HDTenEightyP/NetNews huggingface dataset:
From: maniac@unlv.edu (Eric J. Schwertfeger)
Subject: Re: How do you guys write x-warriors?
Organization: Too many
Date: Tue, 18 Aug 92 16:57:37 GMT

Well, part of the fall of Spider, AND the success of Odin, is because those
are the only two opponents on the hill that I have source for.  I can optimize
to beat Spider, or to beat Odin, and it would seem that optimizing to beat 
Spider's downward moving core clear leaves you in a better position against
the rest of the hill than optimizing to beat Odin's upward moving core clear.

In case you didn't notice, there were versions of Loki that did quite well
against Odin (interesting, that), but the final versions didn't do as well.
That's because overall, things went better for other versions.

Another reason for Spider's fall is that all my serious programs beat Spider 
because of the decoy I use.  This decoy was posted to the net, and will
be included in an upcoming tutorial I plan on posting soon, but just
for those of you who missed it, here is the bulk of it.

DSTEP	EQU 	(100)	; 100 will collide with Spider, but 200 does better
DLAUNCH	SPL	1	; for some programs.
	MOV	<DJUMP, <DCALL
DJUMP	JMN	@0, #DSTEP+1
DCALL	DAT	0, 0

For those of you that missed the first discussion on this, this little sucker
will go through core at 4 cycles per jump, 80 jumps in this case, dieing if
it hits the opponent or loops back onto itself.  As stated, using a value
of 100 will definitely collide with a large program (Spider), inflicting
damage, but that is not necessarily better, since that leaves you without
decoys on one side of spider.  It all depends on how well your program does
against Spider's core clear.

BTW, I'd like to thank whoever posted that decoy.  Prior to that, my best used
6 cycles per jump, and I had to kill it myself.  I lost the original article,
but I *THINK* it was Kurt vonRoeshlaub (Patriot and Scud).
-- 
Eric J. Schwertfeger, maniac@jimi.cs.unlv.edu
Newsgroups: rec.games.corewar
From: kv07@IASTATE.EDU (Warren Vonroeschlaub)
Subject: Re: How do you guys write x-warriors?
Reply-To: kv07@IASTATE.EDU (Warren Vonroeschlaub)
Organization: Ministry of Silly Walks
Date: Mon, 17 Aug 1992 17:46:10 GMT

In article <1992Aug17.152019.26740@microsoft.com>, t-jcisek@microsoft.com
(Julius Cisek) writes:
> How do you x-hill coders develop your warriors?  If you looked at the four
> x-hill warriors I've posted, none of them use anything unusual.  No weird
> opcode-operand mode combinations, no post-increment, etc.  This is mainly
> because I do not have the software to test these things.  I also do not
> have the patience to submit programs that have not been tested.  Stefan's
> CoreWar Pro does a lot of the things I'd need but it runs VERY slowly on
> my 386/20 (especially once a couple of spl 0 traps get sprung).  My Amiga
> at home runs MARS, but that doesn't have any of the unusual instructions
> or modes.

  The x-hill warriors I put up use no special commands at all.  The only special
considerations my programs take into account are the 250 write barrier. 
(Patriot would probably even do well on the regular hill.  Hmm, any objections
to my trying it out?)

  Of course, all my programs have the same system of operation, jump forward,
squash anything within reach.  I suppose that only a handful, if any, x-hill
warriors do anything different.

 |  __L__   *******************************
-|-  ___    * Warren Kurt vonRoeschlaub   *
 |  | O |   * kv07@iastate.edu            *
 |/ `---'   * Iowa State University       *
/|   ___    * Math Department             *
 |  |___|   * 400 Carver Hall             *
 |  |___|   * Ames, IA  50011             *
 J  _____   *******************************
From: nexus@ylum.cgd.ucar.edu (Jeff Berry)
Newsgroups: rec.games.corewar
Subject: Warrior archives?
Date: 20 Aug 92 17:36:07 GMT
Organization: Climate and Global Dynamics Division/NCAR, Boulder, CO



Hey there, I have only been doing this a short while, and have just recently
set up koth on my system to test and debug programs.  What I am looking for 
now are examples of code to test against - preferably high ranked warriors
on current and/or recent hills (especially the x-hill).

