faq soon... From: Christoph Birk Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 19 Oct 2004 18:05:41 -0400 Message-ID: <200410191841.LAA05345@andromeda.ociw.edu> > In this case, if the ball now have > 'mutated' the goal into a paper, any attempt to kill any of the goal's > processes will follow rule #1. This one will get messy, so please > confirm. > Example, goal now becomes: > nop 0,0 <-- current goal executed process > nop 0,0 > nop 0,0 <-- what if a warrior bombed here? Will the warrior be > penalised? Why would the ball "mutate the goal into a paper" ? The object is to kill the goal, which is a single process executing on a single instruction. As soon as you know the goal's position, just let the ball write a 'dat' to it -> you win. Nothing fancy necessary. Christoph From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 20 Oct 2004 03:20:36 -0700 Message-ID: Christoph Birk wrote in message news:<200410191841.LAA05345@andromeda.ociw.edu>... > > In this case, if the ball now have > > 'mutated' the goal into a paper, any attempt to kill any of the goal's > > processes will follow rule #1. This one will get messy, so please > > confirm. > > Example, goal now becomes: > > nop 0,0 <-- current goal executed process > > nop 0,0 > > nop 0,0 <-- what if a warrior bombed here? Will the warrior be > > penalised? > > Why would the ball "mutate the goal into a paper" ? > The object is to kill the goal, which is a single process executing > on a single instruction. > As soon as you know the goal's position, just let the ball write a 'dat' > to it -> you win. Nothing fancy necessary. > > Christoph If you happen to know with some assumptions that you have located your own goal, you want to turn it into a mice, imp etc so that it will stay alive on any single-core impact. From: Christoph Birk Subject: Koenigstuhl News Date: 21 Oct 2004 11:58:14 -0400 Message-ID: <200410201745.KAA16998@andromeda.ociw.edu> Congratulations to Roy van Rijn! His program 'Shutting Down Evolver Now..' is KotH on the new Nano-Koenigstuhl. Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: Christoph Birk Subject: Koenigstuhl News Date: 22 Oct 2004 19:04:53 -0400 Message-ID: <200410221607.JAA02924@andromeda.ociw.edu> Congratulations to bvowk! His program 'Machines Will Rule' is the first program on the TOP50-Koenigstuhl (rank 10) Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: netspider4@lycos.com (Karl-Hugo Weesberg) Subject: This is a George W.Bush fangroup now ! ! ! Date: 25 Oct 2004 22:49:32 -0700 Message-ID: <7666ed5f.0410252149.234c50d6@posting.google.com> Bush rulz ! Kerry suckz! From: kaukasius@yahoo.de (el kauka) Subject: forum Date: 26 Oct 2004 07:10:24 -0700 Message-ID: is anybody intrested to use a forum instead of (or maybe next to) r.g.c? if you like to do so, please have a look at this forum: http://www.forumromanum.de/member/forum/forum.php?action=index&entryid=&USER=user_220774 if you like to have additional subforums etc. feel free to ask ;-) el kauka From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Another Round Idea Date: 26 Oct 2004 11:48:09 -0400 Message-ID: <417e6b7e92802@wp.pl> I know we haven't finished 21th round (actually there is a lot more time to deadline than I expected), but a new idea has just come to my mind. Does anyone tried to fight in core full of "garbage"? I mean everytime we fight the core is cleaned up with DATs. Why not to try to fill it with some random code? It would look like a real jungle to our soldiers... :] Greetings Lukasz -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- "Ptaki", "Psychoza" i inne filmy Hitchcocka w kolekcji - ju� na DVD! Filmy Mistrza Suspensu za wyj�tkowo nisk� cen� - wydane pojedynczo albo w dw�ch kolekcjonerskich zestawach. http://klik.wp.pl/?adr=http%3A%2F%2Ffilm.wp.pl%2Fp%2Fwiadomosc.html%3Fid%3D58890&sid=263 Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 27 Oct 2004 04:24:45 GMT Archive-name: games/corewar-faq Last-Modified: September 4, 1999 Version: 4.2 URL: http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Copyright: (c) 1999 Anton Marsden Maintainer: Anton Marsden Posting-Frequency: once every 2 weeks Core War Frequently Asked Questions (rec.games.corewar FAQ) These are the Frequently Asked Questions (and answers) from the Usenet newsgroup rec.games.corewar. A plain text version of this document is posted every two weeks. The latest hypertext version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html and the latest plain text version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.txt. This document is currently being maintained by Anton Marsden (anton@paradise.net.nz). Last modified: Sat Sep 4 00:22:22 NZST 1999 ------------------------------------------------------------------------ To Do * Add the new No-PSpace '94 hill location * Add online location of Dewdney's articles * Make question 17 easier to understand. Add a state diagram? * Add info about infinite hills, related games (C-Robots, Tierra?, ...) * New question: How do I know if my warrior is any good? Refer to beginners' benchmarks, etc. * Add a Who's Who list? * Would very much like someone to compile a collection of the "revolutionary" warriors so that beginners can see how the game has developed over the years. Mail me if interested. ------------------------------------------------------------------------ What's New * Changed primary location of FAQ (again!) * Changed Philip Kendall's home page address. * Updated list server information * Changed primary location of FAQ * Vector-launching code was fixed thanks to Ting Hsu. * Changed the location of Ryan Coleman's paper (LaunchPad -> Launchpad) * Changed pauillac.inria.fr to para.inria.fr ------------------------------------------------------------------------ Table of Contents 1. What is Core War 2. Is it "Core War" or "Core Wars"? 