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> Home > The Corewar Newsletters > Core Warrior > Issue #1

Issue 6                                                      November 20, 1995
______________________________________________________________________________
Core_Warrior_ is a weekly newsletter promoting the game of corewar.  Emphasis
is placed on the most active hills--currently the '94 draft hill and the 
beginner hill.  Coverage will follow where ever the action is.  If you have 
no clue what I'm talking about then check out these five-star internet locals
for more information:

FAQs are available by anonymous FTP from rtfm.mit.edu as
pub/usenet/news.answers/games/corewar-faq.Z
FTP site is: ftp.csua.berkeley.edu /pub/corewar
Web pages are at:
http://www.stormking.com/~koth
http://www.ecst.csuchico.edu/~pizza/koth
http://pauillac.inria.fr/~doligez/corewar/
______________________________________________________________________________
Greetings.

The weeks keep getting shorter, but the tournament entries keep getting more
complex.  Even so, action on the '94 hill has been furious.  And some old 
faces have returned--J. Pohjalainen, originator of the replication engine
about everyone is using now.  And Schitzo aka Michael Nonemacher ( I think; I 
haven't been playing all that long . . . ) whose quiz briefly ruled the hill
this week.  Welcome back.

Damien Doligez seems to have a semi-regular column in the Core_Warrior_.  
This issue he discusses another variation of the continuously launching imp.

Have a good Thanksgiving everyone.
______________________________________________________________________________
Tournament Time
(details at http://www.stormking.com/~koth/nsfcwt.html)

Round 6 is finally over. There was some controversy over self fights
and handshakes. At the end this didn't make much of a difference.
The round was run twice. First without self fights and then with self fights.
The results are almost the same except in one case. Karl Lewin sent in two
versions of his warrior (The Thinker). One version with handshakes and 
another without handshakes. I included both of these versions in both runs.
Special thanks for Karl Lewin for Test warrior. It was a valuable tool to
find out about buggy submissions.
Test warrior was run also in the tournament, and it gained the first place
as it was supposed to. Notice that in the self fight run Test warrior didn't
win 100 % . 
Since the only difference in the results of the two runs is the order of
Thinker and Winner, we decided to call it a draw between these two 
submissions.  

Here is the result of the no self fights run:

Elapsed time: 833 seconds (00:13:53)

Rank    Name                    Author                   %W  %L  %T   Score
___________________________________________________________________________
  1     Test for Timeouts       Karl Lewin              100   0   0   75000 
  2     Blizzard                Anders Ivner             71  18  10   56123 
  3     Psst                    Robert Macrae            67  21  12   53019 
  4     Round 6 Kline           P.Kline                  64  20  16   51936 
  5     nt entry #6             M R Bremer               64  21  16   51529 
  6     Winner                  Steven Morrell           63  21  16   51183 
  7     The Thinker (w/Handshak Karl Lewin               62  23  15   50479 
  8     The Thinker (w/o handsh Karl Lewin               62  23  15   50479 
  9     Machiavelli             Maurizio Vittuari        62  23  15   50356 
 10     Maverick                Randy Graham             63  25  12   50142 
 11     Miss Playful            Derek Ross               61  22  16   50109 
 12     ?{whateverCT#$~S|[]~+'i Paulsson                 59  27  14   47404 
 13     PlinySwitch - 2990      G. Eadon                 58  27  15   47140 
 14     Bim bum bam             Beppe Bezzi              57  30  13   46149 
 15     WhileAway               JKW                      54  31  16   44161 
 16     Paper-Scissors-Stone #4 Nandor Sieben & Stefan   35  58   7   27887 
 17     Paper-Scissors-Stone #6 Nandor Sieben & Stefan   17  68  15   16168 
 18     Paper-Scissors-Stone #7 Nandor Sieben & Stefan   19  74   7   16097 
 19     Paper-Scissors-Stone #3 Nandor Sieben & Stefan   17  74   9   15006 
 20     Paranoid                Calvin Loh               16  73  10   14829 
 21     Paper-Scissors-Stone #1 Nandor Sieben & Stefan   17  76   7   14507 
 22     Paper-Scissors-Stone #8 Nandor Sieben & Stefan   15  74  11   14084 
 23     Paper-Scissors-Stone #5 Nandor Sieben & Stefan   13  70  18   13834 
 24     Paper-Scissors-Stone #9 Nandor Sieben & Stefan   15  76   9   13589 
 25     Paper-Scissors-Stone #2 Nandor Sieben & Stefan   15  76   9   13386 
 26     Paper-Scissors-Stone #1 Nandor Sieben & Stefan    1  94   4   2096  



