HDTenEightyP/NetNews huggingface dataset:
From: rlcarr@athena.mit.edu (Richard L. Carreiro)
Newsgroups: rec.games.trivia
Subject: Songs on States
Date: 17 Apr 92 19:15:33 GMT
Article-I.D.: athena.1992Apr17.191533.19967
Distribution: na
Organization: Digitopolitan Embassy to the US

MA,RI		"Rock and Roll Band"		Boston
AL		"Sweet Home Alabama"		Lynyrd Skynyrd
lots		"Heart of Rock and Roll"	Huey Lewis
Idaho		"What's Your Name?"		Lynyrd Skynyrd
PA		"30,000lbs of Bananas"		Harry Chapin
CA		"Free Falling"			Tom Petty
CA		"Jammin' Me"			Tom Petty
CA		almost every beach boys song :-)
LA		"Born on the Bayou"		CCR
TX,LA,NY	"Truckin'"			Grateful Dead
LA		"Brown Sugar"			Rolling Stones

for starters...

--
Rich Carreiro                                    "My country, right or wrong,"
ARPA: rlcarr@athena.mit.edu                                is like
UUCP: ...!mit-eddie!mit-athena!rlcarr            "My driver, sober or drunk."
BITNET: rlcarr@athena.mit.edu      JITTLOV FOREVER!
From: ajpierce@med.unc.edu (Andrew Pierce)
Newsgroups: rec.games.corewar
Subject: Small 4
Date: 8 Apr 92 13:15:27 GMT
Organization: UNC-CH School of Medicine


   Small 4 has survived 10 successful challenges on KotH.  Here is the
code.  Basically this is the same as Small 2 which was posted to the net,
except the bombs have been made visible to B-field scanners (I think it
takes some of the elegance out of it, but it does do better), the bombing
address is held within the the executable code, and the bombing sequence
begins away from the executing code.
     -Andy
ajpierce@med.unc.edu

;redcode verbose
;name Small 4
;author Andy Pierce  (ajpierce@med.unc.edu)
;strategy small bomber/clearer
;strategy v2:  fix kill routine
;strategy v3:  marginally more robust
;strategy v4:  give bombs non-zero B-fields, start bombs away from self

start	add #15,1
	mov hit,751
	jmp start,0
hit	spl 0,-1
	mov 4,<-1
	jmp -1,0

	end start
From: milewski@su5m.uucp (Kevin Milewski)
Newsgroups: rec.games.corewar
Subject: Sun Sparc Core Wars? Graphical!!!? ftp site?
Date: 14 Apr 92 13:04:20 GMT
Reply-To: milewski@su5m.UUCP (Kevin Milewski)
Organization: GCSD CAE Harris Corp.


Hello, World!

	I'm looking for Core Wars for a Sun Sparcstation. If there are any graphical
versions out there, I'd prefer them. (I've got one for my Amiga & it's great!)
Please send info to the email address below, as my header address may not be correct.



				Tanks in advance (rumble, rumble, rumble, ...)
				Kevin Milewski



o----------------------------------------------------------o
| Calgon, take me away!!!      | Harris Corp, ESS          |
| Kevin Milewski  407-729-7351 | PO Box 91000, M/S 5W/5837 |
| milewski@su5m.ess.harris.com | Melbourne, FL 32902       |
From: ASMQK@ASUACAD.BITNET
Newsgroups: rec.games.corewar
Subject: Re: age top
Date: 17 Apr 92 00:53:30 GMT
Article-I.D.: ASUACAD.92107.175331ASMQK
Organization: Arizona State University

As you probably know Koth is 20 long now. I don't think I can handle it
so please send me your program's oldest age if you'd like it on the age
top.
Since it's is easier to get older so I think age 50 or older would
be a good limit.
Thanks.

