Groups | Search | Server Info | Keyboard shortcuts | Login | Register


Groups > comp.programming.contests > #45

Core War Frequently Asked Questions (rec.games.corewar FAQ)

From John Metcalf <digital.wilderness@googlemail.com>
Newsgroups comp.programming.contests
Subject Core War Frequently Asked Questions (rec.games.corewar FAQ)
Date 2024-02-22 09:02 +0000
Organization A noiseless patient Spider
Message-ID <ur72ju$3pjki$3@dont-email.me> (permalink)

Show all headers | View raw


   Core War Frequently Asked Questions (rec.games.corewar FAQ)
   -----------------------------------------------------------

   These are the Frequently Asked Questions (and answers) for the
   programming game Core War.

  Table of Contents

    1. What is Core War
    2. Is it "Core War", "Core Wars" or "Corewar"?
    3. Where can I find more information about Core War?
    4. Core War has changed since Dewdney's articles. Where do I get
       a copy of the current instruction set?
    5. What is ICWS'94?
    6. What is the ICWS?
    7. What is Core Warrior?
    8. Where are the Core War archives?
    9. Where can I find a Core War system?
   10. Where can I find warrior code?
   11. I do not have access to Usenet. How can I read the Core War
       newsgroup?
   12. Are there any Core War related WWW sites?
   13. What is KotH? How do I enter?
   14. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core under
       ICWS'88 rules?
   15. How does SLT (Skip if Less Than) work?
   16. What is the difference between in-register and in-memory
       evaluation?
   17. What is P-space?
   18. What does "Missing ;assert" in my message from KotH mean?
   19. How should I format my code?
     ____________________________________________________________

  1. What is Core War?

   Core War is a game played by two or more programs (and
   vicariously by their authors) written in an assembly language
   called Redcode and run in a virtual computer called MARS (for
   Memory Array Redcode Simulator). The object of the game is to
   cause all processes of the opposing program to terminate, leaving
   your program in sole posession of the machine.

   There are Core War systems available for most computer platforms.
   Redcode has been standardized by the ICWS, and is therefore
   transportable between all standard Core War systems.

   The system in which the programs run is quite simple. The core
   (the memory of the simulated computer) is a continuous array of
   instructions, empty except for the competing programs. The core
   wraps around, so that after the last instruction comes the first
   one again.

   There are no absolute addresses in Core War. All addresses are
   relative. That is, the address 0 doesn't mean the first
   instruction in the memory, but the instruction that contains the
   address 0. The next instruction is 1, and the previous one
   obviously -1. However, all numbers are treated as positive, and
   are in the range 0 to CORESIZE-1 where CORESIZE is the amount of
   memory locations in the core - this means that -1 would be
   treated as CORESIZE-1 in any arithmetic operations, e.g. 3218 +
   7856 = (3218 + 7856) mod CORESIZE. Many people get confused by
   this, and it is particularly important when using the SLT
   instruction. Note that the source code of a program can still
   contain negative numbers, but if you start using instructions
   like DIV #-2, #5 it is important to know what effect they will
   have when executed.

   The basic unit of memory in Core War is one instruction. Each
   Redcode instruction contains three parts:

     * the opcode
     * the source address (a.k.a. the A-field)
     * the destination address (a.k.a. the B-field)

   The execution of the programs is equally simple. The MARS
   executes one instruction at a time, and then proceeds to the next
   one in the memory, unless the instruction explicitly tells it to
   jump to another address. If there is more than one program
   running, (as is usual) the programs execute alternately, one
   instruction at a time. The execution of each instruction takes
   the same time, one cycle, whether it is MOV, DIV or even DAT
   (which kills the process).

   Each program may have several processes running. These processes
   are stored in a task queue. When it is the program's turn to
   execute an instruction it dequeues a process and executes the
   corresponding instruction. Processes that are not killed during
   the execution of the instruction are put back into the task
   queue. Processes created by a SPL instruction are added to the
   task queue after the creating process is put back into the task
   queue.
     ____________________________________________________________

  2. Is it "Core War", "Core Wars" or "Corewar"?

   All three terms are used. A. K. Dewdney used Core War. Other
   early references use Core Wars. Lately, people seem to prefer
   "Corewar".
     ____________________________________________________________