These is the result of the self fight run: 


Elapsed time: 942 seconds (00:15:42)

Rank    Name                    Author                   %W  %L  %T   Score
___________________________________________________________________________
  1     Test for Timeouts       Karl Lewin               93   0   7   77000 
  2     Blizzard                Anders Ivner             66  17  17   58123 
  3     Psst                    Robert Macrae            65  23  11   56019 
  4     Round 6 Kline           P.Kline                  59  19  22   53936 
  5     nt entry #6             M R Bremer               59  19  22   53529 
  6     The Thinker (w/Handshak Karl Lewin               61  25  14   53477 
  7     Winner                  Steven Morrell           58  20  22   53183 
  8     The Thinker (w/o handsh Karl Lewin               58  21  21   52479 
  9     Machiavelli             Maurizio Vittuari        57  21  22   52356 
 10     Maverick                Randy Graham             58  23  19   52142 
 11     Miss Playful            Derek Ross               57  21  22   52109 
 12     ?{whateverCT#$~S|[]~+'i Paulsson                 54  25  20   49404 
 13     PlinySwitch - 2990      G. Eadon                 54  25  21   49140 
 14     Bim bum bam             Beppe Bezzi              53  27  20   48149 
 15     WhileAway               JKW                      50  28  22   46161 
 16     Paper-Scissors-Stone #4 Nandor Sieben & Stefan   32  54  14   29887 
 17     Paper-Scissors-Stone #6 Nandor Sieben & Stefan   15  63  21   18168 
 18     Paper-Scissors-Stone #7 Nandor Sieben & Stefan   18  68  14   18097 
 19     Paper-Scissors-Stone #3 Nandor Sieben & Stefan   16  68  16   17006 
 20     Paranoid                Calvin Loh               15  68  17   16829 
 21     Paper-Scissors-Stone #1 Nandor Sieben & Stefan   16  70  14   16507 
 22     Paper-Scissors-Stone #8 Nandor Sieben & Stefan   14  68  18   16084 
 23     Paper-Scissors-Stone #5 Nandor Sieben & Stefan   12  65  24   15834 
 24     Paper-Scissors-Stone #9 Nandor Sieben & Stefan   14  70  16   15589 
 25     Paper-Scissors-Stone #2 Nandor Sieben & Stefan   14  71  16   15386 
 26     Paper-Scissors-Stone #1 Nandor Sieben & Stefan    1  87  12   4096  


This is the rank after round 6:


Name                    1       2       3       4       5       6       total
							
Steven Morrell          5       10      9       13      14      10      61
P.Kline                 7.5     9       7       11      11      12      57.5
Paulsson                7.5     11      11      9       2       5       45.5
Anders Ivner            5.5     8       4       0       10      14      41.5
Beppe Bezzi             7       7       13      2       8       3       40
M R Bremer              7       4       3.6     5       7       11      37.6
Maurizio Vittuari       6.5     5       6       3       9       8       37.5
John K. Wilkinson       4       6       12      0       13      2       37
Robert Macrae           0       0       0       12      12      13      37
Karl Lewin              0       0       10      4       6       10      30
Randy Graham            0       0       8       10      4       7       29
Derek Ross              3.5     3       3.3     7       3       6       25.8
G. Eadon                1.5     2       5       6       1       4       19.5
Kurt Franke             0       0       0       8       0       0       8
Michael Constant        0       0       0       0       5       0       5
Anders Scholl           0       1       2       1       0       0       4
John Lewis              0       0       3       0       0       0       3
Calvin Loh              0       0       1       0       0       1       2


Detailed results and the submissions will be sent in a separate file. It wasn't
clear for a while if handshake is possible. So looking at the submissions 
will be very interesting. We let Corewarrior discuss this topic in depth.