Nandor.  asmqk@asuacad.bitnet
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: KotH weekly update
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Mon, 6 Apr 1992 15:57:02 GMT

OK, here it is.  In the ICWS '88 hill, Andy Pierce's "Synch" family of
programs have finally been pushed off of the #1 slot.
  W/  L/  T                                     Name   Score     Age
181/ 82/177                          PiedPiperKOTH.2     720      10
181/100/159                return of the living dead     702      80
198/176/106                             dwarf optima     700       1
214/181/ 45                                  Synch 4     687      11
209/187/ 44                               scissors88     671       7
161/162/117                                  Small 4     600       9
173/205/ 62                              smart shark     581       3
151/179/110                                 Rock 1.2     563       2
155/189/ 96                                shark 1.0     561       4
160/213/ 67                      Red Oktober KOTH .1     547       5
Campbell Fraser's PiedPiperKOTH.2's strategy is:
;strategy +-----------------------------------------------+
;strategy |A vampiric attack program which defends itself |
;strategy +-----------------------------------------------+
Not too enlightening.

As you probably know from yesterday's news, the experimental hill was
restarted yesterday under different rules.  So far most programs submitted to
it seem to be operating under the old rules and haven't done too well, so
I'll leave it off for thie week.
				-Bill (wms@iwarp.intel.com)
From: ScottNelson@cup.portal.com (Scott - Nelson)
Newsgroups: rec.games.corewar
Subject: Re: dwarf optima
Date: 8 Apr 92 05:58:26 GMT
Organization: The Portal System (TM)

-> Consider the simplest dwarf warrior
. . .
-> It's clear, that 4 can be replace with any number a if gcd( a, coresize )=
-> The question is how to choose a. I defined a function s(a)  /*strength of 
. . .
-> It's possible that the choice of a really does not matter.
-> What's your opinion? How can we define s(a) other ways?
-> Nandor.
Clearly the number matters, (note the hill position of dwarf optima), but I
feel that the important thing is to space the bombs atleast as far apart as 
the size of ones opponent.  It is unlikely in the extreme that an oppenent on
KOTH will be larger than 100 words, so when the bombs are falling more than
100 apart, it doesn't matter how much more than 100.  However, how the bombs
hit closer than 100 is very important.  This means that 228 is about as good 
as it gets, (although a few points can make the difference on the hill, so 
the margins might be important)
----
<<ScottNelson@cup.portal.com>>
From: fraserc@dcs.glasgow.ac.uk (Campbell Fraser)
Newsgroups: rec.games.corewar
Subject: A program for the new experimental hill
Keywords: KOTH, experimental
Date: 9 Apr 92 16:12:58 GMT
Organization: Glasgow University Computing Science Dept.

To try to get things going with the experimental hill, here is a program I
just submitted. It is simple but may be effective with address range limitation
in place.

;redcode-x verbose
;name runner KOTH.1  experimental
;author Campbell Fraser
;strategy +--------------------------------------------------------------------+
;strategy | Run through memory throwing 'dat' infront and leaving 'dat' behind.|
;strategy | This strategy is no use when no addressing range restriction exists|
;strategy +--------------------------------------------------------------------+

         spl 1
         jmp 2
         dat 0, 0
         mov Here, Here+5
         mov There, There+5
         mov <Here, <There
         mov <Here, <There
         mov <Here, <There
         dat 0, 0
         dat 0, 0
         dat 0, 0
         dat 0, 0
         dat 0, 0
Here     dat -5
There    dat -1

Regards,
Campbell

Hi, I'm a .signature virus. Copy me to yours and then wipe all your files.

