HDTenEightyP/NetNews huggingface dataset:
From: d91andiv@IDA.LiU.SE (Anders Ivner)
Newsgroups: rec.games.corewar
Subject: The IMProved imp.
Date: 14 Oct 92 17:41:22 GMT
Distribution: rec
Organization: CIS Dept, University of Linkoping, Sweden

As some of you have seen, my program "The IMPire strikes back" now
holds the first place on the KotH list in a firm grip. 170 pts gives
it an 18 pt margin to the 2nd place. (ok, so I needed to boast a bit :-)
And, yes it IS imp-based... I call it 'Cyclic imps'.
The following little example should give you an idea of what I mean:

;redcode
;name trident
;author Anders Ivner
;strategy Three imps are better than one :-)

start	mov	imp,		imp-2667
	spl	imp-2667
	spl	imp+2667
imp	mov	0,		2667
	end	start

(Note that 2667*3 = 8001)
The effect is a program that is only ONE instruction long, like the imp
AND it kills anything it runs into that has less than three processes.

Like this, however, it will only score something like 90-100 pts.
The secret is to put several layers of processes executing the same
instructions. Like this, the different "rings" support each other,
making it close to impossible to stop. It will recover completely
from any decrement hit, it may break loose from spl hits, and the
remaining rings will survive a dat hit undamaged.

The best setup I have found so far is using seven layers with nine
processes in each layer ( 9*889 also equals 8001 ):

;redcode
;name The IMPire strikes back
;author Anders Ivner
;strategy ...and 9*7 imps are even better...

start  spl   1
       spl   1
       spl   1
       spl   1
       spl   1
       mov   -1,  0

jpt    jmp   <jpt,   imp

       jmp   imp+889*8
       jmp   imp+889*7
       jmp   imp+889*6
       jmp   imp+889*5
       jmp   imp+889*4
       jmp   imp+889*3
       jmp   imp+889*2
       jmp   imp+889*1
       jmp   imp+889*0
       jmp   imp+889*8
       jmp   imp+889*7

;[ lots of similar lines deleted ]

       jmp   imp+889*6
       jmp   imp+889*5
       jmp   imp+889*4
       jmp   imp+889*3
       jmp   imp+889*2
       jmp   imp+889*1
       jmp   imp+889*0

imp    mov   0,   889

       end   start

With this many layers the number of losses is reduced to 10%.

Two weak spots can be noted:
-  There is a chance of being hit before the actual imp is started,
   which limits the nr of processes to use.
-  It can (in most cases) only tie replicators and self-splitting bombers,
   since they will pretty soon grow more than 63 processes.

Alright... Now *DON'T* flood the hill with warriors that are merely
permutations of this one! Like using eight layers with seven imps
in each layer, or three layers with 21 imps each.
However, feel free to use it in combination with other strategies.

Anders
(I hope this will encourage more discussions on different techniques
and strategies in this newsgroup...)
Newsgroups: rec.games.corewar
From: bas@phys.uva.nl (Bas de Bakker)
Subject: Re: Interested in Corewars but ClueLess
Organization: Institute for Theoretical Physics, Amsterdam, the Netherlands
Date: Tue, 13 Oct 1992 15:20:27 GMT

>>>>> On Mon, 12 Oct 1992 10:04:43 GMT, schei@ph.und.ac.za said:

s> I find the concept of Corewars very interesting and would love to
s> fiddle with a program of that nature. Can anyone point me in the
s> direction of where I can get a copy of the core corewars program?
s> And a FAQ (If it exists) as to how the rules can get implemeneted.

You should ftp to soda.berkeley.edu and browse in the /pub/corewar
directory. If you cannot ftp, the standard advice is to send email to
ftpmail@decwrl.dec.com with a message body of help, but the one time I
tried this it was very slooooooow. Nevertheless, if it's the only way...