It is clear from game theory that assuming an optimal opponent the best 
strategy is to play randomly. If the opponent does not play using optimal
strategy then we can do much better. Of course trying to outguess the opponent 
makes our strategy different from the optimal strategy.

There was some concern about mts. The Borland C compiled version of mts has
difficulty handling big scores. This didn't caused problem in this round 
since the djgpp compiled version was used which can handle huge scores.

Thanks for playing,

Nandor & Stefan. 
______________________________________________________________________________
Current Status of the Internet Pizza Server ICWS '94 Draft Hill:

Hill Specs:
	 coresize: 8000
   max. processes: 8000
	 duration: after 80,000 cycles, a tie is declared.
max. entry length: 100
 minimum distance: 100
    rounds fought: 250
  instruction set: ICWS '94 Draft

Last challenge: Sun Nov 19 10:25:06 PST 1995 

 #  %W/ %L/ %T                      Name               Author   Score     Age
 1  42/ 25/ 33                 test L 7e          Beppe Bezzi     159       2
 2  41/ 25/ 34                  La Bomba          Beppe Bezzi     157      46
 3  47/ 39/ 14                      quiz              Schitzo     155      51
 4  42/ 34/ 24                  Derision           M R Bremer     149      70
 5  34/ 31/ 35                 Torch t18              P.Kline     136     430
 6  28/ 20/ 52 Fly Fishing w/Plastic Wor           Karl Lewin     136      28
 7  37/ 39/ 24               myVamp v3.7             Paulsson     134     398
 8  40/ 46/ 13       Leprechaun on speed         Anders Ivner     134     226
 9  35/ 37/ 28                endpoint .           M R Bremer     134      75
10  34/ 35/ 31                       Phq    Maurizio Vittuari     132     532
11  38/ 43/ 20             Porch Swing +         Randy Graham     132     131
12  33/ 35/ 31              Son & Father    Maurizio Vittuari     131      81
13  32/ 33/ 35              Father & Son    Maurizio Vittuari     131      80
14  35/ 40/ 25               Armory - A5            Wilkinson     130     569
15  38/ 48/ 14             Scissors v.a1    John K. Wilkinson     129      22
16  25/ 22/ 54          juliet and paper M R Bremer, B. Bezzi     128      47
17  27/ 28/ 45           Jack in the box          Beppe Bezzi     125     418
18  20/ 18/ 63           TimeScape (1.7)       J. Pohjalainen     121       3
19  15/ 10/ 75                Evolve 6.3       John Wilkinson     121      11
20  31/ 45/ 23                     myTry             Paulsson     117       1

Bezzi continues to dominate the hill with La Bomba.  His test L 7e is no 
doubt an improvement that no one wants to see ( but him ).  quiz is the only
serious contender for the throne at this point.  Forty-seven percent wins
is quite impressive.  Karl Lewin makes the jump from the b hill with his  
Fly Fishing w/ Plastic Worms.  One of the more original names I've seen.
Jack in the box and Armory have been floating in the bottom half lately.  
It's too soon to tell if their effectiveness is gone.
______________________________________________________________________________
94 - What's New
 
