From news-rocq.inria.fr!univ-lyon1.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!newsfeed.internetmci.com!in1.uu.net!news.new-york.net!news.stormking.com!bezzi@nemo.it Thu May 2 11:04:05 1996 Article: 5000 of rec.games.corewar Path: news-rocq.inria.fr!univ-lyon1.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!newsfeed.internetmci.com!in1.uu.net!news.new-york.net!news.stormking.com!bezzi@nemo.it From: bezzi@nemo.it (Beppe Bezzi) Newsgroups: rec.games.corewar Subject: Core Warrior 27 Date: 30 Apr 1996 11:31:23 -0400 Organization: Storm King Ind. Inc. Lines: 874 Sender: server@news.stormking.com Distribution: world Message-ID: Reply-To: bezzi@nemo.it NNTP-Posting-Host: valhalla.stormking.com Originator: corewar-l@stormking.com .xX$$x. .x$$$$$$$x. d$$$$$$$$$$$ ,$$$$$$$P' `P' , . $$$$$$P' ' .d b $$$$$P b ,$$x ,$$x ,$$x ,$$b $$. Y$$$$' `$. $$$$$$. $$$$$$ $$P~d$. d$$$b d d$$$ `$$$$ ,$$ $$$$$$$b $$$P `$ $$$b.$$b `Y$$$d$d$$$' . . a . a a .aa . a `$$$ ,$$$,$$' `$$$ $$$' ' $$P$XX$' `$$$$$$$$$ .dP' `$'$ `$'$ , $''$ `$'$ `Y$b ,d$$$P `$b,d$P' `$$. `$$. , `$$P $$$' Y $. $ $ $ Y..P $ `$$$$$$$' $$$P' `$$b `$$$P `P `$' `Y'k. $. $. $. $$' $. Issue 27 April 29, 1996 ______________________________________________________________________________ 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 ;Stormking http://www.ecst.csuchico.edu/~pizza/koth ;Pizza http://pauillac.inria.fr/~doligez/corewar/ ;Planar Newbies should check the stormking page for the FAQ, language specification, guides, and tutorials. Post questions to rec.games.corewar. All new players are infinitely welcome! If ftp.csua.berkeley.edu is still out of service, you can download pMARS at: Terry's web page--http://www.infi.net/~wtnewton/corewar/ Planar fpt site--ftp://ftp.inria.fr/INRIA/Projects/para/doligez/cw/pmars ______________________________________________________________________________ Greetings. A quiet week on the hill, few challengers and little or no bloodwaste; are the players taking some holydays or just preparing new weapons for next week, nobody can tell it. In the newsgroup there has been some discussion about a new scoring system for multiwarrior hills, seen the too many ties and the scarcety of strategies. John K. Lewis decided to organize a tournament to see if a reduced process number can bring more variety. The tournament will use the following set up: pmars -r 100 -p 8 -k Mail your entries to John with a subject of : - THE BATTLE ROYAL! - This issue includes a first release of warrior ratings, according to the advanced benchmark. Thanks to Scott Manley that did the job. - Beppe Bezzi ______________________________________________________________________________ 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: 200 instruction set: ICWS '94 Draft # %W/ %L/ %T Name Author Score Age 1 44/ 40/ 16 Scanny Boy David van Dam 149 304 2 43/ 36/ 21 Mirage 2 Anton Marsden 149 240 3 42/ 35/ 24 Thermite II Robert Macrae 149 1474 4 45/ 42/ 13 Solomon v0.3 Ian Oversby 149 86 5 42/ 36/ 22 Gem of the Ocean P.Kline 148 343 6 35/ 24/ 40 Walk Like An Egyptian John K W 147 32 7 41/ 37/ 22 Chameleon M R Bremer 145 945 8 43/ 42/ 14 Stepping Stone Kurt Franke 145 287 9 40/ 36/ 23 Grilled Octopus v0.5 David Boeren 145 690 10 29/ 15/ 55 Hazy Shade II John K W 143 433 11 40/ 38/ 21 The Core Clear V1.2 David van Dam 142 15 12 38/ 35/ 26 La Bomba 1.3 Beppe Bezzi 141 45 13 31/ 20/ 49 Impfinity v4g1 Planar 141 1673 14 40/ 38/ 22 Blanket Party J E Long 141 198 15 36/ 32/ 32 Lithium John K Wilkinson 141 481 16 38/ 36/ 26 prova Maurizio Vittuari 141 450 17 36/ 32/ 32 Flurry Anton Marsden 140 435 18 36/ 33/ 31 Tornado 3.0 Beppe 139 1275 19 38/ 38/ 24 coal 3.1 bjoern guenzel 139 4 20 25/ 12/ 64 EvolCap XI John Wilkinson 138 183 21 42/ 47/ 11 Wind-up Toy v0.7 Ian Oversby 138 154 22 40/ 44/ 16 Naked dancer Beppe Bezzi 136 26 23 33/ 31/ 36 Blue Funk 5 Steven Morrell 135 618 24 36/ 38/ 26 T.N.T. Maurizio Vittuari 135 1199 25 31/ 33/ 35 