-- 
Campbell Fraser        \/ JANET   : fraserc@uk.ac.dcs.glasgow
Computing Science Dept /\ INTERNET: fraserc%dcs.glasgow.ac.uk@nsfnet-relay.ac.uk
Glasgow University     \/ USENET  : fraserc.glasgow.uucp
Glasgow G12 8QQ, U.K.  /\ PHONE   : A student with phone, you must be kidding.
Newsgroups: rec.games.corewar
From: stig@Lise.Unit.NO (Stig Hemmer)
Subject: What does "address range limitation" forbid?
Keywords: experimental
Organization: Anarchy
Date: Thu, 16 Apr 92 10:33:11 GMT

Given an "address range limitation" of 250, which of these MOV's get
to write their data?

a) MOV #1,249   (Just for completeness)
b) MOV #1,-249
c) MOV #1,250
d) MOV #1,-250
e) MOV #1,@200 ...200... DAT #200
f) MOV #1,@400 ...400... DAT #-200
g) MOV 400,200

Stig 'Tortoise' Hemmer   aka   stig@lise.unit.no
.no means Norway, a minor kingdom in northern Europe.
Europe is a moon of Jupiters.
This is NOT a .signature virus. Do NOT copy it into your .signature
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: KotH Weekly Update
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Mon, 13 Apr 1992 19:06:53 GMT

Weekly update time!

In the ICWS '88 hill, PiedPiperKOTH.2 has taken the lead, closely followed
by two variants on extremely old fighters(!), Dwarf and Mice.
  W/  L/  T                                     Name   Score     Age
185/ 73/182                          PiedPiperKOTH.2     737      24
212/194/ 74                             dwarf optima     710      15
189/119/132                               multi mice     699      12
220/185/ 35                                  Synch 4     695      25
208/184/ 48                               scissors88     672      21
177/122/141                return of the living dead     672      94
191/173/ 76                      Red Oktober KOTH .3     649       1
194/190/ 56                                     XTC2     638       7
154/163/123                                 Wasp 1.1     585       4
166/192/ 82                                 Rock 1.2     580      16
;name PiedPiperKOTH.2
;author Campbell Fraser
;strategy +-----------------------------------------------+
;strategy |A vampiric attack program which defends itself |
;strategy +-----------------------------------------------+

I've been really please with the response for the experimental hill.  A bunch
of programs have been submitted to it, pushing my two entries way down the
hill :-(.  Here's the standings:
  W/  L/  T                                     Name   Score     Age
126/ 36/278                            multi mice -x     656      14
123/ 51/266                             Absolute 250     635       9
176/158/106                           Essex (X-hill)     634       2
176/179/ 85                          Quasit (X-hill)     613       3
 93/ 74/273                                    Virus     552      11
 88/ 74/278                         Oddball (X-hill)     542       7
 72/ 57/311                               Hunter 1.0     527      25
150/213/ 77                             Shoggoth 1.0     527       1
141/197/102                          Kobold Gun V2.0     525      16
 73/ 79/288                         Paratroopers 1.2     507       8
;Name multi mice -x
;Author nandor sieben
Multi mice has no ;strategy, but I don't think Nandor will mind if I say that
it's basically a variant of the original Mice program.

Now for a question: the "-x" hill seems to show a lot of ties.  I've seen
programs not make it onto the hill because they get beaten by programs that
just tie all the time.  Hopefully as better programs are written this will
end, but in the meantime, what are the general opinions on making ties worth
less?  Just an idea; I won't act on this anytime soon.
				-Bill (wms@iwarp.intel.com)
Organization: Arizona State University
Date: Monday, 6 Apr 1992 10:22:03 MST
From: <ASMQK@ASUACAD.BITNET>
Newsgroups: rec.games.corewar
Subject:    dwarf optima

Consider the simplest dwarf warrior
shift  equ 4
start add #shift , 1
      mov -2 , -2
      jmp start
      end start
It's clear, that 4 can be replace with any number a if gcd( a, coresize )=4.
The question is how to choose a. I defined a function s(a)  /*strength of a*/
the following way.
nh:=coresize div 4     /*number of hits*/
s(a):=  Sum     (distance from the i. hit to the closest previous hit)/nh
      i=1 to nh
For example if coresize=8000 then s(4)=4.
XTC uses 412 to scan the core s(412)=13.19
I have the feeling, that the bigger s(a) the better a to scan or bomb.
Clearly a=4 the worst choose.
I used an a with s(a)=17.11 in dwarf optima and it made to the first place.
It's possible that the choice of a really does not matter.
What's your opinion? How can we define s(a) other ways?
Nandor.
From: fraserc@dcs.glasgow.ac.uk (Campbell Fraser)
Newsgroups: rec.games.corewar
Subject: Re: Hunter 1.0
Summary: eh......
Date: 16 Apr 92 10:09:19 GMT
Organization: Glasgow University Computing Science Dept.

