From: KOTH Subject: KOTH.ORG: Status - Standard 05/01/06 Date: Mon, 1 May 2006 07:34:52 -0400 (EDT) Message-ID: <200605010400.k41401d9078381@asgard.t-b-o-h.net> Weekly Status on 05/01/06 -=- 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 : Mon Apr 3 03:20:03 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 36/ 24/ 40 Test Alexander (Sasha) Wa 147 186 2 38/ 29/ 33 The Next Step '88 David Houston 147 62 3 34/ 24/ 41 The Hurricaner G.Labarga 144 33 4 40/ 37/ 22 My 1st try Christian Schmidt 144 78 5 33/ 25/ 42 Guardian Ian Oversby 141 246 6 32/ 25/ 43 test G.Labarga 139 29 7 40/ 41/ 19 Scan the Can Christian Schmidt 138 27 8 33/ 29/ 38 SoundOfDarkness Nenad Tomasev 136 10 9 26/ 16/ 58 Utterer '88 Christian Schmidt 136 21 10 34/ 32/ 34 The Seed Roy van Rijn 136 64 11 33/ 30/ 37 A.I.P. Christian Schmidt 135 54 12 39/ 44/ 17 Hexamorph inversed 135 1 13 37/ 41/ 22 Moonwipe Christian Schmidt 133 43 14 40/ 48/ 12 Speeed 88mph Christian Schmidt 133 46 15 28/ 25/ 47 Scopulos pluviae G.Labarga 132 13 16 37/ 43/ 20 July Nenad Tomasev 132 19 17 23/ 15/ 63 IMParable G.Labarga 131 34 18 40/ 49/ 12 Scan Test C 6 Steve Gunnell 130 85 19 40/ 50/ 9 Replihater Some Redcoder 130 17 20 36/ 45/ 19 war in the name of music John Metcalf 128 5 21 26/ 46/ 28 lil' shears P.Kline 105 0 From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 05/01/06 Date: Mon, 1 May 2006 07:34:51 -0400 (EDT) Message-ID: <200605010406.k41461cf078795@asgard.t-b-o-h.net> Weekly Status on 05/01/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Mon Apr 24 22:53:11 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 45/ 36/ 19 Fatamorgana X Zul Nadzri 153 10 2 43/ 37/ 20 Ogre Christian Schmidt 149 171 3 43/ 37/ 20 The X Machine Zul Nadzri 148 34 4 33/ 22/ 45 xd100 test David Houston 145 20 5 42/ 40/ 19 Eliminator X Zul Nadzri 144 35 6 41/ 39/ 20 Bewitching S.Fernandes 142 1 7 26/ 11/ 64 Evol Cap 4 X John Wilkinson 141 292 8 32/ 26/ 42 KAT v5 Dave Hillis 139 155 9 34/ 30/ 36 Olivia X Ben Ford 138 104 10 41/ 44/ 16 O_Fortuna3X Nenad Tomasev 138 6 11 40/ 42/ 18 Black Moods Ian Oversby 137 219 12 37/ 37/ 26 test Some Redcoder 136 4 13 40/ 43/ 17 Giant Hazy Test 13 Steve Gunnell 136 50 14 38/ 41/ 21 Simply Intelligent Zul Nadzri 134 16 15 38/ 41/ 22 Controlled Aggression Ian Oversby 134 223 16 30/ 28/ 42 Glenstorm John Metcalf 133 85 17 35/ 38/ 26 Trefoil F 13 Steve Gunnell 132 106 18 19/ 6/ 75 Evolve X v4.0 John Wilkinson 132 240 19 35/ 39/ 25 Trefoil Test F 14 Steve Gunnell 132 7 20 39/ 47/ 14 Fatal Choice Some Redcoder 130 5 21 16/ 50/ 34 Nova-A.1b Jay 81 0 From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 05/01/06 Date: Mon, 1 May 2006 07:34:51 -0400 (EDT) Message-ID: <200605010403.k41431cT078637@asgard.t-b-o-h.net> Weekly Status on 05/01/06 -=- 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 : Mon Apr 24 14:21:36 EDT 2006 # Name Author Score Age 1 simply believe John Metcalf 32 4 2 Fluffy Paper VI Jens Gutzeit 30 27 3 kingdom of the grasshoppe simon wainwright 29 122 4 JustADirtyClearTest Nenad Tomasev 28 56 5 nameless fragment S.Fernandes 27 26 6 Urgle Daniel Rivas 26 7 7 CLP-shot again G.Labarga 26 1 8 the price of hostility John Metcalf 24 14 9 rooftop pursuit John Metcalf 24 3 10 Diptera Nenad Tomasev 20 41 11 hostage in the other core John Metcalf 17 2 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 05/01/06 Date: Mon, 1 May 2006 07:34:36 -0400 (EDT) Message-ID: <200605010409.k41491Bt078917@asgard.t-b-o-h.net> Weekly Status on 05/01/06 -=- 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 Apr 29 23:24:33 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 32/ 26/ 42 Monster_Human_Grunt inversed 138 200 2 30/ 23/ 47 Song of the blue sea Miz 137 72 3 32/ 28/ 40 Hullab3loo Roy van Rijn 137 115 4 27/ 20/ 53 Paperanha Sascha Zapf 135 90 5 26/ 16/ 58 Mascaf� G.Labarga 135 106 6 30/ 26/ 43 Monster_Alien_Grunt inversed 134 201 7 27/ 22/ 51 Bluebell Christian Schmidt 133 88 8 30/ 28/ 42 Gods Of Destiny Nenad Tomasev 132 329 9 27/ 23/ 50 MoonOfChaos Nenad Tomasev 132 163 10 29/ 25/ 46 melodine John Metcalf 132 2 11 26/ 21/ 52 Last Judgement Christian Schmidt 132 385 12 38/ 45/ 16 ChimeraQueen Nenad Tomasev 131 80 13 30/ 29/ 42 Battery Sascha Zapf 131 207 14 38/ 46/ 16 Strike while the iron is Christian Schmidt 130 81 15 35/ 41/ 24 Twilight S.Fernandes 130 85 16 40/ 50/ 11 Hallucination Scanner inversed 129 73 17 23/ 17/ 60 D3vilstick Roy van Rijn 129 114 18 36/ 42/ 22 ()()() Nenad Tomasev 129 77 19 24/ 21/ 54 Rust [v0.2] inversed 128 308 20 38/ 48/ 14 march of the fairies John Metcalf 128 1 21 33/ 54/ 13 Stolen Test A 130 Steve Gunnell 112 0 From: "simple simon" Subject: nano hill Date: 1 May 2006 08:55:03 -0700 Message-ID: <1146498903.393834.55360@j73g2000cwa.googlegroups.com> I'm just trying to get back onto the nano hill (it's a lot tougher than in used to be) and have been putting together a benchmark. there are only four published warriors out of the fifty on the nano hill )-: Bombus Sylvestris Shutting Down Evolver Now.. My nano Qscan III the last of the dragons if you have any warriors on the nano hill or recently departed please publish one or two (-: it'd make it easier for us nano hill outsiders to code up something and enter the battle. we need to know what the competition are up to! here's hoping to getting my name in the next issue of nano warrior. (-: simple simon From: "fatalc" Subject: Re: nano hill Date: 2 May 2006 11:10:06 -0700 Message-ID: <1146593406.277726.117650@j33g2000cwa.googlegroups.com> Here's one more for your benchmark currently in 34th place. Bombus Velox is similar. ;redcode-nano ;name Bombus Tetrachromus ;author S.Fernandes ;strategy mov mov spl mov mov ;assert CORESIZE==80 org loop ptra equ loop-2 ptrb equ loop+24 ; 18 ptrc equ loop+38 ; 46 loop mov }ptrb , Here you go, including some currently on the hill. (Other than the fact that it's always easier to get on a hill if you know what's on it, I don't think the nano hill has gotten any stronger since early in its history.) ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Slug Stampede ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.i # -30, > 21 mov.i * -12, { 0 mov.i > -29, { -2 djn.x $ -2, $ -3 spl.i < -1, # 35 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Cosy Eruption ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.b # -36, > 15 mov.i * -14, { 0 mov.i > -32, { -2 djn.f $ -2, $ -3 mov.i @ -4, { -38 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Strychnine Banshee ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.i # 36, > -17 mov.i } -6, { -1 mov.i } -31, { -1 mov.i > -27, { -1 mov.i # 2, } 1 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Revere Gimmickry ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.i # 39, > 15 mov.i } -20, { 0 mov.i > -18, { -2 djn.f $ -2, $ -3 mov.i $ -4, < 24 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Silhouette Ulcer ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. mov.i > -21, $ -37 spl.b # 34, > 14 mov.i } -5, { 0 mov.i > -29, { -2 djn.i @ -2, $ -3 end 0 ;redcode-nano ;assert 1 ;name h1_38.red ;author Dave Hillis ;strategy - Created with redrace, 1999. ;strategy - for Ilmari's Mini-Tournament #2. mov.i { 34, > 29 mov.i { 9, } -1 mov.i > 21, } -1 djn.i $ -2, } -3 end 0 ;redcode-nano ;assert 1 ;name h1_36 ;author Dave Hillis ;strategy - Created with redrace. ;strategy - for Ilmari's Mini-Tournament #2. spl.i # -30, > 21 mov.i * -12, { 0 mov.i > -29, { -2 djn.x $ -2, $ -3 end 0 ;redcode-nano ;assert 1 ;name h1_3.red ;author Dave Hillis ;strategy - Created with redrace, 1999. ;strategy - for Ilmari's Mini-Tournament #2. spl.i # -38, > 18 mov.i } -9, { 0 mov.i > -31, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Surpass Stricture ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.i # 36, > -32 mov.i } -6, { -1 mov.i > -17, { -1 mov.i > 18, { -1 mov.i # 10, $ 1 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Delicate Crowbait ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. mov.i > -37, $ 32 spl.i # -28, > 24 mov.i } -6, { 0 mov.i < -24, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Hexadecimal Bunny ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.i # -38, > 18 mov.i } -9, { 0 mov.i > -31, { -2 djn.i $ -2, $ -3 mov.i # 6, < -15 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Chiefdom Monogamy ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. mov.i $ 39, $ 31 mov.i { 9, } -1 mov.i } 25, } -1 djn.i $ -2, } -3 slt.a < 4, > 9 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Butterball Acetate ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ;strategy - new batch. spl.b # -15, > 16 mov.i } -5, < 36 mov.i > 8, { -2 mov.i < 34, < -34 mov.i > 36, { -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Mesozoic Bronco ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ;strategy - new batch. spl.ab # 1, > -22 spl.ab # -33, > -36 mov.i } -17, { 0 mov.i # -12, } 1 jmp.a { 18, < -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Promote Credulity ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.b # -6, > -35 spl.b # -33, < -39 mov.i } -17, { 0 mov.i # -12, } 1 djn.i $ 18, < -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Sanctimonious Burden ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. mov.i < 32, $ 13 spl.i # -27, > 24 mov.i * -6, { 0 mov.i < -23, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Effluvia Verbosity ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 147.028564 mov.i > -22, $ 13 spl.f # -26, > 35 mov.i } -7, { 0 mov.i > -20, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Borneo Birdie ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 145.899994 mov.i > 29, $ 13 spl.i # -35, > -28 mov.i } -11, { 0 mov.i > -23, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Repent Linemen ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 146.828568 mov.i > -4, $ 30 spl.ab # -29, < 24 mov.i } -6, { 0 mov.i < -25, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Sportsmen Momentary ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 144.800003 mov.i > 35, $ 30 spl.i # -26, > 22 mov.i } -5, { 0 mov.i > -23, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Blanch Autoclave ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 146.592850 spl.i # -38, > 18 mov.i * -14, { 0 mov.i > -32, { -2 djn.f $ -2, $ -3 mov.i $ -4, < 19 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Alcoholism Malt ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 146.964279 mov.i < -35, $ 13 spl.ab # 38, > -23 mov.i * -8, { 0 mov.i > -35, { -2 djn.x $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Aborning Chute ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 144.100006 mov.i > 29, $ 13 spl.i # -26, > 22 mov.i } -11, { 0 mov.i > -25, { -2 djn.x $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Laundry OSHA ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 144.678574 mov.i > -4, $ 30 spl.i # -26, > 22 mov.i } -6, { 0 mov.i > -21, { -2 djn.i $ -2, $ -3 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Snapback Sprite ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. ; scored 144.857147 ; born on 88 spl.i # -19, > 34 mov.i > 23, { -3 mov.i > -17, { -2 mov.i < -38, { -2 dat.b > 24, { -4 end 0 ;redcode-nano ;assert CORESIZE == 80 ;name rdrc: Breakaway Carte ;author Dave Hillis ;strategy - Created using RedRace.c. ;strategy - An evolving population playing KOTH. spl.f # -34, > -18 mov.i } -6, { -1 mov.i } -23, { -1 mov.i > 25, { -1 mov.i # 3, $ 1 end 0 From: Christoph Birk Subject: Koenigstuhl News Date: Wed, 3 May 2006 00:30:23 -0400 (EDT) Message-ID: Congratulations to Roy! His program 'Hullab3loo' is KotH on the 94nop-, 94draft- and TOP50-Koenigstuhl. Christoph http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: rubric3ohio@yahoo.com Subject: Re: nano hill Date: 3 May 2006 08:12:47 -0700 Message-ID: <1146669167.659573.5250@y43g2000cwc.googlegroups.com> I don't have anything on the hill right now. I don't know if these will help you because they have been off the hill for a long time. But, I was planning to publish them anyway, so here they are. ;redcode-nano ;assert CORESIZE == 80 ;name Sabertooth ;author Ken Hubbard ;strategy Two concurrent clears, created by RedRace: SPL# MOV MOV JMP-2 start spl.f # 9, } start attack1 mov.i > target, } start attack2 mov.i > -22, > target jmp.i attack1, } attack2 target spl.x } 0, } 24 end start Sabertooth lived to be 206 on the Nano Hill, and was pushed off around 6 months ago, I think. I'm not sure why it lasted so long, because it's a very simple program. It is 100% created by Dave Hillis's Redrace evolver. I didn't change anything, except to add the labels. (I think it's easier to read that way, but I imagine I'm in the minority on that.) Here is my best nano warrior: ;redcode-nano ;assert CORESIZE == 80 ;name Military Grade Nano ;author Ken Hubbard ;strategy RedRace assisted in making this d-clear variant w/ incendiary bomb. spl.i # 9, } 0 mov.i < 52, } -1 ;evolved as >-32, }-1 mov.i $ 2, } -2 djn.i $ -1, } -3 mov.i * 5, < 0 end 0 I had a version with labels somewhere, but can't