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

Issue 90                                                          19 June, 2004
_______________________________________________________________________________
Core Warrior is a newsletter promoting the game of Corewar.  Emphasis is
placed on the most active hills - currently the '94 no-pspace, '94 draft
and beginner hills.  Coverage will follow wherever the action is.  If you
haven't a clue what I'm talking about then check out these five-star
Internet locals for more information:

FAQs are available from:
  http://www.koth.org/corewar-faq.html
  http://homepages.paradise.net.nz/~anton/cw/corewar-faq.html

Web pages are at:
  http://www.koth.org/                       ;KOTH
  http://sal.math.ualberta.ca/               ;Sal Hills
  http://para.inria.fr/~doligez/corewar      ;Planar
  http://www.ociw.edu/~birk/corewar          ;C.Birk
  http://www.corewar.info/                   ;Fizmo
  http://www.corewar.co.uk/                  ;J.Metcalf

Newbies should check the above pages for the FAQs, language specification,
guides, and tutorials. Post questions to rec.games.corewar. All new players
are infinitely welcome!
_______________________________________________________________________________
Greetings...

Yes, I am back!!!

There have been a lot of issues published since I prepared my last Core
Warrior. It's exactly 30 issues since I sent the first one to r.g.c. ;-)

You are wondering who am I? This time it's not John Metcalf. This time
Core Warrior has been prepared by me, Christian Schmidt.

And there is one thing I really wanted to say for a very long time:

               _   _                 _
              | | | |               | |
              | |_| |__   __ _ _ __ | | __  _   _  ___  _   _
              | __| '_ \ / _` | '_ \| |/ / | | | |/ _ \| | | |
              | |_| | | | (_| | | | |   <  | |_| | (_) | |_| |
               \__|_| |_|\__,_|_| |_|_|\_\  \__, |\___/ \__,_|
                                             __/ |
                                            |___/
                            ___       _
                           |_  |     | |
                             | | ___ | |__  _ __
                             | |/ _ \| '_ \| '_ \
                         /\__/ / (_) | | | | | | |
                         \____/ \___/|_| |_|_| |_|


      for providing us for 5 YEARS continuously with new issues of the
                                Core Warrior.



Since #70 he has prepared all issues of Core Warrior for us. I think that
is a good reason beside many, many others to admit him into the Corewar
Hall of Fame!!!

                                  ---

I think I should remind everyone again that there will be a corewar meeting
on July 23-25, 2004 in Berlin.

All player who would like to participate in the meeting should contact me as
soon as possible. I will pick all people up at the airport, train station,
etc., help find in advance accommodation (hotel etc.) and take care of them
during their stay in Berlin.

The following activities are planned so far:

- Sightseeing tour

- Berlin by night

- A pen'n'paper corewar tournament (no PC allowed for writing the warriors ;-)

- Corewar Workshops (who would also like to give a workshop? I hope I am not
                     the only one!!!)

Further ideas are welcome. I'll keep the website updated with the latest news.

                                  ---

Redcode Frenzy News:  The results of the Capture The Flag '88 Round are online
now. Congratulations to the winner: Chip Wendell.

Round 19 will be organised by me (Christian Schmidt) and Round 20 by Sascha
Zapf.

                                  ---

Web-News:  John Metcalf's homepage has moved to:

  http://www.corewar.co.uk/

Terry Newton's page has move to:

  http://www.infionline.net/~wtnewton/corewar/

                                  ---

Okay, coming to this issue. It has turned out much larger than expected.
This time, we introduce the interesting LP hill on SAL including some hints
and ExtraExtras. But that's not all. We have some more hints and ExtraExtras
for you, which shows again after so many years of corewar, there are many
things waiting to discover :-)

I hope we are able to push your interests to a new level and will see you
soon on one of the hills. The battle between the corewar warriors still
goes on.

Now enjoy this issue!!!!


-- Christian Schmidt


                            '94 No Pspace Hill
                            *******************

______________________________________________________________________________
Current Status of the KOTH.ORG '94 No Pspace Hill:

 #  %W/ %L/ %T                      Name               Author   Score     Age
 1  33/ 27/ 39                     Yorba                  Roy     139      65
 2  30/ 23/ 47 paper(paper(paper(clear))          Sascha Zapf     138      35
 3  42/ 47/ 11                     Arrow    Christian Schmidt     138     134
 4  41/ 44/ 15               Dandelion 3    Christian Schmidt     138      52
 5  42/ 46/ 12                      O--*       Bremer/Schmidt     137      60
 6  26/ 16/ 57                 Maelstrom         Roy van Rijn     137      75
 7  41/ 45/ 14             HazyLazy C 11                CS SG     136     143
 8  31/ 25/ 44                  Triturus         Roy van Rijn     136      19
 9  31/ 27/ 42                   Gremlin      van Rijn/Grabun     136     165
10  41/ 47/ 12            Bottomless Pit            Fizmo/Roy     136      96
11  31/ 27/ 42           slime test 1.00        David Houston     135     261
12  32/ 30/ 38                   Frantic         Roy van Rijn     134      48
13  41/ 48/ 11                    Speeed    Christian Schmidt     133       2
14  40/ 47/ 13              High Voltage          Sascha Zapf     133       9
15  27/ 21/ 53              Black Knight    Christian Schmidt     133      14
16  31/ 29/ 40               Son of Vain      Oversby/Pihlaja     133    2499
17  27/ 22/ 51         Bvowkium Fizmoxid          bvowk/fizmo     131       1
18  38/ 45/ 16          Solar Flare test         John Morahan     131      10
19  41/ 51/  8                Aoshi A 34        Steve Gunnell     131      37
20  31/ 32/ 37 Spiritual Black Dimension    Christian Schmidt     130     290


The hill has aged just 94 since last issue, bringing it to a total age of 3253.
All but seven warriors have been pushed from the hill.

Those who didn't last the duration include Ironic Imps (age 403), Armadillo
(233), Quirk (207), Arctica (178), Devilstick (167) and Kenshin D 10 (111).

Warriors which entered the hill since last issue and were pushed off age
50+: something strange (87) and Deathstar (86).

Koth report: 7 warriors resided at number one for at least 5 challenges.
Most often seen there has been Maelstrom (24), followed by Yorba (16),
Bottomless Pit (11), Arrow (8), HazyLazy C 11 (5), O--* (5) and Son of
Vain (5).

Son of Vain again increased it's oldest Koth record, taking first place
age 2431.
_______________________________________________________________________________
The '94 No Pspace Hall of Fame:  * indicates the warrior is still active.

