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Issue 89                                                         11 April, 2004
Core Warrior is a newsletter promoting the game of Corewar.  Emphasis is
placed on the most active hills - currently the '94 no-pspace, '94 draft
and beginner hills.  Coverage will follow wherever the action is.  If you
haven't a clue what I'm talking about then check out these five-star
Internet locals for more information:

FAQs are available from:

Web pages are at:                       ;KOTH               ;Sal Hills      ;Planar          ;C.Birk                   ;Fizmo

Newbies should check the above pages for the FAQs, language specification,
guides, and tutorials. Post questions to All new players
are infinitely welcome!

Redcode Frenzy News:  Four rounds have taken place since last issue.
Christian Schmidt takes first place in the Extended '88 Round, while
Zul Nadzri wins the '94 Tourney Round.  In the Triple Challange Round,
Joshua Hudson is victorious - and in the Big Sibling Round, Chip Wendell
claims first.

In the overall standings, Roy van Rijn retains his top spot, followed
by Christian Schmidt, still holding second place.  David Houston climbs
to third, displacing Zul Nadzri down one position.

Web-News:  Lukasz Grabun's homepage has moved to:

Ilmari Karonen's Beginner's Guide to Redcode has moved to:

El Kauka has created the Absolute Beginner Hill at:

German Labarga announces the sixth of his popular mini challenges on:

-- John Metcalf
Current Status of the KOTH.ORG '94 No Pspace Hill:

 #  %W/ %L/ %T                      Name               Author    Score    Age
 1  33/ 15/ 52                Devilstick         Roy van Rijn    151.8    154
 2  47/ 44/  8                     Arrow    Christian Schmidt    150.5     40
 3  38/ 25/ 37               Son of Vain      Oversby/Pihlaja    150.2   2405
 4  46/ 42/ 12             HazyLazy C 11                CS SG    149.5     49
 5  38/ 27/ 35                 Armadillo        Lukasz Grabun    148.7    146
 6  37/ 26/ 37                   Gremlin      van Rijn/Grabun    148.2     71
 7  46/ 44/ 11            Bottomless Pit            Fizmo/Roy    148.0      2
 8  44/ 41/ 16                 Deathstar         Roy van Rijn    146.7      4
 9  36/ 27/ 36           slime test 1.00        David Houston    145.0    167
10  38/ 30/ 32               Ironic Imps         Roy van Rijn    145.0    365
11  37/ 29/ 34                   Arctica    Christian Schmidt    144.8    130
12  38/ 31/ 31 Spiritual Black Dimension    Christian Schmidt    144.2    196
13  44/ 45/ 12         spell of the moon         John Metcalf    143.0      9
14  40/ 39/ 21                     Quirk    Christian Schmidt    142.0    186
15  36/ 30/ 35             Fast Action V    Christian Schmidt    141.8      5
16  35/ 29/ 36                Devilish 2        David Houston    141.7      7
17  45/ 48/  7              Kenshin D 10        Steve Gunnell    141.1     37
18  43/ 46/ 11             Dandelion III         Schmidt/Zapf    141.0     41
19  43/ 45/ 12         something strange         John Metcalf    141.0      3
20  43/ 47/ 10               Filling....         Roy van Rijn    138.6      1

The hill has aged 320 since last issue, bringing it to a total age of 3159.
All but two warriors have been pushed from the hill.  The survivors are
both stone/d-clear/imp - Son of Vain (which recently held the top spot, age
2401) and Ironic Imps.

Those who didn't last the duration include Reepicheep (age 1347), Hazy Test
63 (1119), Recon 2 (826), Static (344), devilish 2 (330), Squire of Silkland
(187), Hammerhead (177), Dawn 2 (166), King of Metal (160), Kenshin B test 62
(154), Soldier of Silkland (145), Damage Inc. Act II (139) and queen of the
streets (139).

Warriors which entered the hill since last issue and were pushed off age
100+ total 5, O--* (age 263), Dandelion II (157), B94 (141), goonie
(120) and Revenge Again (119).

Koth report: 10 warriors resided at number one for at least 10 challenges.
Most often seen there has been Devilstick (after 119 challanges), followed
by King of Metal (44), Recon 2 (34), Spiritual Black Dimension (29),
Napalm Dawn (18), O--* (16), HazyLazy C 11 (13), Arrow (12), Hazy Test 63
(11) and Ironic Imps (10).
The '94 No Pspace Hall of Fame:  * indicates the warrior is still active.