  3. Where can I find more information about Core War?

   Core War was first described in the Core War Guidelines of March,
   1984 by D. G. Jones and A. K. Dewdney of the Department of
   Computer Science at The University of Western Ontario (Canada).
   Dewdney wrote several "Computer Recreations" articles in
   Scientific American which discussed Core War, starting with the
   May 1984 article. Those articles are contained in two
   anthologies:

   -----------------------------------------------------------------------------
   Author    Title                    Published        ISBN
   --------- ------------------------ ---------------- -------------------------
   Dewdney   The Armchair Universe:   New York, 1988   0-7167-1938-X (Hardcover)
   A. K.     An Exploration of        W. H. Freeman    0-7167-1939-8 (Paperback)
             Computer Worlds

   Dewdney   The Magic Machine:       New York, 1990   0-7167-2125-2 (Hardcover)
   A. K.     A Handbook of            W. H. Freeman    0-7167-2144-9 (Paperback)
             Computer Sorcery
   -----------------------------------------------------------------------------

   A.K. Dewdney's articles are still the most readable introduction
   to Core War, even though the Redcode dialect described in there
   is no longer current. You can view a scanned version of the
   articles at http://www.koth.org/info/sciam/. For those who are
   interested, Dewdney has a home page at
   https://www.csd.uwo.ca/~akd/.
     ____________________________________________________________

  4. Core War has changed since Dewdney's articles. Where do I get a copy
     of the current instruction set?

   A draft of the official standard (ICWS'88) is available at
   https://corewar.co.uk/standards/icws88.txt. This document is
   formatted awkwardly and contains ambiguous statements. For a more
   approachable intro to Redcode, take a look at Mark Durham's
   tutorials, http://www.koth.org/info/tutorial1.html and
   http://www.koth.org/info/tutorial2.html.

   Steven Morrell has prepared a more practically oriented Redcode
   tutorial that discusses different warrior classes with lots of
   example code. This and various other tutorials can be found at
   http://www.koth.org/info.html.

   Even though ICWS'88 is still the "official" standard, you will
   find that most people are playing by ICWS'94 draft rules and
   extensions.
     ____________________________________________________________

  5. What is ICWS'94?

   In 1992 work began on a draft proposal for a new Core War
   standard, dubbed ICWS'94, to be submitted to the ICWS for
   evaluation. Unfortunately, the ICWS became inactive and the
   proposal was never officially adopted. The draft proposal has
   become widely accepted as the de facto Core War standard.

   A major change is the addition of "instruction modifiers" that
   allow instructions to modify A-field, B-field or both. Also new
   are new addressing modes and unrestricted opcode and addressing
   mode combination ("no illegal instructions"). ICWS'94 is
   backwards compatible; i.e. ICWS'88 warriors will run correctly on
   an ICWS'94 system. The ICWS'94 draft is available at
   http://www.koth.org/info/icws94.html.
     ____________________________________________________________

  6. What is the ICWS?

   The "International Core Wars Society" (ICWS) was established in
   1985, the year after Core War first appeared in Scientific
   American. The ICWS was responsible for the creation of two Core
   War standards (ICWS'86 and ICWS'88) and the running of eight
   annual Core War tournaments. The ICWS is no longer active.
     ____________________________________________________________

  7. What is Core Warrior?

   Following in the tradition of The Core War News Letter, Push Off,
   and The 94 Warrior, Core Warrior was a newsletter covering
   strategies and current standings in Core War. Started in October
   1995, back issues of Core Warrior are available at
   https://corewar.co.uk/cw. The final issue of Core Warrior was
   published in May 2007. There is a Core Warrior index at
   http://www.shadowmagic.org.uk/corewar/warrior.html which has a
   summary of the contents of each issue. Many of the earlier issues
   contain useful information for beginners.
     ____________________________________________________________

  8. Where are the Core War archives?

   Many documents such as the guidelines, the ICWS standards,
   previous tournament Redcode entries and Core War systems are
   available via ftp from ftp://ftp.koth.org/pub/corewar.