Pos Name                   Author             Age    Strategy
 1  Son of Vain            Oversby/Pihlaja   2499 *  Q^4 -> Stone/imp
 2  Blacken                Ian Oversby       1363    Q^2 -> Stone/imp
 3  Reepicheep             Grabun/Metcalf    1347    Q^4 -> Paper/stone
 4  nPaper II              Paul-V Khuong     1270    MiniQ^3 -> Paper
 5  Uninvited              John Metcalf      1130    MiniQ^3 -> Stone/imp
 6  Hazy Test 63           Steve Gunnell     1119    Scanner
 7  Behemot                Michal Janeczek   1078    MiniQ^3 -> Bomber
 8  Olivia                 Ben Ford           886    Q^4 -> Stone/imp
 9  Recon 2                David Moore        826    Scanner
10  Keyser Soze            Anton Marsden      823    Qscan -> Bomber/paper/imp
11  Quicksilver            Michal Janeczek    789    Q^4 -> Stone/imp
12  Eraser II              Ken Espiritu       781    Scanner
13  Inky                   Ian Oversby        736    Q^4 -> Paper/stone
14  Toxic Spirit           Philip Thorne      685    One-shot
15  Jinx                   Christian Schmidt  662    Q^3 -> Scanner
16  Blade                  Fizmo              643    Qscan -> Scanner
17  Return of Vanquisher   Lukasz Grabun      640    Q^4 -> Bomber
18  Revenge of the Papers  Fizmo/Roy          605    Q^4 -> Paper
19  Jade                   Ben Ford           600    Q^4 -> Stone/imp
20  Firestorm              John Metcalf       589    MiniQ^3 -> Paper/imp
21  Claw                   Fizmo              525    Qscan -> Scanner
22  G3-b                   David Moore        503    Twoshot
23  Thunderstrike          Lukasz Grabun      484    Q^4 -> Stone/imp
24  Vanquisher             Lukasz Grabun      469    Q^4 -> Bomber
25  Revival Fire           P.Kline            468    Bomber
26  The Phantom Menace     Anton Marsden      465    Qscan -> Paper/imp
27  The Stormkeeper        Christian Schmidt  460    Q^3 -> Stone/imp
28  Positive Knife         Ken Espiritu       449    Q^4 -> Stone/imp
29  Boys are Back in Town  Philip Kendall     441    Scanner
 =  Zooom...               John Metcalf       441    Scanner
31  G2-b                   David Moore        413    Twoshot
32  Ironic Imps            Roy van Rijn       403    Q^4 -> Stone/imp
33  Qtest                  Christian Schmidt  394    Q^3 -> Paper
34  Stalker                P.Kline            393    Scanner
35  Decoy Signal           Ben Ford           378    Q^4 -> Paper/imp
36  unheard-of             Christian Schmidt  355    Q^4 -> Paper/imp
37  Hazy Lazy ... again    Steve Gunnell      350    Scanner
 =  Dawn                   Roy van Rijn       350    Q^4 -> Paper/imp
39  Static                 Miz                344    Q^4 -> Stone/imp
40  devilish 2             David Houston      330    Q^4 -> Stone/imp
 =  Vain                   Ian Oversby        330    Q^2 -> Stone/imp
42  Omnibus                John Metcalf       327    Q^2 -> Stone/imp
43  Win!                   David Moore        322    Scanner
44  Return of the PendragonChristian Schmidt  318    Q^4 -> Stone/imp
45  Numb                   Roy van Rijn       312    Q^4 -> Paper/stone
46  Hazy Lazy...           Steve Gunnell      309    Scanner
47  Now you're in trouble! John Metcalf       290    Q^4 -> Stone/imp
 =  Spiritual Black Dim.   Christian Schmidt  290 *  Q^4.5 -> Paper/stone
49  Hazy Lazy ... reborn   Steve Gunnell      284    Scanner
50  Candy II               Lukasz Grabun      282    Q^4 -> Stone/imp
 =  Pixie                  Lukasz Grabun      282    Q^4 -> Stone/imp

There are only 2 active warriors in this extended HoF, compared to last
issue's 2.  The warriors are represented by 18 Stone/imps, 13 scanners,
6 paper/imps, 4 bombers and paper/stones and 3 each of one-shots
and papers.

18 authors hold a place in the HoF.  Schmidt has most, with 9 warriors.
Grabun and Metcalf both have 6 - Gunnell, Moore, Oversby and van Rijn
4 each - Ford has 3 - Espiritu, Janeczek, Kline and Marsden have 2 each
and the remaining 6 authors, just the one warrior.

Of these redcoders, 3 have 4 different strategies in the HoF.  They are
Metcalf, van Rijn and Schmidt.

Next warrior which will enter is David Houston's slime test 1.00.


                              '94 Draft Hill
                            *******************

_______________________________________________________________________________
Current Status of the KOTH.ORG '94 Draft Hill:

 #  %W/ %L/ %T                      Name               Author   Score     Age
 1  43/ 43/ 14          Lord of the Core    Christian Schmidt     142       2
 2  35/ 29/ 37 Spiritual Black Dimension    Christian Schmidt     141      67
 3  41/ 42/ 17                 Cyberpunk    Christian Schmidt     140      75
 4  43/ 47/ 10                     Arrow    Christian Schmidt     139      48
 5  35/ 34/ 31                   Sunrise           Zul Nadzri     136      77
 6  32/ 28/ 41                Devilish 2        David Houston     136      37
 7  31/ 26/ 43                Reepicheep       Grabun/Metcalf     135     497
 8  26/ 17/ 56                 Maelstrom         Roy van Rijn     135      27
 9  27/ 18/ 55              Black Knight    Christian Schmidt     135       9
10  31/ 27/ 42                 Armadillo        Lukasz Grabun     134       8
11  33/ 32/ 35                        KL           Zul Nadzri     134       7
12  37/ 40/ 23            Dettol Test 45        Steve Gunnell     134       3
13  29/ 26/ 45                   Gremlin      van Rijn/Grabun     133      53
14  40/ 48/ 12               Dandelion 3         Schmidt/Zapf     133      51
15  27/ 22/ 51             Muscle Hammer           Zul Nadzri     132      32
16  26/ 20/ 54         Bvowkium Fizmoxid          bvowk/fizmo     132      20
17  29/ 27/ 43       season of adventure         John Metcalf     131       6
18  31/ 31/ 38                   Arctica    Christian Schmidt     131      57
19  38/ 45/ 17         something strange         John Metcalf     130      33
20  39/ 49/ 12                    Speeed    Christian Schmidt     130       1


After an age of 32, 11 warriors remain on the hill from last issue.
Those who didn't last the duration include Son of Vain (441), Return of
Vanquisher PsP (284) and Bitter Sweet (262) leaving the hill with just
one warrior at an age higher than 100.