In article <1992Apr15.000601.2876@wvnvms.wvnet.edu>, un035300@wvnvms.wvnet.edu writes:
> Here is my FIRST posting of a warrior! Hunter has done ok on the
> -x hill floating between 5th and 10th. I don't really understand
> "exactly" what is does but it works and that's what is important!
> Any comments or suggestions are welcome!
> 
> Rob Shultz
> 
> ;redcode-x  verbose
> ;author Rob Shultz
> ;name Hunter 1.0
> ;strategy  hits warriors with a SPL and then hunts them down.
> 
> temp	DAT	#0
> target	DAT	#0
> bomb	DAT	#0
> start	
> stop	SPL	stop2
> bomb2	MOV	bomb,target
> stop2	JMP	bomb2
> 	SPL	imp
> 	DJN	killer,temp
> 	MOV	@start,@temp+611
> 	MOV	@start+1,@temp+611
> 	MOV	@start+2,@temp+611
> 	MOV	@start+3,@temp+611   ***
> 	MOV	@start+4,@temp+611
> 	JMP	start
> killer	SPL	stop,0
> 	JMP	start
> imp	MOV	imp,imp+1

eh, well, um, I don't know what it does either. It looks as if 2 processes will
just loop on "bomb2" and "stop2". In fact everywhere seems to lead to that loop
so no matter where execution starts, it will end up there very quickly with 
perhaps an imp running through memory. So I suppose its an imp with impstomp.
Incidentally, "@temp+611" will evaluate as "@(temp+611)" and "@start+1" will
evaluate as "@(start+1)".

e.g line marked *** will evaluate as 
        MOV    @-5, @600

So it won't copy part of itself forward which I reckon was the intention.
 
Hope this makes sense to you.

Campbell

---

Hi, I'm a .signature virus. Copy me to yours and then wipe all your files.

-- 
Campbell Fraser        \/ JANET   : fraserc@uk.ac.dcs.glasgow
Computing Science Dept /\ INTERNET: fraserc%dcs.glasgow.ac.uk@nsfnet-relay.ac.uk
Glasgow University     \/ USENET  : fraserc.glasgow.uucp
Glasgow G12 8QQ, U.K.  /\ PHONE   : A student with phone, you must be kidding.
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: KotH Corewar V2.2 Available
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Mon, 13 Apr 1992 01:28:37 GMT

   King of the Hill V2.2 is finally available.  This is the first version that
I would say has a "decent" user interface.  The V2.2 interface still has a few
rough edges, but at least the capability needed to easily test programs is
there.
   As usual, anybody who wants it can send me email.  Now you have a choice
between one 120K shar file or 3 40K shar files.  I think I'll probably upload
it to soda soon, too.
				-Bill (wms@iwarp.intel.com)
From: lindblad@cc.helsinki.fi
Newsgroups: rec.games.corewar
Subject: How to KotH???
Date: 15 Apr 92 16:34:33 GMT
Organization: University of Helsinki

How do I send my warriors to KotH?
Also, what's the core size used on KotH?

Thank's in advance.