   Past rec.games.corewar postings (including Redcode source
   listings) are archived at https://corewar.co.uk/rgc.htm.
     ____________________________________________________________

  9. Where can I find a Core War system?

   CAUTION! There are many Core War systems available which are not
   ICWS'94 (or ICWS'88) compatible. Generally, the older the program
   - the less likely it will be ICWS compatible. The three most
   popular systems which support ICWS'94 are pMARS, CoreWin and
   ARES.

   pMARS (with binaries for Windows) is available from:

     * https://corewar.co.uk/pmars.htm
     * http://www.koth.org/pmars
     * https://sourceforge.net/projects/corewar
     * https://corewar.co.uk/pihlaja/pmars-sdl

   CoreWin is a full-featured, GUI-based Core War simulator for
   Windows:

     * https://corewar.co.uk/wendell

   ARES is an IDE and Core War simulator for Windows with some
   experimental features:

     * https://harald.ist.org/sites/ares/

   There are several notable MARS suitable for embedding or use in
   an evolver. Joonas Pihlaja wrote exhaust which Martin Ankerl
   later rewrote as exMARS:

     * https://corewar.co.uk/pihlaja/exhaust
     * https://corewar.co.uk/ankerl/exmars.htm

   PyCorewar is simple Python library for debugging and benchmarking
   Core War programs:

     * https://corewar.co.uk/gutzeit/pycorewar

   corewar.io is an online interactive Core War simulator and
   debugger:

     * https://www.corewar.io
     ____________________________________________________________

  10. Where can I find warrior code?

   To learn the game it is a good idea to study previously posted
   warrior code. Damien "Planar" Doligez has a well organized
   library of the warriors published before 2002 at
   http://para.inria.fr/~doligez/corewar/

   The most up-to-date collection of warrior code is available on
   Christoph C. Birk's Koenigstuhl infinite hills at
   https://users.obs.carnegiescience.edu/birk/COREWAR/koenigstuhl.html
     ____________________________________________________________

  11. I do not have access to Usenet. How can I read the Core War
      newsgroup?

   To receive rec.games.corewar articles by email, join the
   COREWAR-L list run on the KOTH.org list processor. To join, send
   the message

   SUB COREWAR-L FirstName LastName

   to listproc@koth.org. You can send mail to corewar-l@koth.org to
   post even if you are not a member of the list.

   Google Groups provides a gateway to Usenet and rec.games.corewar
   at https://groups.google.com/group/rec.games.corewar.
     ____________________________________________________________

  12. Are there any Core War related WWW sites?

   You bet. The following websites offer convenient access to
   software, tutorials, past newsletters and warrior code:

     * https://users.obs.carnegiescience.edu/birk/COREWAR
     * http://para.inria.fr/~doligez/corewar
     * http://www.koth.org
     * https://corewar.co.uk
     * http://newton.freehostia.com/net/corewar
     * http://www.corewar.info
     ____________________________________________________________

  13. What is KotH? How do I enter?

   King Of The Hill (KotH) is an ongoing Core War tournament
   available to anyone with email. You enter by submitting a Redcode
   program (warrior) with special comments via plain text email. You
   will receive a reply indicating how well your program did against
   the current top programs "on the hill".

   There are two styles of KotH tournaments, "classical" and
   "multi-warrior". The "classical" KotH is a one-on-one tournament,
   that is your warrior will play a set number of battles against
   each of the programs currently on the Hill. You normally receive
   3 points for each win and 1 point for each tie. All scores are
   updated to reflect your battles and the programs on the hill are
   ranked from high to low. If you are in last place you are pushed
   off the hill, otherwise someone else is pushed off.

   In "multi-warrior" KotH, all warriors on the hill fight each
   other at the same time. Score calculation is a bit more complex
   than for the one-on-one tournament. Briefly, points are awarded
   based on how many warriors survive until the end of a round. A
   warrior that survives by itself gets more points than a warrior
   that survives together with other warriors. The pMARS
   documentation has more information on multi-warrior scoring.

   The idea for an email-based Core War server came from David Lee.
   The original KotH was developed and run by William Shubert at
   Intel starting in December 1991 and discontinued after almost
   three years of service.

   Currently, KotHs offering a wide variety of hills are are running
   at two sites: KOTH.org is maintained by Scott J. Ellentuch and
   sal.discontinuity.info by Barkley Vowk. The way you submit warriors
   to both KotHs is pretty much the same.

    Entry Rules for King of the Hill Core War

     * Write a Core War program. KotH is fully ICWS '94 compatible,
       EXCEPT that a comma (",") is required between two arguments.
     * Put a line starting with ";redcode" (or ";redcode-94", etc.,
       see below) at the top of your program. This MUST be the first
       line. Anything before it will be lost. Additionally, a ";name
       <program name>" and ";author <your name>" are required. You
       can also describe the algorithm you use if you have lines
       beginning with ";strategy".
     * Email this file as plain text to koth@koth.org or
       koth@sal.discontinuity.info.
     * Within a few minutes you should receive an email telling you
       whether your program assembled correctly or not. If it did
       assemble, sit back and wait; if not, make the change required
       and re-submit.
     * In 15 minutes or so you should get more mail telling you how
       your program performed against the current top programs. If
       no news arrives during that time, don't worry; entries are
       put in a queue and run through the tournament one at a time.
       A backlog may develop. Be patient.