find it right now. Military Grade Nano was also created by Redrace, but I manually changed the constant in line 2 after some testing against the then-current hill. If you look at the code of the great "On-Speed" by brx, you can see a lot of similarity. If I remember correctly, I had seeded Redrace with several of the top warriors at the time. This one is structurally identical to On-Speed, but the two significant changes that Redrace found are: (1) shortening the djn loop in the 4th line to a -1 instead of -2. I'm not sure the significance of this, except that it means most of the functioning processes are in a 2 cell range, rather than a 3 cell range. Probably makes it more resistant to a SPL bomb hitting line 2. (2) Where OnSpeed used a DAT bomb, MGN uses a MOV bomb. The way the constants work out causes the process that executes the bomb to usually pick up another copy of the MOV instruction and write it 1 cell behind the one executing. So, the opponent over-writes himself backwards. Obviously that increases your chances of taking out the opponent's all-important SPL instruction, and also seems to cause a wounded opponent to die a few cycles faster than he otherwise might. Anyway, this is my favorite nano warrior. He lived to be 299 and was pushed off last November, I think. Big thanks to Dave (for Redrace) and brx (for publishing On-Speed), because otherwise I never could have made this one. I had two other programs on the hill for a while. I think they both lived over a 100 cycles, but I seem to have lost the code for both. I recall they were both hand-coded efforts to fix the weakness of Military Grade Nano (which is that when his djn stream hits a 1,1 imp trail and drops through, he eats his own incendiary bomb). If I remember correctly, Moving Mars placed the bomb at the top of the warrior instead of the bottom, while Heavy Ash use a hard jump instead of a djn in line 4. Both warriors were inferior to the original. By the way, can anyone tell me how to submit Sabertooth and Military Grade Nano to the infinite hill? From: "fatalc" Subject: Re: nano hill Date: 3 May 2006 11:03:52 -0700 Message-ID: <1146679432.442450.145000@i40g2000cwc.googlegroups.com> Both Christoph and John automatically add warriors which are posted to the newsgroup, so they should appear on the infinite hills soon. Have you seen the nano hall of fame? http://corewar.co.uk/nanohof.txt rubric3ohio@yahoo.com wrote: > I don't have anything on the hill right now. I don't know if these > will help you because they have been off the hill for a long time. > But, I was planning to publish them anyway, so here they are. > > ;redcode-nano > ;assert CORESIZE == 80 > ;name Sabertooth > ;author Ken Hubbard > ;strategy Two concurrent clears, created by RedRace: SPL# MOV MOV JMP-2 > > start spl.f # 9, } start > attack1 mov.i > target, } start > attack2 mov.i > -22, > target > jmp.i attack1, } attack2 > target spl.x } 0, } 24 > > end start > > > Sabertooth lived to be 206 on the Nano Hill, and was pushed off around > 6 months ago, I think. I'm not sure why it lasted so long, because > it's a very simple program. It is 100% created by Dave Hillis's > Redrace evolver. I didn't change anything, except to add the labels. > (I think it's easier to read that way, but I imagine I'm in the > minority on that.) > > > Here is my best nano warrior: > > ;redcode-nano > ;assert CORESIZE == 80 > ;name Military Grade Nano > ;author Ken Hubbard > ;strategy RedRace assisted in making this d-clear variant w/ > incendiary bomb. > > spl.i # 9, } 0 > mov.i < 52, } -1 ;evolved as >-32, }-1 > mov.i $ 2, } -2 > djn.i $ -1, } -3 > mov.i * 5, < 0 > end 0 > > > I had a version with labels somewhere, but can't find it right now. > Military Grade Nano was also created by Redrace, but I manually changed > the constant in line 2 after some testing against the then-current > hill. > > If you look at the code of the great "On-Speed" by brx, you can see a > lot of similarity. If I remember correctly, I had seeded Redrace with > several of the top warriors at the time. This one is structurally > identical to On-Speed, but the two significant changes that Redrace > found are: > > (1) shortening the djn loop in the 4th line to a -1 instead of -2. I'm > not sure the significance of this, except that it means most of the > functioning processes are in a 2 cell range, rather than a 3 cell > range. Probably makes it more resistant to a SPL bomb hitting line 2. > > (2) Where OnSpeed used a DAT bomb, MGN uses a MOV bomb. The way the > constants work out causes the process that executes the bomb to usually > pick up another copy of the MOV instruction and write it 1 cell behind > the one executing. So, the opponent over-writes himself backwards. > Obviously that increases your chances of taking out the opponent's > all-important SPL instruction, and also seems to cause a wounded > opponent to die a few cycles faster than he otherwise might. > > Anyway, this is my favorite nano warrior. He lived to be 299 and was > pushed off last November, I think. Big thanks to Dave (for Redrace) > and brx (for publishing On-Speed), because otherwise I never could have > made this one. > > > I had two other programs on the hill for a while. I think they both > lived over a 100 cycles, but I seem to have lost the code for both. I > recall they were both hand-coded efforts to fix the weakness of > Military Grade Nano (which is that when his djn stream hits a 1,1 imp > trail and drops through, he eats his own incendiary bomb). If I > remember correctly, Moving Mars placed the bomb at the top of the > warrior instead of the bottom, while Heavy Ash use a hard jump instead > of a djn in line 4. Both warriors were inferior to the original. > > By the way, can anyone tell me how to submit Sabertooth and Military > Grade Nano to the infinite hill? From: sayembara@gmail.com Subject: Re: nano hill Date: 3 May 2006 22:42:19 -0700 Message-ID: <1146721339.661202.158920@v46g2000cwv.googlegroups.com> I agree with Dave that the strength of nano is almost about the same. The KOTH can easily be pulled down by sending several 'anti-KOTH'. How much good variations can we get from 5 lines? Not much :) From: sayembara@gmail.com Subject: Re: Koenigstuhl News Date: 3 May 2006 23:15:46 -0700 Message-ID: <1146723346.179275.149840@i39g2000cwa.googlegroups.com> absolutely excellent! just in time for RF25 :) From: Christoph Birk Subject: Koenigstuhl News (Nano) Date: Thu, 4 May 2006 17:32:18 -0400 (EDT) Message-ID: On Tue, 2 May 2006 dhillismail@netscape.net wrote: > Here you go, including some currently on the hill. Congratulations to Dave Hillis! His program 'Borneo Birdie' is the new KotH of the Nano-Koenigstuhl. I ran all the programs published in Dave's email but found out that there was a group of some 8 programs on rank 1-8 that were alomst identical. So I removed theses "copies" and only left the best performing one. Christopoh http://www.ociw.edu/~birk/COREWAR/koenigstuhl.html From: "Neogryzor" Subject: Re: nano hill Date: 7 May 2006 03:18:08 -0700 Message-ID: <1146997088.444192.10440@e56g2000cwe.googlegroups.com> > I agree with Dave that the strength of nano is almost about the same. > The KOTH can easily be pulled down by sending several 'anti-KOTH'. Not at all. That depends on your strategy. Evolvers probably find it as difficult as it was some time ago, but we handcoders notice some balance variations. As instance, scanners once met a great success, and took many points from those evolved clears/mad bombers. Actually they have lost their advantage and it is very hard for them to enter in the top half of the hill. > How much good variations can we get from 5 lines? Not much :) More than it seems :) From: dhillismail@netscape.net Subject: Re: nano hill Date: 7 May 2006 09:14:46 -0700 Message-ID: <1147018486.798678.237470@i40g2000cwc.googlegroups.com> Neogryzor wrote: > > I agree with Dave that the strength of nano is almost about the same. > > The KOTH can easily be pulled down by sending several 'anti-KOTH'. > > Not at all. That depends on your strategy. Evolvers probably find it as > difficult as it was some time ago, but we handcoders notice some > balance variations. > As instance, scanners once met a great success, and took many points > from those evolved clears/mad bombers. Actually they have lost their > advantage and it is very hard for them to enter in the top half of the > hill. > > > How much good variations can we get from 5 lines? Not much :) > > More than it seems :) What I said was intended as conjecture. There's no consensus on this list as to what it means when you say "the hill is getting stronger," or on how to measure it, or even whether it's desirable. When I was evolving for the nano hill, and using a koth style fitness function, for a hill size of 50, non-transitive effects dominated. That was bad for what I was trying to do, so I used a hill size of 200 which was slightly better. As idle speculation: if we had a very large but finite nano hill (say size = 2000) and the evolvers abandoned all restraint and good manners, then I think we would see what most of us would consider a stronger hill. I'd like to hear other people's opinions. For the record, I think the nano hill is fine the way it is. The art of figuring out what's on a hill and designing to it may be lost on us evolvers (me anyway) but it gives corewars some of its charm. Dave Hillis From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Re: nano hill Date: Sun, 7 May 2006 12:28:48 -0400 (EDT) Message-ID: <445e1da470592@wp.pl> Dnia 7-05-2006 o godz. 13:21 Neogryzor napisal: > > How much good variations can we get from 5 lines? Not much :) > More than it seems :) I think the trick here is to define "good". ;) According to my calculations there are only 6,25% of all possible nano warriors that are really bad. I mean warriors with DAT as first executed instruction, so suicidal. I might be wrong of course, but I think any variation that includes at least one MOV instruction can be define as "good". It seems that there should be a loop in such warrior, so I think it should hold at least one JMP/JMN/JMZ/DJN /SPL $/*/@/{/}/ -1/-2/-3/-4 (not sure with indirect addressing mode). As we see in practise variations with SPL #x/$0 work the best. I think it can be calculated how many "good" variations we can get with nano hill conditions. Let me know if you want to see more of my calculations results, but right now I'm more interested how many of you participate in RF25? Greetings Lukasz Adamowski -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- Students' Coalition Festival 2006! 18-20 maja Stocznia Gda�ska: Dreadzone, Asian Dub Foundation, Robbie Rivera, Dub Pistols, Superfunk, LOOPTROOP, The Rasmus, Clawfinger - wi�cej na scf.gda.pl http://klik.wp.pl/?adr=http%3A%2F%2Fadv.reklama.wp.pl%2Fas%2Fscf.html&sid=746 From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 05/08/06 Date: Mon, 8 May 2006 00:52:02 -0400 (EDT) Message-ID: <200605080406.k484612W072968@asgard.t-b-o-h.net> Weekly Status on 05/08/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Mon Apr 24 22:53:11 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 45/ 36/ 19 Fatamorgana X Zul Nadzri 153 10 2 43/ 37/ 20 Ogre Christian Schmidt 149 171 3 43/ 37/ 20 The X Machine Zul Nadzri 148 34 4 33/ 22/ 45 xd100 test David Houston 145 20 5 42/ 40/ 19 Eliminator X Zul Nadzri 144 35 6 41/ 39/ 20 Bewitching S.Fernandes 142 1 7 26/ 11/ 64 Evol Cap 4 X John Wilkinson 141 292 8 32/ 26/ 42 KAT v5 Dave Hillis 139 155 9 34/ 30/ 36 Olivia X Ben Ford 138 104 10 41/ 44/ 16 O_Fortuna3X Nenad Tomasev 138 6 11 40/ 42/ 18 Black Moods Ian Oversby 137 219 12 37/ 37/ 26 test Some Redcoder 136 4 13 40/ 43/ 17 Giant Hazy Test 13 Steve Gunnell 136 50 14 38/ 41/ 21 Simply Intelligent Zul Nadzri 134 16 15 38/ 41/ 22 Controlled Aggression Ian Oversby 134 223 16 30/ 28/ 42 Glenstorm John Metcalf 133 85 17 35/ 38/ 26 Trefoil F 13 Steve Gunnell 132 106 18 19/ 6/ 75 Evolve X v4.0 John Wilkinson 132 240 19 35/ 39/ 25 Trefoil Test F 14 Steve Gunnell 132 7 20 39/ 47/ 14 Fatal Choice Some Redcoder 130 5 21 16/ 50/ 34 Nova-A.1b Jay 81 0 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 05/08/06 Date: Mon, 8 May 2006 00:52:01 -0400 (EDT) Message-ID: <200605080409.k484912T073087@asgard.t-b-o-h.net> Weekly Status on 05/08/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun May 7 12:37:09 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 33/ 24/ 43 Monster_Human_Grunt inversed 141 232 2 31/ 26/ 43 Hullab3loo Roy van Rijn 137 147 3 38/ 40/ 23 ()()() Nenad Tomasev 136 109 4 42/ 47/ 11 Hallucination Scanner inversed 136 105 5 37/ 39/ 24 Twilight S.Fernandes 136 117 6 29/ 22/ 50 Song of the blue sea Miz 135 104 7 39/ 45/ 17 ChimeraQueen Nenad Tomasev 133 112 8 27/ 21/ 52 Bluebell Christian Schmidt 133 120 9 29/ 25/ 46 Monster_Alien_Grunt inversed 132 233 10 26/ 19/ 55 Last Judgement Christian Schmidt 132 417 11 25/ 22/ 53 MoonOfChaos Nenad Tomasev 128 195 12 27/ 27/ 46 Gods Of Destiny Nenad Tomasev 128 361 13 39/ 51/ 10 ... Nenad Tomasev 127 2 14 28/ 29/ 43 N e i t h