From: kaukasius@yahoo.de (el kauka) Subject: happy new year... Date: 2 Jan 2005 06:54:18 -0800 Message-ID: hi redcoders, happy new year to everybody! . . , o. .o/ | .---. / /| \~~~/'---+ \ / \ | PING! \-. | |/ /_\ el kauka From: fizmo_master@yahoo.com Subject: RF21 entries online Date: 2 Jan 2005 10:34:55 -0800 Message-ID: <1104690895.947729.153510@z14g2000cwz.googlegroups.com> A happy new year!!! The RF21 entries are now available at: http://www.corewar.info/tournament/21.htm Fizmo From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/03/05 Date: 3 Jan 2005 01:21:21 -0500 Message-ID: <200501030506.j035616C023734@gevjon.ttsg.com> Weekly Status on 01/03/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Sat Jan 1 09:15:24 EST 2005 # %W/ %L/ %T Name Author Score Age 1 44/ 36/ 21 Fatamorgana X Zul Nadzri 151 3 2 41/ 37/ 22 The X Machine Zul Nadzri 144 27 3 42/ 44/ 13 Fire and Ice II David Moore 140 116 4 30/ 21/ 50 xd100 test David Houston 139 13 5 39/ 40/ 21 Black Moods Ian Oversby 138 212 6 23/ 9/ 68 Evol Cap 4 X John Wilkinson 138 285 7 39/ 41/ 21 Eliminator X Zul Nadzri 137 28 8 24/ 12/ 64 Denial David Moore 135 157 9 31/ 27/ 42 KAT v5 Dave Hillis 134 148 10 20/ 7/ 72 Evolve X v4.0 John Wilkinson 134 233 11 30/ 27/ 43 Venom v0.2b Christian Schmidt 133 238 12 28/ 24/ 48 Glenstorm John Metcalf 133 78 13 30/ 28/ 42 Olivia X Ben Ford 132 97 14 36/ 41/ 22 Ogre Christian Schmidt 131 164 15 37/ 44/ 19 Giant Hazy Test 13 Steve Gunnell 130 43 16 34/ 39/ 27 Trefoil F 13 Steve Gunnell 129 99 17 35/ 42/ 23 Simply Intelligent Zul Nadzri 129 9 18 24/ 20/ 56 Kin John Metcalf 128 124 19 34/ 39/ 27 Controlled Aggression Ian Oversby 128 216 20 38/ 55/ 7 something from darkwood John Metcalf 121 1 21 33/ 48/ 19 digital wilderness John Metcalf 118 2 From: Koth Subject: KOTH.ORG: Status - Standard 01/03/05 Date: 3 Jan 2005 01:21:26 -0500 Message-ID: <200501030500.j035016s023477@gevjon.ttsg.com> Weekly Status on 01/03/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Fri Dec 3 11:42:40 EST 2004 # %W/ %L/ %T Name Author Score Age 1 43/ 40/ 17 Scan the Can Christian Schmidt 147 12 2 37/ 29/ 34 The Next Step '88 David Houston 145 32 3 40/ 40/ 19 Tangle Trap 3 David Moore 140 45 4 32/ 25/ 43 The Hurricaner G.Labarga 139 3 5 43/ 48/ 9 Scan Test C 6 Steve Gunnell 139 55 6 40/ 42/ 18 Stasis David Moore 138 324 7 39/ 41/ 19 My 1st try Christian Schmidt 137 48 8 32/ 27/ 41 test Christian Schmidt 136 1 9 31/ 26/ 43 Test Alexander (Sasha) Wa 135 156 10 42/ 49/ 9 Speeed 88mph Christian Schmidt 135 16 11 30/ 27/ 43 Freight Train David Moore 134 217 12 38/ 43/ 19 Moonwipe Christian Schmidt 134 13 13 40/ 47/ 13 Cold as November Rain... John Metcalf 133 30 14 36/ 40/ 24 PacMan David Moore 132 246 15 30/ 28/ 42 Guardian Ian Oversby 132 216 16 32/ 33/ 35 The Seed Roy van Rijn 131 34 17 21/ 11/ 68 IMParable G.Labarga 130 4 18 36/ 42/ 23 '88 test IV John Metcalf 129 110 19 29/ 30/ 41 A.I.P. Christian Schmidt 129 24 20 31/ 34/ 36 vala John Metcalf 127 139 21 25/ 26/ 50 88 octanes test G.Labarga 123 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/03/05 Date: 3 Jan 2005 01:21:16 -0500 Message-ID: <200501030509.j035913O023777@gevjon.ttsg.com> Weekly Status on 01/03/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun Jan 2 15:56:08 EST 2005 # %W/ %L/ %T Name Author Score Age 1 34/ 26/ 39 Hullabaloo Roy van Rijn 142 125 2 33/ 26/ 40 The Humanizer bvowk/fiz 140 13 3 33/ 29/ 38 Borgir Christian Schmidt 137 160 4 26/ 18/ 57 S.D.N. Christian Schmidt 134 50 5 30/ 26/ 44 Gargantuan Roy van Rijn 133 146 6 40/ 46/ 14 Arrow Christian Schmidt 133 328 7 29/ 25/ 46 New-T Roy van Rijn 133 59 8 30/ 29/ 41 Cyborgs Rule bvowk/Roy 132 38 9 23/ 16/ 61 Chainlock v02a G.Labarga 131 8 10 31/ 31/ 38 Hydra II ( Test ) Sascha Zapf 131 58 11 38/ 44/ 18 Origin of Storms II Metcalf/Schmidt 131 2 12 37/ 44/ 19 Riccia Zul Nadzri 131 17 13 27/ 23/ 50 paper(paper(paper(clear)) Sascha Zapf 131 229 14 24/ 18/ 58 Maelstrom Roy van Rijn 131 269 15 37/ 43/ 20 thoughts of fire John Metcalf 130 25 16 27/ 25/ 48 again Lukasz Grabun 130 18 17 25/ 20/ 55 Black Knight Christian Schmidt 129 150 18 39/ 53/ 8 Quick Death Christian Schmidt 126 1 19 36/ 46/ 18 HazyLazy C 11 CS SG 126 337 20 35/ 45/ 20 Spiker Roy van Rijn 126 62 21 20/ 22/ 58 Everybody must get STONED madjester 118 0 Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 07 Jan 2005 06:06:04 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: kaukasius@yahoo.de (el kauka) Subject: a scanner darkly ... Date: 9 Jan 2005 07:01:59 -0800 Message-ID: hi redcoders, i guess i found a nice way to create anti-stone scanners. here's the code of "a scanner darkly" which was koth @ multiwarrior hill when i sumitted it. the problem is that oneshot strategy seemed not to be the best on the other hills. any ideas how i can improove it? ;redcode ;name a scanner darkly ;author el kauka ;strategy anti-stone oneshot org top top add.ab #2365-1,2 jmz.f top,>ptr ptr jmz.f top, -3 jmp attack for 25 dat 0,0 rof attack mov.b ptr,cl add.ab #-95+ptr-cl,cl jmp dclear for 24 dat 0,0 rof cl dat 0,0 dat 0,0 bmb dat <2667,12 dclear spl #0,#0 mov.i bmb,>cl mov.i bmb,>cl djn.f -1,>cl end its easy to implement that "trick" in a cmp-scanner: top add.f inc,ptr seq.i }ptr,>ptr ptr sne.i -3, -13 jmp top jmp attack From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/10/05 Date: 10 Jan 2005 08:30:32 -0500 Message-ID: <200501100503.j0A530qS018813@gevjon.ttsg.com> Weekly Status on 01/10/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Sun Jan 9 10:33:03 EST 2005 # Name Author Score Age 1 a scanner darkly el kauka 42 3 2 SSD-clear Neo 40 9 3 iceblade Metcalf/Wainwright 40 1 4 I don't die sheep 36 13 5 searching for pins John Metcalf 35 24 6 sauron's eye v1.01 (mini el kauka 34 8 7 no place to hide el kauka 27 6 8 not king of the hill FatalC 24 254 9 moville simon wainwright 23 15 10 door number nineteen simon wainwright 23 7 11 fireblade Metcalf/Wainwright 15 2 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/10/05 Date: 10 Jan 2005 08:30:22 -0500 Message-ID: <200501100509.j0A5912Z019022@gevjon.ttsg.com> Weekly Status on 01/10/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun Jan 9 06:30:01 EST 2005 # %W/ %L/ %T Name Author Score Age 1 36/ 26/ 38 Hullabaloo Roy van Rijn 147 128 2 37/ 27/ 36 The