Bas de Bakker.
Newsgroups: rec.games.corewar
From: bdthomse%peruvian.cs.utah.edu@cs.utah.edu (Brant Thomsen)
Subject: New Digests
Date: 16 Oct 92 11:28:34 MDT
Organization: University of Utah CS Dept

Are there any plans to make the more recent postings
to this newsgroup available on Soda?  I'd like to 
catch up on everything I missed during summer vacation.
----------------------------------------------------------------------
Brant D. Thomsen			Practice random acts of
bdthomse%peruvian@cs.utah.edu		kindness and senseless beauty.
(University of Utah)
From: schei@ph.und.ac.za
Newsgroups: rec.games.corewar
Subject: Interested in Corewars but ClueLess
Date: Mon, 12 Oct 1992 10:04:43 GMT
Organization: University Of Natal (Durban)
NNTP-Posting-Host: pc21.ph.und.ac.za
Summary: Help
Keywords: Help

Hello There,

I find the concept of Corewars very interesting and would love to fiddle 
with a program of that nature. Can anyone point me in the direction of where 
I can get a copy of the core corewars program? And a FAQ (If it exists) as 
to how the rules can get implemeneted.

Much Appreciated

-Carl.
From: wms@ssd.intel.com (William Shubert)
Subject: Re: WARNING :: Bug in CoreWarsDeluxe
Organization: Supercomputer Systems Division (SSD), Intel
Date: Tue, 13 Oct 1992 22:52:40 GMT

gt7804b@prism.gatech.EDU (Wayne Edward Sheppard) noticed:
>I have just found a bug in CoreWarsDeluxe for the PC.  It involves
>the MOV ADD and SUB commands when using predecrement in the B-field.
>Here's how I found it:
>
>        mov 2,<2
>        jmp -1
>        dat #1
>
>What happens is when CWD reads the A field, it goes ahead and grabs
>a copy of what it is going to move.  Then if the B field decrements
>that same instruction, the mov works as normal except that it uses
>the copy of the instruction that has not been decremented.

   This is not a bug.  The specification for corewar is very vague; it simply
states that the a-field is interpreted first, then the b-field.  However, it
does NOT say whether "interpreted" means that the address is calculated,
that the value is actually read in, or what.
   Both CoreWarsDeluxe and KotH use "in-register" evaluation; that is, when
the a-field is interpreted, the value is read into an internal register of
the MARS and stored.  Then the b-field is read in.  The result is calculated
and written back.
   I think I remember Mark Durham saying that the latest version of MADgic
corewar has a switch where you can select between "in-register" evaluation
(such as above) and "in-memory" evaluation (which you apparently expected to
see).
				-Bill (wms@iwarp.intel.com)
From: gt7804b@prism.gatech.EDU (Wayne Edward Sheppard)
Newsgroups: rec.games.corewar
Subject: Decrement Protection
Date: 8 Oct 92 12:26:10 GMT
Organization: Georgia Institute of Technology

Here is my program SNAKE.  All of my vampiric bombers kept taking
a beating from this new class of bombers that claim to bomb
the core at 150% of c.  But a decrement doesn't kill a program.
I designed all of the B-fields so that if any one is decremented,
the bombing routine keeps functioning.

I would really be interested in any other programs that use
this tactic.


;redcode verbose
;name SNAKE
;author WAYNE SHEPPARD
;strategy    PITBOMBER
;strategy    now with decrement protection                                   
;strategy    and extra redundancy         
         spl start                     ;hit here

start2   spl 0,pitbomb2    ;One of these three statments 
         mov @0,@pitbomb2  ;can be decremented and the 
         sub offset2,@-1   ;bombing goes on
         jmp -2
         dat #0,#0                     ;hit here
         
         dat #0,#0                     
pbdup2   jmp pit-3,3 ;duplicate pitbomb      
pitbomb2 jmp pit-2,2 
offset2  dat #-115,#115 ;If this is decremented, we are out of action
         dat #0,#0                     ;hit here

start    spl 0,pitbomb     ;making myself larger for scanners
         mov @0,@pitbomb   ;but helps against bombers
         sub offset,@-1
         jmp -2
         dat #0,#0                     ;hit here

offset   dat #115,#-115
         dat #0,#start2 ;duplicate bomb
bomb     dat #0,#start2
         dat #0,#0                     
         dat #0,#0                     ;hit here

pbdup    jmp pit+11,-11 ;duplicate pitbomb      
pitbomb  jmp pit+12,-12                     
pit      mov @0,<bomb   ;Even pit is protected decrement             
         spl -1  ;NOT spl 0
         jmp pit                       ;hit here
                                       