    Sample Entry

    ;redcode
    ;name Imp
    ;author A. K. Dewdney
    ;strategy the simplest Redcode program able to relocate itself

    imp       mov   imp, imp+1

              end   ; nothing after the end instruction will be assembled

   If your program makes it onto the hill, you will get mail every
   time a new program makes it onto the hill. If this is too much
   mail you can switch to quiet mode. See the KotH information at
   http://www.koth.org/koth.html or
   https://sal.discontinuity.info/help.html for more details.

   Often programmers want to try out slight variations in their
   programs. If you already have a program named "foo v1.0" on the
   hill, adding the line ";kill foo" to a new program will
   automatically bump foo v1.0 off the hill. Just ";kill" will
   remove all of your programs when you submit the new one. The
   server kills programs by assigning an impossibly low score; it
   may therefore take another successful challenge before a killed
   program is actually removed from the hill.

    Popular Hills

   ----------------------------------------------------------------------------------------
                              Hill   Core    Max              Max   Min            Instr
   Hill Name                  Size   Size    Proc    Cycles   Len   Dis   Rounds   Set
   -------------------------- ------ ------- ------- -------- ----- ----- -------- --------
   KOTH.org's '88 Standard    20     8000    8000    80000    100   100   250      ICWS '88
   Hill (";redcode")

   KOTH.org's '94 Standard    20     8000    8000    80000    100   100   250      Extended
   Hill (";redcode-94")                                                            ICWS '94

   KOTH.org's '94 No Pspace   20     8000    8000    80000    100   100   250      ICWS '94
   Hill (";redcode-94nop")

   KOTH.org's '94 Big         20     55440   10000   500000   200   200   250      Extended
   Hill (";redcode-94x")                                                           ICWS '94

   KOTH.org's '94 Multiwar    10     8000    8000    80000    100   100   500      Extended
   Hill (";redcode-94m")                                                           ICWS '94

   SAL's Beginner's           25     8000    8000    80000    100   100   6x250    Extended
   Hill (";redcode-94b")                                                           ICWS '94

   SAL's Tiny                 25     800     800     8000     20    20    6x250    Extended
   Hill (";redcode-tiny")                                                          ICWS '94

   SAL's Nano                 50     80      80      800      5     5     30x250   Extended
   Hill (";redcode-nano")                                                          ICWS '94

   SAL's Limited Process      25     8000    8       80000    200   200   6x250    Extended
   Hill (";redcode-lp")                                                            ICWS '94
   ----------------------------------------------------------------------------------------

   Note: Warriors on the beginner's hill are retired at age 50.
     ____________________________________________________________

  14. Is it DAT 0, 0 or DAT #0, #0? How do I compare to core under ICWS'88
      rules?

   Core is initialized to DAT 0, 0. Under ICWS'88 rules this is an
   illegal instruction and '88 standard assemblers will not assemble
   it, only DAT #0, #0. This begs the question, how to compare
   something to see if it is empty core under ICWS'88 rules? The
   answer is, the instructions before your warrior's first
   instruction and after your warrior's last instruction are most
   likely DAT 0, 0. So you can use them, or any other unmodified
   instructions, for comparison.

   Note: under ICWS'94 rules DAT 0, 0 is a legal instruction and '94
   standard assemblers will assemble DAT 0, 0.
     ____________________________________________________________

  15. How does SLT (Skip if Less Than) work?

   SLT skips the next instruction if the value of the A-operand is
   less than value of the B-operand. SLT can sometimes cause
   confusion because of the way modular arithmetic works. It is
   important to note that all negative numbers are converted to
   positive numbers before a battles begins. For example, -1 becomes
   CORESIZE-1.