Humanizer bvowk/fiz 146 16 3 36/ 25/ 39 koth-test Roy van Rijn 146 2 4 35/ 28/ 37 Borgir Christian Schmidt 142 163 5 31/ 24/ 45 paper(paper(paper(clear)) Sascha Zapf 138 232 6 42/ 46/ 12 Arrow Christian Schmidt 138 331 7 27/ 17/ 56 Maelstrom Roy van Rijn 137 272 8 40/ 45/ 16 Origin of Storms II Metcalf/Schmidt 135 5 9 33/ 31/ 36 Hydra II ( Test ) Sascha Zapf 134 61 10 26/ 18/ 56 S.D.N. Christian Schmidt 134 53 11 31/ 28/ 42 Gargantuan Roy van Rijn 134 149 12 29/ 25/ 45 New-T Roy van Rijn 133 62 13 27/ 20/ 53 Black Knight Christian Schmidt 133 153 14 24/ 16/ 61 Chainlock v02a G.Labarga 132 11 15 28/ 26/ 46 again Lukasz Grabun 131 21 16 38/ 44/ 19 thoughts of fire John Metcalf 131 28 17 37/ 45/ 18 Spiker Roy van Rijn 130 65 18 37/ 47/ 16 HazyLazy C 11 CS SG 128 340 19 37/ 46/ 17 Riccia Zul Nadzri 127 20 20 39/ 52/ 8 test Christian Schmidt 126 1 21 24/ 59/ 17 a scanner darkly el kauka 89 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/10/05 Date: 10 Jan 2005 08:30:28 -0500 Message-ID: <200501100506.j0A560QO018904@gevjon.ttsg.com> Weekly Status on 01/10/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Sat Jan 1 09:15:24 EST 2005 # %W/ %L/ %T Name Author Score Age 1 44/ 36/ 21 Fatamorgana X Zul Nadzri 151 3 2 41/ 37/ 22 The X Machine Zul Nadzri 144 27 3 42/ 44/ 13 Fire and Ice II David Moore 140 116 4 30/ 21/ 50 xd100 test David Houston 139 13 5 39/ 40/ 21 Black Moods Ian Oversby 138 212 6 23/ 9/ 68 Evol Cap 4 X John Wilkinson 138 285 7 39/ 41/ 21 Eliminator X Zul Nadzri 137 28 8 24/ 12/ 64 Denial David Moore 135 157 9 31/ 27/ 42 KAT v5 Dave Hillis 134 148 10 20/ 7/ 72 Evolve X v4.0 John Wilkinson 134 233 11 30/ 27/ 43 Venom v0.2b Christian Schmidt 133 238 12 28/ 24/ 48 Glenstorm John Metcalf 133 78 13 30/ 28/ 42 Olivia X Ben Ford 132 97 14 36/ 41/ 22 Ogre Christian Schmidt 131 164 15 37/ 44/ 19 Giant Hazy Test 13 Steve Gunnell 130 43 16 34/ 39/ 27 Trefoil F 13 Steve Gunnell 129 99 17 35/ 42/ 23 Simply Intelligent Zul Nadzri 129 9 18 24/ 20/ 56 Kin John Metcalf 128 124 19 34/ 39/ 27 Controlled Aggression Ian Oversby 128 216 20 38/ 55/ 7 something from darkwood John Metcalf 121 1 21 33/ 48/ 19 digital wilderness John Metcalf 118 2 From: Koth Subject: KOTH.ORG: Status - Standard 01/10/05 Date: 10 Jan 2005 08:35:41 -0500 Message-ID: <200501100500.j0A500pa018755@gevjon.ttsg.com> Weekly Status on 01/10/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Fri Dec 3 11:42:40 EST 2004 # %W/ %L/ %T Name Author Score Age 1 43/ 40/ 17 Scan the Can Christian Schmidt 147 12 2 37/ 29/ 34 The Next Step '88 David Houston 145 32 3 40/ 40/ 19 Tangle Trap 3 David Moore 140 45 4 32/ 25/ 43 The Hurricaner G.Labarga 139 3 5 43/ 48/ 9 Scan Test C 6 Steve Gunnell 139 55 6 40/ 42/ 18 Stasis David Moore 138 324 7 39/ 41/ 19 My 1st try Christian Schmidt 137 48 8 32/ 27/ 41 test Christian Schmidt 136 1 9 31/ 26/ 43 Test Alexander (Sasha) Wa 135 156 10 42/ 49/ 9 Speeed 88mph Christian Schmidt 135 16 11 30/ 27/ 43 Freight Train David Moore 134 217 12 38/ 43/ 19 Moonwipe Christian Schmidt 134 13 13 40/ 47/ 13 Cold as November Rain... John Metcalf 133 30 14 36/ 40/ 24 PacMan David Moore 132 246 15 30/ 28/ 42 Guardian