Reepicheep is now by far the oldest warrior with an age of 497.

p-Warriors are in top spots now but pure scanners are scoring surprisingly
well and can still survive for a lengthy term on the hill.
_______________________________________________________________________________
The '94 Draft Hall of Fame:  * indicates the warrior is still active.

Pos Name                   Author             Age    Strategy
 1  Reepicheep             Grabun/Metcalf     497 *  Q^4 -> Paper/stone
 2  Son of Vain            Oversby/Pihlaja    441    Q^4 -> Stone/imp
 3  Return of Vanquisher   Lukasz Grabun      284    Q^4 -> Bomber
 4  Bitter Sweet           Lukasz Grabun      262    Q^4 -> Stone/imp
 5  CrazyShot 2            Christian Schmidt  249    Q^4 -> One-shot
 6  Herbal Avenger         Michal Janeczek    237    Scanner
 7  Bustling Spirit        Christian Schmidt  216    P-warrior
 8  Revenge of the Papers  Fizmo/Roy          204    Q^4 -> Paper
 9  Uninvited              John Metcalf       194    MiniQ^3 -> Stone/imp
10  Blowrag                Metcalf/Schmidt    192    Q^4 -> Paper/imp
11  Incredible!            John Metcalf       180    Paper/imp
12  Wallpaper              Christian Schmidt  175    Q^4 -> Paper/stone
13  Mantrap Arcade         Dave Hillis        170    P-warrior
14  Numb                   Roy van Rijn       167    Q^4 -> Paper/stone
15  PolyPap                Jakub Kozisek      160    Qscan -> Paper
16  Recon 2                David Moore        156    Scanner
17  Joyful Maw             Dave Hillis        143    P-warrior
18  Paperazor              Christian Schmidt  141    Q^4 -> Paper
19  Sunset                 David Moore        138    P-warrior
20  Dawn                   Roy van Rijn       137    Q^4 -> Paper/imp
21  Self-Modifying Code    Ben Ford           132    P-warrior
22  Combatra               David Moore        131    Boot distance calculator
23  unheard-of             Christian Schmidt  128    Q^4 -> Paper/imp
24  Mad                    Christian Schmidt  123    P-warrior
25  Microvenator           Michal Janeczek    122    P-warrior

No new entries this time. Reepicheep is the only active warrior. Next to
enter will be Sunrise and Cyberpunk.

                            SAL  Beginners Hill
                            *******************

_______________________________________________________________________________
Current Status of the SAL Beginners Hill:

 #    %W/   %L/   %T                      Name             Author Score   Age
 1  50.7/ 30.9/ 18.4       Studie strikes back        Sascha Zapf 170.6    29
 2  49.4/ 31.3/ 19.3      Shooting Star v0.262                brx 167.4     7
 3  50.1/ 35.1/ 14.8                  Frullato              LAchi 165.2    46
 4  48.7/ 33.7/ 17.6                   ssoBeht        Sascha Zapf 163.8    20
 5  49.1/ 42.2/  8.8                      Star        Sascha Zapf 156.0    34
 6  33.9/ 20.7/ 45.4              Uneven Twins        Sascha Zapf 147.1    33
 7  43.4/ 41.1/ 15.5               French Kiss              LAchi 145.8    27
 8  30.3/ 18.9/ 50.8               Veenah V0.8        Sascha Zapf 141.6     5
 9  42.1/ 45.8/ 12.0                  scizzory                Miz 138.5    76
10  40.7/ 43.0/ 16.3              Neverland II       John Metcalf 138.3    75
11  27.6/ 19.1/ 53.4        Paper of yesterday        Sascha Zapf 136.1    81
12  26.1/ 17.5/ 56.4                       Tom        David Moore 134.7    17
13  28.7/ 26.4/ 45.0                 Fatty boy          G.Labarga 131.0    87
14  37.2/ 43.5/ 19.3                     Lifer        Sascha Zapf 130.9     4
15  27.1/ 31.4/ 41.5        Manufactured paper                Neo 122.9     3
16  21.7/ 21.3/ 57.0                Grand Jury      Andrew Hunter 122.1     1
17  17.2/ 17.8/ 65.0                   Unknown          Anonymous 116.6    26
18  18.4/ 20.5/ 61.1                    Enigma                brx 116.4    13
19  16.8/ 18.4/ 64.9                    nGrave        Ken Hubbard 115.2    38
20  19.9/ 24.9/ 55.1                 Smaug Imp        Ken Hubbard 114.9    43
21  17.4/ 20.1/ 62.5                 Plastered      Andrew Hunter 114.7     2
22  18.9/ 26.3/ 54.9                     test3                miz 111.5    90
23  29.8/ 51.3/ 18.8                    Stoney                Miz 108.3    77
24  27.1/ 58.5/ 14.4                Sugartooth                Miz  95.8    41
25  24.9/ 57.9/ 17.2                 Brimstone       John Metcalf  91.8    23

Just 4 challenges, so not much action here :-/ Is the hill too strong for the
beginner?


                                '94 LP Hill
                            *******************


We will try to focus in every coming issue on a different hill. This time we
have chosen SAL's Limited Process Hill.

The hill specifications are:

coresize:          8000
max. processes:    8
duration:          after 80,000 cycles, a tie is declared.
max. entry length: 200
minimum distance:  200
rounds fought:     250
instruction set:   ICWS '94 Draft

_______________________________________________________________________________
Current Status of the SAL Limited Process Hill:

 #    %W/   %L/   %T                      Name             Author Score   Age
 1  49.6/ 21.8/ 28.6                  The King                Neo 177.3     8
 2  40.8/ 30.8/ 28.3          Lord of the Core  Christian Schmidt 150.9     2
 3  38.0/ 27.3/ 34.7                      Duke  Christian Schmidt 148.6    26
 4  40.0/ 33.1/ 26.9                  Reclon 2          G.Labarga 146.8     9
 5  40.3/ 36.1/ 23.5           Viper's Bugloss  Christian Schmidt 144.5    27
 6  38.6/ 33.9/ 27.5                 Muffineer  Christian Schmidt 143.4    21
 7  29.2/ 16.1/ 54.7                    Eve 15      bvowk + Fizmo 142.3    55
 8  29.3/ 23.1/ 47.6            The LP Machine         Zul Nadzri 135.5     5
 9  38.4/ 42.6/ 18.9                   fbomber    Michal Janeczek 134.2   107
10  29.3/ 24.9/ 45.9                  Roskilde  Christian Schmidt 133.6    86
11  24.6/ 17.1/ 58.4    8366-4510-cs-sdk-eve15              bvowk 132.1    57
12  29.0/ 26.2/ 44.8                       xXx         Zul Nadzri 131.9     6
13  33.2/ 34.7/ 32.2    Achillu 2004 - Revenge LAchi+Fizmo+Neogry 131.7     1
14  34.8/ 38.1/ 27.2 Revenge of the Silklander  Christian Schmidt 131.4    65
15  39.0/ 48.0/ 13.0                  FlipSide         Zul Nadzri 129.9    68
16  36.8/ 43.9/ 19.3     ~~ The 9th Process ~~         Zul Nadzri 129.8    98
17  30.3/ 31.2/ 38.5             Histeric imps          G.Labarga 129.4    13
18  38.3/ 47.4/ 14.2                   Asfixia          G.Labarga 129.2    12
19  36.1/ 44.1/ 19.8                 100% Evil       Roy van Rijn 128.0    46
20  29.7/ 32.2/ 38.1               Royal guard          G.Labarga 127.3    14
21  34.8/ 42.5/ 22.7                    Mad LP  Christian Schmidt 127.2    74
22  32.9/ 39.8/ 27.3            Dental Disease  Christian Schmidt 126.1    78
23  30.9/ 36.2/ 32.9        wandering redcoder       John Metcalf 125.7     4
24  25.5/ 25.5/ 49.0   4310-4309-xt430-0-eve15              bvowk 125.5    25
25  33.6/ 42.2/ 24.2                      scan          G.Labarga 125.1    24

The total age of this new hill is 118. Two warrior reached a three-digit age
while the oldest of the two, The 8 Kings (112), has been recently pushed off.

The hill is dominated by Neo's The King which has a 26 points gap to the 2nd
place. He takes a strong advantage by handshaking with several other of his
warriors.

Bvowk's evolved warrior 8366-4510-cs-sdk-eve15 is still going strong as well
as its human-optimized brother Eve 15.

Do we see soon the first purely evolved warrior which passes the requirements
for a hill's Hall of Fame? We will be carefully watching this....

_______________________________________________________________________________
The Story - A Short History of '94 LP Hills by Christian Schmidt


The Wasted Youth hill
---------------------

The beginnings of the first '94 LP hill lay in the ancient ages around 1996
and only few things are known from this time. John K. Lewis opened the hill.
The first of the LP hills closed in the beginning of '97.


The Pizza LP hill
-----------------

Beginning March 1997 some threads on r.g.cw discussed new hills with different
specs. Anton Marsden mentioned in that sense on r.g.cw:

"LP hills provide some interesting new strategies:
- papers which are constructed differently to the "standard" '88/'94 papers.
- self-repairing programs
- multiple function programs, eg. 4 stones combined with 4 scanners

Add pspace to this and it could be a great hill."

                                                  Anton Marsden, March 2, 1997


After an e-mail vote the Pizza LP hill was announced by Thomas "Thos" Davies
on March 14, 1997 using the same specification as the Wasted Youth Hill.

Ian Sutton's Limb Rending Incisors was dominating this hill.

Around spring 2001 the Pizza Hills closed.


SAL LP hill
-----------

End of 2003 Joonas Pihlaja and Barkley Vowk announced the SAL server. It
provides beside others, a new LP hill following the spec of the previous two.
It's quite a young hill and recently reached the age of 100. It has received
since the beginning a continuously mediocre traffic.


--  Christian Schmidt

_______________________________________________________________________________
The Hint - a few remarks about LP strategies by Christian Schmidt

If only 8 processes are available the process limit can be reached very fast.
If a warrior is running at its process limit, a spl acts just like a nop.
This leads to some very specific differences to the 94nop and 94draft hill:

- Spl-bombs are by far less effective than jmp #0 bombs

- low-process papers are scoring better than silk-style

- different multiple strategy warriors are effective. For example, 2 stones
  with one process each and the rest in imps or a number of parallel running
  stones and scanners, etc.

Check the following warriors at Koenigstuhl's Infinite LP Hill to get an
impression of LP warrior design:

Paper: Revenge of the Silklander, Grained Paper, Achillu 94, Elusive, Oldtimer,
       Skinner, 2LPap
Stone/Paper: Roskilde, Evil Twin Brother, Tempest
Scanner, Oneshots: lp-Shot v0.1, LP-Scan v0.1, One Hop
Stone/Imps: Philosopher's Stone
Stones, Vamps: fbomber, Limb Rending Incisors, The 8 Kings


--  Christian Schmidt


_______________________________________________________________________________
Extra Extra - New approaches in evolving warriors and finding new strategies
              by Christian Schmidt and Barkley Vowk



The warrior 189602-1978-xt642-2-eve15 shows a really interesting scoring
pattern on the LP hill. Although it is a very defensive strategy it's able to
beat most of the papers quite nicely.

A closer look at the code shows, that the warrior executes just 8 instructions.
The remaining 192 lines are not in use and seems to act as a huge decoy only.

The 'active' part of the warrior containing some additional comments is shown
below:

mov.i  $    7 , {    2  ;boot the imp
spl.a  $    5 , # 1867  ;split behind the imp-gate
spl.ab $ 2317 , $  931  ;launch the booted imp
djn.a  #   -1 , < -145  ;imp-gate / djn-train
djn.f  #   -1 , < -145  ;\
jmp.ba #   21 , <  -43  ; ->safety instructions?
mov.b  # 2667 , $    8  ;useless instruction
mov.i  #   -1 , $    1  ;the imp instruction

The first impression is: What? That's all!?! Just two imps and an imp-gate?
But how can it be such defensive and be able to beat LP papers?

Only on a second view it unfurls its barbaric brilliancy: A strategy which was
never seen in a hand-coded warrior for the LP-hill before.

Both imps are running fast enough to being not caught by a coreclear or a
scanner wipe on their way through the core. And if they overwrites an opponent
they convert it into an imp. And they are fast enough to catch the papers
while still in process of replicating themselves. At the end of all this waits
the imp-gate killing every imp that approaches. This means if the two imps
were able to convert all processes of the paper into imps while running
through the core the paper will lose.

The next step after understanding the strategy was to write a hand-coded
version and finally optimize it. For some additional points a quickscanner
was added which works also as a decoy.