silkworm v3.2 Brian Haskin 130 1 Weekly age: 53 New warriors 6 Turnover/age rate 11% Average age: 464 ( 424 last week, 386 the week before ) Average score: 142 ( 141 last week, 130 the week before ) The top 25 warriors are represented by 16 authors, JKW with 4, Bezzi 3, Oversby, Marsden, van Dam and Vittuari with 2. A very quiet week this one, but 53 challenges, no push off and no new warrior in the hilltop, paprt new version of Walk like an Egyptian for just a moment. Mirage 2 held King position for most time sharing the spot with Solomon, Scanny boy, the Core Clear, Chameleon an Walk like an Egyptian. The scores are very close, we have 5 warrior in one point, 9 in four points and 21th is at but 11 point from the top, this with an entry score of 130 points. Scanners and pspacers seem to be the winning strategy, even if it's rather difficult to see a tendency in such a situation. ______________________________________________________________________________ 94 - What's New # %W/ %L/ %T Name Author Score Age 6 35/ 24/ 40 Walk Like An Egyptian John K W 147 32 11 40/ 38/ 21 The Core Clear V1.2 David van Dam 142 15 12 38/ 35/ 26 La Bomba 1.3 Beppe Bezzi 141 45 19 38/ 38/ 24 coal 3.1 bjoern guenzel 139 4 22 40/ 44/ 16 Naked dancer Beppe Bezzi 136 26 25 31/ 33/ 35 silkworm v3.2 Brian Haskin 130 1 ______________________________________________________________________________ 94 - What's No More. # %W/ %L/ %T Name Author Score Age 26 0/ 0/ 3 test t36b Beppe Bezzi 4 10 26 3/ 3/ 2 test Beppe Bezzi 11 3 26 5/ 4/ 3 test Beppe Bezzi 17 5 26 3/ 3/ 2 Walk Like An Egyptian John K W 11 125 26 1/ 1/ 2 Wtest P.Kline 4 13 26 4/ 0/ 0 The Core Clear David van Dam 11 48 No push offs this week, but a few warriors killed by their authors ______________________________________________________________________________ 94 - What's Old # %W/ %L/ %T Name Author Score Age 18 29/ 20/ 51 Impfinity v4g1 Planar 138 1673 5 41/ 34/ 25 Thermite II Robert Macrae 147 1474 19 35/ 33/ 31 Tornado 3.0 Beppe 138 1275 21 37/ 37/ 26 T.N.T. Maurizio Vittuari 137 1199 7 41/ 36/ 23 Chameleon M R Bremer 145 945 9 39/ 36/ 25 Grilled Octopus v0.5 David Boeren 143 690 23 31/ 31/ 38 Blue Funk 5 Steven Morrell 131 618 13 36/ 32/ 32 Lithium John K Wilkinson 140 481 10 39/ 35/ 26 prova Maurizio Vittuari 142 450 22 32/ 31/ 37 Flurry Anton Marsden 133 435 15 26/ 13/ 61 Hazy Shade II John K W 139 433 5 42/ 36/ 22 Gem of the Ocean P.Kline 148 343 1 44/ 40/ 16 Scanny Boy David van Dam 149 304 Two new entries in the over 300: Gem of the Ocean and Scanny Boy ______________________________________________________________________________ HALL OF FAME * means the warrior is still active. Pos Name Author Age Strategy 1 Impfinity v4g1 Planar 1673 * Stone/ imp 2 Jack in the box Beppe Bezzi 1620 P-warrior 3 Torch t18 P.Kline 1539 Bomber 4 Thermite II Robert Macrae 1474 * Qscan -> bomber 5 Frontwards v2 Steven Morrell 1420 One shot scanner 6 Evol Cap 6.6 John Wilkinson 1299 Imp / stone 8 Tornado 3.0 Beppe Bezzi 1275 * Bomber 7 quiz Schitzo 1262 Scanner/ bomber 9 T.N.T. Maurizio Vittuari 1199 * Bomber 10 Chameleon Myer R Bremer 945 * P-warrior 11 Iron Gate 1.5 Wayne Sheppard 926 CMP scanner 12 Agony II Stefan Strack 912 CMP scanner 13 Barrage Anton Marsden 876 Qscan -> replicator 14 Blue Funk Steven Morrell 869 Stone/ imp 15 Thermite 1.0 Robert Macrae 802 Qscan -> bomber 16 Blue Funk 3 Steven Morrell 766 Stone/ imp 17 Night Train Karl Lewin 755 Replicator 18 Mirage 1.5 Anton Marsden 736 Scanner/ bomber 19 Blizzard Anton Marsden 713 Qscan -> replicator 20 Grilled Octopus v0.5 David Boeren 690 * P-warrior 21 HeremScimitar A.Ivner,P.Kline 666 Bomber 22 La Bomba Beppe Bezzi 650 Qscan -> replicator 23 myVamp v3.7 Paulsson 643 Vampire 24 Blue Funk 5 Steven Morrell 618 * Stone/ imp 25 Hazy Shade Of Winter John Wilkinson 616 P-warrior Impfinity v4g1 by Planar is the new leader, and is running toward new frontiers. New entry Blue Funk 5, BTW Steven, not bad for a