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- Xref: bloom-picayune.mit.edu rec.games.corewar:3 news.answers:4483
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!senator-bedfellow.mit.edu!senator-bedfellow.mit.edu!usenet
- From: durham@cup.portal.com (Mark A. Durham)
- Newsgroups: rec.games.corewar,news.answers
- Subject: Core War Frequently Asked Questions (rec.games.corewar FAQ)
- Supersedes: <games/corewar-faq_721634424@athena.mit.edu>
- Followup-To: rec.games.corewar
- Date: 8 Dec 1992 06:02:20 GMT
- Organization: The Core War Newsletter
- Lines: 433
- Approved: news-answers-request@MIT.Edu
- Expires: 21 Jan 1993 06:02:09 GMT
- Message-ID: <games/corewar-faq_723794529@athena.mit.edu>
- Reply-To: durham@cup.portal.com (Mark A. Durham)
- NNTP-Posting-Host: pit-manager.mit.edu
- Summary: This posting contains a list of Frequently Asked Questions
- (and their answers) about the game Core War. It should be
- read by anyone interested in posting to the rec.games.corewar
- newsgroup or submitting warriors to the ongoing Core War
- tournament - KotH.
- X-Last-Updated: 1992/12/04
-
- Archive-name: games/corewar-faq
- Last-modified: 1992/12/04
- Version: 1.7
-
- These are the Frequently Asked Questions (and answers) from
- rec.games.corewar as compiled by Mark A. Durham (durham@cup.portal.com).
-
- Last Update: December 4, 1992
-
- 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. What is the ICWS?
-
- 5. What is TCWN?
-
- 6. How do I join?
-
- 7. Are back issues of TCWNs available?
-
- 8. What is the EBS?
-
- 9. Where are the Core War archives?
-
- 10. Where can I find a Core War system for . . . ?
-
- 11. I do not have ftp. How do I get all of this great stuff?
-
- 12. I do not have access to Usenet. How do I post and receive news?
-
- 13. When is the next tournament?
-
- 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 does (expression or term of your choice) mean?
-
- 18. Other questions?
-
- ---------------------------------------------------------------------
-
- Q1: What is Core War?
- A1: 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 of the opposing programs to
- terminate, leaving your program in sole possesion of the machine.
-
- There are Core War systems available for most computer platforms.
- Redcode has been standardized by the ICWS, and is therefore transportable
- between all standard Core War systems.
-
- ----------------------------------------------------------------------
-
- Q2: Is it "Core War" or "Core Wars"?
- A2: 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.
-
- ----------------------------------------------------------------------
-
- Q3: Where can I find more information about Core War?
- A3: 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 an anthology:
-
- Author: Dewdney, A. K.
- Title: The Armchair Universe: An Exploration of Computer Worlds
- Published: New York: W. H. Freeman (c) 1988
- ISBN: 0-7167-1939-8
- Library of Congress Call Number: QA76.6 .D517 1988
-
- (See Also Q9).
-
- ---------------------------------------------------------------------
-
- Q4: What is the ICWS?
- A4: About one year after Core War first appeared in Sci-Am, 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).
-
- ---------------------------------------------------------------------
-
- Q5: What is TCWN?
- A5: Since March of 1987, "The Core War Newsletter" (TCWN) has been the
- official newsletter of the ICWS. It is published quarterly and recent
- issues are also available as Encapsulated PostScript on soda.berkeley.edu
- (see Q9).
-
- ---------------------------------------------------------------------
-
- Q6: How do I join?
- A6: For more information about joining the ICWS (which includes a
- subscription to TCWN), contact:
-
- Jon Newman
- 13824 NE 87th Street
- Redmond, WA 98052-1959
- email: jonn@microsoft.com (Note: Microsoft has NO affiliation with
- Core War. Jon Newman just happens
- to work there, and we want to keep
- it that way!)
-
- Current dues are $15.00 in US currency.
-
- If you wish to contribute an article, review, cartoon, letter, joke, rumor,
- etc. to TCWN, please send it to me at
-
- Mark A. Durham
- 18 Honeysuckle Terrace
- Spartanburg, SC 29307-3760
- email: durham@cup.portal.com
-
- ----------------------------------------------------------------------
-
- Q7: Are back issues of TCWN available?
- A7: Back issues of TCWN (up to Winter 1991) are available from
-
- AMRAN
- 5712 Kern Drive
- Huntington Beach, CA 92649-4535
-
- or contact William R. Buckley at xwbuckley@fullerton.edu.
-
- Prices are unknown at this time, but should be around $5.00 (the original
- cover price).
-
- More recent issues can be found on soda.berkeley.edu (see Q9).
-
- ---------------------------------------------------------------------
-
- Q8: What is the EBS?