And without further ado, here is the final code:

;redcode-lp
;name Eve 15
;strategy No humans were used in the creation
;strategy of this strategy
;author bvowk + Fizmo
;assert 1


;------>qscan constants

zero    equ     qbomb
qtab3   equ     qbomb
qc2     equ     ((1+(qtab3-qptr)*qy) % CORESIZE)
qb1     equ     ((1+(qtab2-1-qptr)*qy) % CORESIZE)
qb2     equ     ((1+(qtab2-qptr)*qy) % CORESIZE)
qb3     equ     ((1+(qtab2+1-qptr)*qy) % CORESIZE)
qa1     equ     ((1+(qtab1-1-qptr)*qy) % CORESIZE)
qa2     equ     ((1+(qtab1-qptr)*qy) % CORESIZE)
qz      equ     2108
qy      equ     243

;------>qbomb constants

qoff    equ     -87
qstep   equ     -7
qtime   equ     14

;------>eve 15 constants

iAwa    equ     4174
train   equ     7903

;------>eve 15 code

pGo     mov.i   imp,            *2
        spl     imp
        spl     iAwa
        djn.a   #0,             <train
        djn.f   #0,             <train
        jmp.ba  #0,             <train
imp     mov.i   #-1,            1

        for     51
        dat     0,              0
        rof

;------>qscan code

qbomb   dat     >qoff,          >qc2
        dat     0,              0

        dat     0,              <qb1
qtab2   dat     0,              <qb2
        dat     0,              <qb3

        for     16
        dat     0,              0
        rof

        dat     zero - 1,       qa1
qtab1   dat     zero - 1,       qa2

        for     42
        dat     0,              0
        rof

qgo sne qptr+qz*qc2, qptr+qz*qc2+qb2
    seq <qtab3,      qptr+qz*(qc2-1)+qb2
    jmp q0,          }q0

    sne qptr+qz*qa2, qptr+qz*qa2+qb2
    seq <qtab1,      qptr+qz*(qa2-1)+qb2
    jmp q0,          {q0

    sne qptr+qz*qa1, qptr+qz*qa1+qb2
    seq <(qtab1-1),  qptr+qz*(qa1-1)+qb2
    djn.a q0,        {q0

    sne qptr+qz*qb3, qptr+qz*qb3+qb3
    seq <(qtab2+1),  qptr+qz*(qb3-1)+(qb3-1)
    jmp q0,          }q1

    sne qptr+qz*qb1, qptr+qz*qb1+qb1
    seq <(qtab2-1),  qptr+qz*(qb1-1)+(qb1-1)
    jmp q0,          {q1

    sne qptr+qz*qb2, qptr+qz*qb2+qb2
    seq <qtab2,      qptr+qz*(qb2-1)+(qb2-1)
    jmp q0

    seq >qptr,       qptr+qz+(qb2-1)
    jmp q2,          <qptr

seq qptr+(qz+1)*(qc2-1),qptr+(qz+1)*(qc2-1)+(qb2-1)
jmp q0, }q0

seq qptr+(qz+1)*(qa2-1),qptr+(qz+1)*(qa2-1)+(qb2-1)
jmp q0, {q0

seq qptr+(qz+1)*(qa1-1),qptr+(qz+1)*(qa1-1)+(qb2-1)
djn.a q0, {q0

    jmz.f pGo,       qptr+(qz+1)*(qb2-1)+(qb2-1)

;------>qbomb code

q0      mul.b   *2,             qptr
q2      sne     {qtab1,         @qptr
q1      add.b   qtab2,          qptr
        mov     qtab3,          @qptr
qptr    mov     qbomb,          }qz
        sub     #qstep,         qptr
        djn     -3,             #qtime
        jmp     pGo

        end qgo


And now a few words on how this warrior was evolved:

Each run of the evolver starts out with "seeding the pool", this is done by
running a utility called makepop. makepop creates a new warrior by filling it
full of code chosen randomly from instruction distributions pulled from
successful handcoded warriors, and then checking to see if it can pass test
battle against a random warrior from a benchmark set.

Once the pool is filled with warriors, I run the server program master. Master
reads all the generated warriors, the benchmark warriors, then shuffles the
generated warriors into species. The evolver considers a species to be a group
of warriors in the pool that breed only with other members of their group. The
benchmark typically sits around 6-12 warriors. When master is online and
listening, I start clients on any computers I have available. The clients
contact the master, and checkout a section of the pool to calculate scores
for. Once the client finishes calculating the initial warrior scores, it
returns the information to the server and checks out another small section.

Once all the warriors have an initial score assigned, the server begins
sending the clients the completed pool. The clients breed new warriors. Any
new warriors that exceed the score of the current lowest warrior in a species
are copied in over that warrior, removing it from the pool.

The "breeding" process selects two warriors of the same species, one of the
parents is chosen to be the source. After each instruction is copied to the
child warrior, there is a chance the source will be swapped to a different
parent warrior, and instructions will be copied from that parent instead.
On average there are 4 cross-overs between parents in each child. As well,
there is a chance of mutation for every instruction, this can take the form
of either a small change to the current instruction, dropping this instruction
completely, or adding a new instruction. Once the child has been filled with
code, it is validated against a random benchmark warrior to ensure it is worth
the cycles to calculate a full score. If it passes, we continue as above, if
the child scores better than the current low, it replaces the lowest warrior
in the pool.

After the client has found enough improved warriors, it returns its pool to the
server, which adds the improved warriors to the main pool. This will continue
until someone stops the master, and the clients exit when they can check-out no
more work.

There is also a simple proxy server, to allow clients to be run on machines that
don't have direct access to the internet. The proxy checks out work (from either
the master, or another proxy), and hands it out to clients that connect to it.
Once the proxy recieves enough improved warriors, it checks them back into the
main server, and requests a new pool.

   --------         ---------
   |Master|---------|Clients|
   --------   |     ---------
              |
              |     ---------      --------------
              ------|Proxy S|------|More Clients|
                    ---------      --------------
                        |
                        |
                        |     ---------    ------------------
                        ------|Proxy S|----|Yet More Clients|
                              ---------    ------------------

I have found that best results are obtained by starting the validation score
very low, and ramping it up as the baseline score of the warriors improves.
When most warriors are capable of scoring >50% of the tie barrier (the score
achieved with 100% ties), the validation score is bumped so only warriors that
can exceed the tie barrier will have their score calculated. This prevents
warriors that have no strong offensive ability from breeding out all the very
offensive warriors from the pool, as offensive seem to have a more difficult
time finding improvements. The mutation rate is started quite high, about 60%
chance per instruction, and is dropped quickly as the warriors improve. Towards
the end, the mutation rate is typically held somewhere around 2% chance per
instruction. If the mutation rate is not dropped, the mutation rate will cause
the pool to flail around aimlessly and never converge. If the mutation rate is
started too low, there will not be enough variation in the pool, and it is
unlikely to find optimizations. The typical path of the evolver is to start
with low scores, quickly increase as we approach the tie barrier, then there is
a significant slowdown after the validation score bump described above. Once
most of the population starts to shift towards more offensive warriors, the
climb upwards starts again. This will continue until the pool converges on a
monoculture, where all warriors effectively use the same tactics, and we no
longer find further improvements. At this point, the pool can be considered
done.