Ian Oversby 132 216 16 32/ 33/ 35 The Seed Roy van Rijn 131 34 17 21/ 11/ 68 IMParable G.Labarga 130 4 18 36/ 42/ 23 '88 test IV John Metcalf 129 110 19 29/ 30/ 41 A.I.P. Christian Schmidt 129 24 20 31/ 34/ 36 vala John Metcalf 127 139 21 25/ 26/ 50 88 octanes test G.Labarga 123 0 From: neogryzormail@mixmail.com (Neogryzor) Subject: Re: a scanner darkly ... Date: 11 Jan 2005 07:53:53 -0800 Message-ID: <242debe4.0501110753.4884775c@posting.google.com> > its easy to implement that "trick" in a cmp-scanner: > top add.f inc,ptr > seq.i }ptr,>ptr > ptr sne.i -3, -13 > jmp top > jmp attack mmm, I wrote a bomb-detecting oneshot that uses that scan loop. Useful to avoid bombs. I think i put the code in the web page. G.Labarga From: fizmo_master@yahoo.com Subject: Dandelion III Date: 11 Jan 2005 13:11:26 -0800 Message-ID: <1105477886.048241.135170@z14g2000cwz.googlegroups.com> Hi all, below is the newest code of the Dandelion series. We've implemented John Metcalf's zooom-trick and the core-coloring feature of Kafka's Silver Talon. Because of the new kind of scanning loop we were able to add a djn.train. Important to mention is, that the scanner didn't count the scanned locations but count if he founds something. Just 10 hits were enough to stun the opponent hard enough for the endgame strategy. Finally we implemented the scanner into the latest Q^4.5 quickscanner including a bootstrapping.Overall it scores now better than D2. ;redcode-94nop ;name Dandelion III ;author Schmidt/Zapf ;strategy blurish scanner TNG ;strategy now with zooom-trick, core coloring ;strategy and djn-train in the scan loop ;strategy separate anti-imp clear ;assert 1 ;optimax cds sStep equ 3694 sSep equ 2516 sBeg equ 1322 sTrain equ 4408 sHit equ 10 sSpace equ 43 sClear equ (clear+sSpace)-2 gap equ 12 cOff equ 401 sAwa equ 671 zero equ qbomb qtab3 equ qbomb qbomb dat >qoff, >qc2 sBoo mov.i step+8, step+sAwa jmp cBoo, sBeg sWip mov sClear, >head sAdd add.f step, sScan sScan sne }sSep+8, sSep sFlag djn.f sAdd, gate mov jumper, }gate switch djn clear+1, {clear for 42-9 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 - 94 No Pspace 01/17/05 Date: 17 Jan 2005 08:46:39 -0500 Message-ID: <200501170509.j0H591Nq014748@gevjon.ttsg.com> Weekly Status on 01/17/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sat Jan 15 08:22:03 EST 2005 # %W/ %L/ %T Name Author Score Age 1 36/ 26/ 38 The Humanizer bvowk/fiz 146 22 2 34/ 27/ 39 Hullabaloo Roy van Rijn 141 134 3 41/ 45/ 13 Arrow Christian Schmidt 138 337 4 33/ 29/ 37 Borgir Christian Schmidt 137 169 5 30/ 23/ 48 paper(paper(paper(clear)) Sascha Zapf 137 238 6 26/ 15/ 59 Maelstrom Roy van Rijn 136 278 7 30/ 27/ 42 Gargantuan Roy van Rijn 134 155 8 39/ 45/ 17 Origin of Storms II Metcalf/Schmidt 133 11 9 29/ 25/ 47 New-T Roy van Rijn 132 68 10 23/ 16/ 61 S.D.N. Christian Schmidt 131 59 11 24/ 18/ 58 Black Knight Christian Schmidt 131 159 12 35/ 41/ 23 test Roy van Rijn 130 4 13 28/ 26/ 46 again Lukasz Grabun 130 27 14 37/ 44/ 19 Spiker Roy van Rijn 129 71 15 37/ 44/ 19 thoughts of fire John Metcalf 129 34 16 30/ 32/ 38 Hydra II ( Test ) Sascha Zapf 129 67 17 21/ 15/ 64 Chainlock