 1  42/ 25/ 33                 test L 7e          Beppe Bezzi     159       2
 3  47/ 39/ 14                      quiz              Schitzo     155      51
 6  28/ 20/ 52 Fly Fishing w/Plastic Wor           Karl Lewin     136      28
15  38/ 48/ 14             Scissors v.a1    John K. Wilkinson     129      22
16  25/ 22/ 54          juliet and paper M R Bremer, B. Bezzi     128      47
19  15/ 10/ 75                Evolve 6.3       John Wilkinson     121      11
20  31/ 45/ 23                     myTry             Paulsson     117       1
______________________________________________________________________________
94 - What's No More

21  38/ 48/ 14   Anti Die-Hard Bevo (3c)       John Wilkinson     128     176
21  27/ 28/ 45              .Brain Vamp.  B.Bezzi, M.Paulsson     125      74
21  37/ 48/ 15         Leprechaun deluxe         Anders Ivner     126     284
21  28/ 34/ 37           Thieves Like Us           M R Bremer     122      45
21  31/ 47/ 22                Frontwards       Steven Morrell     116     323
21  15/  7/ 78            Chugging Along           Karl Lewin     122      84
21  24/ 22/ 54            Impfinity v3e7               Planar     125      70

Carnage on the '94 hill!  A combined age of 1,056 was kicked off the hill
this week.  Hopefully the seven new warriors are worthy successors.  
______________________________________________________________________________
Current Status of the Internet Pizza Server Beginner's Hill:

Hill Specs:
	 coresize: 8000
   max. processes: 8000
	 duration: after 80,000 cycles, a tie is declared.
max. entry length: 100
 minimum distance: 100
      maximum age: At age 100, warriors are retired.
    rounds fought: 250
  instruction set: ICWS '94 Draft

Last challenge: Sun Nov 19 15:33:24 PST 1995 

 #  %W/ %L/ %T                      Name               Author   Score     Age
 1  44/ 37/ 19            Fire Master v1            JS Pulido     150       8
 2  37/ 26/ 37                 teamwork?          Kurt Franke     149       4
 3  40/ 31/ 29                Lurker 1.1          Kurt Franke     148       2
 4  39/ 40/ 21                      Look            J. Doster     138      31
 5  28/ 20/ 52                    Schizo            J. Doster     136      34
 6  25/ 16/ 59           Impfinity v3c11               Planar     133      46
 7  24/ 21/ 55                 Paper8-II             G. Eadon     127      18
 8  32/ 39/ 29                   Test-Fc             G. Eadon     125      89
 9  31/ 38/ 31              Hint Test v4           M R Bremer     123      35
10  24/ 26/ 49               Loh_tst_1.3           Calvin Loh     123       7
11  28/ 37/ 34           0.5 jmz scanner          Kurt Franke     120       3
12  33/ 48/ 19                Recon V7.2         A. Nevermind     118       5
13  17/ 19/ 64                 Sheet 1.0            J. Doster     115      44
14  13/ 10/ 77              Impfinity v1               Planar     115      78
15  12/ 10/ 79             RingWorm_v2.5           Calvin Loh     113      17
16  15/ 19/ 66             RingWorm_v2.4           Calvin Loh     112      32
17  28/ 46/ 25        Paper Shredder 2.1          Kurt Franke     110       1
18  10/  5/  5                 teamwork?          Kurt Franke      33      15
19   9/  6/  4                Lurker 1.1          Kurt Franke      30      64
20   8/  7/  4                 Searching          Kurt Franke      29      70

juliet storm was retired from the hill this week, meaning the hill has aged
100 warriors since the introduction of the Core_Warrior_.  Franke managed to  
kill all his warriors somehow.  Some new strategy?  Franke, Doster, and Eadon
have all been doing well on the hill, but none are savvy enough as Pulido to
gain the top spot.  I predict Kurt will be the next author to gain entry to
the '94 hill.  He better prove me right ( or somebody prove me wrong ).
______________________________________________________________________________
The Hint