3. Where can I find more information about Core War? 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? 5. What is ICWS'94? Which simulators support ICWS'94? 6. What is the ICWS? 7. What is Core Warrior? 8. Where are the Core War archives? 9. Where can I find a Core War system for ...? 10. Where can I find warrior code? 11. I do not have FTP. How do I get all this great stuff? 12. I do not have access to Usenet. How do I post and receive news? 13. Are there any Core War related WWW sites? 14. What is KotH? How do I enter? 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 16. How does SLT (Skip if Less Than) work? 17. What is the difference between in-register and in-memory evaluation? 18. What is P-space? 19. What does "Missing ;assert .." in my message from KotH mean? 20. How should I format my code? 21. Are there any other Core War related resources I should know about? 22. What does (expression or term of your choice) mean? 23. Other questions? ------------------------------------------------------------------------ 1. What is Core War? Core War is a game played by two or more programs (and vicariously by their authors) written in an assembly language called Redcode and run in a virtual computer called MARS (for Memory Array Redcode Simulator). The object of the game is to cause all processes of the opposing program to terminate, leaving your program in sole posession of the machine. There are Core War systems available for most computer platforms. Redcode has been standardised by the ICWS, and is therefore transportable between all standard Core War systems. The system in which the programs run is quite simple. The core (the memory of the simulated computer) is a continuous array of instructions, empty except for the competing programs. The core wraps around, so that after the last instruction comes the first one again. There are no absolute addresses in Core War. That is, the address 0 doesn't mean the first instruction in the memory, but the instruction that contains the address 0. The next instruction is 1, and the previous one obviously -1. However, all numbers are treated as positive, and are in the range 0 to CORESIZE-1 where CORESIZE is the amount of memory locations in the core - this means that -1 would be treated as CORESIZE-1 in any arithmetic operations, eg. 3218 + 7856 = (3218 + 7856) mod CORESIZE. Many people get confused by this, and it is particularly important when using the SLT instruction. Note that the source code of a program can still contain negative numbers, but if you start using instructions like DIV #-2, #5 it is important to know what effect they will have when executed. The basic unit of memory in Core War is one instruction. Each Redcode instruction contains three parts: * the opcode * the source address (a.k.a. the A-field) * the destination address (a.k.a. the B-field) The execution of the programs is equally simple. The MARS executes one instruction at a time, and then proceeds to the next one in the memory, unless the instruction explicitly tells it to jump to another address. If there is more than one program running, (as is usual) the programs execute alternately, one instruction at a time. The execution of each instruction takes the same time, one cycle, whether it is MOV, DIV or even DAT (which kills the process). Each program may have several processes running. These processes are stored in a task queue. When it is the program's turn to execute an instruction it dequeues a process and executes the corresponding instruction. Processes that are not killed during the execution of the instruction are put back into the task queue. Processes created by a SPL instruction are added to the task queue after the creating process is put back into the task queue. [ToC] ------------------------------------------------------------------------ 2. Is it "Core War" or "Core Wars"? Both terms are used. Early references were to Core War. Later references seem to use Core Wars. I prefer "Core War" to refer to the game in general, "core wars" to refer to more than one specific battle. [ToC] ------------------------------------------------------------------------ 3. Where can I find more information about Core War? Core War was first described in the Core War Guidelines of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in Scientific American which discussed Core War, starting with the May 1984 article. Those articles are contained in two anthologies: Library of Author Title Published ISBN Congress Call Number The Armchair Dewdney, Universe: An New York: W. QA76.6 .D517 A. K. Exploration of H. Freeman �0-7167-1939-8 1988 Computer Worlds 1988 The Magic 0-7167-2125-2 Dewdney, Machine: A New York: W.