Professional Documents
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Feb93 Red
Feb93 Red
corewar:
Newsgroups: rec.games.corewar
From: adb2y@faraday.clas.Virginia.EDU (Allen David Boozer)
Subject: Newbie questions!
Message-ID: <1993Feb9.210801.22688@murdoch.acc.Virginia.EDU>
Sender: usenet@murdoch.acc.Virginia.EDU
Organization: University of Virginia
Date: Tue, 9 Feb 1993 21:08:01 GMT
Lines: 125
Hi, all! I just started playing with Core Wars a few days ago. I
have a few newbie questions:
1) The best corewars simulator I have found so far is Corewar Pro 3.0.
Is this what you all use?
This program does pretty well against all the warriors I have, but when
I submitted it to Koth it didn't do so well (overall score = 80). It
seemed to do okay against most of the programs, but it had a particular
weakness for programs which used an "imp spiral" (ie. Impris 5.0, Sphinx
v2.8, and Stormbringer). Also, it did poorly agains three programs which
didn't have ;Strategy lines - It, Night, and Chimera. I am a bit fuzzy on
the concept of an imp spiral - as I understand it, an imp ring distributes
several imps throughout the core, so they "spiral" forwards, and contain
some anti-imp code to keep from wiping themselves out. Is this how they
work? Also, where can I get some code which uses this strategy? I would
like to improve my program so it can perform well agains imp rings, but
it would be much easier if I could actually see the code in action on my
own machine. Any other tips/suggestions for improving my program?
Sefan and I (and Jules in a posthumous kind of way) would like to present:
;redcode
;name Charon v8.1
;kill Charon
;author Cisek,Strack,Kline
;strategy creation date 4/22/92
;strategy v2.0 4/22/92 total code overhaul
;strategy mod 3 cmp scan with optimal step, new deadly trap (SPL 0, JMP -1)
;strategy v3.0 5/3/92 integrated with Stefan Strack's Echo (much smaller)
;strategy v4.0 5/8/92 [pretty much a failure]
;strategy v5.0 5/12/92 same as 3.0, new clear core routine
;strategy v6.0 6/11/92 finally moved off axis (v5.0 was getting slaughtered
;strategy by programs copied across the axis)
;strategy v7.0 7/6/92 2 instructions smaller, different constants,
;strategy linear decrement triggers clear core.
;strategy [no longer hits itself to start clear core]
;strategy v8.0 12/22/92 now forward-scans for an extended time
;strategy using step-size that kills slow-moving imps
;strategy also protecting 3 lines against decrement
;strategy v8.1 1/25/93 new step-constants
;strategy Charon is the >original< spl/jmp bombing cmp scanner.
;strategy It scans using an off-axis CMP-scan, bombs with the spl/jmp
;strategy combination (thus slowing the enemy down), and eventually
;strategy clears the core with dats.
;strategy Submitted: @date@
end comp
********************************************************************
After studying many battles between Charon and Imprimis (and others)
I finally realized something useful. Charon was usually able to
stun at least one process in Imprimis to slow it down as desired,
before entering clear mode. But the clear was not fast enough to erase
all three imp-streams and they would refresh each other. If Charon
could only scan all of the streams before they had time to refresh,
they would be destroyed. Since the spacing between the imps is
known (2667) Charon would have to scan N and N+2667 to kill them.
But because Imprimis was slowed down by the spl-jmp bomb, there
could be a lot of time between scanning N and N+2667.
The spl 0 and jmp -1 instructions were enhanced with the <2667 b-field,
to enlist the imps help in destroying one another. Also, three
lines are protected against decrements through the use of '@compptr'.
If you can protect yourself against decrements like this, you will
do better against any warrior using a stone-type bomber - which I
think includes all the imp-warriors as well as some others.
