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Messages - fitmoos

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1
Other Games / Corewar Tournament bay12forums.com
« on: October 30, 2023, 09:15:17 pm »
Ok EXCELENT IDEA
BUT I WANT TO PERFORM NOW!  here are the instructions and rules for participating in a Corewar bay12forums.com tournament:

Welcome to the Permanent Corewar Tournament bay12forums.com

Objective:
The Permanent Corewar Tournament is an ongoing competition where participants submit open-source Redcode warriors that battle against the reigning champion. The goal is to create warriors that can defeat the current champion or maintain your position as the champion.

Rules and Guidelines:

1. Registration: To participate, register on the bay12forums.com and introduce yourself in the dedicated Corewar topic. Create a thread with your warrior's source code, and give it a unique name. Submissions should be in Redcode format. PUT A NAME TO YOUR WARRIOR.

2. Submission: Your warrior should be open source, meaning you share the source code publicly in the forum feed. This promotes a fair and open competition.

3. Defeating the Champion: The reigning champion's code will be posted at the beginning of each round. Your warrior must attempt to defeat the current champion in the simulator.

4. Battles: You are encouraged to provide video or animation representations of your warrior's victory, but this is optional. It adds excitement and showcases your warrior's strategy.

5. Honesty and Integrity: Any attempts to falsify battle outcomes or misrepresent your warrior's capabilities will not be tolerated. Participants found to be dishonest will be permanently expelled from the tournament.

6. Sportsmanship: Maintain a respectful and sportsmanlike attitude when discussing the competition. Constructive criticism is encouraged, but hostility is not tolerated.

7. Judging: The outcome of battles will be determined by the Redcode simulator. The winning warrior is the one that survives longer or meets the specific victory condition.

8. Tournament Format: The competition is ongoing, and the last warrior to defeat the current champion becomes the new champion. The tournament continues indefinitely.

Getting Started:

- Review and Update to the last forum's winner Warrior, and try to win!.

- Download a Redcode simulator such as pMARS or CoreWin to test and simulate your warrior. Study Redcode and the basics of Corewar if you are new to the game. There are many resources available online

Join our Permanent Corewar Tournament and demonstrate your Redcode skills! May the best warrior win, and good luck to all participants.

___________________________________________________

And the FIRST WARRIOR TO BE DEFEATED IS warrior is named "Warrior 1" and contains a loop that moves a value through memory.

redcode
; Warrior 1: Looping DWARF
; This warrior contains a loop that moves a value through memory.

Code: [Select]
ORG 0                  ; Start at address 0
MOV 0, 1               ; Move the value at address 0 to address 1
ADD 1, 2               ; Increment the value at address 1 by 1
JMP -1                 ; Jump to the previous instruction (infinite loop)

In this warrior, it starts at address 0, moves the value at address 0 to address 1, increments the value at address 1 by 1, and then jumps back to the start in an infinite loop. The warrior's goal could be to spread its value across the memory space.

To use this warrior in a Corewar game, you'll need to place it in the memory array, set up the initial conditions, and run the game using a Redcode simulator such as pMARS. The performance of this warrior in a game will depend on the rules and strategy of the specific Corewar competition or scenario in which it is used. !

2
Core War, a 1984 programming game that challenges players to create battle programs, or "warriors," written in the abstract assembly language called Redcode.


Gameplay:
At the heart of Core War, warriors compete for control of a virtual computer. Each program is loaded into memory at random locations, and the goal is to cause the processes of opposing programs to terminate by executing invalid instructions. Redcode instructions are at the core of this battle, with different versions of the language evolving over time.

Key Gameplay Features:
1. Constant instruction length and time.
2. Circular memory and relative addressing.
3. Low-level multiprocessing.
4. No external access to input or output functions.
5. Various versions of Redcode.
6. Strategies: Replicator, Scanner, Bomber, Vampire, Imp, Quickscanner, Core clear.

Redcode Programming:
Developing an effective warrior in Core War requires a deep understanding of strategies, and many programmers base their programs on existing warriors. Optimizers like OptiMax and core-step optimizer tools can help refine warriors. Additionally, genetic algorithms can be used to generate new strategies.