(Hardcover), QA76.6 A. K. Handbook of H. Freeman �0-7167-2144-9 .D5173 1990 Computer Sorcery 1990 (Paperback) A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. For those who are interested, Dewdney has a home page at http://www.csd.uwo.ca/faculty/akd/. [ToC] ------------------------------------------------------------------------ 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? A draft of the official standard (ICWS'88) is available as ftp://www.koth.org/corewar/documents/standards/redcode-icws-88.Z. This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorials, ftp://www.koth.org/corewar/documents/tutorial.1.Z and ftp://www.koth.org/corewar/documents/tutorial.2.Z. Steven Morrell has prepared a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. This and various other tutorials can be found at http://www.koth.org/papers.html. Even though ICWS'88 is still the "official" standard, you will find that most people are playing by ICWS'94 draft rules and extensions. [ToC] ------------------------------------------------------------------------ 5. What is ICWS'94? Which simulators support ICWS'94? There is an ongoing discussion about future enhancements to the Redcode language. A proposed new standard, dubbed ICWS'94, is currently being evaluated. A major change is the addition of "instruction modifiers" that allow instructions to modify A-field, B-field or both. Also new is a new addressing modes and unrestricted opcode and addressing mode combination ("no illegal instructions"). ICWS'94 is backwards compatible; i.e. ICWS'88 warriors will run correctly on an ICWS'94 system. Take a look at the ICWS'94 draft at ftp://www.koth.org/corewar/documents/icws94.0202.Z for more information. There is a HTML version of this document available at http://www.koth.org/info/icws94.html. You can try out the new standard by submitting warriors to the '94 hills of the KotH servers. Two corewar systems currently support ICWS'94, pMARS (many platforms) and Redcoder (Mac), both available at ftp://www.koth.org/corewar. Note that Redcoder only supports a subset of ICWS'94. [ToC] ------------------------------------------------------------------------ 6. What is the ICWS? About one year after Core War first appeared in Scientific American, the "International Core War Society" (ICWS) was established. Since that time, the ICWS has been responsible for the creation and maintenance of Core War standards and the running of Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). The ICWS is no longer active. [ToC] ------------------------------------------------------------------------ 7. What is Core Warrior? Following in the tradition of the Core War News Letter, Push Off, and The 94 Warrior, Core Warrior is a newsletter about strategies and current standings in Core War. Started in October 1995, back issues of Core Warrior (and the other newsletters) are available at http://para.inria.fr/~doligez/corewar/. There is also a Core Warrior index page at http://www.kendalls.demon.co.uk/pak21/corewar/warrior.html which has a summary of the contents of each issue of Core Warrior. Many of the earlier issues contain useful information for beginners. [ToC] ------------------------------------------------------------------------ 8. Where are the Core War archives? Many documents such as the guidelines and the ICWS standards along with previous tournament Redcode entries and complete Core War systems are available via anonymous ftp from ftp://ftp.csua.berkeley.edu/pub/corewar. Also, most of past rec.games.corewar postings (including Redcode source listings) are archived there. Jon Blow (blojo@csua.berkeley.edu) is the archive administrator. When uploading to /pub/corewar/incoming, ask Jon to move your upload to the appropriate directory and announce it on the net. This site is mirrored at: * http://www.koth.org/corewar/ * ftp://www.koth.org/corewar/ * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror The plain text version of this FAQ is automatically archived by news.answers (but this version is probably out-of-date). [ToC] ------------------------------------------------------------------------ 9. Where can I find a Core War system for . . . ? Core War systems are available via anonymous FTP from www.koth.org in the corewar/systems directory. Currently, there are UNIX, IBM PC-compatible, Macintosh, and Amiga Core War systems available there. It is a good idea to check ftp://www.koth.org/corewar/incoming for program updates first. CAUTION! There are many, many Core War systems available which are NOT ICWS'88 (or even ICWS'86) compatible available at various archive sites other than www.koth.org. Generally, the older the program - the less likely it will be ICWS compatible. If you are looking for an ICWS'94 simulator, get pMARS, which is available for many platforms and can be downloaded from: * ftp://ftp.csua.berkeley.edu/pub/corewar (original site) * ftp://www.koth.org/corewar (koth.org mirror) * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror (Planar mirror) * http://www.nc5.infi.net/~wtnewton/corewar/ (Terry Newton) * ftp://members.aol.com/ofechner/corewar (Fechter) Notes: * If you have trouble running pMARS with a