inversed 127 32 15 21/ 16/ 62 Mascaf� G.Labarga 127 138 16 21/ 16/ 62 D3vilstick Roy van Rijn 126 146 17 35/ 44/ 22 Trigger-Happy inversed 126 6 18 27/ 30/ 43 Battery Sascha Zapf 125 239 19 25/ 26/ 49 All Things Fluffy Jens Gutzeit 124 1 20 22/ 21/ 57 Rust [v0.2] inversed 124 340 21 12/ 24/ 64 ltptst inversed 100 0 From: KOTH Subject: KOTH.ORG: Status - Standard 05/08/06 Date: Mon, 8 May 2006 00:56:06 -0400 (EDT) Message-ID: <200605080400.k48401dp072555@asgard.t-b-o-h.net> Weekly Status on 05/08/06 -=- 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 : Mon Apr 3 03:20:03 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 36/ 24/ 40 Test Alexander (Sasha) Wa 147 186 2 38/ 29/ 33 The Next Step '88 David Houston 147 62 3 34/ 24/ 41 The Hurricaner G.Labarga 144 33 4 40/ 37/ 22 My 1st try Christian Schmidt 144 78 5 33/ 25/ 42 Guardian Ian Oversby 141 246 6 32/ 25/ 43 test G.Labarga 139 29 7 40/ 41/ 19 Scan the Can Christian Schmidt 138 27 8 33/ 29/ 38 SoundOfDarkness Nenad Tomasev 136 10 9 26/ 16/ 58 Utterer '88 Christian Schmidt 136 21 10 34/ 32/ 34 The Seed Roy van Rijn 136 64 11 33/ 30/ 37 A.I.P. Christian Schmidt 135 54 12 39/ 44/ 17 Hexamorph inversed 135 1 13 37/ 41/ 22 Moonwipe Christian Schmidt 133 43 14 40/ 48/ 12 Speeed 88mph Christian Schmidt 133 46 15 28/ 25/ 47 Scopulos pluviae G.Labarga 132 13 16 37/ 43/ 20 July Nenad Tomasev 132 19 17 23/ 15/ 63 IMParable G.Labarga 131 34 18 40/ 49/ 12 Scan Test C 6 Steve Gunnell 130 85 19 40/ 50/ 9 Replihater Some Redcoder 130 17 20 36/ 45/ 19 war in the name of music John Metcalf 128 5 21 26/ 46/ 28 lil' shears P.Kline 105 0 From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 05/08/06 Date: Mon, 8 May 2006 00:56:05 -0400 (EDT) Message-ID: <200605080403.k484310v072842@asgard.t-b-o-h.net> Weekly Status on 05/08/06 -=- 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 : Mon Apr 24 14:21:36 EDT 2006 # Name Author Score Age 1 simply believe John Metcalf 32 4 2 Fluffy Paper VI Jens Gutzeit 30 27 3 kingdom of the grasshoppe simon wainwright 29 122 4 JustADirtyClearTest Nenad Tomasev 28 56 5 nameless fragment S.Fernandes 27 26 6 Urgle Daniel Rivas 26 7 7 CLP-shot again G.Labarga 26 1 8 the price of hostility John Metcalf 24 14 9 rooftop pursuit John Metcalf 24 3 10 Diptera Nenad Tomasev 20 41 11 hostage in the other core John Metcalf 17 2 From: "Robert Macrae" Subject: RF25 Date: Mon, 8 May 2006 09:01:05 -0400 (EDT) Message-ID: <00b301c6726e$1a687460$2300a8c0@Home9150> From: "�ukasz Adamowski" > right now I'm more interested how many of you participate in RF25? I gave it a go. It has a good learning curve: once you understand the scoring system some strategies emerge quite quickly and my first entry took about an hour -- it didn't really seem neccessary for 1-liners. Beyond that there were plenty of ways to improve... Regards, Robert Macrae From: rubric3ohio@yahoo.com Subject: Re: nano hill Date: 10 May 2006 19:16:28 -0700 Message-ID: <1147313788.510885.128070@j33g2000cwa.googlegroups.com> >so they should appear on the infinite hills soon. They did -- Military Grade Nano showed up in 9th place. Amazing.... Here are two more recent additions to the nano hill: ;redcode-nano ;assert CORESIZE == 80 ;name Bear ;author Ken Hubbard ;strategy Redrace-evolved clear. I adjusted the pointers in the ;strategy first line to reduce gaps in the coverage start spl.b # 32, > 56 ;evolved as spl.b #28, >61 mov.i } -29, { -4 mov.i > start, { -1 mov.i > 33, { start dat.ab > 35, { start end 0 Bear is not doing too well, and is dipping in and out of the bottom 10. ;redcode-nano ;assert CORESIZE == 80 ;name Different Day ;author Ken Hubbard ;strategy Another clear/bomber thing via RedRace start spl.f # -14, } -31 mov.i { start, { -4 mov.i < start, { start mov.i > 24, < start div.i $ 12, } 0 end 0 Tested a few modifications, but I couldn't find anything that scored better against the test set (which was all published warriors currently on the SAL hill). Different Day has a structure somewhat similar to Bear, but currently scores much better. It has been holding in or near the top 10 (although it's only age 6, so who knows what will happen). I have to confess, however, that I'm having a hard time figuring out what the DIV instruction is doing. I stepped through several times in Corewin, and it initially appears that it does nothing useful. It doesn't modify the core in any way that I can see. Here is the puzzling thing: --WITH the div line, the warrior self terminates after 268 cycles. --WITHOUT it, he doesn't self-terminate. You would think NOT killing yourself would help your score, but it doesn't. In fact, it scores about 20 points higher WITH the Div line. I eventually figured out that after the clear wraps around it uses that line as a bomb one time, and then uses the a-field value of that location as a pointer for the second pass. The increased score is apparently due to the fact that there are two simultaneous bombing runs that are spread out (and therefore more effective). Without the div 12, }0, there are still two bombing runs, but they are so close together that there might as well be only one. So, problem solved? No... if that's all there was to it, then a Dat 12, }0 would function just as well as the Div, but it doesn't. So, I can only assume that the Div itself is changing something else somewhere that is relevant. I got tired of studying it. I imagine somebody else can probably make sense of it immediately, but I apparently can't. I sort of feel like I'm cheating when I enter a warrior that I don't understand. That's one of the reasons that I don't play on the regular hill -- I'm not good enough to write effective warriors, and I don't want to just hack and copy, and use code that is gibberish to me (like those crazy Q ^ 4 thingies). Anyway, I thought I would publish a couple of warriors since I have been making use of warriors that other folks have published. --Ken From: yuna77@spankthedonkey.com Subject: Factory pressed dvd movies, ps2, psp & xbox backups for sale !!! Date: 10 May 2006 22:18:50 -0700 Message-ID: <1147324730.838341.183260@i40g2000cwc.googlegroups.com> We're offering all the latest factory pressed high quality dvd movies, ps2, psp and xbox silvers with factory printed colour inserts at fantastic prices, whether for personal use or reselling. We're shipping worldwide with various shipping methods. For resellers, please contact us for bulk discounts. For a complete list and prices, please email us at movieworld@time.net.my (Please state the type of list that you want and tell us your location as the prices varies for different locations. If you're reseller, please state the quantity you wish to order per shipment and we'll quote you a wholesale price depending on the quantity ordered.) * If you need references, we can provide them to you. Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 11 May 2006 04:21:37 GMT Archive-name: games/corewar-faq Last-Modified: September 4, 1999 Version: 4.2 URL: http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html Copyright: (c) 1999 Anton Marsden Maintainer: Anton Marsden Posting-Frequency: once every 2 weeks Core War Frequently Asked Questions (rec.games.corewar FAQ) These are the Frequently Asked Questions (and answers) from the Usenet newsgroup rec.games.corewar. A plain text version of this document is posted every two weeks. The latest hypertext version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html and the latest plain text version is available at http://homepages.paradise.net.nz/~anton/cw/corewar-faq.txt. This document is currently being maintained by Anton Marsden (anton@paradise.net.nz). Last modified: Sat Sep 4 00:22:22 NZST 1999 ------------------------------------------------------------------------ To Do * Add the new No-PSpace '94 hill location * Add online location of Dewdney's articles * Make question 17 easier to understand. Add a state diagram? * Add info about infinite hills, related games (C-Robots, Tierra?, ...) * New question: How do I know if my warrior is any good? Refer to beginners' benchmarks, etc. * Add a Who's Who list? * Would very much like someone to compile a collection of the "revolutionary" warriors so that beginners can see how the game has developed over the years. Mail me if interested. ------------------------------------------------------------------------ What's New * Changed primary location of FAQ (again!) * Changed Philip Kendall's home page address. * Updated list server information * Changed primary location of FAQ * Vector-launching code was fixed thanks to Ting Hsu. * Changed the location of Ryan Coleman's paper (LaunchPad -> Launchpad) * Changed pauillac.inria.fr to para.inria.fr ------------------------------------------------------------------------ Table of Contents 1. What is Core War 2. Is it "Core War" or "Core Wars"? 3. Where can I find more information about Core War? 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? 5. What is ICWS'94? Which simulators support ICWS'94? 6. What is the ICWS? 7. What is Core Warrior? 8. Where are the Core War archives? 9. Where can I find a Core War system for ...? 10. Where can I find warrior code? 11. I do not have FTP. How do I get all this great stuff? 12. I do not have access to Usenet. How do I post and receive news? 13. Are there any Core War related WWW sites? 14. What is KotH? How do I enter? 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? 16. How does SLT (Skip if Less Than) work? 17. What is the difference between in-register and in-memory evaluation? 18. What is P-space? 19. What does "Missing ;assert .." in my message from KotH mean? 20. How should I format my code? 21. Are there any other Core War related resources I should know about? 22. What does (expression or term of your choice) mean? 23. Other questions? ------------------------------------------------------------------------ 1. What is Core War? Core War is a game played by two or more programs (and vicariously by their authors) written in an assembly language called Redcode and run in a virtual computer called MARS (for Memory Array Redcode Simulator). The object of the game is to cause all processes of the opposing program to terminate, leaving your program in sole posession of the machine. There are Core War systems available for most computer platforms. Redcode has been standardised by the ICWS, and is therefore transportable between all standard Core War systems. The system in which the programs run is quite simple. The core (the memory of the simulated computer) is a continuous array of instructions, empty except for the competing programs. The core wraps around, so that after the last instruction comes the first one again. There are no absolute addresses in Core War. That is, the address 0 doesn't mean the first instruction in the memory, but the instruction that contains the address 0. The next instruction is 1, and the previous one obviously -1. However, all numbers are treated as positive, and are in the range 0 to CORESIZE-1 where CORESIZE is the amount of memory locations in the core - this means that -1 would be treated as CORESIZE-1 in any arithmetic operations, eg. 3218 + 7856 = (3218 + 7856) mod CORESIZE. Many people get confused by this, and it is particularly important when using the SLT instruction. Note that the source code of a program can still contain negative numbers, but if you start using instructions like DIV #-2, #5 it is important to know what effect they will have when executed. The basic unit of memory in Core War is one instruction. Each Redcode instruction contains three parts: * the opcode * the source address (a.k.a. the A-field) * the destination address (a.k.a. the B-field) The execution of the programs is equally simple. The MARS executes one instruction at a time, and then proceeds to the next one in the memory, unless the instruction explicitly tells it to jump to another address. If there is more than one program running, (as is usual) the programs execute alternately, one instruction at a time. The execution of each instruction takes the same time, one cycle, whether it is MOV, DIV or even DAT (which kills the process). Each program may have several processes running. These processes are stored in a task queue. When it is the program's turn to execute an instruction it dequeues a process and executes the corresponding instruction. Processes that are not killed during the execution of the instruction are put back into the task queue. Processes created by a SPL instruction are added to the task queue after the creating process is put back into the task queue. [ToC] ------------------------------------------------------------------------ 2. Is it "Core War" or "Core Wars"? Both terms are used. Early references were to Core War. Later references seem to use Core Wars. I prefer "Core War" to refer to the game in general, "core wars" to refer to more than one specific battle. [ToC] ------------------------------------------------------------------------ 3. Where can I find more information about Core War? Core War was first described in the Core War Guidelines of March, 1984 by D. G. Jones and A. K. Dewdney of the Department of Computer Science at The University of Western Ontario (Canada). Dewdney wrote several "Computer Recreations" articles in Scientific American which discussed Core War, starting with the May 1984 article. Those articles are contained in two anthologies: Library of Author Title Published ISBN Congress Call Number The Armchair Dewdney, Universe: An New York: W. QA76.6 .D517 A. K. Exploration of H. Freeman �0-7167-1939-8 1988 Computer Worlds 1988 The Magic 0-7167-2125-2 Dewdney, Machine: A New York: W.