There were some other things I tried, but Stefan convinced me they
were too inelegant (read 'ugly'), so they were dropped :)
********************************************************************
For anyone who doesn't have a copy of Charon v7.0:
********************************************************************
Paul Kline
pk6811s@acad.drake.edu
Well, Agony 3.1 uses the same principle and actually goes one step further:
Charon v8.1 needs a <2667 in the B-field of its SPL/JMP bomb to muck up imps,
whereas Agony clobbers them with a straight SPL 0,0 carpet (code soon).
This must be an early test version of Paul's (which doesn't work BTW).
The real Charon v7.0 has
djn scan,<FIRST+189
Here are a couple of warriors that I don't believe I have published before.
Neither was successful on the Hill, but both illustrate some interesting
principles.
The first is Antivamp, which traces pit-trap snares back to their source.
It is very effective against Sucker 4 and Twilight Pits, but otherwise
a dud. But I have included the technique in Imprimis, Emerald, and Eeek
to get some cheap points against S4 and TP.
The second is Newscan, which is a wacky, cmp-scanning pit-trapper. Newscan
uses a non-fixed distance between the a and b-fields of the cmp and
cannot be defended against by reflections.
Unlike the Charon and Agony-based cmp-scanners, which use 'cmp a,a+dist',
Newscan uses 'cmp a,-a'. It first attacks the b-field location by
moving a template jmp statement (jmp 3,0) and adding the cmp instruction
to it. Then it attacks the a-field location by moving a different
template jmp statement to a safe place, subtracting the cmp instruction
from it, and moving that to wherever it then points. While Sucker 4 attacks
one location every 3 instructions, Newscan searches 2 locations in every 3
and is therefore twice as fast. It also does not leave as many useless
snares in core and can't be tracked back as easily by Antivamp.
Unfortunately, Newscan is so large that it is spotted first by all the
other cmp-scanners, and has a hard time against S4 and TP because of
their very small size.
;redcode quiet
;name Antivamp
;kill Antivamp
;author P.Kline
;strategy traces snares back to pit-trappers
avamp mov -2,<-10
sub @avamp,<avamp
jmp avamp
;redcode quiet
;name Newscan
;kill Newscan
;author P.Kline
;strategy cmp-scanning pit-trapper
step equ 3364
snare2 equ trap+30-6
trap spl 0
clear mov bomb,100
add #2667,clear
loop jmp trap,scan-snare2-6
bomb dat #0
Paul Kline
pk6811s@acad.drake.edu
Article 1634 of rec.games.corewar:
Newsgroups: rec.games.corewar
From: estorman@uceng.uc.edu (Ernest Stormann)
Subject: newbie
Message-ID: <C2LwAu.7H1@uceng.uc.edu>
Organization: University of Cincinnati
Distribution: rec.games.corewar
Date: Wed, 17 Feb 1993 18:49:41 GMT
Lines: 11
-Randall Flagg-
--
-------------------------------------------------------------------------
| "I'm not dead, I'm metaphysically challenged." estorman@uceng.uc.edu|
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |
Writing successful Redcode is a lot like writing successful poetry - you have
to write volumes of stuff before you get anything good. You also have to
read a lot; read and study every warrior you can find including the old
ones. A lot of problems have been addressed and solved in the past, like
imps and imp-gates. Then you have to watch hours of battles, preferably
on an emulator with a core-display where you can see everything that's
happening. Play pairs of warriors against each other dozens of times
until you completely understand why one beats (or can't beat) the other.
Then speculate on what change would be necessary to the losing program
to make it more aggressive, or less vulnerable.
All have their weaknesses also - being slower, larger, less aggressive, etc.
These characterizations are subject to change with new developments,
but seem to have held up over time. Some of the successful programs use
combinations of forms to take advantage of their mutual strengths.
If you want to experiment with other numbers, use a short testing program
to see how well they pattern the core:
start mov @start,start
add inc,start
jmp start
inc dat #76
The size of your program is _very_ important, and here's why. A stone
which bombs at 33% of c can hit every 100'th location in 240 cycles,
and every 12'th in 2000. A cmp-scanner can scan them in half the time.