graphical display under Win95 then check out http://www.koth.org/pmars.html which should have a pointer to the latest compilation of pMARS for this environment. * RPMs for the Alpha, PowerPC, Sparc and i386 can be found at ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ Reviews of Core War systems would be greatly appreciated in the newsgroup and in the newsletter. Below is a not necessarily complete or up-to-date list of what's available at www.koth.org: MADgic41.lzh corewar for the Amiga, v4.1 MAD4041.lzh older version? MAD50B.lha corewar for the Amiga, beta version 5.0 Redcoder-21.hqx corewar for the Mac, supports ICWS'88 and '94 (without extensions) core-11.hqx corewar for the Mac core-wars-simulator.hqx same as core-11.hqx? corewar_unix_x11.tar.Z corewar for UNIX/X-windows, ICWS'86 but not ICWS'88 compatible koth31.tar.Z corewar for UNIX/X-windows. This program ran the former KotH server at intel.com koth.shar.Z older version kothpc.zip port of older version of KotH to the PC deluxe20c.tar.Z corewar for UNIX (broken X-windows or curses) and PC mars.tar.Z corewar for UNIX, likely not ICWS'88 compatible icons.zip corewar icons for MS-Windows macrored.zip a redcode macro-preprocessor (PC) c88v49.zip PC corewar, textmode display mars88.zip PC corewar, graphics mode display corwp302.zip PC corewar, textmode display, slowish mercury2.zip PC corewar written in assembly, fast! mtourn11.zip tournament scheduler for mercury (req. 4DOS) pmars08s.zip portable system, ICWS'88 and '94, runs on UNIX, PC, Mac, Amiga. C source archive pmars08s.tar.Z same as above pmars08.zip PC executables with graphics display, req 386+ macpmars02.sit.hqx pMARS executable for Mac (port of version 0.2) buggy, no display MacpMARS1.99a.cpt.hqx port of v0.8 for the Mac, with display and debugger MacpMARS1.0s.cpt.hqx C source (MPW, ThinkC) for Mac frontend pvms08.zip pMARS v0.8 for VMS build files/help (req. pmars08s.zip) ApMARS03.lha pMARS executable for Amiga (port of version 0.3.1) wincor11.zip MS-Windows system, shareware ($15) [ToC] ------------------------------------------------------------------------ 10. Where can I find warrior code? To learn the game, it is a good idea to study previously posted warrior code. The FTP archives have code in the ftp://www.koth.org/corewar/redcode directory. A clearly organized on-line warrior collection is available at the Core War web sites (see below). [ToC] ------------------------------------------------------------------------ 11. I do not have FTP. How do I get all this great stuff? There is an FTP email server at bitftp@pucc.princeton.edu. This address may no longer exist. I haven't tested it yet. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. Note that many FTP email gateways are shutting down due to abuse. To get a current list of FTP email servers, look at the Accessing the Internet by E-mail FAQ posted to news.answers. If you don't have access to Usenet, you can retrieve this FAQ one of the following ways: * Send mail to mail-server@rtfm.mit.edu with the body containing "send usenet/news.answers/internet-services/access-via-email". * Send mail to mailbase@mailbase.ac.uk with the body containing "send lis-iis e-access-inet.txt". [ToC] ------------------------------------------------------------------------ 12. I do not have access to Usenet. How do I post and receive news? To receive rec.games.corewar articles by email, join the COREWAR-L list run on the Koth.Org list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@koth.org. You can send mail to corewar-l@koth.org to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (ttsg@ttsg.com). Servers that allow you to post (but not receive) articles are available. Refer to the Accessing the Internet by E-Mail FAQ for more information. [ToC] ------------------------------------------------------------------------ 13. Are there any Core War related WWW sites? You bet. Each of the two KotH sites sport a world-wide web server. Stormking's Core War page is http://www.koth.org; pizza's is http://www.ecst.csuchico.edu/~pizza/koth . Damien Doligez (a.k.a. Planar) has a web page that features convenient access to regular newsletters (Push Off, The '94 Warrior, Core Warrior) and a well organized library of warriors: http://para.inria.fr/~doligez/corewar/. Convenient for U.S. users, this site is also mirrored at koth.org. [ToC] ------------------------------------------------------------------------ 14. What is KotH? How do I enter? King Of The Hill (KotH) is an ongoing Core War tournament available to anyone with email. You enter by submitting via email a Redcode program (warrior) with special comment lines. You will receive a reply indicating how well your program did against the current top programs "on the hill". There are two styles of KotH tournaments, "classical" and "multi-warrior". The "classical" KotH is a one-on-one tournament, that is your warrior will play 100 battles against each of the 20 other programs currently on the Hill. You receive 3 points for each win and 1 point for each tie. (The existing programs do not replay each other, but their previous battles are recalled.) All scores are updated to reflect your battles and all 21 programs are ranked from high to low. If you are