                                       
-- 
Wayne Edward Sheppard
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt7804b
Internet: gt7804b@prism.gatech.edu
From: durham@cup.portal.com (Mark Allen Durham)
Newsgroups: rec.games.corewar
Subject: TCWN
Date: Thu,  8 Oct 92 21:12:21 PDT
Organization: The Portal System (TM)
Distribution: world

The Summer 1992 edition of The Core War Newsletter has been restored on
soda.berkeley.edu.  Honest!  Thanks to those who pointed out the previous
file was of zero length.  It's not my fault.  Honest!

Mark (Honest!) A. Durham
MAD
durham@cup.portal.com
From: hendric@shadow.ksu.ksu.edu (Richard Hendricks)
Newsgroups: rec.games.rogue
Subject: Myth?
Date: 13 Oct 1992 19:06:00 -0500
Organization: Kansas State University
NNTP-Posting-Host: shadow.ksu.ksu.edu
Summary: Any operating Myth Servers? and client locations?
Keywords: myth server and client?

We are looking for any operational myth servers and where we can find clients.
We have used xarchie, but all the versions we get have 'anacronism' errors.
Our local C and C++ gurus say this is because the code is old.  *sigh*
Any help?  Send responses to:
-richard hendricks
hendric@matt.ksu.ksu.edu

p.s. we are using sunOS 4.0.3, and cc v3.0.
Thanks!
From: oliversh@memstvx1.memst.edu
Newsgroups: rec.games.rogue
Subject: RE: RE: SAVE GAME SPARKY!
Date: 8 Oct 92 03:37:18 GMT
Organization: Memphis State University

TO THOSE OF YOU TRYING TO MODIFY THE SAVE.FILE:
	WE HERE AT MEMPHIS STATE HAVE TRIED TO MODIFY ALMOST EVERY PART OF THIS
GAME TO NO AVAIL. IT JUST SEEMS TO MESS UP AND RUIN THE GAME TO THE POINT WHERE
COMMANDS ARE BEING IGNORED OR MISINTERPRETED. I DON'T KNOW IF THIS IS ANY HELP
TO ANYONE, BUT JUST TRYING TO SAVE YOU FROM SOME AGONY OF RUINING YOUR GAME
COPY. BY THE WAY, WE DID KNOW THAT YOU CAN ATTACK DIAGONALLY.

			SUSAN O.
From: psalzman@sfsuvax1.sfsu.edu (Peter Salzman)
Newsgroups: rec.games.rogue
Subject: Re: save game
Date: 10 Oct 92 01:23:57 GMT
Organization: California State University, Sacramento



Sparky, I don't wish to make you feel bad, but reposting my entire
message just to tell the rest of the world you knew about diagonal
attacks is pretty lame.  In the future, if you're going to followup my
post, please don't include the text unless it's pertinant.


-peter
From: Sparky
Newsgroups: rec.games.rogue
Subject: Re: save game
Date: 7 Oct 92 17:15:48 GMT
Organization: None Worth Mentioning

In article <1992Oct3.215817.28806@csus.edu> psalzman@sfsuvax1.sfsu.edu (Peter
Salzman) writes:
>I asked this question a while ago, but I'm going to give it a go, since
>I didn't get a very good response.
>
>1) Is the save game file somehow crypted to stop people from modifying
>     it?
>
>2) If so, how is it accomplished?
>
>Please no half-ass answers.  If you don't know, don't post; people seem
>to be prone to talking about stuff they really know nothing about.
>(Socrates would be *VERY* mad at you!!)
>
>one last note:  I got source for rogue on a vax ultrix (which is the
>system in question), and looked at save.c.  Apparently, the author wrote
>his own I/O routines, but these weren't included in the source.  If
>someone with a copy of the I/O routine source code could mail it to me,
>I'd be appreciative.
>
>ps- did anyone know you can attack diagonally?
>
>
>
>-peter
>
>lod!
>
>

Yes, I knew you could attack diagonally.