beta, and what about even numbered versions, pushes off Armory - A5 by John K. Wilkinson. ______________________________________________________________________________ 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: 200 instruction set: ICWS '94 Draft Last challenge: Tue Apr 30 03:21:24 PDT 1996 # %W/ %L/ %T Name Author Score Age 1 60/ 29/ 12 Violent Micro v0.4 basehead 190 14 2 55/ 31/ 14 coal 3.2 bjoern guenzel 180 2 3 56/ 37/ 8 Gunslinger 2 Julian 175 87 4 51/ 36/ 13 AK-47 Julian 166 92 5 51/ 36/ 13 AK-47.1 Julian 166 91 6 50/ 38/ 12 C-Seagal II 1.02 jShelton 162 100 7 50/ 38/ 13 frogskin 4 bjoern guenzel 161 25 8 48/ 38/ 14 why bjoern guenzel 158 72 9 43/ 29/ 28 Reluctance Andy Nevermind 157 47 10 44/ 33/ 23 Toxin III Edgar 154 8 11 45/ 40/ 15 x-frog 2 bjoern guenzel 149 41 12 40/ 33/ 27 Toxin III Edgar 146 9 13 34/ 30/ 36 Toxin Edgar 137 38 14 35/ 33/ 32 Toxin II Edgar 137 37 15 41/ 47/ 12 Bloodhound Andrew Fabbro 134 39 16 37/ 45/ 18 Bye Bye Badman v1.1 Iain Hogg 129 51 17 37/ 54/ 8 SideWinder Julian 120 24 18 36/ 54/ 11 Centurion XIV Edgar 118 10 19 24/ 31/ 45 waves bjoern guenzel 116 11 20 30/ 46/ 24 C Seagal II v 2.0 Test jShelton 115 46 21 31/ 50/ 19 Killer Ian Oversby 112 44 22 30/ 49/ 21 Forked Lite Ning 4.1 Ansel Greenwood Serm 110 66 23 31/ 54/ 15 Centurion XIV (mod) Edgar 108 1 24 34/ 62/ 4 lightning Jens Heunemann 105 52 25 29/ 59/ 13 Metamorphosis v2.0 Mike Ash 99 19 But 28 challenges since last week. basehead, time to play in the pro, isn't it, with new version of Violent Micro, is still the leader. Guenzel put his coal in the 94 and Julian is holding runner up positions ______________________________________________________________________________ The Hint Multi boot routines by David Boeren Welcome back to another week of Core Warrior. This hint is about how to write a multi-boot routine. We all know what a boot routine is, and probably almost all of us use one to escape from qscanners. Pspacers sometimes have a little trouble though. Pspacers really need to boot, since they are big and take some extra time for their thinking. The problem is that if you have a separate 1c boot for each component it gets too big and you have to limit yourself in the number and size of the components you can use. You can use looping (.5c) boots instead, but the speed lost can be dangerous. A multi-boot is a boot routine that will boot ALL of your components at 1c, so you only need to include one boot routine. This saves a lot of space, when I applied the multi-boot to Grilled Octopus (with 3 components) I saved 16 instructions. Let's take a look at my standard boot routine: boot MOV.I tail, 3268 ; fast boot away tail first for 9 MOV.I {boot, boot ; Multi-boot routine for 9 MOV.I }boot, >boot rof boot MOV.I inc, bdist ; fast boot away tail first boff SUB.AB #5, boot SPL.B @boot, #1 ; split to main program MOV.I 0, boot ; obliterate boot pointer You'll note it looks almost the same as before. The key difference is that the instruction that holds the source & dest pointers is LAST rather than first. Our strategy is that we want to jump into the middle of the for/rof block at some point appropriate to the size of the component we're booting, and for this to work the pointers have to be last. You may also note that we now boot head-first, but this is really just a side-effect of having the pointers last. I still use the same SPL/MOV to erase the boot pointer, but you can replace these with a JMP just like in the old code. Now, when you get ready to boot you have to do a couple things. First, you do a MOV to set the source pointer. Then you do a MOV to set the correct starting point for your component (the SUB line). Finally, you JMP into the middle of the for/rof block to control how many instructions you are booting. Here is an example of the code you would use to set up the multi-boot: shred MOV.A #ptr-boot, boot ; Set component boot pointer MOV.A #4, boff ; Adjust for starting