number 21 you are pushed off the Hill, if you are higher than 21 someone else is pushed off. In "multi-warrior" KotH, all warriors on the hill fight each other at the same time. Score calculation is a bit more complex than for the one-on-one tournament. Briefly, points are awarded based on how many warriors survive until the end of a round. A warrior that survives by itself gets more points than a warrior that survives together with other warriors. Points are calculated from the formula (W*W-1)/S, where W is the total number of warriors and S the number of surviving warriors. The pMARS documentation has more information on multi-warrior scoring. The idea for an email-based Core War server came from David Lee. The original KotH was developed and run by William Shubert at Intel starting in 1991, and discontinued after almost three years of service. Currently, KotHs based on Bill's UNIX scripts but offering a wider variety of hills are are running at two sites: koth@koth.org is maintained by Scott J. Ellentuch (tuc@ttsg.com) and pizza@ecst.csuchico.edu by Thomas H. Davies (sd@ecst.csuchico.edu). Up until May '95, the two sites provided overlapping services, i.e. the some of the hill types were offered by both "pizza" and "stormking". To conserve resources, the different hill types are now divided up among the sites. The way you submit warriors to both KotHs is pretty much the same. Therefore, the entry rules described below apply to both "pizza" and "stormking" unless otherwise noted. Entry Rules for King of the Hill Corewar * Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. * Put a line starting with ";redcode" (or ";redcode-94", etc., see below) at the top of your program. This MUST be the first line. Anything before it will be lost. If you wish to receive mail on every new entrant, use ";redcode verbose". Otherwise you will only receive mail if a challenger makes it onto the hill. Use ";redcode quiet" if you wish to receive mail only when you get shoved off the hill. Additionally, adding ";name " and ";author " will be helpful in the performance reports. Do NOT have a line beginning with ";address" in your code; this will confuse the mail daemon and you won't get mail back. Using ";name" is mandatory on the Pizza hills. In addition, it would be nice if you have lines beginning with ";strategy" that describe the algorithm you use. There are currently seven separate hills you can select by starting your program with ;redcode-94, ;redcode-b, ;redcode-lp, ;redcode-x, ;redcode, ;redcode-94x or ;redcode-94m. The former four run at "pizza", the latter three at "stormking". More information on these hills is listed below. * Mail this file to koth@koth.org or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). * Within a few minutes you should get mail back telling you whether your program assembled correctly or not. If it did assemble correctly, sit back and wait; if not, make the change required and re-submit. * In an hour or so you should get more mail telling you how your program performed against the current top 20 (or 10) programs. If no news arrives during that time, don't worry; entries are put in a queue and run through the tournament one at a time. A backlog may develop. Be patient. If your program makes it onto the hill, you will get mail every time a new program makes it onto the hill. If this is too much mail, you can use ";redcode[-??] quiet" when you first mail in your program; then you will only get mail when you make it on the top 25 list or when you are knocked off. Using ";redcode[-??] verbose" will give you even more mail; here you get mail every time a new challenger arrives, even if they don't make it onto the top 25 list. Often programmers want to try out slight variations in their programs. If you already have a program named "foo V1.0" on the hill, adding the line ";kill foo" to a new program will automatically bump foo 1.0 off the hill. Just ";kill" will remove all of your programs when you submit the new one. The server kills programs by assigning an impossibly low score; it may therefore take another successful challenge before a killed program is actually removed from the hill. Sample Entry ;redcode ;name Dwarf ;author A. K. Dewdney ;strategy Throw DAT bombs around memory, hitting every 4th memory cell. ;strategy This program was presented in the first Corewar article. bomb DAT #0 dwarf ADD #4, bomb MOV bomb, @bomb JMP dwarf END dwarf ; Programs start at the first line unless ; an "END start" pseudo-op appears to indicate ; the first logical instruction. Also, nothing ; after the END instruction will be assembled. Duration Max. Hill Name Hill Core Max. Before Entry Min. Rounds Instr. Size Size Processes Distance Fought Set Tie Length Pizza's ICWS '94 Draft Hill Extended (Accessed with 25 8000 8000 80000 100 100 200 ICWS '94 ";redcode-94") Draft Pizza's Beginner's Extended Hill (Accessed 25 8000 8000 80000 100 100 200 ICWS '94 with ";redcode-b") Draft Pizza's Experimental Extended (Small) Hill 25 800 800 8000 20 20 200 ICWS '94 (Accessed with Draft ";redcode-x") Pizza's Limited Process (LP) Hill Extended (Accessed with 25 8000 8 80000 200 200 200 ICWS '94 ";redcode-lp") Draft Stormking's ICWS '88 Standard Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '88 ";redcode") Stormking's ICWS '94 No Pspace Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '94 ";redcode-94nop") Stormking's ICWS '94 Experimental Extended (Big) Hill 20 55440 55440 500000 200 200 250 ICWS '94 (Accessed with Draft ";redcode-94x") Stormking's ICWS '94 Multi-Warrior Extended Hill (Accessed 10 8000 8000 80000 100 100 200 ICWS '94 with Draft ";redcode-94m") Note: Warriors on the beginner's hill are retired at age 100. If you just want to get a status report without actually challenging the hills, send email with ";status" as the message body (and don't forget "Subject: koth" for "pizza"). If you send mail to "pizza" with "Subject: koth help" you will receive instructions that may be more up to date than those contained in this document. At "stormking", a message body with ";help" will return brief instructions. If you submit code containing a ";test" line, your warrior will be assembled but not actually pitted against the warriors on the hill. At "pizza", you can use ";redcode[-??] test" to do a test challenge of the Hill without affecting the status of the Hill. These challenges can be used to see how well your warrior does against the current Hill warriors. All hills run portable MARS (pMARS) version 0.8, a platform-independent Core War system available at www.koth.org. The '94 and '94x hills allow five experimental opcodes and three experimental addressing modes currently not covered in the ICWS'94 draft document: * LDP - Load P-Space * STP - Store P-Space * SEQ - Skip if EQual (synonym for CMP) * SNE - Skip if Not Equal * NOP - (No OPeration) * * - indirect using A-field as pointer * { - predecrement indirect using A-field * } - postincrement indirect using A-field [ToC] ------------------------------------------------------------------------ 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? Core is initialized to DAT 0, 0. This is an illegal instruction (in source code) under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you have a DAT 0, 0 instruction in your source code - only DAT #0, #0. So this begs the question, how to compare something to see if it is empty core. The answer is, most likely the instruction before your first instruction and the instruction after your last instruction are both DAT 0, 0. You can use them, or any other likely unmodified instructions, for comparison. Note that under ICWS'94, DAT 0, 0 is a legal instruction. [ToC] ------------------------------------------------------------------------ 16. How does SLT (Skip if Less Than) work? SLT gives some people trouble because of the way modular arithmetic works. It is important to note that all negative numbers are converted to positive numbers before a battles begins. Example: -1 becomes M-1 where M is the memory size (core size). Once you realize that all numbers are treated as positive, it is clear what is meant by "less than". It should also be clear that no number is less than zero. [ToC] ------------------------------------------------------------------------ 17. What is the difference between in-register and in-memory evaluation? These terms refer to the way instruction operands are evaluated. The '88 Redcode standard ICWS'88 is unclear about whether a simulator should "buffer" the result of A-operand evaluation before the B-operand is evaluated. Simulators that do buffer are said to use in-register evaluation, those that don't, in-memory evaluation. ICWS'94 clears this confusion by mandating in-register evaluation. Instructions that execute differently under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV and MOD where the effective address of the A-operand is modified by evaluation of the B-operand. This is best illustrated by an example: L1 mov L2, mov.i #0, impsize Bootstrapping Strategy of copying the active portion of the program away from the initial location, leaving a decoy behind and making the relocated program as small as possible. B-Scanners Scanners which only recognize non-zero B-fields. example add #10, scan scan jmz example, 10 c Measure of speed, equal to one location per cycle. Speed of light. CMP-Scanner A Scanner which uses a CMP instruction to look for opponents. example add step, scan scan cmp 10, 30 jmp attack jmp example step dat #20, #20 Colour Property of bombs making them visible to scanners, causing them to attack useless locations, thus slowing them down. example dat #100 Core-Clear Code that sequentially overwrites core with DAT instructions; usually the last part of a program. Decoys Bogus or unused instructions meant to slow down scanners. Typically, DATs with non-zero B-fields. Decrement Resistant Property of warriors making them functional (or at least partially functional) when overrun by a DJN-stream. DJN-Stream (also DJN-Train) Using a DJN command to rapidly decrement core locations. example ... ... djn example, <4000 Dwarf The prototypical small bomber. Gate-busting (also gate-crashing) technique to "interweave" a decrement-resistant imp-spiral (e.g. MOV 0, 2668) with a standard one to overrun imp-gates. Hybrids warriors that combine two or more of the basic strategies, either in sequence (e.g. stone->paper) or in parallel (e.g. imp/stone). Imp Program which only uses the MOV