Pos Name                   Author             Age    Strategy
 1  Son of Vain            Oversby/Pihlaja   2405 *  Q^4 -> Stone/imp
 2  Blacken                Ian Oversby       1363    Q^2 -> Stone/imp
 3  Reepicheep             Grabun/Metcalf    1347    Q^4 -> Paper/stone
 4  nPaper II              Paul-V Khuong     1270    MiniQ^3 -> Paper
 5  Uninvited              John Metcalf      1130    MiniQ^3 -> Stone/imp
 6  Hazy Test 63           Steve Gunnell     1119    Scanner
 7  Behemot                Michal Janeczek   1078    MiniQ^3 -> Bomber
 8  Olivia                 Ben Ford           886    Q^4 -> Stone/imp
 9  Recon 2                David Moore        826    Scanner
10  Keyser Soze            Anton Marsden      823    Qscan -> Bomber/paper/imp
11  Quicksilver            Michal Janeczek    789    Q^4 -> Stone/imp
12  Eraser II              Ken Espiritu       781    Scanner
13  Inky                   Ian Oversby        736    Q^4 -> Paper/stone
14  Toxic Spirit           Philip Thorne      685    One-shot
15  Jinx                   Christian Schmidt  662    Q^3 -> Scanner
16  Blade                  Fizmo              643    Qscan -> Scanner
17  Return of Vanquisher   Lukasz Grabun      640    Q^4 -> Bomber
18  Revenge of the Papers  Fizmo/Roy          605    Q^4 -> Paper
19  Jade                   Ben Ford           600    Q^4 -> Stone/imp
20  Firestorm              John Metcalf       589    MiniQ^3 -> Paper/imp
21  Claw                   Fizmo              525    Qscan -> Scanner
22  G3-b                   David Moore        503    Twoshot
23  Thunderstrike          Lukasz Grabun      484    Q^4 -> Stone/imp
24  Vanquisher             Lukasz Grabun      469    Q^4 -> Bomber
25  Revival Fire           P.Kline            468    Bomber
26  The Phantom Menace     Anton Marsden      465    Qscan -> Paper/imp
27  The Stormkeeper        Christian Schmidt  460    Q^3 -> Stone/imp
28  Positive Knife         Ken Espiritu       449    Q^4 -> Stone/imp
29  Boys are Back in Town  Philip Kendall     441    Scanner
 =  Zooom...               John Metcalf       441    Scanner
31  G2-b                   David Moore        413    Twoshot
32  Qtest                  Christian Schmidt  394    Q^3 -> Paper
33  Stalker                P.Kline            393    Scanner
34  Decoy Signal           Ben Ford           378    Q^4 -> Paper/imp
35  Ironic Imps            Roy van Rijn       365 *  Q^4 -> Stone/imp
36  unheard-of             Christian Schmidt  355    Q^4 -> Paper/imp
37  Hazy Lazy ... again    Steve Gunnell      350    Scanner
 =  Dawn                   Roy van Rijn       350    Q^4 -> Paper/imp
39  Static                 Miz                344    Q^4 -> Stone/imp
40  devilish 2             David Houston      330    Q^4 -> Stone/imp
 =  Vain                   Ian Oversby        330    Q^2 -> Stone/imp
42  Omnibus                John Metcalf       327    Q^2 -> Stone/imp
43  Win!                   David Moore        322    Scanner
44  Return of the PendragonChristian Schmidt  318    Q^4 -> Stone/imp
45  Numb                   Roy van Rijn       312    Q^4 -> Paper/stone
46  Hazy Lazy...           Steve Gunnell      309    Scanner
47  Now you're in trouble! John Metcalf       290    Q^4 -> Stone/imp
48  Hazy Lazy ... reborn   Steve Gunnell      284    Scanner
49  Candy II               Lukasz Grabun      282    Q^4 -> Stone/imp
 =  Pixie                  Lukasz Grabun      282    Q^4 -> Stone/imp

There are only 2 active warriors in this extended HoF, compared to last
issue's 4.  The warriors are represented by 18 Stone/imps, 13 scanners,
6 paper/imps, 4 bombers and 3 each of one-shots, papers and paper/stones.

18 authors hold a place in the HoF.  Schmidt has most, with 8 warriors.
Grabun and Metcalf both have 6 - Gunnell, Moore, Oversby and van Rijn
4 each - Ford has 3 - Espiritu, Janeczek, Kline and Marsden have 2 each
and the remaining 6 authors, just the one warrior.

