HDTenEightyP/NetNews huggingface dataset:
From: kwhyte@math.uchicago.edu (Kevin Whyte)
Subject: Re: dwarf optima
Organization: Dept. of Mathematics, Univ. of Chicago
Date: Thu, 9 Apr 1992 22:35:08 GMT

>In article <57071@cup.portal.com> ScottNelson@cup.portal.com (Scott - Nelson) writes:
>-> 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>>

   Mostly I agree.  It is also important that the dist. be large compared
to the distance between the warriors (to avoid any "seeing them coming for
you" type programs).  Of course, with a distance of 228 the chance of such
a thing is small at best.  I once worked out the mathematics of filling
up core uniformly by bombing.  If people really care about such things I'll
dig it up.  Maybe I'll run a dwarf tourney and see how theory follows reality.
Yeah...sounds like fun. (Damn! I have to teach in 15 min.  Oh the agony ...
well patience is a virtue :)
  

Kevin
kwhyte@math.uchicago.edu
Organization: Arizona State University
Date: Monday, 6 Apr 1992 13:19:51 MST
From: <ASMQK@ASUACAD.BITNET>
Newsgroups: rec.games.corewar
Subject:    dwarf optima

=========================================================================
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.
Newsgroups: rec.games.corewar
From: jperry@oahu.cs.ucla.edu (John Perry)
Subject: Evolving Core Warriors
Originator: jperry@oahu.cs.ucla.edu
Keywords: genetic algorithms, Alife, binology
Organization: UCLA Computer Science Department
Date: Fri, 10 Apr 92 22:10:04 GMT

I mentioned in a previous post that I had used genetic algorithms to 
evolve Core Wars warriors which were in the 90 and 91 ICWS international
tournaments.  I subsequently got a deluge of requests of a description of
the code or the code itself, and I've been telling people that when I 
find the stuff in my archives I'll send them a copy.  Unfortunately, I 
neglected to save any email addresses.

   Well I found the term paper that describes the first phase of the 
experiment.  It was in Microsoft word (MAC) format, but I converted it to
ASCII and uploaded it to unix, and after a little cleanup its ready to 
send out.  If you're interested, send me email and I'll send you a copy.


I haven't found the code yet (it should be among my DOS archive disks, but
there are quite a few of them and I haven't dug it up yet.  When I find it
I'll post it to the group (it's shorter than the paper) and perhaps place a
copy in the Core Wars archive (is it still on soda?).  Also, I wrote a paper
on the later stages of the research in latex, but I haven't found that yet
either.  When I find other stuff, I'll let you know.


					John
				


-- 

A message from the Anybody But Bush campaign:
     Saddam Hussein still has a job.
     Do you?
Newsgroups: rec.games.corewar
From: dms@uno.vis.citri.EDU.AU (David Mcgregor SQUIRE)
Subject: Where's the FAQ?
Organization: Computer Science, University of Melbourne, Australia
Date: Fri, 17 Apr 1992 05:28:23 GMT

Hi. I just read this group for the first time. I know *nothing* about core
wars, but would like to learn. Where do I start?

												Squizz



-- 
| David McG. Squire (Squizz),           |  A physicist doing Computer Science. |
| Vision Group, CITRI, 723 Swanston St.,|  For a while. He claims.             |
| 723 Swanston St, Melbourne, AUSTRALIA.|       haven't sold my soul......     |
| Net:       dms@due.vis.citri.EDU.AU   |                 I've pawned it."     |
Newsgroups: rec.games.corewar
From: jonn@microsoft.com (Jon NEWMAN)
Subject: Re: about C2N863.RED + other fighters in hex...
Date: 09 Apr 92 06:45:49 GMT
Organization: Microsoft Corp.

In article DURHAM@ricevm1.rice.edu (Mark A. Durham) writes:
>
>Those fighters are MOB files (for MARS OBject file).  They are
>a format created by William R. Buckley for his Core War Colosseum
>programs, but supported by some other programs such as Jon Newman's
>Core! and THINK Software's CoreMaster (whose manual describes the
>format).

Sorry, Core! does not support MOB format.  Maybe next release?

At any rate, let me warn Core War programmers not to submit contest
entries in MOB or any other implementation-specific format.  The
1988 Core War standard specifies a standard text format understood
by all MARS simulators.  Contests in the future will not necessarily
be held using Core War Colosseum, so avoid local extensions and
use the generic format!