   Once you realize that all numbers are treated as positive, it is
   clear what is meant by "less than". It should also be clear that
   no number is less than zero.
     ____________________________________________________________

  16. What is the difference between in-register and in-memory evaluation?

   These terms refer to the way instruction operands are evaluated.
   The '88 Redcode standard ICWS'88 is unclear about whether a
   simulator should "buffer" the result of A-operand evaluation
   before the B-operand is evaluated. Simulators that do buffer are
   said to use in-register evaluation, those that don't, in-memory
   evaluation. ICWS'94 clears this confusion by mandating
   in-register evaluation. Instructions that execute differently
   under these two forms of evaluation are MOV, ADD, SUB, MUL, DIV
   and MOD where the effective address of the A-operand is modified
   by evaluation of the B-operand. This is best illustrated by an
   example:

   L1  mov L2, <L2
   L2  dat #0, #1

   Under in-register evaluation, the L2 instruction is saved in a
   buffer before the L2 memory location is decremented by evaluation
   of the B-operand of L1. The saved DAT #0,#1 instruction is then
   written to L2, leaving it unchanged.

   Under in-memory evaluation, the L2 instruction is not buffered
   and thus decremented by evaluation of the B-operand. After
   execution of L1, L2 changes to DAT #0,#0.
     ____________________________________________________________

  17. What is P-space?

   P-space is a separate area of memory which only your program's
   processes can access. The contents of each P-space cell are
   preserved between rounds in a multi-round match. Unlike core
   memory each P-space cell can only store one number, not a whole
   instruction. Also the addressing in P-space is absolute, i.e.
   P-space address 1 is always 1 regardless of where the instruction
   is referenced from.

   P-space can only be accessed by two special instructions, LDP and
   STP. The syntax of these two instructions is a bit unusual. STP
   has an ordinary number in core as its source which is put into
   the P-space cell pointed to by the destination. The P-space cell
   isn't determined by the destination address, but by its value,
   i.e. the value that would be overwritten if this were a MOV. So
   STP.AB #Q, #R would put the number Q into the P-space cell R mod
   PSPACESIZE. Similarly,

        stp.b  2, 3
        dat    0, 0
        dat    0, 9
        dat    0, 7

   would put the number 9 into the P-space cell 7. LDP works the
   same way, except the source is a P-space cell and the destination
   is a field in core.

   The P-space cell 0 is a special cell. It is initialized to a
   special value before each round. This value is:

     * -1 (or CORESIZE-1) at the beginning of the first round
     * 0 if the program died in the previous round
     * The number of surviving programs if the program did not die
       in the previous round

   This means that for one-on-one matches, loss=0, win=1 and tie=2.

   The default size of P-space is 1/16 of the core size. This size
   is the value of the predefined variable PSPACESIZE. All cells in
   P-space (except for cell 0) are initialized to 0.
     ____________________________________________________________

  18. What does "Missing ;assert" in my message from KotH mean?

   This means you have omitted an ";assert" line in your submission.
   ";assert" is used to specify which environments your code will
   work under or was designed for. For example, if your warrior was
   written for the '94 draft hill then you can put:

   ;assert CORESIZE==8000

   in your code, meaning that an error will occur if you attempt to
   compile the code for a different core size. If you don't want to
   use the features of ";assert" and you want to get rid of the
   annoying warning just put:

   ;assert 1

   in your code, which means it will compile unconditionally.
     ____________________________________________________________

  19. How should I format my code?

   The way you format your code is really your own choice. If you
   are new to the game then use the style you feel most comfortable
   with. However, using a common format helps others to understand
   your code quicker. Most players tend to use the following
   conventions when writing code:

     * use meaningful label names
     * enclose EQUate expressions in parentheses, e.g. step equ
       (2430+5)
     * use lower case for label names and opcodes
     * don't add opcode modifiers if you don't need to, e.g. add.ab
       #1, #2 is the same as add #1, #2
     * use whitespace after every comma
     * use tabs to align the opcodes, the instruction field(s) and
       any comments
     * do not use $ (direct addressing mode) or : (suffix of some
       labels)
     ____________________________________________________________

  Credits

   Additions, corrections, etc. to this document are solicited.
   Thanks in particular to the following people who have contributed
   major portions of this document:

     * Mark Durham (wrote the original version of the FAQ)
     * Paul Kline
     * Randy Graham
     * Stefan Strack
     * Anton Marsden
     * Barkley Vowk
     * John Metcalf

   Copyright (c) 2022 the Core War FAQ Contributors. Content of
   the FAQ is available under the GNU Free Documentation License,
   version 1.3.

Back to comp.programming.contests | Previous | Next | Find similar


Thread

Core War Frequently Asked Questions (rec.games.corewar FAQ) John Metcalf <digital.wilderness@googlemail.com> - 2024-02-22 09:02 +0000

csiph-web