(Hardcover), QA76.6 A. K. Handbook of H. Freeman �0-7167-2144-9 .D5173 1990 Computer Sorcery 1990 (Paperback) A.K. Dewdney's articles are still the most readable introduction to Core War, even though the Redcode dialect described in there is no longer current. For those who are interested, Dewdney has a home page at http://www.csd.uwo.ca/faculty/akd/. [ToC] ------------------------------------------------------------------------ 4. Core War has changed since Dewdney's articles. Where do I get a copy of the current instruction set? A draft of the official standard (ICWS'88) is available as ftp://www.koth.org/corewar/documents/standards/redcode-icws-88.Z. This document is formatted awkwardly and contains ambiguous statements. For a more approachable intro to Redcode, take a look at Mark Durham's tutorials, ftp://www.koth.org/corewar/documents/tutorial.1.Z and ftp://www.koth.org/corewar/documents/tutorial.2.Z. Steven Morrell has prepared a more practically oriented Redcode tutorial that discusses different warrior classes with lots of example code. This and various other tutorials can be found at http://www.koth.org/papers.html. Even though ICWS'88 is still the "official" standard, you will find that most people are playing by ICWS'94 draft rules and extensions. [ToC] ------------------------------------------------------------------------ 5. What is ICWS'94? Which simulators support ICWS'94? There is an ongoing discussion about future enhancements to the Redcode language. A proposed new standard, dubbed ICWS'94, is currently being evaluated. A major change is the addition of "instruction modifiers" that allow instructions to modify A-field, B-field or both. Also new is a new addressing modes and unrestricted opcode and addressing mode combination ("no illegal instructions"). ICWS'94 is backwards compatible; i.e. ICWS'88 warriors will run correctly on an ICWS'94 system. Take a look at the ICWS'94 draft at ftp://www.koth.org/corewar/documents/icws94.0202.Z for more information. There is a HTML version of this document available at http://www.koth.org/info/icws94.html. You can try out the new standard by submitting warriors to the '94 hills of the KotH servers. Two corewar systems currently support ICWS'94, pMARS (many platforms) and Redcoder (Mac), both available at ftp://www.koth.org/corewar. Note that Redcoder only supports a subset of ICWS'94. [ToC] ------------------------------------------------------------------------ 6. What is the ICWS? About one year after Core War first appeared in Scientific American, the "International Core War Society" (ICWS) was established. Since that time, the ICWS has been responsible for the creation and maintenance of Core War standards and the running of Core War tournaments. There have been six annual tournaments and two standards (ICWS'86 and ICWS'88). The ICWS is no longer active. [ToC] ------------------------------------------------------------------------ 7. What is Core Warrior? Following in the tradition of the Core War News Letter, Push Off, and The 94 Warrior, Core Warrior is a newsletter about strategies and current standings in Core War. Started in October 1995, back issues of Core Warrior (and the other newsletters) are available at http://para.inria.fr/~doligez/corewar/. There is also a Core Warrior index page at http://www.kendalls.demon.co.uk/pak21/corewar/warrior.html which has a summary of the contents of each issue of Core Warrior. Many of the earlier issues contain useful information for beginners. [ToC] ------------------------------------------------------------------------ 8. Where are the Core War archives? Many documents such as the guidelines and the ICWS standards along with previous tournament Redcode entries and complete Core War systems are available via anonymous ftp from ftp://ftp.csua.berkeley.edu/pub/corewar. Also, most of past rec.games.corewar postings (including Redcode source listings) are archived there. Jon Blow (blojo@csua.berkeley.edu) is the archive administrator. When uploading to /pub/corewar/incoming, ask Jon to move your upload to the appropriate directory and announce it on the net. This site is mirrored at: * http://www.koth.org/corewar/ * ftp://www.koth.org/corewar/ * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror The plain text version of this FAQ is automatically archived by news.answers (but this version is probably out-of-date). [ToC] ------------------------------------------------------------------------ 9. Where can I find a Core War system for . . . ? Core War systems are available via anonymous FTP from www.koth.org in the corewar/systems directory. Currently, there are UNIX, IBM PC-compatible, Macintosh, and Amiga Core War systems available there. It is a good idea to check ftp://www.koth.org/corewar/incoming for program updates first. CAUTION! There are many, many Core War systems available which are NOT ICWS'88 (or even ICWS'86) compatible available at various archive sites other than www.koth.org. Generally, the older the program - the less likely it will be ICWS compatible. If you are looking for an ICWS'94 simulator, get pMARS, which is available for many platforms and can be downloaded from: * ftp://ftp.csua.berkeley.edu/pub/corewar (original site) * ftp://www.koth.org/corewar (koth.org mirror) * ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/mirror (Planar mirror) * http://www.nc5.infi.net/~wtnewton/corewar/ (Terry Newton) * ftp://members.aol.com/ofechner/corewar (Fechter) Notes: * If you have trouble running pMARS with a graphical display under Win95 then check out http://www.koth.org/pmars.html which should have a pointer to the latest compilation of pMARS for this environment. * RPMs for the Alpha, PowerPC, Sparc and i386 can be found at ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars-rpm/ Reviews of Core War systems would be greatly appreciated in the newsgroup and in the newsletter. Below is a not necessarily complete or up-to-date list of what's available at www.koth.org: MADgic41.lzh corewar for the Amiga, v4.1 MAD4041.lzh older version? MAD50B.lha corewar for the Amiga, beta version 5.0 Redcoder-21.hqx corewar for the Mac, supports ICWS'88 and '94 (without extensions) core-11.hqx corewar for the Mac core-wars-simulator.hqx same as core-11.hqx? corewar_unix_x11.tar.Z corewar for UNIX/X-windows, ICWS'86 but not ICWS'88 compatible koth31.tar.Z corewar for UNIX/X-windows. This program ran the former KotH server at intel.com koth.shar.Z older version kothpc.zip port of older version of KotH to the PC deluxe20c.tar.Z corewar for UNIX (broken X-windows or curses) and PC mars.tar.Z corewar for UNIX, likely not ICWS'88 compatible icons.zip corewar icons for MS-Windows macrored.zip a redcode macro-preprocessor (PC) c88v49.zip PC corewar, textmode display mars88.zip PC corewar, graphics mode display corwp302.zip PC corewar, textmode display, slowish mercury2.zip PC corewar written in assembly, fast! mtourn11.zip tournament scheduler for mercury (req. 4DOS) pmars08s.zip portable system, ICWS'88 and '94, runs on UNIX, PC, Mac, Amiga. C source archive pmars08s.tar.Z same as above pmars08.zip PC executables with graphics display, req 386+ macpmars02.sit.hqx pMARS executable for Mac (port of version 0.2) buggy, no display MacpMARS1.99a.cpt.hqx port of v0.8 for the Mac, with display and debugger MacpMARS1.0s.cpt.hqx C source (MPW, ThinkC) for Mac frontend pvms08.zip pMARS v0.8 for VMS build files/help (req. pmars08s.zip) ApMARS03.lha pMARS executable for Amiga (port of version 0.3.1) wincor11.zip MS-Windows system, shareware ($15) [ToC] ------------------------------------------------------------------------ 10. Where can I find warrior code? To learn the game, it is a good idea to study previously posted warrior code. The FTP archives have code in the ftp://www.koth.org/corewar/redcode directory. A clearly organized on-line warrior collection is available at the Core War web sites (see below). [ToC] ------------------------------------------------------------------------ 11. I do not have FTP. How do I get all this great stuff? There is an FTP email server at bitftp@pucc.princeton.edu. This address may no longer exist. I haven't tested it yet. Send email with a subject and body text of "help" (without the quotes) for more information on its usage. Note that many FTP email gateways are shutting down due to abuse. To get a current list of FTP email servers, look at the Accessing the Internet by E-mail FAQ posted to news.answers. If you don't have access to Usenet, you can retrieve this FAQ one of the following ways: * Send mail to mail-server@rtfm.mit.edu with the body containing "send usenet/news.answers/internet-services/access-via-email". * Send mail to mailbase@mailbase.ac.uk with the body containing "send lis-iis e-access-inet.txt". [ToC] ------------------------------------------------------------------------ 12. I do not have access to Usenet. How do I post and receive news? To receive rec.games.corewar articles by email, join the COREWAR-L list run on the Koth.Org list processor. To join, send the message SUB COREWAR-L FirstName LastName to listproc@koth.org. You can send mail to corewar-l@koth.org to post even if you are not a member of the list. Responsible for the listserver is Scott J. Ellentuch (ttsg@ttsg.com). Servers that allow you to post (but not receive) articles are available. Refer to the Accessing the Internet by E-Mail FAQ for more information. [ToC] ------------------------------------------------------------------------ 13. Are there any Core War related WWW sites? You bet. Each of the two KotH sites sport a world-wide web server. Stormking's Core War page is http://www.koth.org; pizza's is http://www.ecst.csuchico.edu/~pizza/koth . Damien Doligez (a.k.a. Planar) has a web page that features convenient access to regular newsletters (Push Off, The '94 Warrior, Core Warrior) and a well organized library of warriors: http://para.inria.fr/~doligez/corewar/. Convenient for U.S. users, this site is also mirrored at koth.org. [ToC] ------------------------------------------------------------------------ 14. What is KotH? How do I enter? King Of The Hill (KotH) is an ongoing Core War tournament available to anyone with email. You enter by submitting via email a Redcode program (warrior) with special comment lines. You will receive a reply indicating how well your program did against the current top programs "on the hill". There are two styles of KotH tournaments, "classical" and "multi-warrior". The "classical" KotH is a one-on-one tournament, that is your warrior will play 100 battles against each of the 20 other programs currently on the Hill. You receive 3 points for each win and 1 point for each tie. (The existing programs do not replay each other, but their previous battles are recalled.) All scores are updated to reflect your battles and all 21 programs are ranked from high to low. If you are number 21 you are pushed off the Hill, if you are higher than 21 someone else is pushed off. In "multi-warrior" KotH, all warriors on the hill fight each other at the same time. Score calculation is a bit more complex than for the one-on-one tournament. Briefly, points are awarded based on how many warriors survive until the end of a round. A warrior that survives by itself gets more points than a warrior that survives together with other warriors. Points are calculated from the formula (W*W-1)/S, where W is the total number of warriors and S the number of surviving warriors. The pMARS documentation has more information on multi-warrior scoring. The idea for an email-based Core War server came from David Lee. The original KotH was developed and run by William Shubert at Intel starting in 1991, and discontinued after almost three years of service. Currently, KotHs based on Bill's UNIX scripts but offering a wider variety of hills are are running at two sites: koth@koth.org is maintained by Scott J. Ellentuch (tuc@ttsg.com) and pizza@ecst.csuchico.edu by Thomas H. Davies (sd@ecst.csuchico.edu). Up until May '95, the two sites provided overlapping services, i.e. the some of the hill types were offered by both "pizza" and "stormking". To conserve resources, the different hill types are now divided up among the sites. The way you submit warriors to both KotHs is pretty much the same. Therefore, the entry rules described below apply to both "pizza" and "stormking" unless otherwise noted. Entry Rules for King of the Hill Corewar * Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that