- A8: The Electronic Branch Section (EBS) of the ICWS is a group of
- Core War enthusiasts with access to electronic mail. There are no fees
- associated with being a member of the EBS, and members do reap some of
- the benefits of full ICWS membership without the expense. For instance,
- the ten best warriors submitted to the EBS tournament are entered
- into the annual ICWS tournament. All EBS business is conducted in the
- rec.games.corewar newsgroup.
-
- The current goal of the EBS is to be at the forefront of Core War by
- writing and implementing new standards and test suites in preparation for
- the tenth anniversary of Core War in May of 1994. Its immediate business
- will be to set up a Charter and establish its officers. Contact me (see
- Q6) if you are interested in helping serve the EBS.
-
- ----------------------------------------------------------------------
-
- A9: Where is the Core War archive?
- Q9: 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 soda.berkeley.edu
- (128.32.131.179) in the /pub/corewar directories. Also, most of
- past rec.games.corewar postings (including Redcode source listings)
- are archived there. Jon Blow (blojo@soda.berkeley.edu) is the archive
- administrator.
-
- Much of what is available on soda is also available on the German archive
- at iraun1.ira.uka.de (129.13.10.90) in the /pub/X11/corewars directory.
-
- This FAQ is automatically archived by news.answers. See the header for
- the current archive name and news.answers for how to get it.
-
- ----------------------------------------------------------------------
-
- Q10: Where can I find a Core War system for . . . ?
- A10: Core War systems are available via anonymous ftp from
- soda.berkeley.edu in the pub/corewar/systems directory.
- Currently, there are Unix X-Window, IBM PC-compatible (sorry, no systems
- specifically designed for MS-Windows yet), Macintosh, and Amiga
- Core War systems available there.
-
- 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 soda.berkeley.edu. Generally, the older the program - the less
- likely it will be ICWS compatible.
-
- Reviews of Core War systems would be greatly appreciated in the newsgroup
- and in the newsletter. Please post or email to me any review of any
- Core War system you have tried out so that others may learn from your
- experience.
-
- ----------------------------------------------------------------------
-
- Q11: I do not have ftp. How do I get all of this great stuff?
- A11: There is an ftp email server at ftpmail@decwrl.dec.com. Send
- email with a subject and body text of "help" (without the quotes) for
- more information on its usage.
-
- ----------------------------------------------------------------------
-
- Q12: I do not have access to Usenet. How do I post and receive news?
- A12: I know of no Usenet email server at this time. I am trying to find
- a server and verify its function. If anyone knows of one, please let me
- know so I can include it in the next FAQ.
-
- If you somehow receive rec.games.corewar but just can't post, you can
- email your post to rec-games-corewar@cs.utexas.edu and it will be
- automatically posted for you.
-
- ----------------------------------------------------------------------
-
- Q13: When is the next tournament?
- A13: The 1992 Annual ICWS tournament will be held December 15th, 1992.
- The rules are currently ICWS'88, core size of 8192, maximum number of
- processes per warrior of 8000, and ties declared after 100 000 cycles.
- The format is round-robin. Scoring is three points per win, one point per
- tie, and no points for losses.
-
- To enter you must be a member of the International Core War Society or
- successfully participate in one of the Branch Section preliminary
- tournaments ("successfully" meaning finish in the top five/ten [see below]).
-
- Valid entries should be sent to Jon Newman either via email to
- jonn@microsoft.com of via mail on 3.5" disk (800K Mac or 720K IBM), 5.25"
- disk (720K IBM or 1.2MB IBM), or printed. Disk entries should be in a
- simple ASCII text format and on virus-free disks.
-
- ICWS Members may submit one entry or two entries if in electronic form.
- Branch Sections may submit five entries, or ten if in electronic form.
- Entries are limited to 50 instructions, 300 if in electronic form. (Blank
- lines, comment lines, EQUates, etc. are not counted as instructions). No
- scatter loading will be supported (instructions must be contiguous).
-
- All entries become public domain on submission. The ICWS will keep them
- confidential until after the tournament has been completed.
-
- This is the final call for warriors for the 1992 tournament.
-
- ----------------------------------------------------------------------
-
- Q14: What is KOTH? How do I enter?
- A14: King Of The Hill (KOTH) is an ongoing Core War tournament available
- to anyone with email provided by William Shubert (wms@iwarp.intel.com).
- You enter by submitting via email a Redcode program with special comment
- lines. You will receive a reply indicating how well your program did
- against the current top twenty programs "on the hill". If your program
- finished in the top twenty, it will remain on the hill until such time as
- it finishes twenty-first against another challenger, at which time it
- "falls off" the hill.
-
- Entry rules for King of the Hill Corewar:
-
- 1) Write a corewar program. KotH is fully ICWS '88 compatible, EXCEPT that
- a comma (",") is required between two arguments.