	I know, some of the warriors are posted, but I neglected to grab
them when they were posted, and now they are gone.  So, if anyone has
some that they would like to share so I can figure out how to kill them,
I would be greatly appreciative.

	Email is probably best. Thanks.


badger                                      Don Alexandre Lerot d'Avigne
Jeff Berry                                  Seneschal of Caer Galen, Outlands
               nexus@ncar.ucar.edu
NCAR doesn't tell me what to think, and I return the favor.
"You're a notch and I'm a legend"-------Alice Cooper
"You're still doing the things that I gave up years ago.."-----Lou Reed
Newsgroups: rec.games.corewar
Subject: Re: newbie Q, what and where please 
From: cole_d@kosmos.wcc.govt.nz
Date: Fri, 21 Aug 1992 01:34:10 GMT
Reply-To: cole_d@kosmos.wcc.govt.nz
Organization: Wellington City Council, Wgtn, NZ

In article <1992Aug20.141521.28429@bnr.ca>, jjhayes@nbrwh75.bnr.ca (Jeff Hayes) writes:
>i heard about corewars somewhere a long while back, and i have
>played a PC game where you had to write pascal code to operate
>a robot - very simple-minded.
>
>so the newbie's q is : what is corewars, and if code is involved
>and a program to run it (?) where do i get it?
>or if there is a FAQ can someone mail it to me please?
>
>-- 
>
>jeff hayes                      ESN 333-3894   phone (416) 452-3894
>jjhayes@x400gate.bnr.ca         Northern Telecom, Prod Tech, Bramalea Ont

Are you on an IBM computer as I have the file in question.
Where would you like me to send it (and how do I upload to an FTP site?)
From: mperry@waikato.ac.nz
Newsgroups: rec.games.corewar
Subject: Re: Warrior archives?
Date: 21 Aug 92 12:36:45 +1200
Organization: University of Waikato, Hamilton, New Zealand

In article <1992Aug20.173607.27176@ncar.ucar.edu>, nexus@ylum.cgd.ucar.edu (Jeff Berry) writes:
> 
> 
> Hey there, I have only been doing this a short while, and have just recently
> set up koth on my system to test and debug programs.  What I am looking for 
> now are examples of code to test against - preferably high ranked warriors
> on current and/or recent hills (especially the x-hill).
> 
> 	I know, some of the warriors are posted, but I neglected to grab
> them when they were posted, and now they are gone.  So, if anyone has
> some that they would like to share so I can figure out how to kill them,
> I would be greatly appreciative.
> 
> 	Email is probably best. Thanks.
I also would like some copies of the warriors, I don't have net access but can
recieve email (and read news). If anyone has the latest copy of red code as 
I only have the code from the published scientific america in '88.

Email to mperry@waikato.ac.nz 

      or jsaggers@waikato.ac.nz
         ^^^^^^^^
         The person who actually wants the code.
Newsgroups: rec.games.corewar
From: maniac@taj.cs.unlv.edu (Eric J. Schwertfeger)
Subject: X-Hill talk
Reply-To: maniac@taj.cs.unlv.edu (Eric J. Schwertfeger)
Organization: UNLV Computer Science and Electrical Engineering
Date: Thu, 13 Aug 92 01:11:33 GMT

Just for the record, I'm not the originator of the idea of
restarting a failed core clear.  The first time I saw it used
was in Spider 2.1  I am, however, a proponent of its use.
Out of the top 3 programs on the X-Hill right now, all three
of them use the repeating core-clear idea.  Two of them
were lower on the hill prior to trying this tactic.

After watching several X-hill battles, I noticed that there 
are quite a few times when complex programs both go into
core-clear mode at the same time.  I was very specific with
Loki's core clear in wanting something that ran faster than
Spider's (2.0's, since it was all I had to compare against)
core clear.  Several times I saw Loki win by having its core
clear overtake spiders.