By the way:

The International Core War Society (ICWS) may be coming back on line
very soon!  When this happens, I will post information on ICWS
activities and membership to this newsgroup, and also email it to
the many people who have specifically asked me for more information.
Thank you all for your patience!

Jon Newman
-- 
jonn@microsoft.com    

This is not the official opinion of Microsoft Corporation.  Bill Rules!
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: KotH
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Sat, 11 Apr 1992 16:37:29 GMT

Sad news:
   Last night our system had all it's UIDs remapped (we're going to merge with
another area).  I took down all living processes as I was supposed to and
restarted them this morning.  Unfortunately, something seems to have gone
wrong, because it ate all programs waiting to run and produced a slew of
nonsense error messages.  I'll probably look into this later today, but for
the meantime, KotH is down.  If you want to submit programs, feel free, but
they won't run.
				-Bill (wms@iwarp.intel.com)
From: ScottNelson@cup.portal.com (Scott - Nelson)
Newsgroups: rec.games.corewar
Subject: Re: KotH Weekly Update
Date: Thu, 16 Apr 92 01:34:57 PDT
Organization: The Portal System (TM)

>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.
 
Somehow I think that statement came out wrong, (did you really mean that 
the programs that lost 30, won 0 and tied 410, were better than thoses that
lost 0, won 0, and tied 440?)  IMHO people are already doing their best to 
win, not tie, and if anything the score for a tie is too low, not too high.
|+-----------------------------------------------------------------------+|
Half a loaf is better than no bread.
<<<ScottNelson@cup.portal.com>>>
Newsgroups: rec.games.corewar
From: un035300@wvnvms.wvnet.edu
Newsgroups: rec.games.corewar
Subject: Hunter 1.0
Date: 15 Apr 92 05:04:47 GMT
Organization: West Virginia Network for Educational Telecomputing

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
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: KotH Changes
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Sun, 5 Apr 1992 19:54:27 GMT

OK, KotH news.

First, I've been getting tired of all these multiple versions of the same
program, so I've added a ";kill" option.  If a line like ";kill myprog"
appears in your listing, then the program "myprog" will be removed from the
hill.  In addition, anything called "myprog V1.0", "myprog 2.5",
or anything that has the string "myprog" in the title will be wiped out.
This means that if you keep submitting new version of myprog, you can just
leave ";kill myprog" in the file and it'll wipe out the previous version every
time a new one shows up.  PLEASE USE THIS.  Before wiping out other programs,
KotH will check to make sure the return addresses match - a pretty flimsy
protection scheme, but there you are.

The experimental hill had been sort of stagnating recently, and in general
I'd say it wasn't a lot more fun than the ICWS hill, so poof!  It's gone!
The final standing as the hill was destroyed:

  W/  L/  T                                     Name   Score     Age
219/145/ 76                         Double Pesticide     733      45
194/110/136               Death by Misadventure v1.0     718      14
223/179/ 38                       Dynamic Duo -x 2.0     707       7
202/176/ 62                          prime directive     668       3
204/187/ 49                       Dynamic Duo -x 2.2     661       4
195/178/ 67                                csapda -x     652       6
179/151/110                       color shark 1.1 -x     647       1
161/123/156                            Acid Rain 1.0     639       5
181/167/ 92                           living worm -x     635       2
129/ 71/240                          Bow-n-Arrow 2.5     627      16

   Using ";redcode-x" will now get you the following rules (for those who
use my KotH corewar):  "-all_modes -postinc -wdist 250"
In english:
   All addressing modes are allowed with each instruction
   Postincrement addressing (">") is allowed
   A program may NOT modify a memory location more than 250 instructions from
     itself.  For example, the instruction:
	mov	1000,250
     acts like it always does, but
	mov	1000,251
     does nothing.

Try it out!
				-Bill (wms@iwarp.intel.com)
From: ScottNelson@cup.portal.com (Scott - Nelson)
Newsgroups: rec.games.corewar
Subject: Moving the B-field to the A-field
Date: Fri, 17 Apr 92 00:51:05 PDT
Organization: The Portal System (TM)

    Here's a faster way to move the A-field to the B-field.
I think there is a way to eliminate the add #1, moveme but I
can not think of a way to do it.
 