-
- 2) Put the line ";redcode" 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. (Also, see 5 below).
-
- Additionally, adding ";name <program name>" and ";author <your name>"
- 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.
-
- In addition, it would be nice if you have lines beginning with
- ";strategy" that describe the algorithm you use.
-
- 3) Mail this file to "wms@iwarp.intel.com".
-
- 4) 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.
-
- 5) In an hour or so you should get more mail telling you how your program
- performed against the current top 20 programs. If no news arrives in an
- hour, 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 20 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 20 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.
-
-
- MORE ON KOTH COREWAR IMPLEMENTATION
- Core size: 8,000 instructions
- Max processes: 8,000 per program
- Duration: After 80,000 cycles per program a tie is declared.
- Max entry length: 100 instructions
-
- Programs are guaranteed a 100 instruction block (inclusive of their
- warrior's instructions) without overlapping their opponent.
-
-
- 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
- ; and "END start" appears to indicate the
- ; first logical instruction.
-
- Rule variants for "eXperimental" corewar:
- The same as above but use ";redcode-x" to start your program.
-
- Your program will be entered into a second tournament with slightly
- different rules. The rules are:
- - All addressing modes are allowed with all instructions.
- - There is an additional addressing mode, called "postincrement". To use
- it try an instruction like "mov >5,6".
- - The maximum write distance is 250 instructions. That is, every time
- your program tries to modify memory, the address is checked; if it is
- more than 250 instructions from the process doing the modify, then
- memory is left unchanged, but the instruction continues as normal.
- - A tie is not declared until 150,000 cycles per program have elapsed.
-
- KotH runs on any Unix system with an X windows interface. The source code
- to KotH is available by email from William Shubert. Write to him at
- (wms@iwarp.intel.com) for a copy or get it by anonymous FTP from
- soda.berkeley.edu in the pub/corewar/systems directory.
-
- ----------------------------------------------------------------------
-
- Q15: Is it DAT 0, 0 or DAT #0, #0? How do I compare to core?
- A15: Core is initialized to DAT 0, 0. This is an "illegal" instruction
- under ICWS'88 rules and strictly compliant assemblers (such as KotH)
- will not let you write a DAT 0, 0 instruction - 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.
-
- ----------------------------------------------------------------------
-
- Q16: How does SLT (Skip if Less Than) work?
- A16: 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.
-
- 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.
-
- ----------------------------------------------------------------------
-
- Q17: What does (expression or term of your choice) mean?
- A17: Here is a selected glossary of terms. If you have a definition and/or
- term you wish to see here, please send it to me.
-
- (References to an X-like program mean that the term X is derived from the
- specific program X and has become a generic term).
-
- B-Scanners - Scanners which only recognize non-zero B-fields.
-
- CMP-Scanner - A Scanner which uses a CMP instruction to look for opponents.
-
- Color - Property of bombs which also slow down Scanners.
-
- Decoys - Instructions meant to slow down Scanners. Typically, DATs with
- non-zero B-fields.
-
- Incendiary Bomb - An alternative to the SPL 0/JMP -1 bomb. Looks like
- SPL 0, -8/MOV -1, <-1. Creates a SPL 0 carpet ahead of itself.
-
- Leech - A Leech-like program. A program which enslaves another. Usually
- accomplished by bombing with JMPs to a SPL 0 pit with an optional
- core-clear routine.
-
- Off-axis - Scanners often search using a comparison between two locations
- of memory M/2 apart, where M is the memory size. Off-axis scanners use
- different offsets.
-
- Paper - A Paper-like program. One which replicates a process many times.
- Part of the Paper (beats) Scissors (beats) Stone (beats Paper) analogy.
-
- Replicator - Generic for Paper. A program which makes many copies of
- itself.
-
- Scanner - A Scanner-like program which searches through core for an
- opponent rather than bombing blindly.
-
- Scissors - A Scissors-like program designed to beat replicators. Part of
- the Paper-Scissors-Stone analogy.
-
- Slaver - Generic term for Leech. A program which enslaves another.
-
- Stealth - Lack of visibility to an opponent's program. Making B-fields
- zero to avoid B-scanners.
-
- Stone - A Stone-like program designed to be a small bomber. Part of the
- Paper-Scissors-Stone analogy.
-
- Vampire - A slaver. A program designed to sap cycles away from an opponent
- and put them toward its own uses.
-
- ----------------------------------------------------------------------
-
- Q18: Other questions?
- A18: Just ask. Either ask in the rec.games.corewar newsgroup or send your
- question(s) to me at durham@cup.portal.com. I will do my best to answer
- your question(s) or put you in touch with someone who can. If your shy,
- check out the Core War archives on soda first to see if your question
- has been answered before (see Q9).
-
- Mark A. Durham
- MAD
-