--Sparky
From: kjp@.ic.ac.uk (Mr K.J. Pankhurst)
Subject: test
Organization: Imperial College
Date: Thu, 8 Oct 92 15:22:29 BST

test
Newsgroups: rec.games.pbm
From: ddo@wmod2000.larc.nasa.gov (Dale Ohmann)
Subject: Alamaze by Pegasus Productions
Organization: NASA Langley Research Center, Hampton, VA USA
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 8 Oct 1992 19:47:45 GMT

Hello pbm'ers:

	I've been playing a game called Alamaze for about a year now.
I was wondering if any of you are familiar with it, what your opinions are,
and if you have any good strategies for it.

	This is a PBM game with 15 players, either individuals or in teams
of 3.  You play a specific race (ie: Elven, Dwarven, Barbarian, Giant, etc.).
The object is to control the world through conquest of cities, towns, and 
villages contained in 10 regions.  This is more of a strategy game than
a fantasy role-playing game.  

	Write to Pegasus Productions, P.O.Box 248, Waynesville, NC 28786
for more info.

Daring Dale Douglas
--
From: kirby@pyramid.unr.edu (Stephen Kirby)
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Need some help!
Date: 10 Oct 92 08:09:10 GMT
Reply-To: kirby@pyramid.unr.edu (Stephen Kirby)
Distribution: na
Organization: University of Nevada, Reno  Department of Computer Science

In article <1afrv1INNaut@gap.caltech.edu> johnjohn@cco.caltech.edu (John White) writes:
>In article <4552@equinox.unr.edu> kirby@pyramid.unr.edu (Stephen Kirby)  
>writes:
>>now a 7 and 18. It has taken my about 5 turns to figure out how to
>>run the various styles and I'm still getting hosed.  I *DID* make a

>I'm really impressed!  I've been in for almost 40 turns, now, and I STILL  
>don't know how to run all the styles!
>;-)

	When I say 'run' I mean not getting wild attacks all the time. :)

Flyn
 
Is INTELLIGENT
-- very agressive and clever fighting style
-- does a lot of little things well
-- makes very clever attacks
-- rarely makes mistakes
-- is always thinking ahead
-- plans every move she makes, seldom wasting effort
VERY QUICK and ACTIVE fighter
can take A LOT of DAMAGE
CANNOT carry a LOT of WEIGHT
INCREDIBLY QUICK and ELUSIVE
-- makeing even dangerous opponents look harmless
 
 9-16-7-15-15-9-13

She is 0-1 having fought a 4-1 PS with 29 recognition.

>Not bad.  What style, though?  I must admit that I've never run a warrior  

Ooops! She is a Parry-Lunger

Could you (or anyone else) get more specific on the effects of comments.
Are they just additional modifiers to various skills? I guess they aren't
exactly meaningless. Do they relate to how skilled the character is in
various areas (attack, def., init., etc.)?

>who actually had 6 wit comments.  You'll have to let me know how she does.

My pleasure.

I could still use the advice. :]


I also have another question. About 3 turns ago(?) there was an ad in the
newsletter about a book explaining the intracacies (sp?) of Duelmasters
for $20. I was wondering if anyone had gotten the book and what they
thought of it. I have been considering getting it since it would help
the learning curve. I also wonder, though, if it will take some of the
fun away...

Steve
From: johnjohn@cco.caltech.edu (John Carlos White)
Newsgroups: rec.games.pbm
Subject: Re: DM: FTF results
Date: 7 Oct 1992 05:04:39 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: sandman.caltech.edu

crip@eebbs.isis.org (Garth Werner) writes:


>> got his invite on his twentieth fight.) With the new tourney
>> eligibility rules, he'll be fighting Champs again at the Mail-in, so
>> you'se guys better watch out.

>        I haven't seen anything on the forthcoming tournament, but I 
>assume others out there have.  What is this about new eligibility rules?