v02a G.Labarga 128 17 18 37/ 46/ 17 HazyLazy C 11 CS SG 127 346 19 22/ 16/ 62 The Utterer Christian Schmidt 127 2 20 33/ 42/ 25 Hiperblast-pro test G.Labarga 125 1 21 30/ 54/ 16 come out and play el kauka 107 0 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/17/05 Date: 17 Jan 2005 08:46:50 -0500 Message-ID: <200501170506.j0H561hc014682@gevjon.ttsg.com> Weekly Status on 01/17/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Sun Jan 16 11:56:44 EST 2005 # %W/ %L/ %T Name Author Score Age 1 44/ 36/ 20 Fatamorgana X Zul Nadzri 151 3 2 42/ 37/ 21 The X Machine Zul Nadzri 146 27 3 43/ 44/ 13 Fire and Ice II David Moore 142 116 4 31/ 22/ 47 Glenstorm John Metcalf 140 78 5 40/ 40/ 20 Eliminator X Zul Nadzri 140 28 6 30/ 20/ 50 xd100 test David Houston 140 13 7 39/ 40/ 21 Black Moods Ian Oversby 138 212 8 24/ 9/ 67 Evol Cap 4 X John Wilkinson 138 285 9 37/ 36/ 27 Trefoil F 13 Steve Gunnell 138 99 10 26/ 17/ 57 Kin John Metcalf 135 124 11 24/ 13/ 64 Denial David Moore 134 157 12 37/ 41/ 22 Ogre Christian Schmidt 134 164 13 30/ 27/ 42 KAT v5 Dave Hillis 134 148 14 20/ 7/ 73 Evolve X v4.0 John Wilkinson 133 233 15 30/ 28/ 42 Olivia X Ben Ford 133 97 16 36/ 41/ 22 Simply Intelligent Zul Nadzri 132 9 17 38/ 44/ 19 Giant Hazy Test 13 Steve Gunnell 131 43 18 34/ 39/ 26 Controlled Aggression Ian Oversby 130 216 19 29/ 29/ 42 Venom v0.2b Christian Schmidt 129 238 20 40/ 53/ 7 something from darkwood John Metcalf 126 1 21 23/ 64/ 13 BlurD simon wainwright 81 0 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/17/05 Date: 17 Jan 2005 08:46:54 -0500 Message-ID: <200501170503.j0H531vl014623@gevjon.ttsg.com> Weekly Status on 01/17/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Sun Jan 16 12:29:26 EST 2005 # Name Author Score Age 1 no place to hide el kauka 42 15 2 Da Utterer Christian Schmidt 39 5 3 a scanner darkly el kauka 36 12 4 I don't die sheep 34 22 5 sauron's eye v1.01 (mini el kauka 34 17 6 Hiperblast G.Labarga 31 3 7 come out and play el kauka 27 2 8 SSD-clear Neo 27 18 9 searching for pins John Metcalf 20 33 10 BlurD simon wainwright 18 1 11 just a little curious? John Metcalf 14 6 From: Koth Subject: KOTH.ORG: Status - Standard 01/17/05 Date: 17 Jan 2005 08:52:01 -0500 Message-ID: <200501170500.j0H501gU014522@gevjon.ttsg.com> Weekly Status on 01/17/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Fri Jan 14 05:52:04 EST 2005 # %W/ %L/ %T Name Author Score Age 1 45/ 38/ 17 Scan the Can Christian Schmidt 153 13 2 40/ 27/ 33 The Next Step '88 David Houston 153 33 3 35/ 24/ 40 The Hurricaner G.Labarga 147 4 4 42/ 38/ 20 Tangle Trap 3 David Moore 146 46 5 35/ 26/ 39 Test Alexander (Sasha) Wa 145 157 6 35/ 26/ 38 Freight Train David Moore 144 218 7 41/ 39/ 19 My 1st try Christian Schmidt 144 49 8 45/ 46/ 10 Scan Test C 6 Steve Gunnell 143 56 9 41/ 40/ 19 Stasis David Moore 143 325 10 41/ 40/ 19 Moonwipe Christian Schmidt 142 14 11 44/ 46/ 10 Speeed 88mph Christian Schmidt 142 17 12 34/ 27/ 39 Guardian Ian Oversby 141 217 13 36/ 32/ 32 The Seed Roy van Rijn 139 35 14 39/ 39/ 22 '88 test IV John Metcalf 139 111 15 38/ 38/ 23 PacMan David Moore 139 247 16 25/ 11/ 64 IMParable