;redcode
	slt	moveme, n4096
	sub	n4096,	moveme
	slt	moveme,	n2048
	sub	n2048,	moveme
	slt	moveme,	n1024
	sub	n1024,	moveme
	slt	moveme,	n512
	sub	n512,	moveme
	slt	moveme,	n256
	sub	n256,	moveme
	slt	moveme,	n128
	sub	n128,	moveme
	slt	moveme,	n64
	sub	n64,	moveme
	add	#1,	moveme
	sub	@moveme, moveme
;
; Ta da!
;
n4096	dat	#-4096,	#4096
n2048	dat	#-2048,	#2048
n1024	dat	#-1024,	#1024
n512	dat	#-512,	#512
n256	dat	#-256,	#256
n128	dat	#-128,	#128
n64	dat	#-64,	#64
;
;the value to move
;
moveme	dat	#0,	#2048+7
table	dat	#-0,	#1
	dat	#-1,	#2
	dat	#-2,	#3
	dat	#-3,	#4
	dat	#-4,	#5
	dat	#-5,	#6
	dat	#-6,	#7
	dat	#-7,	#8
	dat	#-8,	#9
	dat	#-9,	#10
	dat	#-10,	#11
	dat	#-11,	#12
	dat	#-12,	#13
	dat	#-13,	#14
	dat	#-14,	#15
	dat	#-15,	#16
	dat	#-16,	#17
	dat	#-17,	#18
	dat	#-18,	#19
	dat	#-19,	#20
	dat	#-20,	#21
	dat	#-21,	#22
	dat	#-22,	#23
	dat	#-23,	#24
	dat	#-24,	#25
	dat	#-25,	#26
	dat	#-26,	#27
	dat	#-27,	#28
	dat	#-28,	#29
	dat	#-29,	#30
	dat	#-30,	#31
	dat	#-31,	#32
	dat	#-32,	#33
	dat	#-33,	#34
	dat	#-34,	#35
	dat	#-35,	#36
	dat	#-36,	#37
	dat	#-37,	#38
	dat	#-38,	#39
	dat	#-39,	#40
	dat	#-40,	#41
	dat	#-41,	#42
	dat	#-42,	#43
	dat	#-43,	#44
	dat	#-44,	#45
	dat	#-45,	#46
	dat	#-46,	#47
	dat	#-47,	#48
	dat	#-48,	#49
	dat	#-49,	#50
	dat	#-50,	#51
	dat	#-51,	#52
	dat	#-52,	#53
	dat	#-53,	#54
	dat	#-54,	#55
	dat	#-55,	#56
	dat	#-56,	#57
	dat	#-57,	#58
	dat	#-58,	#59
	dat	#-59,	#60
	dat	#-60,	#61
	dat	#-61,	#62
	dat	#-62,	#63
	dat	#-63,	#64
	dat	#-64,	#65
 
;This is probably not the fastest, but it is the fastest I know of.
;|+--------------------------------------------------------------+|
;I had a really nice implementation of QuickSort, but this
;signature is too small to contain it.
;   <<<ScottNelson@cup.portal.com>>>
Newsgroups: rec.games.corewar
From: snroettg@faui09.informatik.uni-erlangen.de (Stefan Roettger)
Subject: Re: Programs ...
Organization: CSD., University of Erlangen, Germany
Distribution: rec.games.corewar
Date: Wed, 8 Apr 1992 12:13:44 GMT

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!
Newsgroups: rec.games.corewar
From: rscott@csws2.ic.sunysb.edu (Robert Scott)
Subject: Robot Wars
Keywords: Robotwars 
Organization: State University of New York at Stony Brook
Date: Thu, 9 Apr 1992 01:22:15 GMT


I remember reading about some people who were thinking about writing
some sort of Robot variation of core wars.  Whatever became of this?
If they are still interested in this, and are reading this newsgroup,
could they please leave me E-mail as I am very interested in this.

Thank you very much.
Ralph Scott

Newsgroups: rec.games.corewar
From: snroettg@faui09.informatik.uni-erlangen.de (Stefan Roettger)
Subject: Re: dwarf optima
Organization: CSD., University of Erlangen, Germany
Distribution: rec.games.corewar
Date: Wed, 8 Apr 1992 12:07:20 GMT

>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.

I've run some tests on this and it clearly comes to mind
that bombing core with a constant that has high s(a) values
is more efficient. I think this is due to the fact that the core
is bombed in a much more regular way. The best way I can think of
is to bomb into the middle of two previously bombed core locations
and high s(a) values produce something similar to this scheme.