offset JMP.B mboot+3, #1 ; Jump to multi-boot routine You can see that the multi-boot has a maximum of 3 instructions of overhead, but quite often is it less. I would advise having the multi-boot default to your most common component, this component will pay *0* instructions of overhead. The routine will be pre-loaded with the source pointer and the starting offset, so all you need to do is change your labels so that anyplace that jumped to your old boot routine jumps directly into the rof/rof block and that's it. This can be done very easily with an equ: boot_stone equ mboot+5 Of course, any time you have another component which has the same starting offset within the component, you can save a cycle by not reloading this value. The number of MOV's needed for booting is the same as the size of your largest component. If you arrange your code so that the boot setup for your largest component comes directly before the multi-boot routine you can save the JMP and fall-through into it, saving another cycle. This can always be done, so consider it a freebie. So, in a typical 3-component pspacer you will have one component with 0 cycles of overhead (default component), one component with no more than 2 cycles of overhead (fall-through to mboot), and one component with up to 3 cycles of overhead. That's a total of 5 cycles, divided by 3 components, means an average of less than 2 cycles per component. This assumes that neither of your other components has the same boot offset as your default, or else you will save even more cycles. Finally, let's see how you would incorporate this into YOUR code. The multi boot you can copy directly into your code. Replace the SPL/MOV with a JMP if you prefer. Now, each component will have up to 3 lines to set up the boot. Here's how you find the values you need: shred MOV.A #A-boot, boot ; Set component boot pointer MOV.A #B, boff ; Adjust for starting offset JMP.B mboot+C, #1 ; Jump to multi-boot routine A = pointer to the first instruction of your component B = take the instruction you want to start execution on, how many instructions is it from this instruction to the last instruction? C = sizeof(biggest_component) - sizeof(this_component) Setting up the default component should be easy enough, just follow the example below if you need to. So what is the total cost and benefits of a multi-boot? The benefit is saving a lot of space, which can be used to add an extra component or just beef up the ones you have now. You could also use the extra space to put in some more complex "brains" for switching. The disadvantages are not too bad in comparison. You have to pay an overhead of 2-3 cycles per component, with one component getting a "free ride" for 0 cycles of overhead. You can only have one boot_distance value to tweak instead of one per component (not usually a big deal). Unless your pspacer is simple and small, you can probably improve it by switching to a multi-boot. It's not free points, but it opens up the opportunity to add more components, better components, more brains, or possibly unrolling some of the loops you are currently using for speed reasons. Hey, maybe you can even add a couple points to your spirals! Here's an updated version of Grilled Octopus which has been modified to use the multi-boot system. By doing so, I've saved 16 instructions, which could easily be used to add a 4th component. ;redcode-94 ;name Grilled Octopus v0.7 ;author David Boeren ;assert CORESIZE == 8000 ;strategy Aggressive P-warrior ;strategy Death awaits you all, with nasty big pointy teeth! ;strategy v0.1 Initial Release ;strategy v0.2 More aggressive, wins are better than ties! ;strategy v0.5 Totally new pspace techniques, upgraded components ;strategy v0.7 I'm shrinking! Multi-boot saves 16 instructions. step equ 95 stepb equ (step*2) stepz equ (184*2) ; "second chance" step for Fei-Oh gate equ (inc-95) dest0 equ 2200 dest1 equ 3740 dest2 equ -1278 ; pmars optimized