-- 
Eric J. Schwertfeger, maniac@jimi.cs.unlv.edu
Newsgroups: rec.games.corewar
From: hastings-matthew@CS.YALE.EDU (Matthew Hastings)
Subject: e-mail addr.
Organization: Yale University Computer Science Dept., New Haven, CT 06520-2158
Date: Thu, 13 Aug 1992 14:47:55 GMT

Got e-mail from keithf about article in this newsgroup.  No good return
address so can't reply-keith send me an OK return address and Ill get
back to you.
From: amundsen@molbio.cbs.umn.edu (Craig Amundsen)
Newsgroups: rec.games.corewar
Subject: FAQ File?
Date: 19 Aug 92 18:56:30 GMT
Article-I.D.: news2.1992Aug19.185630.26585
Distribution: usa
Organization: College of Biological Sciences, U of MN


I've been looking at this newsgroup for a while and I've never seen a FAQ
file. Does one exist? I am interested in trying to write a CoreWarrior
but I haven't any idea how to begin. Could someone please tell me where to
look for information appropriate for beginners?

Thanks B-)

-- 
                  Craig Amundsen (amundsen@molbio.cbs.umn.edu)


                           <Insert Standard Disclaimer>
Newsgroups: rec.games.corewar
From: jjhayes@nbrwh75.bnr.ca (Jeff Hayes)
Subject: newbie Q, what and where please 
Reply-To: jjhayes@x400gate.bnr.ca
Organization: Northern Telecom Public Switching, Bramalea Product Tech. S908
Date: Thu, 20 Aug 1992 14:15:21 GMT

i heard about corewars somewhere a long while back, and i have
played a PC game where you had to write pascal code to operate
a robot - very simple-minded.

so the newbie's q is : what is corewars, and if code is involved
and a program to run it (?) where do i get it?
or if there is a FAQ can someone mail it to me please?

-- 

jeff hayes                      ESN 333-3894   phone (416) 452-3894
jjhayes@x400gate.bnr.ca         Northern Telecom, Prod Tech, Bramalea Ont
Newsgroups: rec.games.corewar
From: t-jcisek@microsoft.com (Julius Cisek)
Subject: How do you guys write x-warriors?
Date: 17 Aug 92 15:20:19 GMT
Organization: Microsoft Corporation



Exciting things are happening on the Schwertfeger-hill, I mean the
x-hill :) :) :)  In just a few days we have seen Spider (which seemed
locked in the number one position for so long that I didn't even consider
it when looking at the rankings assuming that it would be there...) fall
dramatically in the standings.  I am REALLY amazed that my warrior Odin
is STILL up there.  It is probably the simplest program on the hill.
Basically it is a copy routine with spl 0's on one side and dats on the
other...  Anyways, the point of this post:

How do you x-hill coders develop your warriors?  If you looked at the four
x-hill warriors I've posted, none of them use anything unusual.  No weird
opcode-operand mode combinations, no post-increment, etc.  This is mainly
because I do not have the software to test these things.  I also do not
have the patience to submit programs that have not been tested.  Stefan's
CoreWar Pro does a lot of the things I'd need but it runs VERY slowly on
my 386/20 (especially once a couple of spl 0 traps get sprung).  My Amiga
at home runs MARS, but that doesn't have any of the unusual instructions
or modes.

								Jules
-- 
Julius Andrew Cisek                ,_,
t-jcisek@microsoft.com   "Joy!"   /oo \  _.-.   "Quiet, you bloated
One Microsoft Way     //          <>__| /- O O       idiot!"
Redmond, WA 98052   \X/           |  U|    \|
Newsgroups: rec.games.corewar
From: maniac@unlv.edu (Eric J. Schwertfeger)
Subject: Fun And Profit on the X-Hill
Organization: Too many
Date: Sat, 22 Aug 92 22:32:50 GMT

O.K., so there's not much profit on the Koth experimental hill, but
there's quite a bit of fun there.  I'm surprised that there isn't
more activity on the hill.  The X-hill isn't as hard to make as
regular hill.  You don't see many four line programs on the X-hill,
because the idea is more important than being a very small target.