Of these redcoders, 3 have 4 different strategies in the HoF.  They are
Metcalf, van Rijn and Schmidt.

How did the warriors in the HoF meet their end?  Three were ;killed by
their author (Return of Vanquisher, Thunderstrike and Hazy Lazy...).  The
fate of another three is shrouded in mystery - who killed Boys are Back
in Town 1.1, Zooom... and Win!?

32 of the remaining 42 met their demise at the hands of a professional
giant slayer, a redcoder with two or more HoF kills under their belt!
van Rijn has slain most, with 8 kills.  Metcalf has 6 kills - Gunnell,
Labarga and Schmidt have 4 each - Grabun and Pihlaja 3 each.

Beware a warrior with 'test' in it's name, 17 HoF entries fell to one.
Current Status of the KOTH.ORG '94 Draft Hill:

 #  %W/ %L/ %T                      Name               Author    Score    Age
 1  39/ 27/ 34 Spiritual Black Dimension    Christian Schmidt    150.2     35
 2  31/ 14/ 55                Devilstick         Roy van Rijn    147.6     26
 3  39/ 33/ 28                   Sunrise           Zul Nadzri    146.2     45
 4  35/ 25/ 40                Reepicheep       Grabun/Metcalf    144.5    465
 5  36/ 27/ 37                   Arctica    Christian Schmidt    144.2     25
 6  45/ 46/  9                     Arrow    Christian Schmidt    143.9     16
 7  35/ 26/ 39                Devilish 2        David Houston    142.8      5
 8  42/ 42/ 15         something strange         John Metcalf    142.3      1
 9  43/ 44/ 12               Dandelion 3         Schmidt/Zapf    142.3     19
10  34/ 26/ 41               Son of Vain      Oversby/Pihlaja    141.7    436
11  41/ 41/ 18                 Cyberpunk    Christian Schmidt    141.5     43
12  33/ 24/ 43                   Gremlin      van Rijn/Grabun    141.5     21
13  36/ 31/ 33                    Numb 2         Roy van Rijn    141.0     27
14  41/ 42/ 17  Return of Vanquisher PsP        Lukasz Grabun    140.0    276
15  32/ 23/ 45           slime test 1.00        David Houston    139.9     13
16  34/ 28/ 38              Bitter Sweet        Lukasz Grabun    139.7    258
17  31/ 23/ 45                  Netpaper        David Houston    139.5     67
18  42/ 44/ 15             HazyLazy C 11                CS SG    139.3     17
19  42/ 46/ 12 22% Organic Stain Remover            Roy/bvowk    139.0      2
20  30/ 23/ 47             Muscle Hammer           Zul Nadzri    137.9      4

After an age of 56, just 5 warriors remain on the hill from last issue.
Numb is one of those which left the hill, at an age 167.

Hand-shake alert: the new version of Sunrise and Muscle Hammer.
The '94 Draft Hall of Fame:  * indicates the warrior is still active.

Pos Name                   Author             Age    Strategy
 1  Reepicheep             Grabun/Metcalf     465 *  Q^4 -> Paper/stone
 2  Son of Vain            Oversby/Pihlaja    436 *  Q^4 -> Stone/imp
 3  Return of Vanquisher   Lukasz Grabun      276 *  Q^4 -> Bomber
 4  Bitter Sweet           Lukasz Grabun      258 *  Q^4 -> Stone/imp
 5  CrazyShot 2            Christian Schmidt  249    Q^4 -> One-shot
 6  Herbal Avenger         Michal Janeczek    237    Scanner
 7  Bustling Spirit        Christian Schmidt  216    P-warrior
 8  Revenge of the Papers  Fizmo/Roy          204    Q^4 -> Paper
 9  Uninvited              John Metcalf       194    MiniQ^3 -> Stone/imp
10  Blowrag                Metcalf/Schmidt    192    Q^4 -> Paper/imp
11  Incredible!            John Metcalf       180    Paper/imp
12  Wallpaper              Christian Schmidt  175    Q^4 -> Paper/stone
13  Mantrap Arcade         Dave Hillis        170    P-warrior
14  Numb                   Roy van Rijn       167    Q^4 -> Paper/stone
15  PolyPap                Jakub Kozisek      160    Qscan -> Paper
16  Recon 2                David Moore        156    Scanner
17  Joyful Maw             Dave Hillis        143    P-warrior
18  Paperazor              Christian Schmidt  141    Q^4 -> Paper
19  Sunset                 David Moore        138    P-warrior
20  Dawn                   Roy van Rijn       137    Q^4 -> Paper/imp
21  Self-Modifying Code    Ben Ford           132    P-warrior
22  Combatra               David Moore        131    Boot distance calculator
23  unheard-of             Christian Schmidt  128    Q^4 -> Paper/imp
24  Mad                    Christian Schmidt  123    P-warrior
25  Microvenator           Michal Janeczek    122    P-warrior