Even if no one is using mod-100 and mod-12 patterns, they are approaching
that kind of speed. If your program is 12 instructions or longer, you
WILL be covered very fast. If your program is less than 12 instructions
you will (sometimes) be missed a bit longer. Note that 12 is an
example only, but somewhere around there is a break-point. If you
can't make your program smaller, you could break it up into components
and hide them around core. One thing that should not be overlooked is
bombs or pointers that you create close to your active code - they
can be attacked by scanners, and the fallout might affect your program.
Sooner or later you will be looking at someone else's Great Warrior program,
and have the idea that you can make it even better. If you put
up a test, be sure to include a credit like:
;strategy testing a variation on Great Warrior
Most of the time your change will be harmful instead of helpful, but
if you do succeed you have an obligation to share it with the author
if he's still around. Then he will tell you whether it's ok to put
it up under your name, your combined names, or "thanks for the suggestion,
I will make the change and credit you", or whatever. This is a sensitive
area and other people's (helpful) comments are welcomed, but the point to
remember is to grant credit where credit is due.
You know, there are lots of 'tricks' out there that need to be catalogued
somewhere. I'm thinking of every sort of 'ah-ha' idea that has made
a program successful. Like Gamma Paper's using a very fast mod-8 bomber
to clear out the scanners before replicating, or using predecremental
dat in an imp-gate, or using a spl-zero to grow cycles in a stone.
Maybe we need some articles like 'One Hundred Tricks with Bombers'.
There's a lot of good stuff been published over the years, but no
summation available anywhere.
Paul Kline
pk6811s@acad.drake.edu
| ...
| pit-trapper - very small, kills replacators and others as well
They are better than bombers against replicators. But still, both Sucker 4
and Twilight Pits lose 75% of the time against Note Paper.
| ...
----------
---
Mintardjo W.
I was just wondering if anybody has had any new ideas in the
last ten weeks? All I have seen is a couple new imp spirals
and a couple new scanners. BUT THERE HAS BEEN NO NEW IDEAS,
NO NEW DEVELOPMENTS in a long while.
I still have a post from P.Kline oabout Scanner eradication from last
September. Things sure have changed since then. I remember when Dan
Nabwhatever posted his new 'Empire' program, which scored 195 with
only 1% losses. That shook the hill.
I want to know if we have found the perfect warrior, the imp ring.
Is there any program that can beat an imp ring with a win-to-loss
ratio of 7 to 3? If not, we have hit a dead end.
--
Wayne Edward Sheppard
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp: ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt7804b
Internet: gt7804b@prism.gatech.edu
Mark A. Durham
durham@cup.portal.com
I still have a post from P.Kline oabout Scanner eradication from last
September. Things sure have changed since then. I remember when Dan
Nabwhatever posted his new 'Empire' program, which scored 195 with
only 1% losses. That shook the hill.
Ok, so here goes: first an idea I've been having for awhile, but not quite
managed to implement.
Now for a more sucessful attempt of mine: Herem II, possibly the most
effective bomber on the hill nowadays(?) (somewhere around 15-20th place :-)
I've submitted it to the first rounds in the valentine tournament,
desperately hoping to meet a scanner...
When emerald-type stones in fact only bomb the core at 67% of c (not
counting the djn-stream), Herem achieves 75% of c, and that including
_two_ non-decrement bombs (one spl 0 and one dat 0).
;redcode
;name Herem II
;author Anders Ivner
dat #1
dat #1
[ Huge decoy removed to save bandwidth ]
end boot
--
Wayne Edward Sheppard
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp: ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt7804b
Internet: gt7804b@prism.gatech.edu
Anders Ivner
d91andiv@und.ida.liu.se
;redcode quiet
;name T.Rex
;kill T.Rex
;author P.Kline
;strategy stone-paper with a lookout for imps
;strategy added anti-vamp code
step equ 2376
boot equ 2000
imp equ 2667
start spl scan,1
; spl 1,1
spl 1,1
mov <copyf1,<copyt1
mov <copyf1,<copyt1
copyt1 jmp @0,copyf1+boot
Paul Kline
pk6811s@acad.drake.edu
I was able to get it down to 14 lines, and all of the major bugs
are out. But it doesn't look like the double coreclear is worth
the extra lines.