a comma (",") is required between two arguments. * Put a line starting with ";redcode" (or ";redcode-94", etc., see below) at the top of your program. This MUST be the first line. Anything before it will be lost. If you wish to receive mail on every new entrant, use ";redcode verbose". Otherwise you will only receive mail if a challenger makes it onto the hill. Use ";redcode quiet" if you wish to receive mail only when you get shoved off the hill. Additionally, adding ";name " and ";author " will be helpful in the performance reports. Do NOT have a line beginning with ";address" in your code; this will confuse the mail daemon and you won't get mail back. Using ";name" is mandatory on the Pizza hills. In addition, it would be nice if you have lines beginning with ";strategy" that describe the algorithm you use. There are currently seven separate hills you can select by starting your program with ;redcode-94, ;redcode-b, ;redcode-lp, ;redcode-x, ;redcode, ;redcode-94x or ;redcode-94m. The former four run at "pizza", the latter three at "stormking". More information on these hills is listed below. * Mail this file to koth@koth.org or pizza@ecst.csuchico.edu. "Pizza" requires a subject of "koth" (use the -s flag on most mailers). * Within a few minutes you should get mail back telling you whether your program assembled correctly or not. If it did assemble correctly, sit back and wait; if not, make the change required and re-submit. * In an hour or so you should get more mail telling you how your program performed against the current top 20 (or 10) programs. If no news arrives during that time, don't worry; entries are put in a queue and run through the tournament one at a time. A backlog may develop. Be patient. If your program makes it onto the hill, you will get mail every time a new program makes it onto the hill. If this is too much mail, you can use ";redcode[-??] quiet" when you first mail in your program; then you will only get mail when you make it on the top 25 list or when you are knocked off. Using ";redcode[-??] verbose" will give you even more mail; here you get mail every time a new challenger arrives, even if they don't make it onto the top 25 list. Often programmers want to try out slight variations in their programs. If you already have a program named "foo V1.0" on the hill, adding the line ";kill foo" to a new program will automatically bump foo 1.0 off the hill. Just ";kill" will remove all of your programs when you submit the new one. The server kills programs by assigning an impossibly low score; it may therefore take another successful challenge before a killed program is actually removed from the hill. Sample Entry ;redcode ;name Dwarf ;author A. K. Dewdney ;strategy Throw DAT bombs around memory, hitting every 4th memory cell. ;strategy This program was presented in the first Corewar article. bomb DAT #0 dwarf ADD #4, bomb MOV bomb, @bomb JMP dwarf END dwarf ; Programs start at the first line unless ; an "END start" pseudo-op appears to indicate ; the first logical instruction. Also, nothing ; after the END instruction will be assembled. Duration Max. Hill Name Hill Core Max. Before Entry Min. Rounds Instr. Size Size Processes Distance Fought Set Tie Length Pizza's ICWS '94 Draft Hill Extended (Accessed with 25 8000 8000 80000 100 100 200 ICWS '94 ";redcode-94") Draft Pizza's Beginner's Extended Hill (Accessed 25 8000 8000 80000 100 100 200 ICWS '94 with ";redcode-b") Draft Pizza's Experimental Extended (Small) Hill 25 800 800 8000 20 20 200 ICWS '94 (Accessed with Draft ";redcode-x") Pizza's Limited Process (LP) Hill Extended (Accessed with 25 8000 8 80000 200 200 200 ICWS '94 ";redcode-lp") Draft Stormking's ICWS '88 Standard Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '88 ";redcode") Stormking's ICWS '94 No Pspace Hill (Accessed with 20 8000 8000 80000 100 100 250 ICWS '94 ";redcode-94nop") Stormking's ICWS '94 Experimental Extended (Big) Hill 20 55440 55440 500000 200 200 250 ICWS '94 (Accessed with Draft ";redcode-94x") Stormking's ICWS '94 Multi-Warrior Extended Hill (Accessed 10 8000 8000 80000 100 100 200 ICWS '94 with Draft ";redcode-94m") Note: Warriors on the beginner's hill are retired at age 100. If you just want to get a status report without actually challenging the hills, send email with ";status" as the message body (and don't forget "Subject: koth" for "pizza"). If you send mail to "pizza" with "Subject: koth help" you will receive instructions that may be more up to date than those contained in this document. At "stormking", a message body with ";help" will return brief instructions. If you submit code containing a ";test" line, your warrior will be assembled but not actually pitted against the warriors on the hill. At "pizza", you can use ";redcode[-??] test" to do a test challenge of the Hill without affecting the status of the Hill. These challenges can be used to see how well your warrior does against the current Hill warriors. All hills run portable MARS (pMARS) version 0.8, a platform-independent Core War system available at www.koth.org. The '94 and '94x hills allow five experimental opcodes and three experimental addressing modes currently not covered in the ICWS'94 draft document: * LDP - Load P-Space * STP - Store P-Space * SEQ - Skip if EQual (synonym for CMP) * SNE - Skip if Not Equal * NOP - (No OPeration) * * - indirect using A-field as pointer * { - predecrement indirect using A-field * } - postincrement indirect using A-field [ToC] ------------------------------------------------------------------------ 15. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core? Core is initialized to DAT 0, 0. This is an illegal instruction (in source code) under ICWS'88 rules and strictly compliant assemblers (such as KotH or pmars -8) will not let you have a DAT 0, 0 instruction in your source code - only DAT #0, #0. So this begs the question, how to compare something to see if it is empty core. The answer is, most likely the instruction before your first instruction and the instruction after your last instruction are both DAT 0, 0. You can use them, or any other likely unmodified instructions, for comparison. Note that under ICWS'94, DAT 0, 0 is a legal instruction. [ToC] ------------------------------------------------------------------------ 16. How does SLT (Skip if Less Than) work? SLT gives some people trouble because of the way modular arithmetic works. It is important to note that all negative numbers are converted to positive numbers before a battles begins. Example: -1 becomes M-1 where M is the memory size (core size). Once you realize that all numbers are treated as positive, it is clear what is meant by "less than". It should also be clear that no number is less than zero. [ToC] ------------------------------------------------------------------------ 17. What is the difference between in-register and in-memory evaluation? These terms refer to the way instruction operands are evaluated. The '88 Redcode standard ICWS'88 is unclear about whether a simulator should "buffer" the result of A-operand evaluation before the B-operand is evaluated. Simulators that do buffer are said to use in-register evaluation, those that don't, in-memory evaluation. ICWS'94 clears this confusion by mandating in-register evaluation. Instructions that execute differently under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV and MOD where the effective address of the A-operand is modified by evaluation of the B-operand. This is best illustrated by an example: L1 mov L2, mov.i #0, impsize Bootstrapping Strategy of copying the active portion of the program away from the initial location, leaving a decoy behind and making the relocated program as small as possible. B-Scanners Scanners which only recognize non-zero B-fields. example add #10, scan scan jmz example, 10 c Measure of speed, equal to one location per cycle. Speed of light. CMP-Scanner A Scanner which uses a CMP instruction to look for opponents. example add step, scan scan cmp 10, 30 jmp attack jmp example step dat #20, #20 Colour Property of bombs making them visible to scanners, causing them to attack useless locations, thus slowing them down. example dat #100 Core-Clear Code that sequentially overwrites core with DAT instructions; usually the last part of a program. Decoys Bogus or unused instructions meant to slow down scanners. Typically, DATs with non-zero B-fields. Decrement Resistant Property of warriors making them functional (or at least partially functional) when overrun by a DJN-stream. DJN-Stream (also DJN-Train) Using a DJN command to rapidly decrement core locations. example ... ... djn example, <4000 Dwarf The prototypical small bomber. Gate-busting (also gate-crashing) technique to "interweave" a decrement-resistant imp-spiral (e.g. MOV 0, 2668) with a standard one to overrun imp-gates. Hybrids warriors that combine two or more of the basic strategies, either in sequence (e.g. stone->paper) or in parallel (e.g. imp/stone). Imp Program which only uses the MOV instruction. example mov 0, 1 or example mov 0, 2 mov 0, 2 Imp-Gate A location in core which is bombed or decremented continuously so that an Imp can not pass. Also used to describe the program-code which maintains the gate. example ... ... spl 0, mov.i #0,IMPSIZE Mirror see reflection. On-axis/off-axis On-axis scanners compare two locations M/2 apart, where M is the memory size. Off-axis scanners use some other separation. Optimal Constants (also optima-type constants) Bomb or scan increments chosen to cover core most effectively, i.e. leaving gaps of uniform size. Programs to calculate optimal constants and lists of optimal numbers are available at www.koth.org. Paper A Paper-like program is one which replicates itself many times. Part of the Scissors (beats) Paper (beats) Stone (beats Scissors) analogy. P-Warrior A warrior which uses the results of previous round(s) in order to determine which strategy it will use. Pit-Trapper (also Slaver, Vampire). A program which enslaves another. Usually accomplished by bombing with JMPs to a SPL 0 pit with an optional core-clear routine. Q^2 Scan A modern version of the Quick Scan where anything found is attacked almost immediately. Quick Scan 2c scan of a set group of core locations with bombing if anything is found. Both of the following codes snips scan 16 locations and check for a find. If anything is found, it is attacked, otherwise 16 more locations are scanned. Example: start s1 for 8 ;'88 scan cmp start+100*s1, start+100*s1+4000 ;check two locations mov #start+100*s1-found, found ;they differ so set pointer rof jmn attack, found ;if we have something, get it s2 for 8 cmp start+100*(s2+6), start+100*(s2+6)+4000 mov #start+100*(s2+6)-found, found rof found jmz moveme, #0 ;skip attack if qscan found nothing attack cmp @found, start-1 ;does found points to empty space? add #4000, found ;no, so point to correct location mov start-1, @found ;move a bomb moveme jmp 0, 0 In ICWS'94, the quick scan code is more compact because of the SNE opcode: start ;'94 scan s1 for 4 sne start+400*s1, start+400*s1+100 ;check two locations seq start+400*s1+200, start+400*s1+300 ;check two locations mov #start+400*s1-found, found ;they differ so set pointer rof jmn which, found ;if we have something, get it s2 for 4 sne start+400*(s2+4), start+400*(s2+4)+100 seq start+400*(s2+4)+200, start+400*(s2+4)+300 mov #start+400*(s2+4)-found-100, found rof found jmz moveme, #0 ;skip attack if qscan found nothing add #100, -1 ;increment pointer till we get the which jmn -1, @found ;right place mov start-1, @found ;move a bomb moveme jmp 0, 0 Reflection Copy of a program or program part, positioned to make the active program invisible to a CMP-scanner. Replicator Generic for Paper. A program which makes many copies of itself, each copy also making copies. Self-Splitting Strategy of amplifying the number of processes executing a piece of code. example spl 0 loop add #10, example mov example, @example jmp loop Scanner A program which searches through core for an opponent rather than bombing blindly. Scissors A program designed to beat replicators, usually a (B-field scanning) vampire. Part of the Paper-Scissors-Stone analogy. Self-Repair Ability of a program to fix it's own code after attack. Silk A replicator which splits off a process to each new copy before actually copying the code. This allows it to replicate extremely quickly. This technique is only possible under the '94 draft, because it requires post-increment indirect addressing. Example: spl 1 mov -1, 0 spl 1 ;generate 6 consecutive processes silk spl 3620, #0 ;split to new copy mov >-1, }-1 ;copy self to new location mov bomb, >2000 ;linear bombing mov bomb, }2042 ;A-indirect bombing for anti-vamp jmp silk, {silk ;reset source pointer, make new copy bomb dat >2667, >5334 ;anti-imp bomb Slaver see Pit-Trapper. Stealth Property of programs, or program parts, which are invisible to scanners, accomplished by using zero B-fields and reflections. Stone A Stone-like program designed to be a small bomber. Part of