G.Labarga 139 5 17 41/ 45/ 14 Cold as November Rain... John Metcalf 138 31 18 32/ 27/ 40 A.I.P. Christian Schmidt 138 25 19 26/ 15/ 58 Utterer '88 Christian Schmidt 137 1 20 34/ 33/ 33 vala John Metcalf 136 140 21 2/ 98/ 0 _ _ 7 0 Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 21 Jan 2005 05:56:32 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: Koth Subject: KOTH.ORG: Status - Standard 01/24/05 Date: 24 Jan 2005 09:15:17 -0500 Message-ID: <200501240500.j0O5018k012934@gevjon.ttsg.com> Weekly Status on 01/24/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Tue Jan 18 10:10:37 EST 2005 # %W/ %L/ %T Name Author Score Age 1 37/ 29/ 35 The Next Step '88 David Houston 144 34 2 42/ 40/ 18 Scan the Can Christian Schmidt 144 14 3 39/ 40/ 21 Tangle Trap 3 David Moore 139 47 4 31/ 25/ 44 The Hurricaner G.Labarga 138 5 5 39/ 40/ 21 My 1st try Christian Schmidt 137 50 6 31/ 26/ 43 Test Alexander (Sasha) Wa 136 158 7 31/ 27/ 42 Freight Train David Moore 135 219 8 38/ 42/ 20 Moonwipe Christian Schmidt 134 15 9 38/ 42/ 20 Stasis David Moore 134 326 10 41/ 49/ 10 Scan Test C 6 Steve Gunnell 134 57 11 30/ 28/ 42 Guardian Ian Oversby 133 218 12 36/ 39/ 25 PacMan David Moore 133 248 13 41/ 49/ 10 Speeed 88mph Christian Schmidt 132 18 14 33/ 33/ 34 The Seed Roy van Rijn 132 36 15 29/ 27/ 44 test G.Labarga 131 1 16 29/ 28/ 42 A.I.P. Christian Schmidt 130 26 17 35/ 41/ 24 '88 test IV John Metcalf 130 112 18 38/ 47/ 15 Cold as November Rain... John Metcalf 130 32 19 20/ 11/ 68 IMParable G.Labarga 129 6 20 22/ 16/ 62 Utterer '88 Christian Schmidt 129 2 21 31/ 34/ 36 vala John Metcalf 127 141 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/24/05 Date: 24 Jan 2005 09:15:14 -0500 Message-ID: <200501240503.j0O531wJ013000@gevjon.ttsg.com> Weekly Status on 01/24/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Multiwarrior 94 CoreWar Hill: Last battle concluded at : Sun Jan 23 12:30:43 EST 2005 # Name Author Score Age 1 stray cat John Metcalf 55 4 2 SSD-clear Neo 35 28 3 Da Utterer Christian Schmidt 32 15 4 magic of the grasshoppers simon wainwright 19 2 5 kingdom of the grasshoppe simon wainwright 19 3 6 Hiperblast G.Labarga 19 13 7 a scanner darkly el kauka 18 22 8 sauron's eye v1.01 (mini el kauka 15 27 9 Matanui Christian Schmidt 14 7 10 time to send a scanner! Simon Wainwright 10 1 11 no place to hide el kauka 9 25 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/24/05 Date: 24 Jan 2005 09:15:10 -0500 Message-ID: <200501240506.j0O561sI013077@gevjon.ttsg.com> Weekly Status on 01/24/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Sun Jan 23 12:44:12 EST 2005 # %W/ %L/ %T Name Author Score Age 1 44/ 36/ 20 Fatamorgana X Zul Nadzri 152 3 2 41/ 37/ 21 The X Machine Zul Nadzri 145 27 3 43/ 44/ 13 Fire and Ice II David Moore 142 116 4 40/ 40/ 20 Eliminator X Zul Nadzri 140 28 5 39/ 40/ 21 Black Moods Ian Oversby 139 212 6 24/ 10/ 66 Evol Cap 4 X John Wilkinson 138 285 7 29/ 21/ 50 xd100 test David Houston 137 13 8 29/ 24/ 47 Glenstorm John Metcalf 134 78 9 23/ 13/ 64 Denial David Moore 134 157 10 26/ 18/ 56 Kin John Metcalf 134 124 11 30/ 28/ 42 Venom v0.2b Christian Schmidt 133 238 