;redcode
;strategy Basic spl/jmp cmp scanner
;strategy with TWO coreclears
;strategy first coreclear spl 0 at offset of 381=8001/(7*3)
;strategy second coreclear dat 0
;strategy Problem : Two lines larger that Charon 8
add off,1
loc cmp 1,50
slt #20,-1
djn -3,<1499
mov j,@loc
dec mov s,<loc
add new,@dec
jmz -6,#0
mov s,7+381
add #381,0
j djn @-1,#6900
s spl 0
new mov -49,<-48
off dat <-98,<-98
--
Wayne Edward Sheppard
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp: ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt7804b
Internet: gt7804b@prism.gatech.edu
hi guys,
first of all i want to thank paul kline for that fabulous strategy posting,
a few more by other authors could make a collection well worth archiving.
and now, i want to bounce some ideas off you. i have a kinda new idea, which
would hopefully beat the scissors/paper/stone deadlock, and i wanna check the
ground before i proceed. i'm kinda wary of reveling the full scope of my idea
just yet (not so much for fear of having it stolen, as for fear of being
laughed off the net.) so we'll talk in generic terms.
the faq indicates that paper-type replicators (mainly imps) are the bane of
stone-type bombers, right? so what's the best defense against a paper attack?
what are the chances of survival of a very small bomber with some sort of
imp-gateway? what are the likely weaknesses of such a program?
Would it be possible to have a beginner's hill? If all of your code just gets
wasted the same by the semi-permanent guys at the top how do you know what to
expand on? It would be nice to know what things work against which types of code.
Perhaps even a test hill which includes all of the basic strategies on their own
and just posts back how well you did against each thus exposing your weaknesses.
Just an idea
TTFN
Roderick Easton
2nd year Student Edinburgh University SCOTLAND
which grow cycles rapidly and slows the rest of the paper down. However,
as W. Mintardjo pointed out, it is possible to design paper that
can overwhelm a simple trap. Cmp-scanners and B-scanners search for
the opponent and drop stun-bombs like:
spl 0
jmp -1
or
spl 0
spl 0
. . . <- a 'carpet' of spl-zeros
spl 0
which also slow the paper down. Under continuous attack, most of the
replicators will be stunned, and the rest will be destroyed in the core
clear. Other fighters just drop the stun bombs in a pattern and trust
to chance to catch the paper - usually a successful strategy.
Another strategy is to aim for a tie. If your warrior can beat some
group of others on the Hill, but loses to paper, then maybe it could
settle for tying paper. That is what imps do. Also, Return of the Living
Dead seemed to tie paper a lot.