With core size=8000 #3044 and #3364 have the biggest s(a)
value=17.11. The crux is that if one offset performs
good with core size=8000 it does not necessary perform well with
other core sizes. In fact I didn't find an offset that did equally
well with different core sizes.

Suggestions and comments welcome
   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!
Newsgroups: rec.games.corewar
From: wms@iwarp.intel.com (William Shubert)
Subject: Re: KotH
Organization: Intel iWarp, Beaverton, Oregon, USA
Date: Sat, 11 Apr 1992 20:40:36 GMT

OK, KotH is back up.
Please re-submit any program that was waiting to run.
				-Bill (wms@iwarp.intel.com)
Newsgroups: rec.games.corewar
From: DURHAM@ricevm1.rice.edu (Mark A. Durham)
Subject: VDT apologies
Organization: Rice University, Houston, TX
Date: Wed, 15 Apr 1992 19:03:46 GMT

For those of you following and/or participating in the Valentine's Day
Tournament of Programmers, I have to apologize for not having completed
the latest round yet.  In fact, I will not be able to post results
until sometime next week.  I thank you for your patience.

Mark A. Durham
MAD
From: wdunn@ecs.umass.edu
Newsgroups: rec.games.rogue
Subject: Executeables
Date: 6 Apr 92 20:36:42 GMT

Hy,
  could some one please point me in the direction of a rouge executeable, and
a larn executeable for the IBM-pc,
latta,
Haplo
From: rs7j+@andrew.cmu.edu (Robert Stock)
Newsgroups: rec.games.rogue
Subject: ularn objects
Date: 9 Apr 92 16:28:36 GMT
Article-I.D.: andrew.odt72oy00VogQIvkM7
Organization: Doctoral student, Physics, Carnegie Mellon, Pittsburgh, PA


Can anyone explain what the following larn/ularn artifacts do, and how
to use them?  I've only been able to make the following feeble
observations.

Hand of Fear--seems to make monsters back off
Slayer--seems about like a sword of slashing
Staff of Power--can be wielded, but weapon class is rather wimpy
Orb of Enlightenment--?
Orb of Dragonslaying--doesn't seem to kill dragons when I wield it
Amulet of ?--(I can't remember the full name)?
Elven Chain--is it rust resistant?

And how do you kill a Type VI demon?  In larn, they didn't give me too
much trouble, but in ularn I hit one with about 20 fireballs and it
didn't seem to mind; in fact I eventually got the message "the demon
throws your puny bolt back at you".

thanks
Bob Stock
rs7j+@andrew.cmu.edu
From: umage@mcl.mcl.ucsb.edu (1. lock the target)
Newsgroups: rec.games.rogue
Subject: We are coding a new Hack type game on the Amiga: Suggestions ?
Date: 10 Apr 92 11:22:28 GMT

Some friends and i, after putting in several man weeks of playing Hack
(Rogue for the Amiga, but really cool.  Ported by John Toebes back in '87
or so) have taken it upon ourselves to write a new hack type game for
said Amiga.  Actually, it will be a combination demo (euro-style demo for
those who know what that means) in the upper couple inches of display, and
then Adventure in the lower portions, and original music all around.
The game is going to be in 100% assembly, and will graphicly be kindof a 
cross between ultima 3 and hack. 
SO.
If you are interested in this (it will be PD) and would like to give us suggestions regarding Mechanics or would like to be notified when the game is ready
(Quite some time hence) then please US Mail a letter to:
neo hackerz
1824 Dorrit
Newbury park CA 91320
 
if US Mail is terribly inconvenient, i guess email is fine.
 
What we are looking for in the way of suggestions are not Plot stuff, but ratherlike what statistics would be good to have always displayed?  How do you feel
about permanent spell casting abilities? (as opposed to one time objects)
And any ideas you really wish had been implemented or not in Hack/Larn/Rogue.

 
Thanks and take care,
mage
From: ghost@ra.nrl.navy.mil (G. Host)
Newsgroups: rec.games.pbm,rec.games.frp,rec.arts.sf.written,rec.arts.comics
Subject: MYTH INC II PBEM openings: No Klahds needed :-)
Date: 10 Apr 92 17:27:17 GMT
Reply-To: ghost@ra.nrl.navy.mil (G. Host)
Followup-To: author
Organization: Naval Research Laboratory, Washington, DC


I run a loose MYTH pbem game (currently 10 players out of the original
16 are left) snd with summer on the way I am looking for a few more
players.