Hey kids.  Look what we have in store for you today: the next installment
of the Core_Warrior_ hint exploring standard warrior strategies.  Scanners
and replicators have been thouroughly ( hopefully ) discussed.  Next in line
are the dumb brutes--bombers.  Bombers have been well treated in Morrell's
tutorial 'chapter 2' accessible from the pizza or stormking pages at the
berkeley ftp site, so we'll concentrate on two veterans--Blue Funk 3 and
juliet storm along with the comments of their authors.  These two warriors
are typical of the 'classic' stone.  Another group of bombers such as Torch,
HeremScimitar, and Tornado represent another type that will be discussed 
next week.  Stay tuned.  ( For a detailed explanation on how stones work, see
Morrell's book, chapter 2 ).  Thanks to Morrell for his contribution on Blue
Funk.
______________________________________________________________________________
BLUE FUNK 3 by Steven Morrell

The two things a stone tries hardest to optimize are size and speed.  A good
metric to start out with is what I call the "stone index:" size/speed.  Blue
Funk 3 has a stone index of 5 instructions / approximately 33% c = 15.  Iron
Gate 1.5 has a stone index of 13 instructions/ 2/3 c = 19.5.  Hence, if all
else is equal, Blue Funk 3 will win more often.

How much more often?  If warrior A has a stone index of  m  and warrior B
has a stone index of n, then warrior A will win n/(m+n) of the time.  So
Blue Funk 3 should win 56.5% of the time.  (Iron Gate is very resistant to
stones.)

All else, of course, is not equal.  The imp-ring slows Blue Funk 3 down
dramatically and lends no aid to the warrior on the current hill, with every
anti-imp strategy working against Blue Funk 3's imp.  But, color is on the
side of Blue Funk 3:  While the scanner focuses upon the decoy, the bomber
can color even more core with it's post-inc and DJN-stream.  These aren't
the main weapon, but they are free attacks, so quite useful.  Against most
scanners, a DJN.f stream can be remarkably lethal (as all the Genetic
Algorithm folks find out).

This is all academic, as Blue Funk 3 doesn't stand a chance on the modern
hill.  Frontwards, for instance, also has a stone index of 15 during the
scanning phase, kills this kind of imp-ring, is very durable in the sense
that 30% of its instructions are not used after the initial scan, and kills
a better grade of paper than Blue Funk 3 could hope to.

Also, there is a "mesh" issue when stones fight stones.  Stones have an
annoying habit of bombing themselves if things are not calibrated very well,
so they don't generally use a very small mod (say, 1 to 3) for their step
size.  I was happy to get Blue Funk 3 down to mod 4, but this means that
small programs, like P.Kline's deadly core-clear (3 executing instructions),
can slip through the cracks.  That's 25% non-contested wins!

The best programs for both mesh and stone index that I know of are
W.Sheppard's RedRain (mod 2, stone index 8) and No Ties Allowed (mod 2,
stone index 9).  Unfortunately, neither of them have a core-clear or imp
gate, so they don't do too well on the hills anymore.

Now for the details for Blue Funk 3:  Ideally, a stone will bomb everywhere
except for the stone itself.  That is how P.Kline's Emerald (stone
component) is supposed to work, but it has a very subtle bug in it.  Blue
Funk 3 uses the same general mechanism without the bugs.

After it is booted, the stone looks like this:


emerald   SPL #-step,<step
stone     MOV >-step,step+1        ;hit
	  ADD emerald,stone
cnt       DJN.f  stone,<emerald-50
	  DAT 0,0
cc        DAT #-7                  ;hit

The bombing instruction (at "stone") will post-decrement the B-fields of the
instructions labeled ;hit.  When "stone" gets hit (after a complete mod-4
pass), the destination pointer slips to a new mod-4 pattern.  By the time
this slips the fourth time, every location in core has been bombed.