----
;redcode
;name Charon v8.1
;kill Charon
;author Cisek,Strack,Kline
;strategy (strategy lines deleted)
STEP equ 68 ;scan constants:
DIST equ 34 ;small, so can be reused in core clear
DJNOFF equ decr-DIST
FIRST equ DJNOFF+149 ;optimal offset to DJN train
end comp
;redcode
;name Eloquent
;kill Eloquent
;author P.Kline
;strategy replicator using six processes
space1 equ 34
space2 equ 49
space3 equ 34+49
start1 spl start2
spl 35
p1 mov #6,p1
next add #-31,new
mov <p1,<new
new spl @0,7000
jmz p1,p1
erase mov 0,<0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
start spl wait1
spl wait2
jmp wait3
wait1 jmp 1
wait2 jmp 1
wait3 spl 1
jmp start1
spl 35
mov #6,0
add #-31,2
mov <-2,<1
spl @0,7000
jmz -4,-4
mov 0,<0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
start2 spl 35
mov #6,0
add #-31,2
mov <-2,<1
spl @0,7000
jmz -4,-4
mov 0,<0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
spl 35
mov #6,0
add #-31,2
mov <-2,<1
spl @0,7000
jmz -4,-4
mov 0,<0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
dat #0
end start
Paul Kline
pk6811s@acad.drake.edu
Here's a tip that was worth 6 points and put Eclipse on the Hill. Eclipse
starts with a b-scan. When it finds something it assumes 'imp', saves
the found instruction to use as an increment in a bombing run, bombs for
a while, then releases some small bombers. To avoid triggering the
bombing run when a djn-stream was discovered I checked for minus-one like
this:
What I just realized was that Charon and Agony both have two instructions
with minus-one for a b-field, and that Eclipse was therefore ignoring
those locations. So I changed it to this:
b1 add #2,2
spl -1,<-51
mov <-1,<51
jmp -2,<-2
Paul Kline
pk6811s@acad.drake.edu
I wrote an article:
> They are better than bombers against replicators. But still, both Sucker 4
> and Twilight Pits lose 75% of the time against Note Paper.
Oops, a correction here. After running some more battles. I figured out that
the number to be more accurate should be 60% (still in favor for Note Paper).
;redcode verbose
;name Twilight Pits 3
;author W. Mintardjo
;strategy v1: bombs --> pits --> slavers
;strategy v2: 2 pass core-clear (1 SPL + 1 DAT)
;strategy v3: simplification of version 2
END start
-------------------------------------------------------------------------------
Note that version two is the one with two-pass core clear, but is three lines
longer.
The later version is backed up with anti-imp code, djn stream, decoys, etc.
-------------------------------------------------------------------------------
;redcode quiet
;name Twilight Pits v6.0
;author W. Mintardjo
;strategy v1: bombs --> pits --> slavers
;strategy v2: 2 pass core-clear (1 SPL + 1 DAT)
;strategy v3: simplification of version 2. One pass and delayed core-clear
;strategy v4: IMP protection aided with DJN stream. DJN reset core-clear
;strategy v5: Separated module. Different init
;strategy v6: Launched code. Draining more enemy's process. Use decoys
;strategy : Different step-size
;strategy Bugs: Its mirror is unprotected
step EQU 91
init EQU 86
boota EQU 3000
spacea EQU 6
spaceb EQU 8
END setup
-------------------------------------------------------------------------------
The code looks more crude and uglier. But it has something to do w/ those imps.
Before Impire, the paper-stone-scissor analog works very well. When one was
writing a bomber, he didn't have to worry much about replicators. And similarly
when one was writing a replicators, he didn't have to squeeze the code to make
it smaller against scanner. In fact they used up to the maximum number of
instruction. And now, all the warriors submitted to KotH are either spirals
or spiral-protected programs. Perhaps that what makes the hill seemed so
restrained. Why couldn't one just submit a successful program to hill without
any spiral stuffs?
What's about writing program that could easily take >60 victories over imps?
paper does not seem to be the answer. A pure paper (like Note Paper) with
anti-imp could hardly beat them >30. An intermediate class between replicators
and spirals could serve the same purpose. What's about multi imp-threader?
(from there I started writing Paratroops). The ratio is still 2:1 in favor
for multi imp-threader programs. Not quite enough. Can this kind of program
or paper program enhanced? Probably, and to add a little complexity to the
situation, here is Chimera.