History:
Based in Darwin ( of Bell Labs in 1961, like Tron a 1982 film based on a similar concept ) Core War was inspired by self-replicating programs like Creeper and Reaper. The term "Core" in the name refers to magnetic-core memory. The first description of Redcode was published in 1984, and the International Core Wars Society (ICWS) played a crucial role in standardizing the language. Despite its defunct status, the ICWS's 1994 draft continues to serve as the de facto standard for Redcode.

Redcode Example:
To better understand Redcode, here's an example of ICWS-94 style Redcode:

Code: [Select]
```
0000:  ADD.AB  #   4, $   3
0001:  MOV.F   $   2, @   2
0002:  JMP.B   $  -2, $   0
0003:  DAT.F   #   0, #   0
```

Addressing Modes:
Redcode supports various addressing modes, including immediate (#), direct ($), A-field indirect (*), B-field indirect (@), A-field indirect with predecrement ({), B-field indirect with predecrement (<), A-field indirect with postincrement (}), and B-field indirect with postincrement (>).

Creating a complete Redcode Corewar game requires a significant amount of code and explanation. Here's a simplified example to help you get started. Please note that this is a very basic representation, and real Corewar games are much more complex. Redcode is a low-level programming language used to create assembly programs for a virtual machine called the Memory Array Redcode Simulator (MARS).

Code: [Select]
```redcode
; Sample Redcode Corewar Game
; Two simple warriors that demonstrate basic concepts

; Warrior 1: A simple imp
ORG 0                  ; Start at address 0
MOV 0, 1               ; Move instruction at address 0 to address 1
JMP -1                 ; Jump to the previous instruction (infinite loop)

; Warrior 2: A simple scanner
ORG 100                ; Start at address 100
CMP 1, 1               ; Compare the contents of address 1 with itself
JMP -1                 ; Jump to the previous instruction (infinite loop)
```

This example includes two simple warriors: one that contains a simple imp, and another that acts as a scanner by repeatedly comparing its own instruction with itself. This is a minimalistic representation of a Corewar game.

To run this code, you'll need a Redcode simulator, such as pMARS, which allows you to create warriors, set the initial conditions, and simulate battles between them. Please consult the documentation for the specific Redcode simulator you are using to understand the rules and run this code.



References:
https://en.wikipedia.org/wiki/Core_War
https://vyznev.net/corewar/guide.html

Some video of championships:
https://www.youtube.com/watch?v=-ytlji6T8R0
https://www.youtube.com/watch?v=A8DPfQL3uO0&pp=ygUIY29yZXdhciA%3D
https://www.youtube.com/watch?v=HxFYva9lNzU&pp=ygUIY29yZXdhciA%3D

3
En el discord de Toen de Dwarf fortress en español:
https://discord.gg/2VyDJT9

aquí especificamente hemos estado trabajando el tema de la traducción:
https://discord.com/channels/490329816109809665/920382557055492166

4
Yes, i agree. Maybe Moddest mod it not the final solution.
Also, i believe this would be optional "mode" easy to change, like a "easy mode".


 The important point is to avoid crashes, to avoid bad launch of the game. It will be terrible if the commercial release is a failure, and i my experience, of example, Moddest Mod give better impression to the game to new players.  The game it self feels so better.
Obliviously with a high cost of diversity of the world, but in the first experiences the commercial beginner user will not realize of this details, avoiding frustration and bad ratings .   

The first fortress are very FUN in DF, but crashes are not FUN.

5
Modest mod doesn't fix any crashes, nor do its modules. A lot of the crashes you see these days are caused by certain popular DFHack-based modifications that are, in fact, made obsolete by the better GUI and graphics.

The GUI seems to be developed by Toady nigh-exclusively, too, not by Kitfox, who are doing... I mean, a lot, but the programming's all in the same hands as usual.

And, like, managerial fads aren't exactly the be-all-end-all of design, not even if they're a neat little combination of two of them.