Unheard-of is the only new entry since last issue, entering the bottom of
the HoF just before it left the hill.
Current Status of the SAL Beginners Hill:

 #    %W/   %L/   %T                      Name             Author Score   Age
 1  53.6/ 30.7/ 15.6       Studie strikes back        Sascha Zapf 176.5    25
 2  53.4/ 30.3/ 16.3      Shooting Star v0.262                brx 176.5     3
 3  52.0/ 33.8/ 14.2                   ssoBeht        Sascha Zapf 170.1    16
 4  52.1/ 36.0/ 11.9                  Frullato              LAchi 168.2    42
 5  39.6/ 18.4/ 42.1               Veenah V0.8        Sascha Zapf 160.8     1
 6  38.8/ 17.8/ 43.4        Paper of yesterday        Sascha Zapf 159.9    77
 7  39.6/ 19.5/ 40.9              Uneven Twins        Sascha Zapf 159.8    29
 8  48.5/ 41.9/  9.6                      Star        Sascha Zapf 155.2    30
 9  38.8/ 23.8/ 37.4                 Fatty boy          G.Labarga 153.7    83
10  45.6/ 39.5/ 14.8               French Kiss              LAchi 151.7    23
11  31.9/ 20.2/ 47.9                       Tom        David Moore 143.7    13
12  43.3/ 45.6/ 11.1                  scizzory                Miz 141.0    72
13  29.2/ 18.7/ 52.2                    Enigma                brx 139.6     9
14  41.3/ 44.7/ 13.9              Neverland II       John Metcalf 138.0    71
15  26.2/ 16.3/ 57.5                   Unknown          Anonymous 136.0    22
16  25.2/ 16.9/ 57.9                    nGrave        Ken Hubbard 133.5    34
17  28.2/ 23.1/ 48.7                 Smaug Imp        Ken Hubbard 133.3    39
18  28.0/ 24.8/ 47.2                     test3                miz 131.2    86
19  30.8/ 49.4/ 19.8                    Stoney                Miz 112.2    73
20  29.8/ 52.1/ 18.1                 Brimstone       John Metcalf 107.4    19
21  29.2/ 60.9/  9.8                   Canizza              LAchi  97.5    32
22  26.5/ 58.6/ 14.9                 Repliscan  Christian Schmidt  94.5    53
23  26.3/ 58.4/ 15.4                    doodle                brx  94.2     7
24  26.1/ 59.0/ 15.0                Sugartooth                Miz  93.2    37
25  14.3/ 57.4/ 28.4                DJN Stream        Ken Hubbard  71.2    27

The first four ranks are held by one-shots, followed by paper in the next
three positions.  Welcome to the two newcomers, brx and LAchi, who make an
impressive debut.
Summary of IRC Speed Redcoding Challenge Results:

29 Christian Schmidt  Will 'Varfar'       800  Limited Process Tiny
30 Christian Schmidt  Roy van Rijn       8000  LP Multi-Warrior
31 Sascha Zapf        Roy van Rijn        800  Reversing Opcodes
32 Christian Schmidt  Roy van Rijn        256  Multi-Warrior, maxlength 4
33 Sascha Zapf        Christian Schmidt   800  start warrior at every instr
34 Christian Schmidt  David Houston       800  no }, > or DJN allowed
35 LAchi              Will 'Varfar'      400w  Multi-Warrior knockout
A Basic Introduction to the Anatomy of the Scanner

  "They will gather intelligence, lay false trails and strike at their
   opponents suddenly and with determination."

                        - A. K. DEWDNEY, Scientific American (January 1987)

Philosophy of the Scanner

In Corewar, a battle program will execute either one, or multiple copies of
itself.  A program which is running just one copy will often lose the round
after a single successful attack against it.  A program which has multiple
copies will not be beaten until each of these copies has been successfully
dealt with.