instruction. example mov 0, 1 or example mov 0, 2 mov 0, 2 Imp-Gate A location in core which is bombed or decremented continuously so that an Imp can not pass. Also used to describe the program-code which maintains the gate. example ... ... spl 0, mov.i #0,IMPSIZE Mirror see reflection. On-axis/off-axis On-axis scanners compare two locations M/2 apart, where M is the memory size. Off-axis scanners use some other separation. Optimal Constants (also optima-type constants) Bomb or scan increments chosen to cover core most effectively, i.e. leaving gaps of uniform size. Programs to calculate optimal constants and lists of optimal numbers are available at www.koth.org. Paper A Paper-like program is one which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. P-Warrior A warrior which uses the results of previous round(s) in order to determine which strategy it will use. Pit-Trapper (also Slaver, Vampire). A program which enslaves another. Usually accomplished by bombing with JMPs to a SPL 0 pit with an optional core-clear routine. Q^2 Scan A modern version of the Quick Scan where anything found is attacked almost immediately. Quick Scan 2c scan of a set group of core locations with bombing if anything is found. Both of the following codes snips scan 16 locations and check for a find. If anything is found, it is attacked, otherwise 16 more locations are scanned. Example: start s1 for 8 ;'88 scan cmp start+100*s1, start+100*s1+4000 ;check two locations mov #start+100*s1-found, found ;they differ so set pointer rof jmn attack, found ;if we have something, get it s2 for 8 cmp start+100*(s2+6), start+100*(s2+6)+4000 mov #start+100*(s2+6)-found, found rof found jmz moveme, #0 ;skip attack if qscan found nothing attack cmp @found, start-1 ;does found points to empty space? add #4000, found ;no, so point to correct location mov start-1, @found ;move a bomb moveme jmp 0, 0 In ICWS'94, the quick scan code is more compact because of the SNE opcode: start ;'94 scan s1 for 4 sne start+400*s1, start+400*s1+100 ;check two locations seq start+400*s1+200, start+400*s1+300 ;check two locations mov #start+400*s1-found, found ;they differ so set pointer rof jmn which, found ;if we have something, get it s2 for 4 sne start+400*(s2+4), start+400*(s2+4)+100 seq start+400*(s2+4)+200, start+400*(s2+4)+300 mov #start+400*(s2+4)-found-100, found rof found jmz moveme, #0 ;skip attack if qscan found nothing add #100, -1 ;increment pointer till we get the which jmn -1, @found ;right place mov start-1, @found ;move a bomb moveme jmp 0, 0 Reflection Copy of a program or program part, positioned to make the active program invisible to a CMP-scanner. Replicator Generic for Paper. A program which makes many copies of itself, each copy also making copies. Self-Splitting Strategy of amplifying the number of processes executing a piece of code. example spl 0 loop add #10, example mov example, @example jmp loop Scanner A program which searches through core for an opponent rather than bombing blindly. Scissors A program designed to beat replicators, usually a (B-field scanning) vampire. Part of the Paper-Scissors-Stone analogy. Self-Repair Ability of a program to fix it's own code after attack. Silk A replicator which splits off a process to each new copy before actually copying the code. This allows it to replicate extremely quickly. This technique is only possible under the '94 draft, because it requires post-increment indirect addressing. Example: spl 1 mov -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov >-1, }-1 ;copy self to new location mov bomb, >2000 ;linear bombing mov bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat >2667, >5334 ;anti-imp bomb Slaver see Pit-Trapper. Stealth Property of programs, or program parts, which are invisible to scanners, accomplished by using zero B-fields and reflections. Stone A Stone-like program designed to be a small bomber. Part of the Paper-Scissors-Stone analogy. Stun A type of bomb which makes the opponent multiply useless processes, thus slowing it down. Example is referred to as a SPL-JMP bomb. example spl 0 jmp -1 Two-Pass Core-Clear (also SPL/DAT Core-Clear) core clear that fills core first with SPL instructions, then with DATs. This is very effective in killing paper and certain imp-spiral variations. Vampire see Pit-Trapper. Vector Launch one of several means to start an imp-spiral running. As fast as Binary Launch, but requiring much less code. See also JMP/ADD Launch and Binary Launch. This example is one form of a Vector Launch: sz EQU 2667 spl 1 spl 1 jmp @vt, }0 vt dat #0, imp+0*sz ; start of vector table dat #0, imp+1*sz dat #0, imp+2*sz dat #0, imp+3*sz ; end of vector table imp mov.i #0, sz [ToC] ------------------------------------------------------------------------ 23. Other questions? Just ask in the rec.games.corewar newsgroup or contact me. If you are shy, check out the Core War archives first to see if your question has been answered before. [ToC] ------------------------------------------------------------------------ Credits Additions, corrections, etc. to this document are solicited. Thanks in particular to the following people who have contributed major portions of this document: * Mark Durham (wrote the original