The instruction that hits "stone" looks like "MOV >0,n", which doesn't do
anything except make the bombing pattern slip.  The instruction that hits
"cc" looks like "MOV >4,n" when cc contains n-4, so it is equally harmless
and self-adjusting.  (For instance, the first time  cc  is used,  stone  is
MOV >4,-3, and  cc  is DAT #0,#-7.  Hence  stone-3 is copied neatly to
itself, and  cc  becomes DAT #0,#-6 for the next time around.)  The result
of all of this foolishness is that the stone doesn't bomb itself until it
has bombed all of the rest of core 1.5 times!

;redcode-94 verbose
;name  Blue Funk 3
;author Steven Morrell
;strategy  Fixed another in-memory/in-register bug
;macro

org boot

step equ 3044

for 78
dat <imp,<2667
rof

emerald   SPL #-step,<step
stone     MOV >-step,step+1
	  ADD emerald,stone
cnt       DJN.f  stone,<emerald-50

cc   dat #-7

boot mov cc,out-200+5
out  spl @0,out-200
     mov emerald,>out
     mov emerald+1,>out
     mov emerald+2,>out
     mov emerald+3,>out
     spl i
     spl i31
i12  spl imp2
imp1 jmp >0,imp
i31  spl imp1
imp3 jmp >0,imp+5334
i    spl i12
     spl imp3
imp2 jmp >0,imp+2667

imp  mov.i #3044,2667
______________________________________________________________________________
JULIET STORM by M R Bremer

I started coding juliet storm when B Panama X and Blue Funk 3 by Steven
Morrell were both doing _very_ well on the hill.  B Panama was a combination
stone/paper and Blue Funk was a bomber/imp.  Since B Panama was on top of
the hill, I decided to follow the leader.  juliet storm was originally 
intended to be part of my own stone/paper.  That's why there are two splits
in the stone--to keep up with the replicator.  When I challenged the hill
with my 'incomplete' warrior, it scored surprisingly well.  Amazingly well.  
So I became obsessed with making it the best bomber on the hill.  Out of that
effort came juliet.

The bombing step size was chosen to find size 5 and size 10 opponents rapidly
and still be small enough for a decent imp gate.  I found out that the double
split consumed so many processes, that stun attacks on my imps had little
effect.  This greatly improved my score against Agony II.  They also helped 
juliet to 'jump' into papers when overwritten.  The extra 'gate' line was used
in case the coreclear move was decremented.  juliet continues to bomb as she
clears, but I don't really think this matters much.  The clear ends in a 
hyper-perfect gate ( I think ).  The imp was taken from a posting by T. Hsu on
vector launced imps.  I wasn't quite savvy enough to write my own at the time.
 
juliet ruled the '94 draft hill for a few weeks.  It's a _HUGE_ rush when
you finally get your first warrior to be King of the Hill.  At least I thought
so.  The introduction of p-space killed her dead, dead, dead.  A stand alone
bomber has little chance of success on the current hill.

BTW:  the name:  'juliet storm' is a reference to Romeo and Juliet.  Theirs
was near perfect love.  But in all my relationships, I always manage to
really anger my girlfriend from time to time--hence the 'storm'.

Nothing matches the fury of a woman.

;redcode-94
;name juliet storm 
;author M R Bremer
;strategy bomber--yippee 

ptr     EQU -1333

gate    dat <-445, <-446
s       spl #445, <-445
	spl #0, <-446
	mov {445-1, -445+2
	add -3, -1
	djn.f -2, <-2667-500
	mov 33, <-20
go      dat #0, #ptr
start   mov {-1, <-1
	mov {-2, <-2
	mov {-3, <-3
	mov {-4, <-4
	mov {-5, <-5
	mov {-6, <-6
	mov gate, ptr+24 
	mov gate, ptr+24
	spl @go, <-4000
	jmp boot, <-4013
for 73
	dat #0, #0
rof

imp_sz  equ     2667

boot    spl     1      ,#0
	spl     1      ,#0
	spl     <0     ,#vector+1
	djn.a   @vector,#0

imp     mov.i   #0,imp_sz

	jmp     imp+imp_sz*7,imp+imp_sz*6   
	jmp     imp+imp_sz*5,imp+imp_sz*4   
	jmp     imp+imp_sz*3,imp+imp_sz*2   
vector  jmp     imp+imp_sz  ,imp

	end     start
______________________________________________________________________________
You may have noticed the new Hint Warrior on the beginner hill.  It is doing
quite well.
 
