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Article: 2841 of rec.games.corewar
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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
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NNTP-Posting-Host: research1.asu.edu
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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.