Mandatory qualifications:
1. Must have read AT LEAST 1 of the Myth books by Robert Asprin
   or the Myth Adventure comic series by Asprin & Foglio
2. Must be available during the summer - less than 1 month is left
   till summer so it makes less no sense to integrate someone into
   the game now who is gone in a month.
3. I must be able to reach you by E-mail - some sites I have not
   been able to reach unfortunately - so supply alternate accounts
   if you have them.
4. You must attempt to read your mail and reply once per week;
   I know people go on vacations and such.
5. I handle game mechanics - if you want to handle run our own game :-)

Would be nice:
1.  Have read the entire MYTH series since I drop clues from various
	parts of the series
2.  Log in enough to interact with the other players separately; often
	players will have conversations
3.  Be able to give options and asyncronous actions so I can integrate
	as needed.
4.  A sense of humor even a bad one is better than none

Scenerio:
You have been hired by the MYTH INC farm Team - MYTH INC II - and
are being sent on various assignments.  Current assignment should
be wrapped up within a month.

You need to supply me with a character appropriate to the genera
(obviously an apprentice, washout or other mythfit).

I need:
1.  A race - from the books only
	I have plenty of Klahds so other
	humanoid races (from the books) are encouraged:
	Imps, Pervert^H^H^Hects, Trolls & Trollops, Jahks, etc.
2. name
3. sex - male or female
4. age - young to old
5. appearance 
6. basic skills and abilities.
7. Personality.   various quirks and manerisms but it can be modified
   and enhanced later
8. The reason they are looking for a job with MYTH INC II,
9. How they got to Deva if not a Deveel (especially difficult with Klahds)

If I am overwelled with potential players I will pick the best
from what I have been offered.  I will post a closing date when
all the slots are filled.
-- 
Glenn Host - Senior Systems Analyst (ghost@ra.nrl.navy.mil)
NRL Code 5800, 4555 Overlook Ave.; Washington, DC 20375   (202) 767-2046
12307 Tigers Eye Court ; Reston, VA 22091                 (703) 620-1141
From: SASSVH@MVS.SAS.COM ("Stacy Hobson")
Newsgroups: rec.games.pbm
Subject: LEGENDS!
Date: 9 Apr 92 18:24:00 GMT


Hail Legends players...

I have just joined my first Legends game, Realm of the Immortals #7.
This seems to be the best pbm of its kind and looks like its going
to be alot of fun! I understand alot of Legends gamers comunicate on
Compuserve...but there are some of us who don't have access (at least
not yet) so I would like to set up a list of us for communicating
information. Tips, rule clarifications and legendary tales can be
shared! Just send me your netaddress and/or home address and I'll
distribute those (if you don't want your name or address on the list
but do want to recieve the info...specify that). I look forward to
hearing from you all!

Stacy Hobson (Greylin Shadowbrook)
sassvh@mvs.sas.com
3413 Laura Ashley Circle
Fuquay-Varina, NC 27526

Newsgroups: rec.games.pbm
From: johnjohn@cco.caltech.edu (John White)
Subject: DM - Need quick advice for a Waste
Originator: johnjohn@kanga
Organization: California Institute of Technology, Pasadena
Distribution: na
Date: Wed, 8 Apr 1992 20:55:27 GMT

So, I got the following rollup that I need to get out tomorrow, if possible!

9-10-13-12-14-5-7

This screams "Waste!" to me!  But I have a dilemma.  Which design?!

9-10-13-17-17-5-13

or

11-10-13-17-17-5-11

The first guy is limited to SC while the second guy can use QS, has better  
endurance, and a better damage rating.  However, the first guy starts out  
with about 6 more skills that the second from the deftness.  The second guy  
will probably win more.  WHAT SHOULD I DO?!?!?!?!?

--
John White
johnjohn@cco.caltech.edu
|===============================================================|
|                    Reasons to go to Caltech:                  |
|000)  Food?  Sleep?  Reading?  What?  Huh?                     |
|001)  I saw a woman.  Once.  I think.                          |
-- 
John White
johnjohn@cco.caltech.edu
|===============================================================|
|                    Reasons to go to Caltech:                  |