range equ 933 ; pmars optimized sid equ 143 ; Stage ID pdata equ 23 ; Win/Loss data Pmod equ 29 ; 5=7859, 7=7801, 8=7772, 10=7685, 13=7598, 16=7511, 20=7385 Pinit equ 7598 ; Fei-Oh loss tolerance Pmorf equ 7801 ; Fei-Oh re-stepping tolerance Pinit2 equ 7772 ; Paper Shredder loss tolerance bdist equ (sflag+3312) ; multi-boot distance fei_oh equ mboot+5 org start sflag DAT.F #sid, #pdata ; pspace data pointers DAT.F #0, +Pinit ; first round PRESULT DAT.F #0, +Pmod ; loss DAT.F #0, -Pmod ; win DAT.F #0, #0 ; tie start LDP.A #0, PRESULT ; Get results of last round SNE.A #-1, PRESULT ; Is it the 1st round? STP.A #1003, sflag ; If so, init stage ID LDP.A sflag, jtab ; Load stage ID SUB.A #1003, jtab ; Subtract secret number... SLT.AB jtab, #3 ; Are we brainwashed? JMP.B @0, nowash ; If so, jump to handler LDP.BA sflag, PTEST ; Get the current win/loss counter jtab JMP.B @0, stage1 ; Jump table to correct component DAT.F #0, stage2 DAT.F #0, stage3 stage1 ADD.AB PTEST, *PRESULT ; Update win/loss counter STP.B *PRESULT, sflag ; Store updated counter MOD.AB #Pmod, *PRESULT ; Check the MOD SLT.B *PRESULT, #Pmorf ; See if Fei-Oh is losing... MOV.A #stepz, loop+1 ; Try a new step JMZ.B fei_oh, *PRESULT STP.A #1004, sflag ; Engage stage 2 pspace algorithm STP.AB #Pinit2, sflag ; Reset stage 2 loss counter ; Too many losses, fall through... nowash shred MOV.A #ptr-boot, boot ; Set component boot pointer MOV.A #4, boff ; Adjust for starting offset JMP.B mboot+3, #1 ; Jump to multi-boot routine ptr DAT.F #10, #5 DAT.F #10, #1 SPL.B -1, #1 scan ADD.A #8, ptr ; "Ippatsu" one-shot scanner JMZ.F scan, *ptr SPL.B #10, #2 clear MOV.I @ptr, }ptr DJN.F clear, generate 8 processes SPL.B 1, #0 ;/ silk SPL.B @0, {dest0 MOV.I }-1, >-1 silk1 SPL.B @0, -1 MOV.I ibomb, }range MOV.I {silk1, dest2 ibomb DAT.F <2667, <5334 inc SPL.B #0, 1 ; stage 3 is a switch-on-loss module against pspacers and paper/imps stage3 SNE.A #0, PRESULT ; check result lost ADD.A #1, PTEST ; lost change MOD.A #2, PTEST ; secure result win STP.AB PTEST, sflag PTEST JMP.B @0, fei_oh DAT.F 0, pboot stage2 ADD.AB PTEST, *PRESULT ; Update win/loss counter STP.B *PRESULT, sflag ; Store updated counter MOD.AB #Pmod, *PRESULT ; if flag is not the right mod: JMZ.B shred, *PRESULT STP.A #1005, sflag ; Engage stage 3 pspace algorithm ; Fall through to backup strategy... pboot MOV.A #paper-boot, boot ; Set component boot pointer MOV.A #0, boff ; Adjust for starting offset ; Fall through to multi-boot mboot MOV.I }boot, >boot ; Multi-boot routine, default to Fei-Oh for 9 MOV.I }boot, >boot rof boot MOV.I inc, bdist ; fast boot away tail first MOV.I 0, sflag ; Safety-net for our pspace stuff boff SUB.AB #5, boot SPL.B @boot, #1 ; split to main program MOV.I 0, boot ; obliterate boot pointer ; fall through and die... END for (MAXLENGTH-CURLINE) DAT.F (clear*23),(ptr*91) ; big decoy to confuse scanners rof END ______________________________________________________________________________ Advanced Benchmark Scores: Latest Update by Scott Manley OK this is a rundown of the Advanced Benchmark scores which I've been compiling on my web page (http://star.arm.ac.uk/~spm/welcome.html). Looking at some of the ratings (one version of Koolaid scores 5.2) you might think that there are some bugs in the scoring algorithm but the problem appears to be with the warrior's code. So far I have managed to rate all the warriors which haven't generated any errors in my test script and I'm now working my way through fixing some of those errors. If anyone sees a particular program out of place then please send me a copy and I'll run it again, but my policy is only to stop compiler errors not debug peoples algorithms. The list presented here is not the exact same as on my web site, I have removed all the factoring and sorting algorithms (Snail Sort is the Champion - scoring 3.2), and of course the script continues with the lates batch of fixed programs. The advanced Wilkinson/Bezzi benchmark consists of 13 warriors, each fighting 200 battles against the test candidate. The test warriors are * Agony II - Stefan Strack * Blizzard - Anton Marsden * Frontwards v2 - Steven Morrell * C.I.A. - Anders Ivner * Gem of the Ocean - Paul Kline * Impfinity v4g1 - Planar * Jack in the Box - Beppe Bezzi * Leprechaun on Speed - Anders Ivner * Lithium - John K Wilkinson * Memories - Beppe Bezzi * myVamp v3.7 - Magnus Paulsson * Quiz - Schitzo * TimeScape (1.0) - J. Pohjalainen And the ratings are..... 1. 