 4  38/ 34/ 28              Hint Test v4           M R Bremer     142       1

The old Hint Warrior suffered from scanners.  By pspacing a bomber element 
as a backup, Hint Warrior vastly improves its score.  Losses to papers have
gone up due to the fact that when a replicator beats the scanner part of 
Mutagen, the bomber is almost sure to tie or lose the next round.  By adding
an imp, I should be able to reduce the number of losses at least.  Another
improvement may be to boot of a decoy.  Something to think about for later
weeks.

;redcode-b
;name Hint Test v4
;author M R Bremer
;strategy Original code based on Scott Manley's Mutagen
;strategy Once through scan --> spl spl dat dat coreclear 
;strategy Core_Warrior_ #2:  compressed code
;strategy Core_Warrior_ #4:  improved scanner
;strategy Core_Warrior_ #6:  pspaced with small bomber
;kill Hint
;assert CORESIZE==8000
org start

dist equ 98
scan equ dist*2     

begin   SPL     b1+2
	jmp a
for 20
	dat 0, 0
rof
a       add d,c
c       cmp a+2*dist,a+dist
	slt.a #dist+ptr2-a, c
	djn.f a,<7000
	mov s, *c
x       mov m, @c
	jmn a,a
s       spl #-dist+1, <0
	jmp b1
d       dat <scan,<scan
m       mov.i dist, }dist          
	dat 0, 0
	dat 0, 0
	dat 0, 0
	dat 0, 0
	dat 0, 0
b3      dat <2667, <2667*2      ;a suggestion by Paulsson to kill imps
b2      spl #b3-ptr2, a-2-6
b1      spl #b2-ptr2, a-2-5
	mov *ptr2, <ptr2
	mov *ptr2, <ptr2
	mov *ptr2, <ptr2
	djn.f -3, <6000
ptr2    dat b1, -100+a

for 21
	dat 0, 0
rof
start   ldp #0, #0
	ldp #1, #0
	cmp.b -2, -1
	jmp bomber, {4000
	stp #1, #1
	jmp begin, {4000
bomber  stp #0, #1
	jmp juliet, {3000
for 19
	dat 0, 0
rof


juliet  spl #445, <-445
	spl #0, <-446
	mov {445-1, -445+2
	add -3, -1
	djn.f -2, <-2667-500
	mov.i 1, <-6
______________________________________________________________________________
Planar's Corner:

	       Continuous spiral launching (continued)

Erratum
-------
My previous article about imp spirals contains a few small typos and
a big one: the line that reads

    [imp+1 imp+step+2 imp+2*step+1 imp+2 imp+step+2 imp+2*step+2 ...]

should be

    [imp+1 imp+step+1 imp+2*step+1 imp+2 imp+step+2 imp+2*step+2 ...]

I hope it didn't confuse anybody.  Also, I have renamed the labels
between the explanation and the code of Impfinity v1: Z becomes a,
A becomes b, etc.

Vector launching
----------------
Myer told me he wanted to see a continuous vector-launching imp spiral
(quite a cumbersome phrase, isn't it ?).  We'll start with a normal
vector launch:

    A      spl     1
    B      spl     1
    C      jmp     @V, }0
    V      dat     0, imp
    W      dat     0, imp+step
    X      dat     0, imp+2*step
    Y      dat     0, imp+1
    imp    mov     imp, imp+step

Now this is what happens when we execute this code.  I'm still using
my notation for the process queue.  To execute one step, I remove the
first element of the list, and push back the new PC value(s) at the end
of the list.  To execute one round, I execute one step repeatedly, or
I can equivalently replace each element with the new value(s) it pushes
back:
    [A]
    [B B]
    [C C C C]
Now we have four processes ready to execute C.  The first one will jump
to imp and increment the A-field of C, so C is now:

	   jmp     @W, }0

The next process will jump to imp+step and increment the A-field, and
so on.  On the next round we have:
    [imp imp+step imp+2*step imp+1]
(recall that imp+1 is the same as imp+3*step).