I'd like to convince more people to look at the X-hill, because
development there is rather slow. Currently, a new program, as
opposed to a new version, only appears once a week or so.  I hope
my upcoming article generates more interest in the X-hill.

First of all, I'm not the ultimate X-hill guru, so don't take
everything I say as gospel.  I know what works for me, and it works
well, since at the time of this writing I have three of the top
four programs on the X-Hill.  However, I've only been working with
the X-hill for two months, so there are things I don't know.

The environment of the X-hill has encouraged quite a few different
ideas and tactics.  Programs will launch subprograms, relocate
themselves, or watch for programs coming in their direction, to get
out of the way.

Developing code for the X-Hill isn't difficult.  With one
constraint, regular redcode interpreters will run code capable of
running on the X-hill.  The instruction differences are minor, and
the source to the Koth interpreter is available, if you have access
to an X windows server and 200-400K of file space for the
executable.  I recommend that if you develop code on a non-Koth
interpreter,  final test on something that will enforce the write
limit.

NOTE:  There has been considerable change on the X-Hill since I
started writing this article.  There are many new entries on the
hill, and interest seems to be greater than before. 
-- 
Eric J. Schwertfeger, maniac@jimi.cs.unlv.edu
Newsgroups: rec.games.corewar
From: kv07@IASTATE.EDU (Warren Vonroeschlaub)
Subject: Re: How do you guys write x-warriors?
Reply-To: kv07@IASTATE.EDU (Warren Vonroeschlaub)
Organization: Ministry of Silly Walks
Date: Tue, 18 Aug 1992 21:07:52 GMT

In article <1992Aug18.165737.450@unlv.edu>, maniac@unlv.edu (Eric J.
Schwertfeger) writes:
> BTW, I'd like to thank whoever posted that decoy.  Prior to that, my best
used
> 6 cycles per jump, and I had to kill it myself.  I lost the original article,
> but I *THINK* it was Kurt vonRoeshlaub (Patriot and Scud).

  Yep, and ImpDwarf Gun (my system here is really annoying and insists on
calling me Warren, anybody know how to fix that?)

  Both Scud and Patriot use these guys as missiles in an attempt to hit the
attacking programs.  Patriot uses an indestructable decoy that works in 9
cycles.  It's a simple modification left as an exercise to the reader.

 |  __L__   *******************************
-|-  ___    * Warren Kurt vonRoeschlaub   *
 |  | O |   * kv07@iastate.edu            *
 |/ `---'   * Iowa State University       *
/|   ___    * Math Department             *
 |  |___|   * 400 Carver Hall             *
 |  |___|   * Ames, IA  50011             *
 J  _____   *******************************
Newsgroups: rec.games.corewar
From: maniac@taj.cs.unlv.edu (Eric J. Schwertfeger)
Subject: Not Much
Reply-To: maniac@taj.cs.unlv.edu (Eric J. Schwertfeger)
Organization: UNLV Computer Science and Electrical Engineering
Date: Thu, 13 Aug 92 22:09:47 GMT

Just wanted to let any X-Hill players out there know that I'll be
leaving the hill alone for a few weeks.  Tomorrow is the last day
our computer lab is open until some time in September, and with it
goes my access to X-Servers, so I can't watch my programs run.

After the Echo 1.3X debacle, I'm not going to try that again :-)

That's the good news, the bad news is, I'm sure to have plenty of ideas
again when I get back in here :-)

Later everyone.  (Regular email will still reach me, if you want to
discuss anything).