the Paper-Scissors-Stone analogy. Stun A type of bomb which makes the opponent multiply useless processes, thus slowing it down. Example is referred to as a SPL-JMP bomb. example spl 0 jmp -1 Two-Pass Core-Clear (also SPL/DAT Core-Clear) core clear that fills core first with SPL instructions, then with DATs. This is very effective in killing paper and certain imp-spiral variations. Vampire see Pit-Trapper. Vector Launch one of several means to start an imp-spiral running. As fast as Binary Launch, but requiring much less code. See also JMP/ADD Launch and Binary Launch. This example is one form of a Vector Launch: sz EQU 2667 spl 1 spl 1 jmp @vt, }0 vt dat #0, imp+0*sz ; start of vector table dat #0, imp+1*sz dat #0, imp+2*sz dat #0, imp+3*sz ; end of vector table imp mov.i #0, sz [ToC] ------------------------------------------------------------------------ 23. Other questions? Just ask in the rec.games.corewar newsgroup or contact me. If you are shy, check out the Core War archives first to see if your question has been answered before. [ToC] ------------------------------------------------------------------------ Credits Additions, corrections, etc. to this document are solicited. Thanks in particular to the following people who have contributed major portions of this document: * Mark Durham (wrote the original version of the FAQ) * Paul Kline * Randy Graham * Stefan Strack (maintained a recent version of the FAQ) ------------------------------------------------------------------------ Copyright � 1999 Anton Marsden. Verbatim copying and distribution of this entire article is permitted in any medium, provided this notice is preserved. ------------------------------------------------------------------------ From: sayembara@gmail.com Subject: Re: nano hill Date: 11 May 2006 16:23:28 -0700 Message-ID: <1147389808.383867.201620@q12g2000cwa.googlegroups.com> Neo: > How much good variations can we get from 5 lines? Not much :) More than it seems :) Just look at the warriors posted here and also the top warriors on the infinite hill. Virtually all are using spl/mov with majority using spl/mov/djn for looping. I focused on 'strong' warriors. I think some of the warriors are already clones for some of other warriors. Lukasz: "Let me know if you want to see more of my calculations results, " Yes, show me you results :) From: "inversed" Subject: Paper With Eyes Date: 12 May 2006 10:02:57 -0700 Message-ID: <1147453377.531338.142010@g10g2000cwb.googlegroups.com> Hi, Here is a warrior that entered LP hill, mix of paper and scanner. Due to it's dodging ability, it scores much better than pure paper. Note that scanning only takes one extra instruction. ;redcode-lp ;author inversed ;name Paper With Eyes ;strategy Scanning paper ;assert (CORESIZE==8000) && (MAXPROCESSES==8) len equ 16 inc equ 1727 zofs equ 2454 color equ 500 org loop from mov #len, #len scan add.a #inc, to jmz.f scan, *to loop mov Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: Fri, 12 May 2006 17:11:29 -0400 (EDT) Message-ID: <00e001c67605$bc49b920$2300a8c0@Home9150> > The ongoing corewar tournament > > > _____ _____ > / __ \| ___| > `' / /'|___ \ > / / \ \ > ./ /___/\__/ / > \_____/\____/ > > > ............................ > . . > . The Psycho Pair Round . > . . > ............................ ? From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: Fri, 12 May 2006 20:32:25 -0400 (EDT) Message-ID: <44650c2b801fb@wp.pl> Dnia 12-05-2006 o godz. 23:10 Robert Macrae napisal: > > The ongoing corewar tournament > > > > > > _____ _____ > > / __ \| ___| > > `' / /'|___ \ > > / / \ \ > > ./ /___/\__/ / > > \_____/\____/ > > > > > > ............................ > > . . > > . The Psycho Pair Round . > > . . > > ............................ > > ? Yes, exactly. I mean I agree. ? -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- Odkryj tajemnic�, z�am kod, szukaj prawdy! "Kod da Vinci" ekranizacja najwi�kszego bestsellera literatury wsp�czesnej w kinach od 19 maja! http://klik.wp.pl/?adr=www.koddavinci.pl&sid=753 From: "Nenad Tomasev" Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: 13 May 2006 02:31:33 -0700 Message-ID: <1147512693.665092.269480@v46g2000cwv.googlegroups.com> _____ _ _ . | __ \ | | | | . | |__) |___ __| | ___ ___ __| | ___ _ __ ___ . | _ // _ \/ _` |/ __/ _ \ / _` |/ _ \ '__/ __| . | | \ \ __/ (_| | (_| (_) | (_| | __/ | \__ \ . |_| \_\___|\__,_|\___\___/ \__,_|\___|_| |___/ . . ______ . | ____| . | |__ _ __ ___ _ __ _____ _ . | __| '__/ _ \ '_ \|_ / | | | . | | | | | __/ | | |/ /| |_| | . |_| |_| \___|_| |_/___|\__, | . __/ | . |___/ . .................................................................. The ongoing corewar tournament _____ _____ / __ \| ___| `' / /'|___ \ / / \ \ ./ /___/\__/ / \_____/\____/ ............................ . . . The Psycho Pair Round . . . ............................ Hi! The results are finally here! Sorry for the delay, I was having some problems with my PC, and there were a lot of calculations to be done. There were 8 participants this time, and it was a close fight for the first place. There were also a few who obviously misunderstood the rules, thus ending up with a negative score. I added up the minimal number of scored points to all the scores later on, so that I could end up with % scores as usual. Without further delay, here are the final rankings: author score(average) sc% 1. Chip Wendell 338 100 2. Robert Macrae 326 97.7 3. inversed 246 82.8 4. Nenad Tomasev 237 81.1 5. Lukasz Adamovski 115 58.2 6. Zul Nadzri 26 41.5 7. Christian Schmidt -149 8.6 8. Roy van Rijn -195 0 The full overview of the used strategies, as well as the warrior code, will appear soon (I hope) on www.corewar.info The combo that Chip Wendell used was stone/imp + smart loser. The loser was able to recognize the s/i and join it, and suicided otherwise. My idea was to use .f HSAish scanner, and a warrior which had two parts - a counting loop and a jmp 0, 0. When it counted down to 0, it would kill the jmp, and then kill itself. Of course, the idea was that scanner will find and kill the loop before it killed the jmp 0, 0, which was invisible for the scanner. It didn't score as well as I expected, since there were many stones submitted, which had hurt my scanner too much. Zul Nadzri had gone for a simple approach He submitted a pair of dats. :) That yielded a win against every other player, but it didn't provide him with high enough score for a good place in the end. However, it prooves that it was possible to achieve a decent score in a very simple way. :) Here is the full round-robin table, although it probably won't be readable here (you'd better have a look later on, when Christian puts it on his web site). Warrior Index 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Average ------- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ------- Warf for Dwin 1 ... 207.7 115.5 124.8 175.3 157.5 241.7 208.0 257.0 298.0 299.0 299.7 300.0 300.0 300.0 300.0 238.9 Hupapa 2 58.2 ... 118.2 105.5 59.3 201.8 286.3 226.8 290.3 300.0 300.0 298.7 300.0 300.0 300.0 300.0 229.7 Finders Keepers 3 105.0 101.2 ... 86.8 200.5 176.3 246.2 285.7 256.0 298.3 300.0 300.0 101.7 299.3 300.0 300.0 223.8 Wash'n'Go [rf25] 4 106.3 109.5 129.8 ... 141.8 104.5 249.3 186.3 257.5 284.2 138.3 299.7 299.7 298.3 300.0 300.0 213.7 DivineRFStrike 5 114.8 238.8 91.5 156.3 ... 123.7 104.8 250.7 78.5 300.0 299.2 105.5 299.3 298.8 300.0 300.0 204.1 Desperate Dan 6 130.0 89.3 111.3 188.5 169.7 ... 69.0 271.2 95.2 291.0 286.3 291.3 300.0 99.8 300.0 300.0 199.5 Dwarf for Win 7 39.2 9.8 36.2 28.3 190.3 225.0 ... 39.0 212.8 300.0 300.0 300.0 300.0 300.0 300.0 300.0 192.0 Zero Velocity 8 50.5 37.3 8.2 58.3 48.7 21.2 252.0 ... 271.8 100.0 299.7 299.3 300.0 300.0 300.0 300.0 176.5 MessTone 9 23.5 5.3 23.0 21.5 215.0 188.2 67.3 17.8 ... 296.3 296.3 245.0 300.0 299.7 300.0 300.0 173.3 Zero Trap 10 1.0 0.0 0.8 8.2 0.0 6.0 0.0 100.0 1.8 ... 300.0 300.0 300.0 300.0 300.0 300.0 127.9 Anthropomorphic Repousse Appearing From The Southwest Of Epoxy-Producing Factory 11 0.5 0.0 0.0 151.3 0.7 10.3 0.0 0.2 1.8 0.0 ... 300.0 300.0 300.0 300.0 300.0 111.0 DivineRFLoser 12 0.2 0.7 0.0 0.2 97.5 4.3 0.0 0.3 27.5 0.0 0.0 ... 300.0 300.0 300.0 300.0 88.7 Losers Weepers 13 0.0 0.0 99.2 0.2 0.3 0.0 0.0 0.0 0.0 0.0 0.0 0.0 ... 275.5 300.0 300.0 65.0 Suicidal Sid 14 0.0 0.0 0.3 0.8 0.8 101.3 0.0 0.0 0.2 0.0 0.0 0.0 24.5 ... 300.0 300.0 48.5 DAT 0 0 15 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 ... 150.0 10.0 DAT 0 1 16 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 150.0 ... 10.0 From: sayembara@gmail.com Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: 13 May 2006 06:02:21 -0700 Message-ID: <1147525341.616046.132100@i39g2000cwa.googlegroups.com> While waiting for Fizmo to update, I really want to know the score *after* using the formula. I believe the above scores are the 'raw' scores you get from each fight. I just want to compare how much points did I miss by not sending working warriors. From: sayembara@gmail.com Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: 13 May 2006 16:43:35 -0700 Message-ID: <1147563815.933308.323970@y43g2000cwc.googlegroups.com> Thanks Nenad ...already got the data. From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 05/15/06 Date: Mon, 15 May 2006 10:00:47 -0400 (EDT) Message-ID: <200605150406.k4F460Lb079023@asgard.t-b-o-h.net> Weekly Status on 05/15/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Mon Apr 24 22:53:11 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 45/ 36/ 19 Fatamorgana X Zul Nadzri 153 10 2 43/ 37/ 20 Ogre Christian Schmidt 149 171 3 43/ 37/ 20 The X Machine Zul Nadzri 148 34 4 33/ 22/ 45 xd100 test David Houston 145 20 5 42/ 40/ 19 Eliminator X Zul Nadzri 144 35 6 41/ 39/ 20 Bewitching S.Fernandes 142 1 7 26/ 11/ 64 Evol Cap 4 X John Wilkinson 141 292 8 32/ 26/ 42 KAT v5 Dave Hillis 139 155 9 34/ 30/ 36 Olivia X Ben Ford 138 104 10 41/ 44/ 16 O_Fortuna3X Nenad Tomasev 138 6 11 40/ 42/ 18 Black Moods Ian Oversby 137 219 12 37/ 37/ 26 test Some Redcoder 136 4 13 40/ 43/ 17 Giant Hazy Test 13 Steve Gunnell 136 50 14 38/ 41/ 21 Simply Intelligent Zul Nadzri 134 16 15 38/ 41/ 22 Controlled Aggression Ian Oversby 134 223 16 30/ 28/ 42 Glenstorm John Metcalf 133 85 17 35/ 38/ 26 Trefoil F 13 Steve Gunnell 132 106 18 19/ 6/ 75 Evolve X v4.0 John Wilkinson 132 240 19 35/ 39/ 25 Trefoil Test F 14 Steve Gunnell 132 7 20 39/ 47/ 14 Fatal Choice Some Redcoder 130 5 21 16/ 50/ 34 Nova-A.1b Jay 81 0 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 05/15/06 Date: Mon, 15 May 2006 10:00:45 -0400 (EDT) Message-ID: <200605150409.k4F490ZZ079348@asgard.t-b-o-h.net> Weekly Status on 05/15/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun May 14 12:18:12 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 33/ 25/ 42 Monster_Human_Grunt inversed 142 237 2 42/ 43/ 15 Rascal Christian Schmidt 140 4 3 28/ 19/ 53 Last Judgement Christian Schmidt 138 422 4 33/ 29/ 38 Hullab3loo Roy van Rijn 137 152 5 29/ 22/ 49 Song of the blue sea Miz 137 109 6 30/ 27/ 43 Monster_Alien_Grunt inversed 134 238 7 25/ 16/ 59 Mascaf� G.Labarga 134 143 8 41/ 48/ 11 Hallucination Scanner inversed 134 110 9 28/ 21/ 51 Bluebell Christian Schmidt 134 125 10 28/ 22/ 51 MoonOfChaos Nenad Tomasev 133 200 11 37/ 41/ 21 Gabble Christian Schmidt 133 3 12 39/ 45/ 16 ChimeraQueen Nenad Tomasev 132 117 13 24/ 16/ 60 D3vilstick Roy van Rijn 132 151 14 36/ 42/ 22 Glyph 1.5 inversed 131 2 15 30/ 29/ 41 Gods Of Destiny Nenad Tomasev 131 366 16 25/ 20/ 55 Rust [v0.2] inversed 130 345 17 28/ 28/ 44 All Things Fluffy Jens Gutzeit 128 6 18 28/ 28/ 44 Lavos(InnerCore) Nenad Tomasev 127 1 19 34/ 43/ 23 Twilight S.Fernandes 125 122 20 34/ 44/ 22 ()()() Nenad Tomasev 123 114 21 25/ 48/ 27 test Nenad Tomasev 101 0 From: KOTH Subject: KOTH.ORG: Status - Standard 05/15/06 Date: Mon, 15 May 2006 10:00:48 -0400 (EDT) Message-ID: <200605150400.k4F400YH078642@asgard.t-b-o-h.net> Weekly Status on 05/15/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Thu May 11 12:16:47 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 38/ 23/ 39 Test Alexander (Sasha) Wa 152 187 2 40/ 28/ 32 The Next Step '88 David Houston 152 63 3 42/ 36/ 22 My 1st try Christian Schmidt 148 79 4 36/ 24/ 40 The Hurricaner G.Labarga 147 34 5 35/ 23/ 42 test G.Labarga 146 30 6 35/ 24/ 41 Guardian Ian Oversby 145 247 7 42/ 40/ 18 Scan the Can Christian Schmidt 145 28 8 41/ 39/ 20 Moonwipe Christian Schmidt 143 44 9 35/ 28/ 37 SoundOfDarkness Nenad Tomasev 143 11 10 37/ 31/ 32 The Seed Roy van Rijn 142 65 11 43/ 45/ 11 Speeed 88mph Christian Schmidt 141 47 12 28/ 16/ 56 Utterer '88 Christian Schmidt 140 22 13 40/ 40/ 20 July Nenad Tomasev 140 20 14 40/ 40/ 21 Hexamorph inversed 139 1 15 35/ 30/ 35 A.I.P. Christian Schmidt 139 55 16 42/ 47/ 11 Scan Test C 6 Steve Gunnell 138 86 17 30/ 23/ 46 Scopulos pluviae G.Labarga 138 14 18 43/ 48/ 9 Replihater Some Redcoder 137 18 19 26/ 14/ 60 IMParable G.Labarga 137 35 20 39/ 43/ 19 war in the name of music John Metcalf 135 6 21 2/ 98/ 0 0 0 7 0 From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 05/15/06 