12 30/ 28/ 42 KAT v5 Dave Hillis 133 148 13 35/ 38/ 27 Trefoil F 13 Steve Gunnell 132 99 14 36/ 41/ 22 Simply Intelligent Zul Nadzri 132 9 15 36/ 41/ 22 Ogre Christian Schmidt 131 164 16 19/ 8/ 73 Evolve X v4.0 John Wilkinson 131 233 17 30/ 29/ 42 Olivia X Ben Ford 131 97 18 34/ 39/ 26 Controlled Aggression Ian Oversby 129 216 19 36/ 45/ 19 Giant Hazy Test 13 Steve Gunnell 128 43 20 39/ 54/ 7 something from darkwood John Metcalf 125 1 21 30/ 55/ 15 time to send a scanner! Simon Wainwright 105 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/24/05 Date: 24 Jan 2005 09:15:07 -0500 Message-ID: <200501240509.j0O591RL013131@gevjon.ttsg.com> Weekly Status on 01/24/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun Jan 23 13:11:34 EST 2005 # %W/ %L/ %T Name Author Score Age 1 37/ 26/ 37 The Humanizer bvowk/fiz 149 35 2 37/ 26/ 37 Hullabaloo Roy van Rijn 147 147 3 35/ 28/ 36 Borgir Christian Schmidt 143 182 4 30/ 19/ 51 stray cat John Metcalf 140 1 5 33/ 26/ 41 Gargantuan Roy van Rijn 140 168 6 42/ 45/ 14 Arrow Christian Schmidt 139 350 7 41/ 43/ 16 Origin of Storms II Metcalf/Schmidt 139 24 8 27/ 15/ 58 S.D.N. Christian Schmidt 139 72 9 27/ 15/ 58 Maelstrom Roy van Rijn 139 291 10 31/ 23/ 46 paper(paper(paper(clear)) Sascha Zapf 138 251 11 27/ 17/ 56 Black Knight Christian Schmidt 137 172 12 30/ 25/ 45 New-T Roy van Rijn 136 81 13 24/ 14/ 62 Chainlock v02a G.Labarga 135 30 14 37/ 40/ 23 picture walker John Metcalf 135 3 15 24/ 16/ 60 The Utterer Christian Schmidt 133 7 16 38/ 43/ 20 Spiker Roy van Rijn 132 84 17 36/ 40/ 23 test Roy van Rijn 132 17 18 38/ 45/ 17 HazyLazy C 11 CS SG 131 359 19 34/ 40/ 26 The Boss is back again! G.Labarga 129 6 20 36/ 45/ 20 thoughts of fire John Metcalf 127 47 21 12/ 86/ 2 baby-2 trac & elkauka 38 0 From: Koth Subject: KOTH.ORG: Status - 94 No Pspace 01/31/05 Date: 31 Jan 2005 08:22:29 -0500 Message-ID: <200501310509.j0V5912q004617@gevjon.ttsg.com> Weekly Status on 01/31/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun Jan 30 21:56:01 EST 2005 # %W/ %L/ %T Name Author Score Age 1 35/ 26/ 39 The Humanizer bvowk/fiz 144 38 2 34/ 27/ 39 Hullabaloo Roy van Rijn 141 150 3 34/ 28/ 38 Borgir Christian Schmidt 140 185 4 41/ 45/ 14 Arrow Christian Schmidt 138 353 5 26/ 19/ 55 stray cat John Metcalf 134 4 6 25/ 15/ 60 S.D.N. Christian Schmidt 134 75 7 36/ 39/ 25 picture walker John Metcalf 133 6 8 39/ 44/ 17 Origin of Storms II Metcalf/Schmidt 133 27 9 38/ 42/ 20 thoughts of fire John Metcalf 133 50 10 28/ 23/ 50 paper(paper(paper(clear)) Sascha Zapf 132 254 11 24/ 16/ 60 Maelstrom Roy van Rijn 132 294 12 29/ 27/ 44 Gargantuan Roy van Rijn 131 171 13 23/ 18/ 59 Black Knight Christian Schmidt 128 175 14 34/ 41/ 25 test Roy van Rijn 127 20 15 26/ 26/ 48 New-T Roy van Rijn 127 84 16 20/ 14/ 66 Chainlock v02a G.Labarga 126 33 17 21/ 16/ 63 The Utterer Christian Schmidt 126 10 18 33/ 40/ 27 The Boss is back again! G.Labarga 125 9 19 35/ 45/ 21 Spiker Roy van Rijn 125 87 20 24/ 26/ 50 Smooth Silk Christian Schmidt 123 1 21 29/ 56/ 14 Hazy Test D 27 Steve Gunnell 103 0 From: Koth Subject: KOTH.ORG: Status - Standard 01/31/05 Date: 31 Jan 2005 08:22:37 -0500 