I generally run the evolver several times from a random start to until the pool
converges on a monoculture, then collect the top warriors from the finished
pools into a new pool, and re-run the evolver hoping for further improvements.
This strategy has proven quite successful in the past. Typically it will take
days or weeks to run each pool to completion.

As mentioned above, the code generated by the evolver is seeded from patterns
seen in human coded warriors. The theory here is to emulate natural organisms.
In nature there are only a limited number of working combinations of proteins,
and the creation of un-workable proteins is suppressed through various means.

The same is true in corewars, wherein we want to maximize the working
combinations we see in "nature" (human coded warriors), and supress the random
ones that we don't see. To do this, I devised a system I think of as chains.

A chain might look like:

 Start instruction:
   SEQ occured    69 times (39.884%)
   MOV occured    49 times (28.324%)
   SNE occured    23 times (13.295%)
   SPL occured    17 times (9.827%)
   ADD occured     7 times (4.046%)
   SUB occured     3 times (1.734%)
   JMZ occured     3 times (1.734%)
   DIV occured     1 times (0.578%)
   NOP occured     1 times (0.578%)

 2nd Instruction:
   If previous instruction was spl:
      SEQ occured   771 times (60.613%)
      SNE occured   170 times (13.365%)
      DAT occured   137 times (10.770%)
      SPL occured    69 times (5.425%)
      JMP occured    36 times (2.830%)
      MOV occured    34 times (2.673%)
      ADD occured    16 times (1.258%)
      DJN occured     6 times (0.472%)
      SUB occured     3 times (0.236%)
      JMZ occured     1 times (0.079%)

   If previous instruction was djn:
      DAT occured   128 times (22.980%)
      SEQ occured   127 times (22.801%)
      JMP occured   100 times (17.953%)
      MOV occured    50 times (8.977%)
      SNE occured    46 times (8.259%)
      SPL occured    38 times (6.822%)
      DJN occured    21 times (3.770%)
      ADD occured    11 times (1.975%)
      JMN occured    10 times (1.795%)
      SUB occured     6 times (1.077%)
      MUL occured     2 times (0.359%)
      JMZ occured     2 times (0.359%)

patterns are examined up to 5 instructions deep, which means the fifth
instruction will look like:

 If 4 ins ago was spl:
   If 3 ins ago was spl:
     If 2 ins ago was spl:
       If 1 ins ago was spl:
         ADD occured     1 times (50.000%)
         MOV occured     1 times (50.000%)

So the fifth instruction would be an ADD or a MOV.

The modifiers and the operands are tied only to the current instruction they
are being selected for. This is done to keep the size of the tables down to a
minimum.

When creating the tables for selecting random instructions, a group of
successful warriors (I used Koenigstuhl's LP) is selected and converted to the
format that exhaust requires. I then run a program called statcode.pl, this
program counts every instruction, tallies all the start instructions it sees,
makes a note of which instructions follow which instructions, and tallies
which modifiers and operands are seen with any given instruction. The start
instructions are tallied separately to ensure that all warriors start with a
valid instruction. The program then outputs a C source file, which I compile
and link into makepop and client programs.

The source file defines several calls, get_start_instruction, get_operands,
get_imod, get_omod, and get_{second,third,fourth,fifth}_instruction.
get_start_instruction returns an instruction selected randomly from the list
of valid start instructions, weighted by the number of occurances. So in the
above example, we would expect nearly 40% of our start instructions to be SEQ,
and nearly 10% to be SPL.

The following is a source snippet from makepop.c showing how a warrior is
filled using these chains (c is a pointer to the code section of the warrior):

getstartins(&(c[0]));
op = c[0].in;
getsecondins(&(c[1]),op);
op2 = c[1].in;
getthirdins(&(c[2]),op,op2);
op3 = c[2].in;
getfourthins(&(c[3]),op,op2,op3);
op4 = c[3].in;
getfifthins(&(c[4]),op,op2,op3,op4);
for(i = 5; i < max_length; i++){
 getfifthins(&c[i], c[i - 1].in, c[i - 2].in, c[i - 3].in, c[i - 4].in);
}

A second pass would then be made to mate each of the instructions with operands
and modifiers.

This method has made a significant difference in the time required to generate
a viable start population. The instruction calls are also used to suggest
mutations, reducing the chance of destructive mutations by using possibilities
that fit chains used to generate the warrior.

allowing for a small chance that we will change some part of the instruction
based on the chains that match the warriors code.

If you would like to look at the code, it is currently available for download
at www.evil-empire.info/files/ccai-1.0.tgz

Thank you to Joonas, John, Will 'Varfar' and Christian for all their ideas.
Will, thanks for the friendly competition, but I think you're behind a couple
points right now :) Joonas, thank you for repeatedly rewriting exhaust based
on my whims.

_______________________________________________________________________________
Extra Extra - Muffineer by Christian Schmidt

Here is my latest idea for a paper-stone for the LP hill. The big difference
compared with Achillu 94 or Skinner is, that the bomb run and the replication
are within the same loop. It bombs and replicate at the same time. This seems
an advantage when fighting against scanner.