A battle program which is continually creating new copies of itself is
described as a replicator.  No program can hope to attack copies of a
replicating program sufficiently fast enough to keep up with the new copies
which are constantly being spawned.

The only practical solution is to use a two stage attack.  First, slow the
rate at which the replicator is producing new copies.  Next, destroy all
copies of the opponent program while they are incapacitated.

The manner in which a replicator can be slowed is by making it split off
useless processes.  We achive this by overwriting it with, or otherwise
forcing it to execute, SPL instructions.

Modern replicators spend approaching 50% of their time splitting off new
processes, so we will need several consecutive SPL instructions to have any
chance of being effective.  The number of cycles to place these is
considerable - compared, for example, to the time taken to drop single bombs.

Before spending a substantial number of cycles, it would make sense to check
the area we are about to wipe contains an opponent, rather than empty core.
This is precisely what a scanner is designed to do:

 1) look for an area of core which potentially contains an opponent,

 2) attack the selected area with a stun attack to slow the opponent,

 3) repeat from step 1, until an implementation determined point,

 4) the end-game - change the means of attack from stun to destroy.

Let us take a closer look at each of these stages:

1 - Typical Scan Loops

First, our scanner will look through core for a location which differs from
empty core.  If we are lucky, this will contain an active copy of the
opponent.  Alternatively, it may have been bombed by the opponent.

Scan loops come in a variety of speeds.  The ratio of scanner size to scan
speed can make a big difference to the effectiveness of a warrior.  A
small/fast scanner will find and attack a bigger/slower opponent more
frequently than that opponent finds and attacks it.  It is therefore
desirable to have the lowest possible value of size/speed.

The example code in this section is labelled in a manner consistent with a
great deal of published code.  Conventions used are:

 * scan - the top of the scan loop, and the entry point for our examples.
   Would ptr be a better entry point to the scan loops below?  Why?

 * ptr - the instruction holding either one or two pointers to the
   location(s) to be scanned.

 * inc - an instruction holding the constant 'step' in both fields, so a
   single ADD instruction can update two pointers.

 * step - the distance between two scanned locations.  Some important
   literature on 'good' scan steps is listed below in Suggested Reading.

 * hop - certain scanners look at two locations which are close to each
   other.  When something is found, they use an attack which covers both
   locations.  Hop is the distance between such a pair of locations.

 * start - the first location to be scanned.  Often chosen to maximise the
   length of time before the scanner detects itself.

Some examples of the most common forms of scan loop follow:

.5c: the simplest, with a comparatively poor size/speed ratio.  Upgrade from
a .5c loop to .66c for a guaranteed improvement.  Instructions with zero a &
b fields such as SPL #0,0 are invisible to the f-scan used here.

scanA   ADD     #step,          ptrA
ptrA    JMZ.F   scanA,          start  ; scan 1 location every 2 cycles

.66c: for scanners up to length 8, .66c provides the optimal ratio.  The
data at incB will usually be combined with another instruction.  For example,
in Blur 2 the data is held in the SPL above the clear.

Having two scan pointers is one disadvantage of this loop.  When the scan
triggers it is neccessary to either determine which pointer holds the
location to be attacked, or else attack both.

An effective variation is to change the JMP instruction to DJN, to colour
core against other scanners.  Use something similar to DJN.F scanB,<-500 to
create a sequential decoy, or alternatively decrement through your scan
pointer with DJN.F scanB,@ptrB.

scanB   ADD     incB,           ptrB
ptrB    SNE     start+hop,      start  ; scan 2 locations every 3 cycles
        JMP     scanB
      ; ...
incB    DAT     step,           step

.75c: gives the optimal size/speed ratio for scanners between 9 and 15
instructions.  The location at which something has been found is held in the
b-field of ptrC.  As with the .5c scan, instructions with zero a & b fields
are invisible.  If we re-enter the scan loop, the pointers need to be reset;
MOV.BA ptrC,ptrC should do the trick.