I was wondering about this myself.  The rules seem to say that as long as
your warrior hasn't actually FOUGHT in AD yet, despite getting the invite,
he's still eligible to fight in the Champs...  It's not really clear on that,
though, so don't screw yourself over something I said.  I'll try to get the
direct quote by tomorrow...

>        Does anyone remember the last tourney of the dead?  I know I got 
>one character back, but I would like to know how the classes were 
>grouped.  Was it Divided into App, Init, Adept, Champ, or was that when 
>it was just Init, Adept Champ.  I've got a warrior who, if it fought as a 
>Dead Apprentice last time, I'll ignore, but if it fought as a dead 
>initiate, I'll fight as a dead initiate again.

Hmmm.  The bottom ... I want to say three, ... classes are the same for the
TOD.  I assume that's because warriors who die in the regular tourney can fight
and shouldn't fight as, say, rookies, again.  So, no Rookies, Novices, or Inits
I guess.  Everyone's an apprentice.

John White
-minus my sig, I think
-- 
John White
johnjohn@cco.caltech.edu
|===============================================================|
|                          What the HELL?!                      |
Newsgroups: rec.games.pbm
From: cman044@chpc.utexas.edu (Eva Simmons)
Subject: Re: Out Time Days?
Organization: The University of Texas System - CHPC
Date: Thu, 8 Oct 92 01:20:10 GMT

In article <1992Sep30.192955.10085@cbnewsl.cb.att.com> ry@cbnewsl.cb.att.com (ryerson.schwark) writes:
>
>I play Enforcer Sharrow of the Black Guard, and Meara Mirago, a significant
>player in the FREGA is also on line.  I know of many more accessible by
>email.  What are you interested in?
>
>Ry Schwark
>ry@usl.com
>

   So how do you join up in these e-mail games?  I just found out
about the Diplomacy-type games.  Thanks for any information.

				Eva -- cman044@hermes.chpc.utexas.edu
From: picasso@bass.bu.edu (David Ondzes)
Newsgroups: rec.games.pbm
Subject: Re: Duelmasters: Need help with first roll-ups.
Date: 15 Oct 92 19:03:29 GMT
	<1bcvuqINNa7d@gap.caltech.edu>,<1992Oct13.220117.3429@rdii.com>
	<009621FB.42E7E500@abby.chem.ucla.edu>
Organization: Wizard on Oz
In-reply-to: ben@abby.chem.ucla.edu's message of 15 Oct 92 14:15:54 GMT


>   Uhhh... I don't have time now, ask about a specific warrior, andy someone will
>   probably answer.  In general, for offensives, the 1st minute is by far the most
>   important.  Lungers should run 10-10-KD(6-10)-L, Strikers, Decise, Slashers
>   10-10, or 10-8, either Decise or no tactic.  DON'T USE THE SLASH TACTIC IN THE
>   1ST MINUTE, UNLESS YOU'RE CHALLENGEING A WS OR A TP.  (reason: It's too
>   slow...)

>   Have, fun,
>   Ben Hitz
>   (Arenas 53,63 and on occasion 18)
>
>   hitz@cuhhca.hhmi.columbia.edu

	Never use tyhe decise tactic with a slasher, it really messes
them up.


------------------------------------------------------------------------
|       ***      ***       | My Pride and Joy:                         |
|      ***      ***        | 	Max 5-148 of Skull Smasher in Kaltos   |
|     ***      ***         |    record: 114-52-2  (1 of my original 5) |
|    ***  **  ***          |                                           |
|   ***  **  ***           | Motto:          Perfect Warrior:          |
|  ***  **  ***            |   Slash 'Em Up    9-3-4-17-17-17-17 SL    |
| ************             |                                           | 
|************ izard of Oz  | picasso@bass.bu.edu                       |
------------------------------------------------------------------------
| Active Arenas: 5,18,33,35,58,100,102                                 |
| coming soon to arena near you !                                      | 
------------------------------------------------------------------------
From: jblonon@midway.ecn.uoknor.edu (Jason B Lonon)
Newsgroups: rec.games.pbm
Subject: i don't understand
Summary: why all this trouble?
Keywords: mud
Date: 15 Oct 92 19:21:43 GMT
Article-I.D.: constell.1992Oct15.192143.14095
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK, USA