--
Jarkko Lindblad
lindblad@cc.helsinki.fi
From: ajpierce@med.unc.edu (Andrew Pierce)
Newsgroups: rec.games.corewar
Subject: Synch 4
Date: 8 Apr 92 13:32:56 GMT
Organization: UNC-CH School of Medicine


   Synch 4 has survived more than 10 successful challenges on KotH.  Here
is the code.  I really like this one.  When it first appeared on KotH, the
Synch series went immediately to #1 and stayed there for about a week.
The highest score I saw reported was 978 or so, by Synch 3.  Synch 4 is
strategically almost identical to Synch 3, yet scored lower -- I take this
to be due to random statistical influences on battles on the hill.
   Synch 4 is an off-axis cmp scanner -- it compares locations to see if
they have been changed, but these locations are not coresize/2 apart so
that programs cannot use the "mirror defence" of having two identical
copies coresize/2 away from each other.
   Once an altered location has been found, Synch makes a decision:
Case 1:  the preceding instruction to the altered one has also been
altered:  In this case Synch 4 assumes it has found executing code and
bombs with spl 0, following with a clear routine.
Case 2:  the preceding instruction to the altered one has not been
altered:  In this case Synch 4 uses the same strategy which my program
"Stoopify" used and which I have learned the program "Hideout" also uses.
This is based on the idea that "lightning never strikes twice in the same
place".  When building a pattern bomber, it is not very efficient to
rebomb a location you have already hit (assuming non-motile programs) so
Synch 4 transfers a small bombing routine on top of one of the bombs it
has found.
   In some ways then, Synch 4 is somewhat parasitic:  it beats the
efficient pattern bombers but loses to "poorly designed" pattern bombers.
The hill though has lots of efficient bombers on it, such as Small 4,
which keep the programs that Synch 4 tends to lose to off the hill.
     -Andy
ajpierce@med.unc.edu

;redcode verbose
;name Synch 4
;author Andy Pierce  (ajpierce@med.unc.edu)
;strategy  cmp scan, spl bomb, clear core
;strategy  v2:  reduce footprint, convert losses to ties, better tactics
;strategy  v2a: convert ties to wins, marginally better strategy
;strategy  v3:  reduce footprint again, more extensive smear routine
;strategy  v4:  move scan off axis, minor tactics fix

start	cmp 2939,6988
	jmp hit,0
back	sub offset,start
	jmp start,0
hit	cmp @start,start-1
	jmp 2,0
	add flip,start
	slt #30,start
	jmp back,0
	mov bomb,@start
	cmp <start,start-1
	jmp smear,0
trans	add #5,start
	mov @push,<start
	djn -1,push
	jmp @start,0
smear	add #100,start
	mov bomb,<start
push	jmn -1,5
bomb	spl 0,0
	mov 2,<-1
	jmp -1,0
flip	dat #3951,#3951
offset	dat #49,#49
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: Re: dwarf optima
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Tue, 7 Apr 1992 03:44:32 GMT

On what constants are best to use when spacing your bombs...

I figure that putting two bombs nearby (for a Dwarf, that means 4 spaces apart)
is very bad, so I would always choose spacing constants that take a long, long
time before they put two bombs near each other.  Like Nandor, however, I don't
know how important this is for a bomber.
				-Bill (wms@iwarp.intel.com)
From: ian@inf.ethz.ch (Ian)
Newsgroups: rec.games.corewar
Subject: Re: Binary Subdivision bombing
Date: 14 Apr 92 10:20:57 GMT
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH)

In article <1992Apr12.233751.8607@mintaka.lcs.mit.edu> rjc@hal.gnu.ai.mit.edu (Ray) writes:
>
>   I have been experimenting lately with a bombing technique that I'd
>call binary subdivision. It works like this.

...

Wouldn't it have been easier to use a dwarf-like program that halved it's
bombing increment (from a look up) with each completed circuit of the core?
This would hit some locations twice (unless you added an offset as well)
but that's not necessarily a bad thing.
Newsgroups: rec.games.corewar
From: kwhyte@math.uchicago.edu (Kevin Whyte)
Subject: Re: Programs ...
Organization: Dept. of Mathematics, Univ. of Chicago
Distribution: rec.games.corewar
Date: Fri, 10 Apr 1992 16:10:38 GMT