It appears at first glace, if the SNE detects something through it's a-field,
the scan loop will not drop through into the attack phase.  Stepping through
the code however, reveals how some simple arithmetic 'copies' the value from
the a-field of ptrC to the b-field.  The scan loop can then drop through with
the b-field of ptrC pointing to whatever has been found.

scanC   ADD     incC,           ptrC
ptrC    SNE.X   start,          start  ; scan 3 locations every 4 cycles
        ADD.X   incC,           ptrC
        JMZ.F   scanC,          @ptrC
      ; ...
incC    DAT     2*step,         step

.8c: ideal for scanners of more than 16 instructions, this extension to the
basic .66c loop has the same disadvantage of two scan pointers.  As with it's
slower relative, changing the JMP to a DJN proves effective against other

scanD   ADD     incD,           ptrD
ptrD    SNE     start+hop,      start  ; scan 4 locations every 5 cycles
        ADD     incD,           ptrD
        SNE     *ptrD,          @ptrD
        JMP     scanD
      ; ...
incD    DAT     step,           step

2 - Common Forms of Offense

Once the scanner has found something, what comes next?  We hit it.  We hit it
hard with a stun attack intended to bring the enemy's processes to a virtual
stand-still.  There are four main types of offense to consider:

 * Permanent - a.k.a.  one-shots.  Switch to a core-clear with one or more
   SPL passes though core, beginning with the location found by the scan.
   After this, the clear wipes with DAT.  Simple and effective.  See Scanny
   Boy for an example.

 * Fixed Length - switch to a fixed length attack.  Afterwards, switch back
   to scanning.  The two most common types of fixed length attacks are SPL
   carpets and special bombs (stun and incendiary for example).  Take a look
   at Rave and Beholder's Eye, which use these techniques.

 * Variable Length - switch to a linear SPL wipe beginning at the location
   where the scan detected something, continuing until it reaches empty core.
   After this, switch back to scanning.  This technique proves the most
   effective against paper/imps.  Check Mini HSA for a good example.

 * Ongoing - a linear SPL wipe runs parallel to the scan.  When something is
   found by the scan, the pointer for the SPL wipe is adjusted to point to
   the scanned location.  However, the most common implementation of this
   technique introduces an extra instruction to the scan loop, reducing the
   speed.  Blur 2 is a clear example of an ongoing attack.

The scanner needs somehow to ensure it doesn't attack itself.  One way to
achieve this is to check the scan pointer isn't within a range which points
to our scanner before attacking.  Other alternatives are to use a scan
pattern which avoids detecting the scanner, or using some means of hiding the
scanner from itself (reflections).

3 - The Switch

Perhaps the trickiest requirement is the need to implement a switch from the
attack to the end-game.  The one-shot avoids this altogether by entering the
end-game as soon as something is found.  In a traditional scanner however, we
have a choice to make:

 * When our scanner detects itself either once, or a number of times, enter
   the end-game.  For example Mini HSA switches after 16 self-scans.

 * After a number of iterations of the scan loop, drop through to the end
   game.  In Blur 2, there is a counter which is decremented by the scan
   loop.  When this reaches zero, control will pass into the end-game.

 * Switch when a pre-determined location is altered by the attack.  See
   myZizzor for an example, which has a small decoy the scanner detects and
   attacks, thus altering the checked location.

4 - The End-Game

After our scanner has completed it's main attack phase, what next?  It needs
to dispose of the enemy processes we've worked so hard to stun.  The two most
effective methods are:

 * Clear - switch to a core-clear, which wipes core with DAT.  Optionally,
   the clear may wipe with SPL prior to the DAT wipe.  The most often seen
   type clear is the d-clear, with spiral clears also being a popular choice.
   Scanners containing a spiral clear include Eggbeater, Memories, SETI and

 * DAT Switch - the scan continues, bombing with DAT instead of it's previous
   attack.  Many of the HSA-style warriors work in this way, including Mini
   HSA.  Another example is the scanner from Enough is Enough!

Suggested Reading

A selection of material discussing step sizes can be found in Push Off 07
September 1993, Core Warrior #11, and Mathematical Models for Step Sizes
(Morrell 1996).  Stefan Strack provides a useful tool for finding good step
sizes, mOpt v1.2, for which there is a tutorial in Core Warrior #32.

Below are some references to a few instructive examples of scanners.  These
illustrate the methods discussed above.  Generally, those which function in a
similar manner are grouped together, with the most readable example in the
group listed first:

Blur 2 by Anton Marsden (CW36) - implements an ongoing attack from the scan
loop, followed up by a d-clear end-game.  After reading Blur 2, continue with
Hazy Lazy, Silver Talon, Stalker, Eggbeater (CW46) and the scanner from
Enough is Enough! (CW79).