-------------------------------------------------------------------------------
;redcode
;name Chimera v3.5
;author W. Mintardjo
; decoys go here
setup MOV trap, boota
ptra MOV start+3, boota-spacea+setup+2
MOV start+2, boota-spacea+setup+1
MOV start+1, boota-spacea+setup
MOV start+0, boota-spacea+setup-1
ptrb MOV clear+2, boota+spaceb+setup+2
MOV clear+1, boota+spaceb+setup+1
MOV clear+0, boota+spaceb+setup
MOV dbomb, boota+spaceb+setup+step
Mintardjo W.
wangsawm@prism.cs.orst.edu
>Would it be possible to have a beginner's hill? If all of your code just gets
>wasted the same by the semi-permanent guys at the top how do you know what to
>expand on? It would be nice to know what things work against which types of code.
>Perhaps even a test hill which includes all of the basic strategies on their own
>and just posts back how well you did against each thus exposing your weaknesses.
I would like to see a beginners hill also. Here are a few specific
suggestions:
4. Keep the rules the same as for KOTH, to make the transition easier.
Rodney Schuler
Nuclear Engineering Remember: One, JUST ONE thermonuclear device
Iowa State University can ruin your whole day!
rschuler@iastate.edu
I think this is not a good enough scoring method and would result in too
many changes... if there are good beginning programs, shouldn't they at
least stay on long enough for those others to test their programs against?
Maybe we should keep the scoring the same (so that it is similar to the
real hill) and look for other ways to improve it for beginners.
>2. Ban specific successful authors. I would suggest banning anyone that
>has had a warrior in the top ten on the regular hill that is age > 100.
I thought about this, and even thought at one time that this was a good
idea... but I think it would be better to say that each author may have at
most one warrior on the hill at a time... this would give more authors the
chance to get on the hill... Also, the age limit is a good way to limit
warriors as well... this would supercede the #1 above...
>3. Do not post beginners hill results to the net. Also, do not
>automatically forward warriors from beginners hill to other to tournaments.
>Hopefully the lack of noterity will discourage authors from `sandbagging'.
I somehow have an uneasy feeling about this. I am more under the impression
that a beginner's hill should automatically release the code to any of the
contestants that are trying to get on the hill... This would allow each
person to learn about how the other warriors tick, as well as discourage
those who think their code is valuable from playing on the hill to begin
with... (they should play on the real hill at that point). The beginner's
hill is one for learning, not stagnation... sandbagging is a problem for
all hills and tournaments and archives and ...
>4. Keep the rules the same as for KOTH, to make the transition easier.
Well, while we are still on the subject of hills and beginners... what
about having a Hall of Fame or something... if a warrior got pushed off
the hill because the age > 100 or something like that, then another
hill should be created to accomodate these warriors. The hill could
grow without size (I am sure it would grow slowly, so boundless is not
too bad) and allow others to challenge those on that hill just to see
how they would do...
To make things easier, I think we would need a few more comment lines:
1) ;redcode-b [ quiet | verbose ]
Challenge the Beginner's Hill...
2) ;redcode-h [ quiet | verbose ]
Challenge the Hall of Fame Hill...
quiet -> just send back results of battles
(none) and verbose -> send back redcode and results of battles
3) ;report [source] ;report-b [source]
;report-x [source] ;report-h [source]
Give current standings of the hills... this would eliminate all
those suicide programs that check to see the current hill standings.
If the source option is provided, then include the sources of the
programs as well. For the real and experimental hills, the ;source
line must be included before the source is released.
4) ;source
Allows the source of your warrior to be distributed when challenging
the hill or while on the hill. Note: This is the default case for
the beginner's hill and the hall-of-fame hill. It is *not* the
default case for the experimnetal hill and the real hill...
Scott
--
Scott W. Adkins Internet: sadkins@bigbird.cs.ohiou.edu
~~~~~~~~~~~~~~~ ak323@cleveland.freenet.edu
Ohio University of Athens Bitnet: adkins@ouaccvma.bitnet
The EBS currently charges no dues and has no other membership rules. Since
the establishment of the USENET newsgroup rec.games.corewar, the vast
majority of the EBS's business has been carried out there. An effort is
underway to provide a server for those members of the EBS without access to
rec.games.corewar.