Date: Mon, 15 May 2006 10:00:47 -0400 (EDT) Message-ID: <200605150403.k4F430ih078852@asgard.t-b-o-h.net> Weekly Status on 05/15/06 -=- 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 : Thu May 11 15:45:15 EDT 2006 # Name Author Score Age 1 kingdom of the grasshoppe simon wainwright 37 122 2 Urgle Daniel Rivas 37 7 3 Fluffy Paper VI Jens Gutzeit 36 27 4 JustADirtyClearTest Nenad Tomasev 34 56 5 CLP-shot again G.Labarga 31 1 6 simply believe John Metcalf 28 4 7 nameless fragment S.Fernandes 28 26 8 the price of hostility John Metcalf 25 14 9 Diptera Nenad Tomasev 15 41 10 rooftop pursuit John Metcalf 13 3 11 Exact Abstraction Roy & Mizcu 1 0 From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Re: nano hill Date: Mon, 15 May 2006 10:04:50 -0400 (EDT) Message-ID: <4467aa5b95ec1@wp.pl> Dnia 12-05-2006 o godz. 2:19 sayembara@gmail.com napisal: > Neo: > How much good variations can we get from 5 lines? Not much :) > More than it seems :) > > Lukasz: "Let me know if you want to see more of my calculations > results, " > Yes, show me you results :) OK, here is what I've found: In Redcode'94 there are 16 opcodes (DAT, MOV, ADD, SUB, MUL, DIV, MOD, JMP, JMZ, JMN, DJN, SPL, SLT, SEQ, SNE, NOP). I'm not counting CMP which is the same as SEQ. I'm not counting LDP and STP also since they are not useful in nano. There are also 7 different modifiers and 8 addressing modes. A- and B-field in nano can have 80 different values, any other is reduced to -39..40 limit (or 0..79 as you wish). So every instruction is one of 16*7*8*80*8*80 possible instructions. We think of 5 cells long warrior. That give us (16*7*8*80*8*80)^5 possible 5 lines long codes. Not warriors, because each of this code can have 5 different ORG positions. Finally we have 5*(16*7*8*80*8*80)^5 warriors. All of them. Good and bad. How many of them is suicidal? Let's see... Every warrior with DAT as first executed instruction is suicidal for sure. There are 1*7*8*80*8*80 posibble DATs. They have different modifiers, adressing modes and fields, but every does kill our warrior. So there are (1*7*8*80*8*80)*(15*7*8*80*8*80)^4 codes with one DAT as the first line and any other instrucion as all the rest... I think we can name 7*8*80*8*80 somehow to make our calculations look nicer, don't you? Let it be C as constant. ;) So we have 5 * 16^5 * C^5 all warriors and 1 * 15^4 * C^5 codes with DAT as first line. Now we can go on... There is the same number of codes with DAT as second line, as third line, etc. It gives us 5 * 1 * 15^4 * C^5 codes with one DAT line. Each of it can start in one of five lines, but only one is suicidal for sure, so there is the same number (5 * 1 * 15^4 * C^5) of suicidal warriors with only one DAT. Now what changes with two DATs? 1*1*15*15*15*C^5 possible codes with DATs as two first lines. The list below show how all of combinations with two DATs: 1*1*15*15*15 1*15*1*15*15 1*15*15*1*15 1*15*15*15*1 15*1*1*15*15 15*1*15*1*15 15*1*15*15*1 15*15*1*1*15 15*15*1*15*1 15*15*15*1*1 One, two, three... ten! As you may remember from school there is simpler way to caount them. If we want to calculate the number of combinations we use formula n!/k!(n-k)!, where n is number of all elements and k is number of selected elements. In our case n=5 and k=2. 5!/2!(5-2)! = 5!/2!3! = 1*2*3*4*5/(1*2*1*2*3) = 4*5/2 = 10 So we have 10 * 1^2 * 15^3 * C^5 codes with two DATs. Each of them can have 5 ORG points, but only 2 of them are deadly for our warrior. So finally we have 2 * 10 * 1^2 * 15^3 * C^5 suicidal warriors with two DATs. In similiar way we can think of 3 and more DATs. We get: 3 * 10 * 1^3 * 15^2 * C^5 suicidal warriors with 3 DATs. 4 * 5 * 1^4 * 15 * C^5 suicidal warriors with 4 DATs. 5 * 1^5 * C^5 suicidal warriors with 5 DATs. Let's sum up: 5 * 15^4 * C^5 + 20 * 15^3 * C^5 + 30 * 15^2 * C^5 + 20 * 15 * C^5 + 5 * C^5 = = ( 5 * 15^4 + 20 * 15^3 + 30 * 15^2 + 20 * 15 + 5 )* C^5 = (where is my calculator?...;) = = 327680 * C^5 warriors with DAT as first executed instruction, so suicidal. Really BAD warriors, I mean. :) Is it much? It's 327680 / (5*16^5) = 327680 / 5242880 = 6.25% of all the warriors possible with nano conditions. I know there are many other ways for warrior to be suicidal early in the fight, so also BAD. Almost every warrior with DAT as instruction next too first executed is suicidal, so we can easily double the value above, but yet we're still not sure... Maybe let's think of GOOD warriors instead. :) That will be my in next mail. Lukasz Adamowski -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- Asterix i Wikingowie. Dr�yjcie - Wikingowie schodz� na l�d. W tym roku Dzie� Dziecka ju� 12 maja! http://klik.wp.pl/?adr=http%3A%2F%2Fadv.reklama.wp.pl%2Fas%2Fasterix.html&sid=751 From: tolerance0@gmail.com Subject: Spring Tournament Announcement Date: 16 May 2006 03:59:35 -0700 Message-ID: <1147777175.951797.52430@y43g2000cwc.googlegroups.com> http://datagram.redcode.nl The main page is up for the Spring Tournament I'll be hosting next month. It'll follow the same basic single elimination style as CWSET2005, but I'll be hosting it so Fizmo can actually participate in this one : ). Please register ASAP so I can fill in the player list in the menu. I'll work on getting the other pages up (currently only main page is up) tonight, but for sure by the end of the week everything will be working. datagram Note: It doesn't work well in IE (for whatever reason it doesn't like CSS's background-color in h3's) and I don't have time/patience to fix it...so download Firefox. From: "inversed" Subject: Re: Spring Tournament Announcement Date: 16 May 2006 06:19:57 -0700 Message-ID: <1147785597.379288.322880@v46g2000cwv.googlegroups.com> Single elimination again? Maybe this time it should be tournament like KOFACOTO, where sum of normalized scores determines rank? It's less random. From: "Chip" Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: 16 May 2006 06:27:39 -0700 Message-ID: <1147786059.063279.94950@j33g2000cwa.googlegroups.com> > I'm going to guess that Chip's are Finders Keepers and Losers Weepers Right. I had pretty much the same strategy as Robert, except 1) my loser was a 0.8c scanner instead of a quickscan, so it suicided more slowly (43 cycles max) when it couldn't find the "winners" signature, and 2) I used a S/I for a "winner", which proved to be better against the field than Robert's scanner. When I first read the rules for this round, I couldn't see how normal programs could win, since they would always lose against a pair of DATs. But then I realized that, if only a few people entered DATs, it was still possible to score enough points off the others to win. Good round! From: =?ISO-8859-2?Q?=A3ukasz_Adamowski?= Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: Tue, 16 May 2006 08:24:23 -0400 (EDT) Message-ID: <4469a705df65b@wp.pl> Hi! My warriors are Zero Velocity and Zero Trap. Trap is a forever loop with MAXLENGHT signature. Velocity is more complex warrior. It starts with Q-scan, if it finds Trap signature it loops forever. If it finds anything else it changes to both-direction clear. If it doesn't find anything at all, it boots a low processes paper. I think mine problem was that Trap is not so worst as my worse warrior. It is not suicidal. I assumed that it won't die fast enough to lose with others worse warriors but it will be vulnerable fighting with better warriors. I see also that my paper wasn't so smart choice to this competition. Anyway... I wasn't the last and I earn some points. And it's good to see RF is still on. :) Thanks! Lukasz Adamowski -= "War is a problem, never a solution" =- -= "Wojna jest problemem, a nie rozwiazaniem" =- ---------------------------------------------------- Odkryj tajemnic�, z�am kod, szukaj prawdy! "Kod da Vinci" ekranizacja najwi�kszego bestsellera literatury wsp�czesnej w kinach od 19 maja! http://klik.wp.pl/?adr=www.koddavinci.pl&sid=753 From: "Robert Macrae" Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: Tue, 16 May 2006 09:44:24 +0100 Message-ID: > 1. Chip Wendell 338 100 > 2. Robert Macrae 326 97.7 > 3. inversed 246 82.8 > 4. Nenad Tomasev 237 81.1 > 5. Lukasz Adamovski 115 58.2 > 6. Zul Nadzri 26 41.5 > 7. Christian Schmidt -149 8.6 > 8. Roy van Rijn -195 0 Nenad, could you match up the authors with the warrior names? The without this the raw scores are rather indigestable. > The combo that Chip Wendell > used was stone/imp + smart loser. Ahah. Would have been good against my scanner. > My idea was to use > .f HSAish scanner, and a warrior > which had two parts - a counting > loop and a jmp 0, 0. When it > counted down to 0, it would kill > the jmp, and then kill itself. Mine was similar, though I hired Stalker as my Klein mercenary scanner. Desperate Dan had a large signature decoy and booted Stalker, modified to draw if it scanned Suicidal Sid's signature. Sid was a quickscan, which suicided if it didn't spot Dan's signature. If it did it could have just looped, but the final version launched a small clear to write some extra signature. Against enemies other than Dan, Sid kills itself in 23 cycles. Consider it a tribute to Anders Ivner 8-) I'm going to guess that Chip's are Finders Keepers and Losers Weepers, they seem to have the right kind of score profile. Any chance of an analysis Chip? Robert From: "Robert Macrae" Subject: Re: REDCODERS FRENZY TOURNAMENT 25 - THE PSYCHO PAIR ROUND Date: Tue, 16 May 2006 15:56:36 +0100 Message-ID: <1bydndlMBvjMdfTZnZ2dnUVZ8qOdnZ2d@pipex.net> > Right. I had pretty much the same strategy as Robert, except 1) my > loser was a 0.8c scanner instead of a quickscan, so it suicided more > slowly (43 cycles max) when it couldn't find the "winners" signature, > and 2) I used a S/I for a "winner", which proved to be better against > the field than Robert's scanner. My previous loser was also 0.8c, a HSA-style .f scanner... but nothing beats a QS to the draw, whichever way the gun is pointed! I didn't really think through the competitive landscape among the winners, just assumed that it would be dominated by scanners. Bad mistake, with hindsight its obvious you can give your loser something tuned to survive any winner, especially when your scan tells you where it is. Robert From: tolerance0@gmail.com Subject: Re: Spring Tournament Announcement Date: 17 May 2006 02:34:16 -0700 Message-ID: <1147858456.213072.36220@38g2000cwa.googlegroups.com> I'd prefer a standard elimination style tournament, and would be willing to extend it to double elimination if we have enough demand/players, or change it to something else if enough people want it. If we do DE, I'd like it to be a true DE tournament style, where winner of loser's bracket goes on to play winner of winner's bracket in the finals; in CWSET2005, winner of loser's bracket was 3rd place. I like elimination tournaments because they make things easy for all the players (and me). From: tolerance0@gmail.com Subject: Re: nano hill Date: 17 May 2006 17:52:52 -0700 Message-ID: <1147913572.142352.68020@38g2000cwa.googlegroups.com> Well, warriors can be suicidal early on by: having any dat instruction, or MOD/DIV by zero in the first few lines of execution without a prior DJN, JMP, or MOV statement (or in the case of DIV/MOD, add/sub/etc acting on the zero field). They can also be suicidal with a JMP/DJN to any location outside the body of their code (you'd essentially just jump into DAT land in [((your code+enemy code)/coresize)*100]% of cases) From: sayembara@gmail.com Subject: Re: nano hill Date: 18 May 2006 02:44:45 -0700 Message-ID: <1147945485.392695.304370@38g2000cwa.googlegroups.com> tolerance0@gmail.com wrote: > Well, warriors can be suicidal early on by: having any dat instruction, > or MOD/DIV by zero in the first few lines of execution without a prior > DJN, JMP, or MOV statement (or in the case of DIV/MOD, add/sub/etc > acting on the zero field). They can also be suicidal with a JMP/DJN to > any location outside the body of their code (you'd essentially just > jump into DAT land in [((your code+enemy code)/coresize)*100]% of cases) On top of that: 1. ADD is equal to -SUB. It may be eliminated as well? 2. one line warrior is weakest (make sure not overlapping with your '4 DATs' calculation) 3. two lines warrior is weaker 4. Most likely three lines warrior is weak 5. I propose removing NOP from the list because every single line is extremely valuable for nano 6. Some addressing mode just behave the same for certain instructions. 7. Non-splitting (non-spl) warrior may self-bomb and terminated. 