160.5 T.N.T. - Maurizio Vittuari 2. 158.4 quiz - Schitzo 3. 154.5 Gem of the Ocean - P.Kline 4. 152.4 Armory - A5 - Wilkinson 5. 149.7 Stepping Stone - Kurt Franke 6. 148.1 Wind Up Toy v0.7 - Ian Oversby 7. 146.0 C I A - Anders Ivner 8. 145.7 Tornado 3.0 - Beppe 9. 145.0 myConfuser - Paulsson 10. 144.5 endpoint . - M R Bremer 11. 143.7 Clisson Lite - P.Kline 12. 143.4 Lithium - John K Wilkinson 13. 142.3 Thermite II - Robert Macrae 14. 141.8 Mirage 1.5 - Anton Marsden 15. 141.8 Chameleon - M R Bremer 16. 141.3 No Prisoners - John K W 17. 140.4 seventyfive - Anders Ivner 18. 139.1 Time Lapse v0.8 - David Boeren 19. 138.7 Mason 2.0 - Robert Macrae 20. 138.0 Time Lapse v0.1 - David Boeren 21. 137.5 Wind-up Toy v0.4 - Ian Oversby 22. 137.2 Impfinity v4g1 - Planar 23. 137.0 blister soul - schitzo 24. 136.8 Harmony - P.Kline 25. 135.9 crow - Karl Lewin 26. 135.3 myVamp v3.7 - Paulsson 27. 134.3 anything box - schitzo 28. 134.2 Provascan 2.0d - Beppe Bezzi 29. 134.2 Porch Swing + - anonymous 30. 132.8 theMystery2.0 - Paulsson 31. 132.7 Barrage - Anton Marsden 32. 132.2 Jack in the box - Beppe Bezzi 33. 131.6 Rhino - Beppe Bezzi 34. 131.6 Aeka - T.Hsu 35. 131.4 Persistence - Kurt Franke 36. 131.0 Koolaid II: WoGG v2.2 - David Boeren 37. 130.7 U Test - JKW 38. 130.3 aMixture - Paulsson 39. 129.6 Harmony II - P.Kline 40. 129.5 Memories - Beppe Bezzi 41. 129.4 why - bjoern guenzel 42. 128.9 Impfinity v3e7 - Planar 43. 128.7 El Cheapo Scanner - David Boeren 44. 128.6 La Bomba - Beppe Bezzi 45. 128.2 TimeScape (1.0) - J. Pohjalainen 46. 127.3 Rubber wall - Beppe Bezzi 47. 126.2 SETI - JKW 48. 125.8 Circle of Friends - Randy Graham 49. 125.5 Door Mat v0.1 - K Lewin 50. 125.5 Phq - Maurizio Vittuari 51. 125.4 Agony II - Stefan Strack 52. 125.2 Frontwards - Steven Morrell 53. 124.2 Marcia Trionfale - Beppe Bezzi 54. 123.9 Hector 2 - Kurt Franke 55. 123.7 Taking Trains - Maurizio Vittuari 56. 123.5 Illusion-94/55 - Randy Graham 57. 123.5 Thermite 1.0 - Robert Macrae 58. 123.3 blackTN - P.Kline 59. 123.0 juliet and paper - M R Bremer, B. Bezzi 60. 122.7 Phoenix 1.1 - J.Pohjalainen 61. 122.5 Insight v1.0 - Brant D. Thomsen 62. 122.2 Miss Treatment - Derek Ross 63. 122.1 Mr Dumb - Maurizio Vittuari 64. 122.0 Paper Towel v0.4 - David Boeren 65. 122.0 nobody special - Mike Nonemacher 66. 121.9 Two Pack - John K W 67. 121.7 Porch Swing - anonymous 68. 121.7 paper01o - Beppe Bezzi 69. 121.3 Babbo Natale - Maurizio Vittuari 70. 121.3 Fire Master v1.5 - JS Pulido 71. 121.2 Queasy 1.4 - Robert Macrae 72. 121.1 theMystery1.5 - Paulsson 73. 121.0 Mr Speculative - Derek Ross 74. 120.5 myVamp v2.2 - Paulsson 75. 120.5 Papery - Ian Oversby 76. 120.3 Marcia Trionfale 1.3 - Beppe Bezzi 77. 120.1 Stasis - David Moore 78. 118.7 Not Expecting Too Much - Karl Lewin 79. 118.6 blah blah blah - M R Bremer 80. 118.4 tripod v1.5 - Brian Haskin 81. 118.4 Qwiksand - Wayne Sheppard 82. 118.3 paris - Kafka 83. 118.3 TimeScape (0.9) - J. Pohjalainen 84. 118.2 PacMan v3 - David Moore 85. 118.1 Mr Hospitable - Derek Ross 86. 117.9 black & white - Anders Ivner 87. 117.1 Impfinity v3i - Planar 88. 116.7 Lucky 3 - Stefan Strack 89. 116.3 Rave - Stefan Strack 90. 116.2 Qtest04 - Beppe Bezzi 91. 115.8 Drowning III - Mike Nonemacher 92. 115.4 People - Randy Graham 93. 115.0 Judge Nutmeg - Scott Manley 94. 114.7 White warrior - Nandor & Stefan 95. 114.3 Fscan - Jay Han 96. 114.2 Pretentious v0.2 - Ian Oversby 97. 113.5 ^C - Steven Morrell 98. 