HAL 9000 by Justin Kao (CW50) - an alternative means of implementing an
ongoing attack, or scan directed clear.

Mini HSA from Electric Head by Anton Marsden (CW59) - provides an excellent
introduction to the workings of HSA.  Scanning continues into the end-game,
with the SPL wipe becoming a DAT wipe.  Also, check He Scans Alone, Mischief
(CW80) and Razor.

Beholder's Eye v1.7 by W. Mintardjo - an easy to read spl/jmp bomber.
Continue reading with Iron Gate (CW19), Harmony II and Memories (CW19).

myZizzor by Magnus Paulsson - performs a variable length attack, followed by
a SPL / DAT clear.

Origin of Storms by John Metcalf (CW86) - a variable length attack realized
in the scan loop, followed by the ever-present d-clear.

Rave 4.1 by Stefan Strack - a good example of a .66c scan with a fixed length
SPL carpet.  Also, you should take a look at SETI.  Next study Win!  and
Recon 2, two warriors based on the same concept, employing an abundance of
effective techniques.

Scanny Boy by David van Dam (CW29) - drops straight through from the scan
loop into the end-game's SPL / DAT clear and provides a good example of a
one-shot.  See also Tiny BiShot 2.0, The Bloodhound, G2 and Phantasm 50.
Extra Extra - Dandelion II by Christian Schmidt and Sascha Zapf

Blur-style scanners, such as The Machine, Hazy Lazy, etc. make an
interesting all-round scanner.  They should be more effective against paper
than a one-shot due to targetting more real copies in a smaller amount of
time.  The typical end-game strategy is a d-clear which performs better
against stone/imps, as it is harder to hit (3 instructions in the clearing
stage only 1 of which is vulnerable to DAT bombs).  However, Blur-style
scanner can't handle paper/imps well and often loose significantly against

We decided to change this aspect and tried to create a Blur-style scanner
which is able to beat paper/imps as well.  To do this we had to change the
end-game strategy, because modifying the scan loop won't help the situation.

We figured out that we obtain best results if we use a more complex anti-imp
clear (found in Forgotten Scanner, one of Moore's one-shots) instead of a
d-clear.  Due to the larger size compared with a d-clear the complete code
would be much more vulnerable.  It would be more frequently found by
scanners and more often hit by stones.

Separating the clear from the scanning code led to an improved overall
performance.  After optimizing the scan step and the gap between the scan
section and the core-clear we finally added a decoy to fool one-shots.

Compared to other Blur-style scanners, Dandelion II has a shorter scanning
phase.  This is long enough to slow down papers significantly, but short
enough to give the clear sufficient time to kill all remaining imps.

Below is a comparison between Dandelion II and three other Blur-style

Against paper/imps:

Name             |Decoy Signal|  RotF Copy |   Blowrag  | Overall
                 | W  L  T Pts| W  L  T Pts| W  L  T Pts|
Dandelion II     |49 20 31 179|45 25 30 166|32 40 28 124|   469
zooom...         |11 47 42  74|11 38 51  85|13 25 62 101|   260
Hazy Lazy        | 9 45 46  74| 8 43 49  72|24 38 38 111|   257
Herbal Avenger   | 7 45 48  69| 9 36 55  83|14 28 58 100|   252

Against stone/imps:

Name             | Son of Vain| Hammerhead | Uninvited  | Overall
                 | W  L  T Pts| W  L  T Pts| W  L  T Pts|
Hazy Lazy        |36 37 27 136|40 39 21 140|41 49 10 134|   410
Herbal Avenger   |26 40 33 111|30 44 26 116|38 48 14 128|   355
Dandelion II     |26 44 30 108|37 48 15 126|24 64 12  83|   317
zooom...         |17 54 29  81|36 44 20 128|29 59 12  99|   308

It is clearly seen that Dandelion II scores really nice against paper/imps
while it looses some stone/imp resistance.  Okay, without further ado here
is the code:

;name Dandelion II
;author Schmidt/Zapf
;strategy blurish scanner TNG
;strategy decoymaker added
;assert CORESIZE == 8000

sSep    equ    8
sOff    equ    5753
sStep   equ    7212
cOff    equ    602

inc     nop    #sStep,    sStep
cptr    mov    clear,     }6727
sgate   mov    clear,     >cptr
scan    seq    sOff+sSep, sOff
        mov.b  scan,      cptr
        add    inc,       scan
        jmn    sgate,     @sgate
        jmp    clear

        for             17
        dat     0,      0

gap     equ     26

gate    dat    4009+cOff, {gap+cOff
jumper  jmp    4009,      gap
        dat    0,         0
        dat    0,         0
        jmp    7684,      <2667
clear   spl    #4007,     gap
        mov    @switch,   >gate
        mov    jumper,    }gate
switch  djn    clear+1,   {clear

        for    28
        dat    0,         0

dplace  equ    (inc+2453)

decoy   mov    <dplace+0, {dplace+2
        mov    <dplace+3, {dplace+5
        mov    <dplace+6, {dplace+8
        mov    <dplace+9, {dplace+11
        djn.f  scan,      <dplace+13

end decoy
Extra Extra Extra - Something Strange by John Metcalf

Something Strange is another addition to the ever-growing category of
Blur-like scanners.  The code demonstrates two techniques:

  * the use of a pre-scan,

  * the inclusion of DJN decrements in a Blur loop.

The advantage of the pre-scan used here is two-fold.  It is faster than the
main scan loop, which loses some of it's time to wiping.  Also, the scan
pattern used performs better in the early cycles of the game.

In most Blur-like scanners the SPL wipe is active within the scan loop,
wiping and wasting precious cycles even before something is discovered.
Zooom (CW70) demonstrated a trick using self-modifying code in which the
SPL wipe is inactive until the scan finds something.  Using a pre-scan
achieves similar results.

When Blur-like scan loops look at more than one location, these locations
tend to be close to each other, typically 4-8 cells apart.  This avoids the
need to determine which of the scanned locations contains something.  This
forms a poor scan pattern against any opponent larger than the 4-8 cell gap.

Something Strange's pre-scan uses the same scan step as the main scan loop.
However, the pre-scan doesn't need to scan locations close to each other,
and can be given a much better pattern:

 pre-scan pattern  : step*1,     step*2,     step*3,     step*4,     step*5
 main-scan pattern : step*1,     step*1+hop, step*2,     step*2+hop, step*3

With the addition of an extra line of code, it was possible to add a DJN.F
attack to the main scan loop.  This currently decrements through the scan

Decrementing through the scan pointer appears to be more successful than
beginning a decrement stream where something is discovered and working back
through core, while the SPL wipe moves forward.

Some questions about general Blur-like scanners to consider:

Could a Blur-like scanner with a faster scan loop be effective?  Perhaps
one could be built from the .75c or .8c loops.

Would it be worth adding a couple of lines logic to the basic scanner to
achieve a better scan pattern in the main scan loop?

Are there any special considerations when choosing a step for a Blur-like

Anyway, here's the code:

;name something strange
;author John Metcalf
;strategy tonight something strange stalks the core
;strategy .8c pre-scan -> .5c scan / .25c wipe -> d-clear
;assert CORESIZE == 8000

       ORG      ptrD

       step     EQU 230 ; (or 3470, 5110)
       hop      EQU 5   ; gap
       sbmb     EQU incB

cptr   MOV.B    ptrB,           #-3196    ; adjust the wipe pointer

scanB  MOV      sbmb,           >cptr     ; SPL wipe from the scan loop
       SUB      incB,           ptrB
ptrB   SNE      ptrD+hop-step,  ptrD
       DJN.F    scanB,          @ptrB

       JMN      cptr,           ptrB      ; scan until we detect our SNE

       gate     EQU ptrB

incB   SPL      #-step,         <-step    ; a typical d-clear
clear  MOV      dbmb,           >gate
       DJN.F    clear,          >gate
dbmb   DAT      <2667,          8

       FOR      72
       DAT      0,0

       first    EQU (ptrB+step)

incD   DAT      step*2,         step*2
       DAT      0,              0

scanD  ADD      incD,           ptrD      ; .8c pre-scan
ptrD   SNE      first+step,     first
       ADD      incD,           ptrD
       SNE      *ptrD,          @ptrD
       DJN.F    scanD,          @ptrD

       ADD      ptrD,           ptrB      ; adjust pointer in main scan
       JMP      ptrB,           <ptrB+2-step
Questions?  Concerns?  Comments?  Complaints?  Mail them to people who
care.  Beppe Bezzi <>, Philip Kendall
<>, Anton Marsden <>, John Metcalf
<> and Christian Schmidt <>
2002-2005 Logo C. Schmidt