;redcode-lp
;name Muffineer
;author Christian Schmidt
;strategy stone/replicator clone
;assert 1
;optimax pap

pStep1  equ   5229
pStep2  equ   3704
pAdd    equ   963
pOff    equ   (pHit+pAdd)

zero    equ qbomb
qtab3   equ qbomb

pRef    mov     #9,             #9
pGo     mov     <pRef,          <pBck
pPtr    mov     <pAdd,          }pOff
        add.ab  {0,             }0
pHit    mov     pBmb,           @pPtr
        jmn     pGo,            pRef
        spl     @pRef,          <pStep2
pBck    jmz     @0,             pStep1
pBmb    dat     }7506,          >7279

    for 85
        dat     0,              0
    rof

qbomb   dat     >qoff,          >qc2
        dat     0,              0

        dat     0,              <qb1
qtab2   dat     0,              <qb2
        dat     0,              <qb3

        for     16
        dat     0,              0
        rof

        dat     zero - 1,       qa1
qtab1   dat     zero - 1,       qa2

    for 42
        dat     0,              0
    rof

qc2 equ ((1 + (qtab3-qptr)*qy) % CORESIZE)
qb1 equ ((1 + (qtab2-1-qptr)*qy) % CORESIZE)
qb2 equ ((1 + (qtab2-qptr)*qy) % CORESIZE)
qb3 equ ((1 + (qtab2+1-qptr)*qy) % CORESIZE)
qa1 equ ((1 + (qtab1-1-qptr)*qy) % CORESIZE)
qa2 equ ((1 + (qtab1-qptr)*qy) % CORESIZE)
qz equ 2108
qy equ 243
qgo sne qptr + qz*qc2, qptr + qz*qc2 + qb2
 seq <qtab3, qptr + qz*(qc2-1) + qb2
 jmp q0, }q0
 sne qptr + qz*qa2, qptr + qz*qa2 + qb2
 seq <qtab1, qptr + qz*(qa2-1) + qb2
 jmp q0, {q0
sne qptr + qz*qa1, qptr + qz*qa1 + qb2
 seq <(qtab1-1), qptr + qz*(qa1-1) + qb2
 djn.a q0, {q0
 sne qptr + qz*qb3, qptr + qz*qb3 + qb3
 seq <(qtab2+1), qptr + qz*(qb3-1) + (qb3-1)
 jmp q0, }q1
sne qptr + qz*qb1, qptr + qz*qb1 + qb1
 seq <(qtab2-1), qptr + qz*(qb1-1) + (qb1-1)
 jmp q0, {q1
 sne qptr + qz*qb2, qptr + qz*qb2 + qb2
 seq <qtab2, qptr + qz*(qb2-1) + (qb2-1)
 jmp q0
 seq >qptr, qptr + qz + (qb2-1)
 jmp q2, <qptr
seq qptr+(qz+1)*(qc2-1),qptr+(qz+1)*(qc2-1)+(qb2-1)
 jmp q0, }q0
seq qptr+(qz+1)*(qa2-1),qptr+(qz+1)*(qa2-1)+(qb2-1)
 jmp q0, {q0
seq qptr+(qz+1)*(qa1-1),qptr+(qz+1)*(qa1-1)+(qb2-1)
 djn.a q0, {q0
 jmz.f pGo, qptr + (qz+1)*(qb2-1) + (qb2-1)
qoff equ -87
qstep equ -7
qtime equ 14
q0 mul.b *2, qptr
q2 sne {qtab1, @qptr
q1 add.b qtab2, qptr
 mov qtab3, @qptr
qptr mov qbomb, }qz
 sub #qstep, qptr
 djn -3, #qtime
 jmp pGo
end qgo


--  Christian Schmidt

_______________________________________________________________________________
The Hint - Further Code snippets by Christian Schmidt

For warriors which contain a multi-process paper, or a vector launched imp, it
is neccessary to create a number of processes running in parallel. Beppe Bezzi
(Binary CODE) and John Metcalf (ALT 1 CODE) already discussed in their hints
possible code snippets to achieve multi-processes. In this sense I would like
to show some more snippets which sometimes can save an instruction.

The magic behind the 'new' snippets is the following single instruction:

    spl   0,   }0

The creates three parallel processes instead of two in the case of a spl 1.
A disadvantage is that it creates processes ahead of the rest.


N   Binary CODE      ALT 1 CODE       ALT 2 CODE

2   spl  1, <xxx

3   spl  1, <xxx     spl  2, <xxx     spl   0,   }0
    mov -1,    0     spl  1, <yyy

4   spl  1, <xxx
    spl  1, <yyy

5   spl  1, <xxx     spl  2, <xxx     spl   0,   }0
    mov -1,    0     spl  2, <yyy     mov   asd, 0
    mov -1,    0     spl  1, <zzz     (asd  spl 1)

6   spl  1, <xxx                      spl   0,   }0
    mov -1,    0                      spl   1,   <xxx
    spl  1, <yyy

7   spl  1, <xxx     spl  1, <xxx     spl   }0,  <xxx
    spl  1, <yyy     spl  1,   }0     spl   0,   <xxx
    mov -1,    0     spl  1, <yyy

8   spl  1, <xxx
    spl  1, <yyy
    spl  1, <zzz

9   spl  1, <xxx     spl 2, <xxx      spl   0,   }0
    mov -1,    0     spl 2, <yyy      mov   -1,  0
    mov -1,    0     spl 1,   }0      spl   1,   <xxx
    mov -1,    0     spl 1, <zzz

10  spl  1, <xxx     spl 1, <xxx      spl   0,   }0
    mov -1,    0     spl 1, <yyy      mov   1,   0
    mov -1,    0     spl 2,   }0      spl   1,   <xxx
    mov -1,    0     mov -2,  0

11  spl  1, <xxx     spl  1, <xxx     spl   0,   }0
    mov -1,    0     spl  1,  }0      spl   1,   <xxx
    spl  1, <xxx     spl  2, <yyy     mov   -1,  0
    mov -1,    0     spl  1, <zzz

Also interesting snippets are the following two, which creates 7 and 8
parallel processes. Both are using a table which is implemented in their code.
From the dat instruction only the 1 in the a- or b-field is neccessary.
The code will be launched at pGo.

7 parallel processes:

    dat 1,   0
pGo spl *-1, }0
    spl 1,   0

8 parallel processes:

    dat 0,   1
pGo spl @-1, }0
    spl 1,   0

I think there are much more snippets to discover. Maybe we can show next time
some more.

--  Christian Schmidt

_______________________________________________________________________________
Extra Extra - Goin' Mobile by anonymous


Goin' Mobile is a "bomb dodger" that detects recent changes
to the core. When it finds a change, it assumes that the cell
was attacked by its opponent and that the cell won't be attacked
again anytime soon. That spot is considered safe by Goin' Mobile,
so it relocates there and then resumes operation.

How does it know when a cell has been altered recently?
It lays a trail of DATs as part of its normal attack plan; later,
it checks that trail for changes.