113.4 Prova_e_Riprova - Maurizio Vittuari 99. 113.3 test jtm10a - Beppe Bezzi 100. 113.2 Auntie v1.0 - Ian Oversby 101. 112.6 Ripped v0.1 - Ian Oversby 102. 111.5 A Quick Hack - Karl Lewin 103. 111.2 Cthulhu v8 - John K. Wilkinson 104. 110.3 Hint Test v2 - M R Bremer 105. 110.2 Hint Test v6 - M R Bremer 106. 110.1 Hyakutake C/1996 B2 + - Scott Manley 107. 109.4 cproba - nandor sieben 108. 109.1 Phoenix - J. Pohjalainen 109. 108.5 Pensive v0.3 - Ian Oversby 110. 108.3 Paperone - Beppe Bezzi 111. 107.9 Twins - Maurizio Vittuari 112. 107.7 Uvavu II revistited - Scott Manley 113. 106.8 Pyramid v5.5 - Michael Constant 114. 106.8 Paper Eater - David Boeren 115. 106.3 Impfinity v3c11 - Planar 116. 105.1 Vanilla 1.1 - Robert Macrae 117. 104.7 Tom&Jerry - Maurizio Vittuari 118. 104.5 Double Clown v1.1 - P.E.M 119. 104.2 Non Plussed - Randy Graham 120. 102.6 Three Core Monty - Andrew Fabbro 121. 102.5 Hyakutake Rising - Scott Manley 122. 102.5 kwclear - Anders Ivner 123. 101.6 Building Blocks - Randy Graham 124. 101.1 Tornado - Beppe Bezzi 125. 101.0 Imp Hunter - Kurt Franke 126. 100.3 Provascan 2.0 - Beppe Bezzi 127. 99.5 Silk Warrior 1.3 - J.Pohjalainen 128. 99.2 Futility - M R Bremer 129. 98.7 lil' shears - P.Kline 130. 98.7 myTiny - Paulsson 131. 97.1 Loh_tst_1.3 - Calvin Loh 132. 96.6 QuickFreeze - P.Kline 133. 96.5 worm optima 2 - Campbell Fraser 134. 96.5 Aces - anonymous 135. 96.5 v15 - Steven Morrell 136. 95.1 RED RAIN - Wayne Sheppard 137. 93.3 Strahd the Night Hunter - anonymous 138. 92.6 Hyakutake Engine - Scott Manley 139. 92.5 System Trap - Kurt Franke 140. 92.3 RingWorm_v2.4 - Calvin Loh 141. 92.3 flash - Nandor Sieben 142. 92.1 Pensive v0.1 - Ian Oversby 143. 91.9 Yop La Boum v2.1 - P.E.M & E.C. 144. 91.6 Hint Test v4 - M R Bremer 145. 91.2 Try fitting THIS name into eight characters or less! - Steven Morrell 146. 90.7 Mythicon v1.2 - G. Eadon 147. 89.9 Fahrenheit 0 - Planar 148. 89.8 Cyclone - Scott Manley 149. 89.6 myTest - Paulsson 150. 89.3 Alien Kiss V1.1 - bjoern guenzel 151. 89.3 Sucker'94 - Stefan Strack 152. 89.2 Rand-Man - Randy Graham 153. 89.1 Pyramid v2.0 - Michael Constant 154. 88.2 Mister Neat - Derek Ross 155. 87.9 Antibodies - Andrew Fabbro 156. 86.1 Illusion - Randy Graham 157. 86.1 Mister Bump - Derek Ross 158. 85.9 RingWorm_v1.4 - Calvin Loh 159. 85.7 Pensive v0.2 - Ian Oversby 160. 85.1 P_Banzai_v1.2 - Calvin Loh 161. 85.1 Theme - Michael Constant 162. 84.3 Miss Careworn - Derek Ross 163. 82.3 Impfinity v1 - Planar 164. 82.2 Uvavu V1.01 - Scott Manley 165. 81.5 bunker t3 - P.Kline 166. 81.0 lewis - John Lewis 167. 80.8 impostor - na'ndor sieben 168. 80.4 Random Fire - Bram Cohen 169. 80.0 dead end - nandor sieben 170. 79.1 hit94 - nandor sieben 171. 78.8 dodgem6 - Steve Newman (snewman@cs.stanford.edu) 172. 76.9 Assassin XII - Andy Nevermind 173. 76.6 RedPixel.2 - John Lewis 174. 75.0 living dead - Nandor Sieben (asmqk@asuacad.bitnet) 175. 73.5 Mister Tidy - Derek Ross 176. 73.3 Umbrella - Beppe Bezzi 177. 72.3 QuickFreeze v1.5 - P.Kline 178. 72.2 Le vamp - Matthieu Walraet 179. 71.0 Storm Shelter 5 - John K W 180. 70.7 Forked Lite Ning 4.076 - Ansel Greenwood Sermersheim 181. 70.3 asian flu 1.2 - Simon Hovell 182. 67.0 ProtonDance-X - J.Cisek 183. 66.6 Baby Swing - Randy Graham 184. 64.0 csapda - nandor sieben asmqk@asuacad.bitnet 185. 63.4 2 pt spiral generator - David Moore 186. 63.3 garlic - Stefan Strack 187. 62.8 Vector (3 point, 8 process spiral) - T.Hsu 188. 61.1 Tonto 3 - Steve Bailey 189. 60.7 trident - Anders Ivner 190. 58.7 Specwar - J E Long 191. 58.3 orc - Timothy Echeandia 192. 58.1 Test 3 - Steve Bailey 193. 56.8 2IR - Calvin Loh 194. 56.4 Test 1 887 - Steve Bailey 195. 55.5 DeathWalker - Scott Manley 196. 54.8 ivscan - J.Layland 197. 54.6 Enlightenment II - Scott Manley 198. 53.0 macro - Nandor Sieben 199. 52.6 Enlightenment - Scott Manley 200. 52.6 mutant - brad rembielak 201. 51.9 Eranu v1.02 - Scott Manley 202. 