From news-rocq.inria.fr!univ-lyon1.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!newsfeed.internetmci.com!ncar!noao!news.eas.asu.edu!news.asu.edu!sieben Thu Nov 9 10:43:15 1995 Article: 2841 of rec.games.corewar Path: news-rocq.inria.fr!univ-lyon1.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!newsfeed.internetmci.com!ncar!noao!news.eas.asu.edu!news.asu.edu!sieben From: sieben@imap1.asu.edu Newsgroups: rec.games.corewar Subject: whites for round 6 Date: 8 Nov 1995 17:54:13 GMT Organization: Arizona State University Lines: 466 Message-ID: <47qqs5$h51@news.asu.edu> NNTP-Posting-Host: research1.asu.edu X-Newsreader: TIN [version 1.2 PL2] These are the white warriors for round 6. A ziped version is available on the tournaments homepage at stormking. ;redcode-94 ;name Paper-Scissors-Stone #1 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- start mov PAPER,my_hand ;play PAPER no matter what ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #2 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- start mov SCISSORS,my_hand ;play SCISSORS no matter what ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #3 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- start mov STONE,my_hand ;play STONE no matter what ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #4 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- RESULT equ #0 ;last result STRAT equ #1 start res ldp RESULT,#res strgy ldp STRAT,#strgy sub #1,res jmz store,res ;win -> use last strategy add #2,strgy ;tie,loss -> next strategy mod #3,strgy stp strgy,STRAT store add.ab #1,strgy mov.b strgy,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #5 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- STRAT equ #1 start strgy ldp STRAT,#strgy add #1,strgy ;next strategy no matter what mod #3,strgy ;123123.. stp strgy,STRAT store add.ab #1,strgy mov.b strgy,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #6 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- STRAT equ #1 start strgy ldp STRAT,#strgy add #1,strgy ;next strategy no matter what stp strgy,STRAT ;but slowly div #5,strgy mod #3,strgy ;1111222223333311111.. store add.ab #1,strgy mov.b strgy,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #7 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- COUNT1 equ #1 COUNT start strgy ldp STRAT,#strgy add #1,strgy stp strgy,STRAT div #501,strgy STRAT jmz store, strgy mov PAPER,my_hand jmp wait store mov STONE,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #8 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- COUNT1 equ #1 COUNT start strgy ldp STRAT,#strgy add #1,strgy stp strgy,STRAT div #501,strgy STRAT jmz store, strgy mov STONE,my_hand jmp wait store mov SCISSORS,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #9 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- COUNT1 equ #1 COUNT start strgy ldp STRAT,#strgy add #1,strgy stp strgy,STRAT div #501,strgy STRAT jmz store, strgy mov STONE,my_hand jmp wait store mov PAPER,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== ;redcode-94 ;name Paper-Scissors-Stone #10 ;author Nandor Sieben & Stefan Strack ;White warrior that plays the game of Paper-Scissors-Stone in NSFCWT round 5 ;Needs to be paired with one opponent exactly half the coresize apart (-d 4000) ;assert WARRIORS==1 || (WARRIORS == 2 && MINDISTANCE == CORESIZE/2) ;assert VERSION >= 80 ;my/your_hand are used to communicate between players your_hand equ (my_hand+CORESIZE/2) PAPER equ #1 ;some useful constants SCISSORS equ #2 STONE equ #3 org start my_hand dat 0,0 ; ; Variable part starts here. This is were I decide what hand to ; use next. I can use the value of the RESULTS cell (0 if lost, ; 1 if won, 2 if tied last round) and any other values I chose ; to store in pspace. The hand I decide to show is stored in the ; B-field of instruction 'my_hand'. ;---BEGIN-VARIABLE-PART----------------------------------------------------- RESULT equ #0 ;last result STRAT equ #1 start res ldp RESULT,#res strgy ldp STRAT,#strgy ;paradoxical adapter jmz store,res ;loss -> use last strategy add #1,strgy ;tie,win -> next strategy mod #3,strgy stp strgy,STRAT store add.ab #1,strgy mov.b strgy,my_hand ;---END-VARIABLE PART------------------------------------------------------- ; End of variable part. I wait for the other player to show his hand. ; I then analyze the outcome of the game. ; wait jmz.b wait,your_hand work mov.b your_hand,#work sub.b my_hand,work ;your_hand minus my_hand, loss=1,-2 add #2,work ;loss=3,0 mod #3,work ;loss=0 live jmn live,work ;die if lost, live if won or tied end ===================================================================== From news-rocq.inria.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!newsfeed.internetmci.com!in1.uu.net!spcuna!news.stormking.com!sieben@IMAP1.ASU.EDU Fri Nov 10 19:52:27 1995 Article: 2855 of rec.games.corewar Path: news-rocq.inria.fr!jussieu.fr!math.ohio-state.edu!howland.reston.ans.net!newsfeed.internetmci.com!in1.uu.net!spcuna!news.stormking.com!sieben@IMAP1.ASU.EDU From: sieben@IMAP1.ASU.EDU Newsgroups: rec.games.corewar Subject: Verification of round 6 Date: 9 Nov 1995 16:35:32 -0500 Organization: Storm King Ind. Inc. Lines: 24 Sender: server@news.stormking.com Distribution: world Message-ID: Reply-To: sieben@IMAP1.ASU.EDU NNTP-Posting-Host: valhalla.stormking.com Originator: corewar-l@stormking.com > A million questions pop into my mind... Wow.. > What about scoring? 3/0/1? > And Pspace size? Still 500? Can't we have more? Does the score against > oneself count? And, if so, can we use PIN-numbers? Since we told you the exact parameters to use for pmars, everything is determined by the parameters and the default values of the current version of pmars. Self fights included. PIN #'s ok. > Sounds like a really fun round! We hope so. There are some typo errors in the white warriors for round 6 ( the names of warriors 2 and 3, round 5 is mentioned in the comment ). Please fix these. We hope this won't cause any trouble. Godd look, Nandor, Stefan.