In article <1992Apr8.121344.28243@informatik.uni-erlangen.de> snroettg@faui09.informatik.uni-erlangen.de (Stefan Roettger) writes:
>kwhyte@zarquon.uchicago.edu (Kevin Whyte) writes:
>
>
>>    I just ran a huge round robin between all the programs
>>I have (mine and other's).  There were 32 warriors, and each
>>pair fought three times.  The top five, in order, were:
>
>>   XTC
>>   Drone
>>   Kinch
>>   Mice (!!)
>>   Return of the Living Dead
>
>>Thought you all might be interested.
>Shure
>
>But which 32 programs, what coresize, etc?
>Could you please give some more detailed information?
>Would be very nice!
>   Steff
>
>--
>Stefan Roettger
>Student of Computer Science
>snroettg@cip.informatik.uni-erlangen.de
>Xerox your live! If you lose one it's better to have a copy!

 Chang1 Commando Cowboy Dime Droid Drone Dwarf Dwarf28 Ferret HeapIMP
 Killer LivingDead Mice Mortar MrNasty Paratrooper Pits-of-doom Quartet
 Raidar  Roll ScannerY Small2 X5 XTC fleas ghost kinch luck mice mortar
 myte pits-of-doom redbaron sargent seek-and-go-hide

Those are all the ones I didn't delete right after the tourney ;)
Those starting w/caps belong to other people, the lower case ones
are mine.  Conditions were as close to KotH as I could remember. Now,
each pair only fought 3 times, and the top 4 were all very close ...
that ordering is probably no more accurate than random.

  Anyway, I'm not sure I trust the compiler ...

Kevin
kwhyte@math.uchicago.edu
Newsgroups: rec.games.corewar
Subject: Re: dwarf optima
From: <ASMQK@ASUACAD.BITNET>
Date: Friday, 10 Apr 1992 19:05:26 MST
Organization: Arizona State University

I would be interested in that theory.
Dwarf tournament sounds great. How do you think it? Dwarfs against what?

Every a with big s(a) is relatively big, so you don't have to worry about
that is too small.

Nandor.
Newsgroups: rec.games.corewar
From: kwhyte@zarquon.uchicago.edu (Kevin Whyte)
Subject: Programs ...
Organization: Dept. of Mathematics, U. of Chicago
Date: Mon, 6 Apr 1992 21:34:22 GMT


    I just ran a huge round robin between all the programs
I have (mine and other's).  There were 32 warriors, and each
pair fought three times.  The top five, in order, were:

   XTC
   Drone
   Kinch
   Mice (!!)
   Return of the Living Dead

Thought you all might be interested.

Kevin
From: ez003207@hamlet.ucdavis.edu (Psycho-Dwarf Model #13000A24Fd)
Newsgroups: rec.games.corewar
Subject: KOTH
Summary: how do I get on?
Date: 11 Apr 92 01:29:46 GMT
Organization: Computing Services, UC Davis
Originator: ez003207@hamlet.ucdavis.edu

Could someone post a help file or point me in the right direction on how to
submit corewar files to the King of the Hill? I've been writing for about
a month and a half now, and I want to see if my programs will make it!
	Also -> whats the difference in :
	;redcode
	;redcore verbose
	;redcode -x
	;redcode -x verbose
	when I submit them?

	One more thing: It was mentioned that with ';redcode -x' you could use
this and that and then also your program couldn't change memory locations
more than 250 space away! Under such conditions, wouldn't a dwarf be useless
in a core 8000 big? thanks in advance
  
-- 
this is my .signature file
From: ASMQK@ASUACAD.BITNET
Newsgroups: rec.games.corewar
Subject: age top
Date: 15 Apr 92 20:31:17 GMT
Organization: Arizona State University

return of the living dead  102    alive
scissors 3.1                91
double pesticide            74
pesticide-x                 68
pesticide 1.2               35
shark 1.0                   34
synch 4                     33    alive
pied piper KOTH.1           32    alive

scissors 88                 29    alive

If you find any mistakes on the list please let me know.
Nandor   asmqk@asuacad.bitnet
Newsgroups: rec.games.corewar