Message-ID: <200501310500.j0V501P8004454@gevjon.ttsg.com> Weekly Status on 01/31/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Tue Jan 18 10:10:37 EST 2005 # %W/ %L/ %T Name Author Score Age 1 37/ 29/ 35 The Next Step '88 David Houston 144 34 2 42/ 40/ 18 Scan the Can Christian Schmidt 144 14 3 39/ 40/ 21 Tangle Trap 3 David Moore 139 47 4 31/ 25/ 44 The Hurricaner G.Labarga 138 5 5 39/ 40/ 21 My 1st try Christian Schmidt 137 50 6 31/ 26/ 43 Test Alexander (Sasha) Wa 136 158 7 31/ 27/ 42 Freight Train David Moore 135 219 8 38/ 42/ 20 Moonwipe Christian Schmidt 134 15 9 38/ 42/ 20 Stasis David Moore 134 326 10 41/ 49/ 10 Scan Test C 6 Steve Gunnell 134 57 11 30/ 28/ 42 Guardian Ian Oversby 133 218 12 36/ 39/ 25 PacMan David Moore 133 248 13 41/ 49/ 10 Speeed 88mph Christian Schmidt 132 18 14 33/ 33/ 34 The Seed Roy van Rijn 132 36 15 29/ 27/ 44 test G.Labarga 131 1 16 29/ 28/ 42 A.I.P. Christian Schmidt 130 26 17 35/ 41/ 24 '88 test IV John Metcalf 130 112 18 38/ 47/ 15 Cold as November Rain... John Metcalf 130 32 19 20/ 11/ 68 IMParable G.Labarga 129 6 20 22/ 16/ 62 Utterer '88 Christian Schmidt 129 2 21 31/ 34/ 36 vala John Metcalf 127 141 From: Koth Subject: KOTH.ORG: Status - MultiWarrior 94 01/31/05 Date: 31 Jan 2005 08:22:35 -0500 Message-ID: <200501310503.j0V531l4004487@gevjon.ttsg.com> Weekly Status on 01/31/05 -=- 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 Jan 29 15:19:53 EST 2005 # Name Author Score Age 1 SSD-clear Neo 35 30 2 stray cat John Metcalf 34 6 3 magic of the grasshoppers simon wainwright 26 4 4 Hiperblast G.Labarga 20 15 5 a scanner darkly el kauka 19 24 6 Da Utterer Christian Schmidt 14 17 7 kingdom of the grasshoppe simon wainwright 14 5 8 Matanui Christian Schmidt 13 9 9 painted black FatalC 9 1 10 sauron's eye v1.01 (mini el kauka 6 29 11 sharp little claws John Metcalf 0 2 From: Koth Subject: KOTH.ORG: Status - ICWS Experimental 94 01/31/05 Date: 31 Jan 2005 08:22:32 -0500 Message-ID: <200501310506.j0V561At004556@gevjon.ttsg.com> Weekly Status on 01/31/05 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Sun Jan 23 12:44:12 EST 2005 # %W/ %L/ %T Name Author Score Age 1 44/ 36/ 20 Fatamorgana X Zul Nadzri 152 3 2 41/ 37/ 21 The X Machine Zul Nadzri 145 27 3 43/ 44/ 13 Fire and Ice II David Moore 142 116 4 40/ 40/ 20 Eliminator X Zul Nadzri 140 28 5 39/ 40/ 21 Black Moods Ian Oversby 139 212 6 24/ 10/ 66 Evol Cap 4 X John Wilkinson 138 285 7 29/ 21/ 50 xd100 test David Houston 137 13 8 29/ 24/ 47 Glenstorm John Metcalf 134 78 9 23/ 13/ 64 Denial David Moore 134 157 10 26/ 18/ 56 Kin John Metcalf 134 124 11 30/ 28/ 42 Venom v0.2b Christian Schmidt 133 238 12 30/ 28/ 42 KAT v5 Dave Hillis 133 148 13 35/ 38/ 27 Trefoil F 13 Steve Gunnell 132 99 14 36/ 41/ 22 Simply Intelligent Zul Nadzri 132 9 15 36/ 41/ 22 Ogre Christian Schmidt 131 164 16 19/ 8/ 73 Evolve X v4.0 John Wilkinson 131 233 17 30/ 29/ 42 Olivia X Ben Ford 131 97 18 34/ 39/ 26 Controlled Aggression Ian Oversby 129 216 19 36/ 45/ 19 Giant Hazy Test 13 Steve Gunnell 128 43 20 39/ 54/ 7 something from darkwood John Metcalf 125 1 21 30/ 55/ 15 time to send a scanner! Simon Wainwright 105 0