-- 
Eric J. Schwertfeger, maniac@jimi.cs.unlv.edu
From: mperry@waikato.ac.nz
Newsgroups: rec.games.corewar
Subject: information please.
Date: 22 Aug 92 14:06:32 +1200
Organization: University of Waikato, Hamilton, New Zealand

I was asked to post this:


Would one of the players of the corewar type programs mail me the lastest 
instruction set for the redcode being used and the possible formats of the
instructions.


	Mail this to jsaggers@waikato.ac.nz

	I will be able to recieve this mail but not reply as will I can read
 and recieve I am not able to post.
From: tedrick@triangle.Berkeley.EDU (Tom Tedrick)
Newsgroups: rec.games.rogue
Subject: Re: weapons (katana)
Date: 14 Aug 92 03:06:06 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: triangle.berkeley.edu

<WEAPONS        hit   dam  requires  $au
<claymore       3d7   1d2    NONE    300   ISMETAL
<crysknife      3d3   1d3    NONE    120   ISPOISON
<katana         4d12  2d6    NONE    350   ISMETAL
<trident        3d4   1d4    NONE    50    ISMETAL
<two-hand sword 3d6   1d2    NONE   250    ISMETAL

Does this mean the Katana is the best weapon?
(I always thought Claymores were best :-)

What exactly to the stats mean anyway?

-- 
"Ye Highlands and Ye Lowlands, Oh where haw ye been?
They hae slay the Earl of Murray, and Lady Mondegreen."
From: mzraly@ra.cs.umb.edu (Michael S. Zraly)
Newsgroups: rec.games.rogue
Subject: Re: urogue sites
Date: 20 Aug 92 10:23:39 GMT
Organization: UMass/Boston Dept. of Math & CS

hologram@wam.umd.edu (C. Carlson) writes:
>
>	Hi!  I'm trying to locate ftp versions of urogue.  I've tried
>the archie services (archie.rutgers.edu, etc.) and got some sites.
>But they are either not for my system, or when I compile them, they
>are a bunch of sh*t.  Some aren't even ported properly!  My bro, a 
>CompE from CMU, said that this one version has some pretty messed up
>hacks in it!!
>
>	So, once again, any ftp sites would be appreciated.  Oh, I
>got a file concerning urogue but it was dated 9/91 and the ftp
>site it mentioned no longer has it!  Oh well!

Relax, son, slow, I say sloooow down!  (My god, at 25 I'm calling people
"son").

Yes, urogue sources are a rare commodity and fairly outdated.  The authors
are not releasing any more source, so what's out there is all there is.
As for the bugs, well, yes, there are plenty, most of which involve passing
NULL pointers to library functions that don't check for them, but recall
that these are *BETA* releases, which means that they are known to be buggy
and exist for testers to find and correct those bugs.

As for "messed up hacks", well, it looks more like a lot of "syntactic sugar"
to me -- most of which were already present at least as early as rogue
version 3.6 (source for that is at emx.cc.utexas.edu somewhere).

So what system are you using?

Trying to help,
  Mike Zraly


-- 
Mike Zraly		An effective way to deal with predators
mzraly@cs.umb.edu	is to taste terrible.
Newsgroups: rec.games.rogue
From: teg@usenet.ucs.indiana.edu (Tim Gurbick)
Subject: rings
Organization: The Bank of the Black Monks of St. Herod
Date: Wed, 12 Aug 1992 05:57:38 GMT