8. Non-splitting (non-spl) & non jmp [e.g. add/add/add/add/add] dies after the first 5 execution --> weak. From: "A. Skrobov" Subject: How should pMARS macros work? Date: 22 May 2006 02:01:52 -0700 Message-ID: <1148288512.566468.21710@j73g2000cwa.googlegroups.com> (It's actually a followup to my month old thread, Google Groups won't let me post it there.) redcode.ref from my pMARS 0.8.6 distribution says that the assembly takes two passes: one to collect the labels and another to substitute them. However, multi-line EQUs can make it impossible to collect all the labels in the first pass. Consider the following example: mov b, a c equ 2 a equ 4 equ b So, after the first pass, we have just 2 EQUs: a and c. Substituting a during the second pass yields this code: mov b, 4 b c equ 2 Now, b is declared as an EQU for 2, and it takes another pass to get the final result. Am I missing something, or does processing all the macros really take more than two passes? From: "Mike5" Subject: Re: How should pMARS macros work? Date: 22 May 2006 04:40:03 -0700 Message-ID: <1148298003.713209.80560@i39g2000cwa.googlegroups.com> A. Skrobov wrote: > However, multi-line EQUs can make it impossible to collect all the > labels in the first pass. Consider the following example: > > mov b, a > c equ 2 > a equ 4 > equ b > > So, after the first pass, we have just 2 EQUs: a and c. Substituting a > during the second pass yields this code: > > mov b, 4 > b > c equ 2 > > Now, b is declared as an EQU for 2, and it takes another pass to get > the final result. > > > Am I missing something, or does processing all the macros really take > more than two passes? For start, multiline EQUs in pMARS do not work like that. AFAIK they are only intended to work like this: a equ 3 c equ mov.i 0, 1 equ dat.f #3, #3 add.ab # 1, $a c Other that that, with "inventive" macros pMARS will behave unexpectedly. Cheers, Mike5 Cheers, From: KOTH Subject: KOTH.ORG: Status - Standard 05/22/06 Date: Mon, 22 May 2006 07:18:17 -0400 (EDT) Message-ID: <200605220400.k4M401ND099293@asgard.t-b-o-h.net> Weekly Status on 05/22/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Thu May 11 12:16:47 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 38/ 23/ 39 Test Alexander (Sasha) Wa 152 187 2 40/ 28/ 32 The Next Step '88 David Houston 152 63 3 42/ 36/ 22 My 1st try Christian Schmidt 148 79 4 36/ 24/ 40 The Hurricaner G.Labarga 147 34 5 35/ 23/ 42 test G.Labarga 146 30 6 35/ 24/ 41 Guardian Ian Oversby 145 247 7 42/ 40/ 18 Scan the Can Christian Schmidt 145 28 8 41/ 39/ 20 Moonwipe Christian Schmidt 143 44 9 35/ 28/ 37 SoundOfDarkness Nenad Tomasev 143 11 10 37/ 31/ 32 The Seed Roy van Rijn 142 65 11 43/ 45/ 11 Speeed 88mph Christian Schmidt 141 47 12 28/ 16/ 56 Utterer '88 Christian Schmidt 140 22 13 40/ 40/ 20 July Nenad Tomasev 140 20 14 40/ 40/ 21 Hexamorph inversed 139 1 15 35/ 30/ 35 A.I.P. Christian Schmidt 139 55 16 42/ 47/ 11 Scan Test C 6 Steve Gunnell 138 86 17 30/ 23/ 46 Scopulos pluviae G.Labarga 138 14 18 43/ 48/ 9 Replihater Some Redcoder 137 18 19 26/ 14/ 60 IMParable G.Labarga 137 35 20 39/ 43/ 19 war in the name of music John Metcalf 135 6 21 2/ 98/ 0 0 0 7 0 From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 05/22/06 Date: Mon, 22 May 2006 07:18:16 -0400 (EDT) Message-ID: <200605220406.k4M461lZ099730@asgard.t-b-o-h.net> Weekly Status on 05/22/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Mon Apr 24 22:53:11 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 45/ 36/ 19 Fatamorgana X Zul Nadzri 153 10 2 43/ 37/ 20 Ogre Christian Schmidt 149 171 3 43/ 37/ 20 The X Machine Zul Nadzri 148 34 4 33/ 22/ 45 xd100 test David Houston 145 20 5 42/ 40/ 19 Eliminator X Zul Nadzri 144 35 6 41/ 39/ 20 Bewitching S.Fernandes 142 1 7 26/ 11/ 64 Evol Cap 4 X John Wilkinson 141 292 8 32/ 26/ 42 KAT v5 Dave Hillis 139 155 9 34/ 30/ 36 Olivia X Ben Ford 138 104 10 41/ 44/ 16 O_Fortuna3X Nenad Tomasev 138 6 11 40/ 42/ 18 Black Moods Ian Oversby 137 219 12 37/ 37/ 26 test Some Redcoder 136 4 13 40/ 43/ 17 Giant Hazy Test 13 Steve Gunnell 136 50 14 38/ 41/ 21 Simply Intelligent Zul Nadzri 134 16 15 38/ 41/ 22 Controlled Aggression Ian Oversby 134 223 16 30/ 28/ 42 Glenstorm John Metcalf 133 85 17 35/ 38/ 26 Trefoil F 13 Steve Gunnell 132 106 18 19/ 6/ 75 Evolve X v4.0 John Wilkinson 132 240 19 35/ 39/ 25 Trefoil Test F 14 Steve Gunnell 132 7 20 39/ 47/ 14 Fatal Choice Some Redcoder 130 5 21 16/ 50/ 34 Nova-A.1b Jay 81 0 From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 05/22/06 Date: Mon, 22 May 2006 07:18:16 -0400 (EDT) Message-ID: <200605220403.k4M431HC099574@asgard.t-b-o-h.net> Weekly Status on 05/22/06 -=- 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 : Thu May 11 15:45:15 EDT 2006 # Name Author Score Age 1 kingdom of the grasshoppe simon wainwright 37 122 2 Urgle Daniel Rivas 37 7 3 Fluffy Paper VI Jens Gutzeit 36 27 4 JustADirtyClearTest Nenad Tomasev 34 56 5 CLP-shot again G.Labarga 31 1 6 simply believe John Metcalf 28 4 7 nameless fragment S.Fernandes 28 26 8 the price of hostility John Metcalf 25 14 9 Diptera Nenad Tomasev 15 41 10 rooftop pursuit John Metcalf 13 3 11 Exact Abstraction Roy & Mizcu 1 0 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 05/22/06 Date: Mon, 22 May 2006 07:18:14 -0400 (EDT) Message-ID: <200605220409.k4M491AT099837@asgard.t-b-o-h.net> Weekly Status on 05/22/06 -=- 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 : Fri May 19 18:31:47 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 33/ 26/ 41 Monster_Human_Grunt inversed 141 240 2 29/ 19/ 52 Last Judgement Christian Schmidt 139 425 3 32/ 29/ 39 N e i t h inversed 136 1 4 29/ 22/ 49 Song of the blue sea Miz 136 112 5 40/ 46/ 14 Rascal Christian Schmidt 134 7 6 41/ 48/ 11 Hallucination Scanner inversed 134 113 7 32/ 31/ 38 Hullab3loo Roy van Rijn 133 155 8 37/ 40/ 23 Codgeriffic P.Kline 133 2 9 30/ 28/ 42 Monster_Alien_Grunt inversed 133 241 10 27/ 22/ 51 MoonOfChaos Nenad Tomasev 132 203 11 27/ 22/ 52 Bluebell Christian Schmidt 132 128 12 30/ 27/ 43 All Things Fluffy Jens Gutzeit 132 9 13 37/ 42/ 22 Twilight S.Fernandes 132 125 14 24/ 16/ 60 D3vilstick Roy van Rijn 131 154 15 23/ 17/ 60 Mascaf� G.Labarga 130 146 16 36/ 43/ 21 Gabble Christian Schmidt 129 6 17 24/ 21/ 55 Rust [v0.2] inversed 127 348 18 35/ 44/ 21 ()()() Nenad Tomasev 126 117 19 37/ 47/ 16 ChimeraQueen Nenad Tomasev 126 120 20 35/ 44/ 22 Glyph 1.5 inversed 126 5 21 28/ 31/ 41 Gods Of Destiny Nenad Tomasev 125 369 From: hncaldwell@gmail.com Subject: My first warrior. Date: 23 May 2006 11:39:51 -0700 Message-ID: <1148409591.694170.90640@i40g2000cwc.googlegroups.com> Watch him run in pMARS with the default window size for full effect. ;redcode-94 ;name HeathTest01 ;author Heath Caldwell ;assert 1 linelen equ (157) blocklen equ (5) org start x dat #0, #0 y dat #0, #0 pos dat #0, #0 loc dat #0, #0 spot dat #0, #0 pic dat #1, #1 dat #3, #1 dat #5, #1 dat #6, #1 dat #7, #1 dat #10, #1 dat #13, #1 dat #14, #1 dat #15, #1 dat #17, #1 dat #19, #1 dat #1, #2 dat #3, #2 dat #5, #2 dat #9, #2 dat #11, #2 dat #14, #2 dat #17, #2 dat #19, #2 dat #1, #3 dat #2, #3 dat #3, #3 dat #5, #3 dat #6, #3 dat #7, #3 dat #9, #3 dat #10, #3 dat #11, #3 dat #14, #3 dat #17, #3 dat #18, #3 dat #19, #3 dat #1, #4 dat #3, #4 dat #5, #4 dat #9, #4 dat #11, #4 dat #14, #4 dat #17, #4 dat #19, #4 dat #1, #5 dat #3, #5 dat #5, #5 dat #6, #5 dat #7, #5 dat #9, #5 dat #11, #5 dat #14, #5 dat #17, #5 dat #19, #5 picaddr dat #0, pic start mov.ab #pic+1, picaddr newpic mov.f @picaddr, loc jmz.b start, picaddr mov.ab #last+1, spot mov.a loc, spot mul.a #blocklen, spot add.ab spot, spot mov.a #linelen, spot mul.a #blocklen, spot mul.ba loc, spot add.ab spot, spot mov.ab #blocklen, y col mov.ab #blocklen, x row mov.f pic, @spot add.ab #1, spot djn.b row, x add.ab #linelen, spot sub.ab #blocklen, spot djn.b col, y add.ab #1, picaddr last jmp newpic end Message-ID: From: anton@paradise.net.nz (Anton Marsden) Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ) Date: 25 May 2006 04:23:54 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: corewar.datagram@gmail.com Subject: Spring Tournament Registration Deadline Date: 25 May 2006 21:20:10 -0700 Message-ID: <1148617210.445190.237290@u72g2000cwu.googlegroups.com> http://datagram.redcode.nl Remember, registration closes May 28th (but if you register before I post the first set of rules on the 29th, you'll be okay :D), so register quick! To register email me at corewar.datagram@gmail.com with your name, and other associated information such as nationality, location, achievment, favorite warriors you or others coded, etc. Look at another player's pages on the site to see the general information other players are submitting if you don't understand. Email me at corewar.datagram@gmail.com if you have any questions. datagram From: KOTH Subject: KOTH.ORG: Status - MultiWarrior 94 05/29/06 Date: Mon, 29 May 2006 23:34:19 -0400 (EDT) Message-ID: <200605290403.k4T430hp049738@asgard.t-b-o-h.net> Weekly Status on 05/29/06 -=- 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 : Thu May 11 15:45:15 EDT 2006 # Name Author Score Age 1 kingdom of the grasshoppe simon wainwright 37 122 2 Urgle Daniel Rivas 37 7 3 Fluffy Paper VI Jens Gutzeit 36 27 4 JustADirtyClearTest Nenad Tomasev 34 56 5 CLP-shot again G.Labarga 31 1 6 simply believe John Metcalf 28 4 7 nameless fragment S.Fernandes 28 26 8 the price of hostility John Metcalf 25 14 9 Diptera Nenad Tomasev 15 41 10 rooftop pursuit John Metcalf 13 3 11 Exact Abstraction Roy & Mizcu 1 0 From: KOTH Subject: KOTH.ORG: Status - ICWS Experimental 94 05/29/06 Date: Mon, 29 May 2006 23:34:18 -0400 (EDT) Message-ID: <200605290406.k4T460Gp049990@asgard.t-b-o-h.net> Weekly Status on 05/29/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG ICWS Experimental 94 CoreWar Hill: Last battle concluded at : Sat May 27 16:29:52 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 46/ 35/ 19 Fatamorgana X Zul Nadzri 157 10 2 44/ 36/ 20 The X Machine Zul Nadzri 152 34 3 44/ 36/ 19 Ogre Christian Schmidt 152 171 4 37/ 22/ 42 xd100 test David Houston 152 20 5 28/ 11/ 61 Evol Cap 4 X John Wilkinson 146 292 6 42/ 40/ 18 Eliminator X Zul Nadzri 145 35 7 41/ 39/ 20 Bewitching S.Fernandes 144 1 8 34/ 25/ 41 KAT v5 Dave Hillis 142 155 9 39/ 37/ 24 Trefoil F 13 Steve Gunnell 140 106 10 35/ 29/ 36 Olivia X Ben Ford 140 104 11 41/ 43/ 16 Giant Hazy Test 13 Steve Gunnell 140 50 12 41/ 43/ 15 O_Fortuna3X Nenad Tomasev 139 6 13 40/ 42/ 18 Black Moods Ian Oversby 139 219 14 38/ 38/ 23 Trefoil Test F 14 Steve Gunnell 139 7 15 37/ 37/ 26 test Some Redcoder 138 4 16 21/ 6/ 73 Evolve X v4.0 John Wilkinson 137 240 17 38/ 41/ 21 Controlled Aggression Ian Oversby 135 223 18 31/ 28/ 41 Glenstorm John Metcalf 135 85 19 38/ 42/ 20 Simply Intelligent Zul Nadzri 134 16 20 39/ 46/ 14 Fatal Choice Some Redcoder 133 5 21 8/ 79/ 12 Reaper II Slaytanist 38 0 From: KOTH Subject: KOTH.ORG: Status - 94 No Pspace 05/29/06 Date: Mon, 29 May 2006 23:34:17 -0400 (EDT) Message-ID: <200605290409.k4T490ve050144@asgard.t-b-o-h.net> Weekly Status on 05/29/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG 94 No Pspace CoreWar Hill: Last battle concluded at : Sun May 28 13:07:57 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 32/ 25/ 44 Monster_Human_Grunt inversed 139 251 2 42/ 47/ 11 Hallucination Scanner inversed 136 124 3 27/ 19/ 54 Last Judgement Christian Schmidt 135 436 4 31/ 28/ 40 Hullab3loo Roy van Rijn 134 166 5 27/ 23/ 50 Song of the blue sea Miz 132 123 6 35/ 39/ 26 Twilight S.Fernandes 132 136 7 36/ 40/ 23 Gabble Christian Schmidt 132 17 8 29/ 26/ 45 Monster_Alien_Grunt inversed 131 252 9 27/ 22/ 51 Bluebell Christian Schmidt 131 139 10 29/ 26/ 45 Fluffy Bunny of Doom Fluffy 131 11 11 38/ 45/ 17 Rascal Christian Schmidt 130 18 12 30/ 29/ 41 N e i t h inversed 130 12 13 23/ 17/ 60 D3vilstick Roy van Rijn 128 165 14 34/ 41/ 25 ()()() Nenad Tomasev 128 128 15 37/ 46/ 17 ChimeraQueen Nenad Tomasev 127 131 16 25/ 24/ 51 MoonOfChaos Nenad Tomasev 127 214 17 21/ 17/ 62 dd-test Sascha Zapf 126 1 18 21/ 17/ 62 Mascaf� G.Labarga 125 157 19 27/ 29/ 44 All Things Fluffy Jens Gutzeit 125 20 20 34/ 46/ 20 White Blur inversed 122 2 21 0/ 1/ 4 dd-test Sascha Zapf 5 3 From: KOTH Subject: KOTH.ORG: Status - Standard 05/29/06 Date: Tue, 30 May 2006 00:05:45 -0400 (EDT) Message-ID: <200605290400.k4T400ff049628@asgard.t-b-o-h.net> Weekly Status on 05/29/06 -=- irc.KOTH.org is up! Meetings held in #corewars -=- Tons of new features on www.KOTH.org/koth.html pages -=- *FAQ* page located at: www.KOTH.org/corewar-faq.html Current Status of the KOTH.ORG Standard KotH CoreWar Hill : Last battle concluded at : Thu May 11 12:16:47 EDT 2006 # %W/ %L/ %T Name Author Score Age 1 38/ 23/ 39 Test Alexander (Sasha) Wa 152 187 2 40/ 28/ 32 The Next Step '88 David Houston 152 63 3 42/ 36/ 22 My 1st try Christian Schmidt 148 79 4 36/ 24/ 40 The Hurricaner G.Labarga 147 34 5 35/ 23/ 42 test G.Labarga 146 30 6 35/ 24/ 41 Guardian Ian Oversby 145 247 7 42/ 40/ 18 Scan the Can Christian Schmidt 145 28 8 41/ 39/ 20 Moonwipe Christian Schmidt 143 44 9 35/ 28/ 37 SoundOfDarkness Nenad Tomasev 143 11 10 37/ 31/ 32 The Seed Roy van Rijn 142 65 11 43/ 45/ 11 Speeed 88mph Christian Schmidt 141 47 12 28/ 16/ 56 Utterer '88 Christian Schmidt 140 22 13 40/ 40/ 20 July Nenad Tomasev 140 20 14 40/ 40/ 21 Hexamorph inversed 139 1 15 35/ 30/ 35 A.I.P. Christian Schmidt 139 55 16 42/ 47/ 11 Scan Test C 6 Steve Gunnell 138 86 17 30/ 23/ 46 Scopulos pluviae G.Labarga 138 14 18 43/ 48/ 9 Replihater Some Redcoder 137 18 19 26/ 14/ 60 IMParable G.Labarga 137 35 20 39/ 43/ 19 war in the name of music John Metcalf 135 6 21 2/ 98/ 0 0 0 7 0