Its true that Moddest Mod do not avoid all crashes and bugs, and still the crashes exists. But , the better performance of the Modest Mod avoid crashed, and the game has a better performance. For example, with Modest mod, in adventure mode, has less probability to enter in a heavy populated site (like dark fortress) and avoid a crash. And the game, it self in both modes, have considerable better performance, even possibility biggest fortress and FPS dead.

But, the solution of use MM itself it not de proposal. The suggestions is clean all "lean" or "noise" to avoid by default the 99,9% of crashes.

I don't believe the majority of crashed has to be the in the GUI (that will be excellent news)... so many are problems in the calls to engine.

6
First at all, Thanks Adams Brothers for the all, is not only a wonderful game, is a software simulation marvel.

DF is full of bugs and errors, and the game is in alfa stage.
The problems with the game are common, like crash and others.
A better GUI mask , like developed by Kitfox, do not solve this problem.

For a experimental free gaming environment, this is not a problem. But, if the game is realized, this could be a big problem and headache. A advertisement for a capitalist consumer like "this game is in alfa stage", or the legendary reputation of the game/software will not save for a bad calcification or cash returns of the median steam consumer.

To avoid some of this, i propose to use by default some mod like "Moddest mod"[1], the mod itself ,or some modules of the mod. Maybe this solution is note entire enough for reach a Lean Six Sigma Standard [2] , but avoid a lot of bugs, fps dead, and improve the performance.

Please, for the pUrist of DF, this suggestion is a pragmatic one.

Thanks for all. Close the topic.

[1] http://www.bay12forums.com/smf/index.php?topic=174231.0
[2] https://en.wikipedia.org/wiki/Lean_Six_Sigma

7
DF Modding / Re: Traducción de Dwarf Dortress al español
« on: March 23, 2022, 05:17:04 pm »
En el discord de Toen de Dwarf fortress en español hemos estado trabajando en la traducción para los interesados a ingresar:
https://discord.gg/2VyDJT9
aquí especificamente:
https://discord.com/channels/490329816109809665/920382557055492166

8
Mod Releases / Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
« on: March 23, 2022, 05:11:08 pm »
Hi, i want to collaborate with excellent mod with this:


if in the world generation file delete  the World rejection parameters:
http://dwarffortresswiki.org/index.php/DF2014:World_rejection

the generation process (specially in large worlds) will be too more fast.
because creating large worlds, imply too many rejections
And the worlds look more organic.

Thanks.

9
Mod Releases / Error The requested file listing does not exist.
« on: September 24, 2021, 08:18:08 pm »
The donwload page say:
"Error The requested file listing does not exist. It was likely deleted by the author."

10
Tilesets and Graphics / Re: analfabetico: 1x1 blank tileset
« on: March 07, 2021, 10:53:46 pm »
I made some gifs of one of my younger fortresses:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

In a sufficiently complex fortress, I imagine this tileset would create beautiful and interesting visuals! Though, as you mentioned, it's impossible to tell what's going on.

cool

11
DF Dwarf Mode Discussion / Re: Civil war science
« on: January 26, 2021, 03:19:49 am »
A error:


[DFHack]# fix/civil-war
./hack/lua/dfhack.lua:673: /df_linux/hack/scripts/fix/civil-war.lua:2: syntax error near '/'
stack traceback:
   [C]: in function 'error'
   ./hack/lua/dfhack.lua:673: in function 'dfhack.run_script_with_env'
   (...tail calls...)

12
Based in the idea of Monoscii, i created a blank tileset, with a analphabetic aspect.


Is useful like a auxiliary tileset (with WINDOWED OR FULLSCREEN).
- I don't recommend to use like a unique tileset is a terrible idea
-but is possible to read the menus with F12 key.
- Cool for do art like gif and screenshots.
Use with RESIZABLE option.

Examples:





The tileset is a blank square:





80x60 :
[FONT:analfabetico_80x60.png]
[FULLFONT:analfabetico_80x60.png]

640x300:
[FONT:analfabetico_640x300.png]
[FULLFONT:analfabetico_640x300.png]

Donwload:
https://archive.org/details/analfabetico_640x300

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