;redcode-94
;assert 1
;name Goin' Mobile
;strategy dodge stones, forward clears, and some scanners
;strategy (e.g. He Scans Alone, Blur 2)

pointer equ (top + (top-first))

top     dat  -100,   0
move    sub.ab top, #-100
        mov    top,  pointer
        mov   @top, }pointer  ; copy self over footprint
        jmn.f   -1, >top
        jmp   *top,  0     ; jump to the new copy
first   mov.ba move, top
wipe    mov    top, <move  ; clear fast, scan slow
        mov    top, <move
        jmz.b wipe, {top   ; check for fresh "footprints"
        jmp   move,  0

end wipe


If you are fighting Goin' Mobile and you have a hard time
hitting it, then consider changing your pattern of attack
to be less predictable. For example, instead of clearing the core
in the usual order (1, 2, 3, ...), you could use MUL to calculate
the attack sequence.


;redcode-94
;assert CORESIZE==8000
;name Random Dwarf

dwarf   mov what, <where
        mov what, <where
where   mul.ab #7961, #78
        jmp dwarf, 0
what    dat 1, 1

end dwarf


--  anonymous

_______________________________________________________________________________
Extra Extra - Sith by Christian Schmidt

There were introduced in the past some successful paper-stones, which are
using different 'mechanisms' to achieve nice bombing papers. Christian Schmidt's
unheard-of embedded a pure stone into the paper while David Houston's Netpaper
followed up Paul Kline' Paper Dreaming which achieves a nice bombing pattern by
co-operation of all paper copies.

A more primitive way to achieve a nice bombing pattern early in the battle looks
quite similar to a jmp/add imp launcher. It uses a spl 2 to ensure alternate
execution of the mov and add instructions.

pap1    spl     @0,            }pStep1
        mov.i   }-1,           >-1
        spl     @0,            }pStep2
        mov.i   }-1,           >-1
        spl     2,             <pStep3
        mov.i   bOff1,         {bOff2
        add.ab  {0,            }0
pEnd    djn.f   -4,            <pStep4

Keep in mind that we are running several parallel processes.

After constant optimization, adding a quickscanner and additional paper/imps
for a better defence it finally looks as shown below:


;redcode-94nop
;name Sith
;author Christian Schmidt
;assert CORESIZE==8000
;strategy qscan -> silk/stone & silk/imps

zero    equ     qbomb
qtab3   equ     qbomb

iStep   equ     1143
pStep   equ     7342
sStep   equ     5965

pStep1  equ     182
pStep2  equ     2007
pStep3  equ     7549
pStep4  equ     958
bOff1   equ     7505
bOff2   equ     4568

pAwa1   equ     qbomb + 4594
pAwa2   equ     qbomb + 5475

qbomb   dat     >qoff,          >qc2
        dat     0,              0

paper   spl     1,              <qb1
qtab2   spl     1,              <qb2
        spl     1,              <qb3

        mov.i   <1,             {1
        spl     pAwa1,          pEnd+1
        mov.i   <1,             {1
        jmp     pAwa2,          imp+1

pap1    spl     @0,             }pStep1
        mov.i   }-1,            >-1
        spl     @0,             }pStep2
        mov.i   }-1,            >-1
        spl     2,             <pStep3
        mov.i   bOff1,         {bOff2
        add.ab  {0,            }0
pEnd    djn.f   -4,            <pStep4

        for     4
        dat     0,              0
        rof

        dat     zero-1,         qa1
qtab1   dat     zero-1,         qa2

pap2    spl     @0,             }pStep
        mov.i   }-1,            >-1
        spl     #0,             0
        mov     pBomb,          >pPtr
        add.x   imp,            pPtr
pPtr    jmp     imp-iStep*8,    >sStep-6
pBomb   dat     >1,             }1
imp     mov.i   #sStep-1,       iStep


        for     34
        dat     0,              0
        rof

qc2 equ ((1 + (qtab3-qptr)*qy) % CORESIZE)
qb1 equ ((1 + (qtab2-1-qptr)*qy) % CORESIZE)
qb2 equ ((1 + (qtab2-qptr)*qy) % CORESIZE)
qb3 equ ((1 + (qtab2+1-qptr)*qy) % CORESIZE)
qa1 equ ((1 + (qtab1-1-qptr)*qy) % CORESIZE)
qa2 equ ((1 + (qtab1-qptr)*qy) % CORESIZE)
qz equ 2108
qy equ 243
qgo sne qptr + qz*qc2, qptr + qz*qc2 + qb2
 seq <qtab3, qptr + qz*(qc2-1) + qb2
 jmp q0, }q0
 sne qptr + qz*qa2, qptr + qz*qa2 + qb2
 seq <qtab1, qptr + qz*(qa2-1) + qb2
 jmp q0, {q0
sne qptr + qz*qa1, qptr + qz*qa1 + qb2
 seq <(qtab1-1), qptr + qz*(qa1-1) + qb2
 djn.a q0, {q0
 sne qptr + qz*qb3, qptr + qz*qb3 + qb3
 seq <(qtab2+1), qptr + qz*(qb3-1) + (qb3-1)
 jmp q0, }q1
sne qptr + qz*qb1, qptr + qz*qb1 + qb1
 seq <(qtab2-1), qptr + qz*(qb1-1) + (qb1-1)
 jmp q0, {q1
 sne qptr + qz*qb2, qptr + qz*qb2 + qb2
 seq <qtab2, qptr + qz*(qb2-1) + (qb2-1)
 jmp q0
 seq >qptr, qptr + qz + (qb2-1)
 jmp q2, <qptr
seq qptr+(qz+1)*(qc2-1),qptr+(qz+1)*(qc2-1)+(qb2-1)
 jmp q0, }q0
seq qptr+(qz+1)*(qa2-1),qptr+(qz+1)*(qa2-1)+(qb2-1)
 jmp q0, {q0
seq qptr+(qz+1)*(qa1-1),qptr+(qz+1)*(qa1-1)+(qb2-1)
 djn.a q0, {q0
 jmz.f paper, qptr + (qz+1)*(qb2-1) + (qb2-1)
qoff equ -87
qstep equ -7
qtime equ 14
q0 mul.b *2, qptr
q2 sne {qtab1, @qptr
q1 add.b qtab2, qptr
 mov qtab3, @qptr
qptr mov qbomb, }qz
 sub #qstep, qptr
 djn -3, #qtime
 jmp paper
end qgo


--  Christian Schmidt

_______________________________________________________________________________
Questions?  Concerns?  Comments?  Complaints?  Mail them to people who
care.  Beppe Bezzi <giuseppe.bezzi@galactica.it>, Philip Kendall
<pak21@cam.ac.uk>, Anton Marsden <anton@paradise.net.nz>, John Metcalf
<grumpy3039@hotmail.com> and Christian Schmidt <fizmo_master@yahoo.com>
© 2002-2005 corewar.info. Logo © C. Schmidt