As a Branch Section of the ICWS, the EBS currently has the following
obligations only:
1. The EBS is required to promote the use of MARS and Redcode programs
consistent with standards documents approved by the ICWS and its
Director (currenty Jon Newman, jonn@microsoft.com).
The EBS's most important need is for someone to come forward and volunteer
to serve as liason and Representative to the ICWS. All that is needed is
your own personal conviction, a willingness to work under the above
constraints, and to contact the Director and inform him that you are
currently representing the EBS. You should also see to it that the EBS
holds its annual tournament, selects ten finalists, and sends them on to
the annual ICWS tournament.
I hope to be back by March of 1994 when Core War celebrates its Tenth
Anniversary. In the interim, I will try to maintain as much contact as
possible through the ICWS and other avenues.
Other than the above, the EBS is in excellent condition. The EBS is well
served by its archive in /pub/corewar at soda.berkeley.edu and the ongoing
Core War tournaments known as King of the Hill. Activity on
rec.games.corewar, although somewhat seasonal, continues to be strong and
even increase over time. The rec.games.corewar FAQ continues to improve and
now reaches a much wider audience, possibly bringing others into the fold.
The benefit to Core War enthusiasts is clear when you consider that the EBS
entrants have dominated the last two ICWS tournaments.
In fact, the EBS has become the tail that wags the dog. I hope that the EBS
does not turn its back on the ICWS, but continues to work with the ICWS and
Core War enthusiasts in general. I do not want to be alarmist. I do not
see signs that there may be a parting of the ways. I am just pointing out
that there is potential here.
There are two items the EBS needs to tackle over the next year. The first
is the draft of the new standard. Although new standards fall under the
jurisdiction of the ICWS, it is clear that the EBS can serve a very useful
function in developing, testing, and proposing the adoption of a new
standard. Second, the EBS should probably establish some rules for choosing
officers. Volunteerism has served us well so far, and part of the appeal
of the EBS has been its lack of rigid structure, but the continued survival
of the EBS depends on developing at least some semblance of structure to
hold the group together.
Personal Reflections:
For perhaps the first time in nine years, I truly feel that Core War is not
in immediate danger of being forgotten. I am confident that I could leave
civilization for five years, come back, and find that there is still a
rec.games.corewar, still an ICWS, and still a group of the finest people on
the face of the Earth engaged in playing Core War.
And probably someone saying, "It won't last a month." About a year ago,
maybe more, someone posted to rec.games.corewar that there really was no
point to a King of the Hill program. XTC, the best warrior at the time,
was considered to be practically invincible. They said it would still be
on the hill a month later; even a year later.
They were almost right. XTC fell off the hill somewhere around a month
later. I recently submitted it to KotH to see how well it would fare now
that it is a year later. XTC did make it onto the hill. Dead last. It
survived only until the next challenger appeared. When you consider that
the hill is twice the size it was a year ago, it is clear that Core War
HAS progressed over the last year, and that there is always room for
innovation and improvement.
Mark A. Durham
(It's a month early, but I just had to get this off my hard disk before
signing off. Like postcards from mortuaries which state "We hope that
you did not receive this in a time of personal crisis", I did not intend
to personally offend if you see yourself in this mirror. MAD ;) )
April 1, 1993
Dear rec.games.corewar,
Could someone please send me the standards, the Redcode warriors, all of the
posts to rec.games.corewar, and anything else having to do with corewar
over the last nine years?
Could someone post the FAQ? I didn't feel like reading it last time and
I can't wait around to see if it will ever be posted again.
Of course, I don't have FTP and this isn't even my account. So don't
bother posting a reply. I don't even have time to read this newsgroup.
Is there a corewar system for a Cray? Could you bring it to me? I don't
trust the Post Office or UPS. Oh, and bring the Cray. I don't have one of
those either, but I won't play games on anything less.
I have no money and I can't read. Someone else is typing this for me.
Average Student
Prestigious University