version of the FAQ) * Paul Kline * Randy Graham * Stefan Strack (maintained a recent version of the FAQ) ------------------------------------------------------------------------ Copyright � 1999 Anton Marsden. Verbatim copying and distribution of this entire article is permitted in any medium, provided this notice is preserved. ------------------------------------------------------------------------ From: Christoph Birk Subject: Re: forum Date: 27 Oct 2004 12:05:04 -0400 Message-ID: No thanks. A second list/forum will just make it more difficult to communicate as one has to check two places. Christoph On Tue, 26 Oct 2004, el kauka wrote: > is anybody intrested to use a forum instead of (or maybe next to) > r.g.c? > > if you like to do so, please have a look at this forum: > > http://www.forumromanum.de/member/forum/forum.php?action=index&entryid=&USER=user_220774 > > > if you like to have additional subforums etc. feel free to ask ;-) > > el kauka > From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Re: forum Date: 29 Oct 2004 08:31:51 -0400 Message-ID: <41822c59802eb@wp.pl> Dnia 27-10-2004 o godz. 18:04 Christoph Birk napisal: > No thanks. > A second list/forum will just make it more difficult to > communicate as one has to check two places. > > Christoph Actually I have the same problem with IRC channel. I'm chatting seldom and occasionally and I am not able to see every news that are declared on #corewars. Reading logs also take too much time for me. The only way I get news about corewar is newsgroup, so please do ask every question about rules of current round or announce any another important things on r.g.cw. Thanks Lukasz Adamowski -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- "Ptaki", "Psychoza" i inne filmy Hitchcocka w kolekcji - ju� na DVD! Filmy Mistrza Suspensu za wyj�tkowo nisk� cen� - wydane pojedynczo albo w dw�ch kolekcjonerskich zestawach. http://klik.wp.pl/?adr=http%3A%2F%2Ffilm.wp.pl%2Fp%2Fwiadomosc.html%3Fid%3D58890&sid=263 From: kwb@dls.net (Keith Berkhout) Subject: newbie questions on KOTH for Core War Veterans Date: 29 Oct 2004 10:26:41 -0700 Message-ID: In the past week and a half I've sent 2 different warriors to KOTH, following the submission instructions. I sent them to the standard '88 hill and used ;redcode verbose so I could get info back to my account. I have not received any error messages that the emails couldn't be sent, but also I have not received any feedback back from KOTH that the warriors were received with problems or otherwise. When I got on KOTH today I see a battle took place this morning. I emailed KOTH twice in the past few days for feedback and have not received a response. I am new to Core War and these are my first 2 submissions. Maybe this is normal, especially if alot of email and warriors are being sent to the site. Could I get some insight from KOTH Veterans on how this all works? See you on the hills! - Keith From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: forum Date: 30 Oct 2004 00:21:42 -0700 Message-ID: ?ukasz Adamowski wrote in message news:<41822c59802eb@wp.pl>... > Actually I have the same problem with IRC channel. I'm chatting > seldom and occasionally and I am not able to see every news that > are declared on #corewars. Reading logs also take too much time > for me. The only way I get news about corewar is newsgroup, so > please do ask every question about rules of current round or > announce any another important things on r.g.cw. > Thanks > Lukasz Adamowski I will refer to r.g.cw. The new web can be useful for purposes which require quick server response... only time will tell :) /Zul Nadzri From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: REDCODERS FRENZY TOURNAMENT 21 - THE "FOOTBALL" ROUND Date: 30 Oct 2004 00:53:49 -0700 Message-ID: Hi, So silent...are you guys busy training or what? Or still negotiating the player transfer? :) Now my team is ready for friendly matches (closed of course!) but still looking forward to get the latest 'promised' rules (a.k.a. FAQs). Be prepared for hard tackles from my players. I'm thinking of playing with a sweeper. A rough one, no mercy. But always able to escape the red card! -Sayembara Football Club- From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Odp: newbie questions on KOTH for Core War Veterans Date: 30 Oct 2004 23:29:49 -0400 Message-ID: <4183c58ebd7ce@wp.pl> Dnia 29-10-2004 o godz. 19:32 kwb@dls.net (Keith Berkhout) napisal: > In the past week and a half I've sent 2 different warriors to KOTH, > [...] Could I get some insight from KOTH Veterans on > how this all works? See you on the hills! - Keith Well... I never had any problems with e-mail response from KOTH. Maybe your e-mail client program has a fake anti-spam reply-to address, so KOTH's server doesn't know where to send reply. (?) Lukasz Adamowski P.S. And welcome to our international corewar community! :] -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- From: sayembara@yahoo.com (Zul Nadzri) Subject: Re: Odp: newbie questions on KOTH for Core War Veterans Date: 31 Oct 2004 21:42:50 -0800 Message-ID: ?ukasz Adamowski wrote in message news:<4183c58ebd7ce@wp.pl>... > Well... I never had any problems with e-mail response from KOTH. I second that :)