RINGS                   quan $au  %c  %b
protection               70  200  33  25  use to increase AC by amount blest
add strength             65  200  33  25
sustain ability          40  180   0   0
searching                65  200   0   0
extra sight              40  175   0   0  like see invisible potion
alertness      	         40  190   0   0  sleep traps and jackalweres
                                          have no affect
aggravate monster      	 35  100  100  0  all monsters attack
dexterity      	         65  220  33  25
increase damage          65  220  33  25
regeneration             35  260   0   0 gain one hitpoint per turn
                                         up to max, but uses food quickly
slow digestion           40  240  15  10 need less food
teleportation            35  100  100  0 average once per 50 moves
stealth                  50  100   0   0 lets you sneak around
add intelligence       	 60  240  33  25
increase wisdom          60  220  33  25
sustain health           60  250   0   0 prevents illness from worsening
burden                   20  100  100  0 makes pack heavier
illumination             20  200   0   0 lights rooms
delusion                 20  100  75   0 oh wow...everything seems so cosmic!
carrying                 20  200   0   0 pack seems lighter
adornment                15  1000  0   0 sell it
levitation               20  150   0   0 most useful; float over
                                         traps without tripping them
fire resistance          10  250   0   0
cold resistance          10  250   0   0
lightning resistance     10  250   0   0 use with crystelline armour
resurrection              1  600   0   0 but you're naked...and your
                                         stuff is all over the level...
breathing                10  250   0   0
free action              10  225   0   0 nothing will hold you
wizardry                  4  450   0   0 increase prayers and spells for
                                         fighters and thieves
teleport control          5  250   0   0 go to specific place
Newsgroups: rec.games.rogue
Subject: Help I need in
From: adavid@elaine.ee.und.ac.za (ANGUS DAVIDSON: FOURTH)
Date: 18 Aug 92 15:55:17 +0200
Organization: Electronic Eng., Univ. Natal, Durban, South Africa

After reading the other files in this directory I have a need to try this out
Can anyone post a list of the ftp sites  (South Africa prefrably) from
where I can download rogue for a dos system ( If there is such a thing)
Oh yes is rogue shareware?

Answers greatly appreciated

Post answer on  rec.games.rogue or email to adavid@elaine.ee.und.ac.za
Newsgroups: rec.games.rogue
From: Sparky
Subject: Re: Rogue for the Macintosh
Organization: None Worth Mentioning
Date: Fri, 14 Aug 1992 14:05:23 GMT

In article <4482@disuns2.epfl.ch> SATELLITE@eldi.epfl.ch (Uncle Alias) writes:
>In <19920813004555IYI4DTN@MVS.OAC.UCLA.EDU> IYI4DTN@MVS.OAC.UCLA.EDU writes:
>
>> Does anyone know if there is a version of Rogue that works on the
>> Macintosh?  The last version I know of was a commercial version from
>> Epyx.  This was around 1985.  Loved the game, but it doesn't work
>> with any of the 32-bit clean Macs.
>>
>> I really miss this game.  If there is a working version of Rogue out
>> there for the Mac, please let me know (where to find it, too!).
>> Thanks!
>> 
>> Gann Matsuda
>
>	I second that motion. Thanks in advance to anyone that can tell of a
>FTP site where to fetch them.
>


Would the person who has Rogue for the Mac please post it in comp.binaries.mac
for those of us who do not have access to FTP sites?

Thanks.

--Sparky

Newsgroups: rec.games.rogue
From: carlton@apollo.hp.com (Carl Hommel)
Subject: Re: you now have 9 blessed scrolls of Information
Date: Tue, 18 Aug 1992 17:45:30 GMT
Organization: Hewlett-Packard Corporation, Chelmsford, MA
Keywords: information

Tim Gurbick writes:
>The Fighter's Guide was written by Carlton Hommel,
Sorry, not guilty.  I wish I did, the line about "credit slips" had
me rolling on the floor the first time I read it.

I *did* write the article about artifacts.
The stuff I added to the code were:
o more sensible (and less lethal) artifact abilities
o the vastly improved spell point magic/cleric system
o making the classes more like AD&D (ie, rangers get + vs large, paladins
  get prot vs. evil and healing once/day, etc)
o a bunch of new monsters
o monster summoning chains (ie, Lich summons 3 Vampires, who can each summon
  3 Wights, who can summon 3 Skeletons...)

My address is carlton@apollo.hp.com, but my mail is rather flakey at the 
moment...

Carl Hommel
From: htran@nunki.usc.edu (Hung Tran)
Newsgroups: rec.games.rogue
Subject: FAQ
Date: 19 Aug 1992 12:19:34 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: nunki.usc.edu


Newsgroups: rec.games.rogue