I'm sure I am missing the point.. but my question is why go to all this
trouble for a PBM game through internet, when there are literally 100's
of MUDS scattered throughout the net. I mean a MUD is free, and its
quicker than PBM (its real time folks)
I can understand how the fun might be in creating the game, but if thats the
case create your own MUD.. I did.
From: Henri_Hayim_Farhi@cup.portal.com
Newsgroups: rec.games.pbm
Subject: Re: Legends Help needed!
Date: Thu,  8 Oct 92 09:02:33 PDT
Organization: The Portal System (TM)

There are some additional tricks. You should not spend starting points on
ranger or knight. If you are a mage type, summoned monsters can be used to
teach those skills to you. For example, Borabar knows ranger. Do remember
that if you pick something like summoner, you will be desperate for silver
leaf all game long... (although, you can count on starting the game with
one silverleaf). Typically, I start my parties with max PC for everyone,
max arcane and use the rest of the points on strength and dexterity. With
a mercenary party, you might find it useful to have one of your A characters
start out with nothing buy spy and stealth capabilities, teach him ranger
later. He can go around and get scouting information and spy out lairs and
stuff. (in one game I have a A character who is spy\stealth\ranger and 
another who is thief\stealth\ranger -- one spies, the other one steals and
I get a lot of mapping information and pick a lot of magic weeds and make

potions...
Henri
From: Eric_S_Klien@cup.portal.com
Newsgroups: rec.games.pbm,rec.games.board
Subject: Diplomacy opening - WIN92 game
Date: Tue,  6 Oct 92 22:54:48 PDT
Organization: The Portal System (TM)
Distribution: world

**********************************************************************
I NEED A WIN92 PLAYER!  I NEED A WIN92 PLAYER!  I NEED A WIN92 PLAYER!
**********************************************************************
 
I need a player who has either won a Diplomacy game or been in a two
way draw to enter the WIN92 game that I am ready to launch.  Please
send me e-mail if you would like to play.
 
                                                            Eric Klien
From: v058kb3k@ubvmsb.cc.buffalo.edu (Michael H Cole)
Newsgroups: rec.games.pbm
Subject: TACTICUS clarifications
Keywords: Why? because we like you! M O U S E
Date: 7 Oct 92 17:21:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

Just to clear up a couple of questions about TACTICUS armies.

Heavy, Light, and Skirmish designations refer to formation density of 
troops.

Heavy means extremely close formation (shoulder to shoulder infantry, thigh
to thigh cavalry). Light means looser formation, and Skirmishers are
completely dispersed, but hang in a loose group.

ALL TROOPS HAVE HAND WEAPONS IN ADDITION TO SPECIAL WEAPONS LISTED. Honestly,
you don't think we'd be so cruel as to send them into battle with just 
Javelins did you?

All troops are considered to have either a mace, sword or axe.

More to follow, keep your eyes peeled.

Mike (Imperator)
Newsgroups: rec.games.pbm
From: n36ia@pnet16.cts.com (Et3 Francis)
Subject: Looking to join a PBEM Role-playing game
Organization: People-Net [pnet16], NCTAMS EASTPAC
Date: Sat, 10 Oct 1992 06:56:04 GMT

I was just transfered out here to Hawaii and unfortunately can't find a good
game to join since moving. I have been reading about the PBEM games for a
while and am wondering if there are any openings in any of them for me to
join.
                        Thanks in advance,
                                Brian

TOP SECRET .sig (sorry you don't have the clearance neccessary to see it)

UUCP: humu!nctams1!pnet16!n36ia
ARPA: humu!nctams1!pnet16!n36ia@nosc.mil
INET: n36ia@pnet16.cts.com
Newsgroups: rec.games.pbm
From: mcsdc1ts@dct.ac.uk
Newsgroups: rec.games.pbm
Subject: BSE
Date: 14 Oct 92 17:36:33 GMT
Organization: Dundee Institute of Technology




	Come On BSE players Write in


H.H.H.H.
Newsgroups: rec.games.pbm