How do we turn this into a continuous-launch ?  The first step is to
add an SPL 0 at the top of the program (as instruction Z).  The SPL
will produce a steady stream of processes to its left (in the process
queue):
						[Z]
					      [A Z]
					  [B B A Z]
				  [C C C C B B A Z]
    [imp imp+step imp+2*step imp+1 C C C C B B A Z]

But now, as the processes at C jump to the imp, we have the same
problem as last time: the new processes are at the head of the imp
spiral (the tail is the process that executes first, it is located
at the smallest address, and the head executes last, at the highest
address).  Since the spiral advances by one core element at each
round, we should launch our new processes two elements further than
the previous ones, so we should add 2 to each vector element at
each round.  And our pointer (the A-value of C) now points beyond
the vector, so we should reset it to C.  Lastly, we have four
processes, so we get out of sync: the vector values should change
not by 2 but by step+2.  This will never work.

The last problem is easy to fix: launch only three processes or
get rid of the fourth by making it jump to a DAT statement.

We still have to reset our pointer at each round.  We'll do it
between Z and A:

    Z       spl     0
    R       mov.a   #V-C, C
    A       spl     1

V-C is the address of V relative to C.  When we put it into C's
A-field it becomes the address of V (here, this is 1).

Now we have to add 2 to each vector element at each round.  I don't
know how to do it.  We don't have enough instructions to do it by
postincrement.  So we'll launch the processes at the tail instead of
launching them at the head.  This means two things: first, we must
find a Z that will add processes to its right (in the process queue)
instead of the left.  Second, we can launch without any increment
because the spiral advances by 1 and we add a ring at the exact
place that it left: we can launch processes at the same place while
the spiral advances.

This still won't work because I cannot find a Z that adds processes
to its right.  With an SPL, the next instruction is pushed, then
the target, so we would need the SPL to be the next instruction after
itself, and the target to be R.  Instead, I'll use a two-instruction
loop:

    P       spl     R
    Q       jmp     P

This will launch processes to its right, as follows:

    [P]
    [Q R]
    [P A]
    [Q R B B]
    [P A C C C C]

But it launches only one process every two rounds.  This means that
the spiral will advance by two locations while I add one ring, so I
will have to increment my vector elements after all.  This is how
we'll do it: turn C into a direct jump instead of indirect and the
vector elements into JMPs instead of DATs.  And use their B-fields
to increment the A-fields.  This is the whole launcher:

    P       spl     R
    Q       jmp     P
    R       mov.a   #V-C, C
    A       spl     2
    B       spl     1
    C       jmp     V, }0
    V       jmp     imp, }0
    W       jmp     imp+step, }0
    X       jmp     imp+2*step, }0
    imp     mov     0, step

The binary launcher I described last time added one ring every round,
this one adds one every two rounds.  But we can double the vector and
launch two rings at once every two rounds.  Then we don't need the
increments.  Or three rings.  Then we need to decrement the JMP values
by 1 at each round.  The vector launcher is smaller than the binary
launcher, but you can't always produce the right number of processes,
so you may have to add some DAT statements to the vector to get rid of
the extra processes.  Finally, tail-launching is more easily upset by
the opponent than head-launching because the newly launched process is
not refreshed right before its execution: if the tail ever gets
clobbered, the launcher will work in vain from then on.


This is quite long already, so I'll leave continuous SPL/ADD launching
and Impfinity v3 for next week (hoping it will not get thrown off the
hill in the meantime).  Maybe I went into too much detail here.

<Damien.Doligez@inria.fr>
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