50.1 DeathWalker II - Scott Manley 203. 49.4 Curse - Doug Ratcliffe Jr. 204. 48.8 Spiral 4000 - P.Kline 205. 48.6 Emousseur - Planar 206. 47.2 fork - J.Layland 207. 46.5 Silk - Lifted from Core Warrior # 1 208. 46.5 paratrooper - Vincent Li 209. 45.7 IcicleV2 1.14 - Ansel Greenwood 210. 45.5 paratrooper2 - Vincent Li (vli@atom.mpr.ca) 211. 44.9 ImpClear - bjoern guenzel 212. 43.3 Test 2 872 - Steve Bailey 213. 42.7 Miss Impertinent - Derek Ross 214. 42.2 paratrooper v2.1 - Vincent Li (vli@atom.mpr.ca) 215. 41.6 Blanket - Jon Newman 216. 40.7 CopyKatQ2 - harleyQ2 217. 40.3 multidwarf - Vincent Li (vli@atom.mpr.ca) 218. 39.9 turtle - Pierre Baillargeon 219. 38.5 ROLLER.S - M. PALUDAN 220. 38.0 banzai0.2 - Calvin Loh 221. 36.0 QUARTER - Stefan Haenssgen 222. 35.3 CounterMeasures V4 - Chris Arguin 223. 34.7 glass replicant - Pi Qan 224. 33.8 A-Cluster v2.06 - Iain Hogg 225. 33.0 Ape - Calvin Loh 226. 31.4 scratchers - nandor sieben 227. 31.1 dawG06al - dawG05co and dawG05dn 228. 30.6 csapda2 - Nandor Sieben 229. 28.6 tamper - Mike & John (Michael Nidd ) 230. 28.1 dawG06cg - dawG05cu and dawG05db 231. 26.9 windmill - Calvin Loh 232. 23.3 minidwarf - anonymous 233. 22.3 dawG06cl - dawG05bt and dawG05az 234. 21.3 Copy2 - sgb 235. 21.2 Body-Snatcher3 - Calvin Loh 236. 17.7 twoOFaKIND - Paulsson 237. 17.2 spreel - Andy Pierce (ajpierce@med.unc.edu) 238. 16.9 MaxImp - Planar 239. 15.5 Jezebel v2.0 - A. Nevermind 240. 11.0 Eights - Randy Graham 241. 5.2 Koolaid II: The Wrath of Goofy Grape v0.1 - David Boeren 242. 4.5 Quarter II - anonymous 243. 4.0 Sample Bomber - Chris Arguin 244. 1.8 dwarfgun program. - Choon Piaw (piaw@soda.berkeley.edu) 245. 0.7 Points is Points - Karl Lewin 246. 0.2 Basic Mulberry - Ansel G. Sermersheim 247. 0.2 WindMill3 - Calvin Loh 248. 0.0 Loser 2 - Kurt Franke 249. 0.0 loser 1 - Anders Ivner How about some statistics then, most sports have them, and ours depends on them. Starting with a simple histogram of the ratings 0-10 XXXXXXXXX 10-20 XXXXX 20-30 XXXXXXX 30-40 XXXXXXXXXXX 40-50 XXXXXXXXXXXXXXX 50-60 XXXXXXXXXXXX 60-70 XXXXXXXXXXX 70-80 XXXXXXXXXXXX 80-90 XXXXXXXXXXXXXXXXXXXXXXX 90-100 XXXXXXXXXXXXXXXXXXX 100-110 XXXXXXXXXXXXXXXXXXXX 110-120 XXXXXXXXXXXXXXXXXXXXXXXXXXXXX 120-130 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 130-140 XXXXXXXXXXXXXXXXXXXXX 140-150 XXXXXXXXXXXXX 150-160 XXX 160+ X The average score works out at 91.95 and the median score is 101.0 The densest scoring region is around 121 with peak density ~7-8 warriors/point average density being 0.64 warriors/point % Effectiveness ratings 100% 160.5 95% 143.4 90% 135.9 85% 130.7 80% 125.5 75% 122.2 70% 120.5 60% 113.2 50% 101.0 40% 89.6 30% 75.0 20% 52.6 10% 33.8 5% 16.9 I'm considering relating the scores to a percentage value which is represented by some standardised mathematical function. Most programs will score less than 100% and the idea is to follow the introduction of new strategies with a more easily managed number, a sort of Corewar inflation index. It will also make it easier to relate a warriors rating to its position in the tables. OK that's all for the moment, I've got real work to be done, there are still similar tables for Beginners and combined Beginners/Advanced and of course I'm still fixing a load of warriors so that they won't be rejected. There are a couple of other things related to benchmarks I would like to do, firstly I'd like to be able to follow the evolution of the warriors on the hill. Secondly I think it would be intersting to follow the development of a couple of newbies from the development of their first programs to becoming King of the Hill. (Of course it might be more productive if I spent some more time attempting to acieve this goal). Scott Manley http://star.arm.ac.uk/~spm/welcome.html _____________________________________________________________________________ Questions? Concerns? Comments? Complaints? Mail them to people who care. authors: Beppe Bezzi or Myer Bremer