Glossary
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Core War has a vocabulary of its own. Anyone following the newsgroup or trying to
decipher a ;strategy line needs these terms.
Briefly explained, with links to where they are covered in full.
A
A-field — The first operand of an instruction. In MOV.I $3, @7, $3 is the
A-field. See Instruction set.
Addressing mode — The symbol in front of an operand (#, $, @, *, <,
>, {, }). It determines how a value becomes an address. See
Addressing modes.
Age — How many other people's submissions a warrior has survived on a displacement hill. The criterion for the Hall of Fame: 100 on the 94nop hill. See Hills and community.
;assert — Header line that makes assembly fail if the environment does not
match — for instance ;assert CORESIZE == 8000.
B
B-field — The second operand of an instruction. Frequently repurposed by instructions as pointer storage.
Bomb — An instruction a warrior writes into foreign territory to kill
processes there. Classically DAT, but also SPL or JMP depending on intent.
Boot (bootstrapping) — A warrior copies itself elsewhere in the core before the real fight and continues there. That decouples it from its load position — if the opponent finds the old location, it hits nothing.
C
Cell — A memory location in the core. Always holds exactly one complete instruction — data and program are the same thing.
Clear (core clear) — Systematic overwriting of memory without aiming. Usually the endgame of an attack. See Strategy encyclopaedia.
CMP — Old name for SEQ. Both spellings are permitted.
Core — The memory in which the fight takes place. A ring of (usually) 8000
cells. Before a round starts it is filled throughout with DAT.F $0, $0 — that
is, lethal everywhere.
Core size — The number of cells in the core. All address arithmetic is modulo this value.
Cycle — One unit of execution. Per cycle each living warrior executes exactly one instruction. After 80,000 cycles without a decision, the round ends in a tie.
D
DAT — The only instruction that kills: a process running onto it
terminates. Also the fill value of empty core.
Decoy — Filler intended to occupy a scanner. Because it differs from empty core, a scanner takes it for a find and wastes its attack.
DJN stream — An attack technique that uses DJN to continuously decrement
values in foreign cells, rendering them useless without overwriting them.
E
EQU — Defines a named constant at assembly time. step EQU 4 makes step
mean four everywhere.
Evolver — A program that produces warriors by mutation and selection rather than writing them. See Tools and engines.
G
Gate — A defensive cell that catches passing imps. Anyone hoping to survive imp rings needs one.
H
Hall of Fame — A distinction on corewar.co.uk that cannot be applied for; it follows a warrior's age alone.
Hill — A continuous public ranking on which every new warrior faces all the existing ones. Two designs: displacement hill (fixed size, the last one drops off) and unlimited hill (everyone stays). See Hills and community.
Hybrid — A warrior combining two strategy classes, for example paper with stone. That is the norm at the top today; pure forms are teaching models.
I
ICWS — International Core Wars Society. Publisher of the ICWS'88 standard and the '94 draft. See Standards.
Imp — A warrior that copies itself forward and runs after the copy:
MOV.I $0, $1. Cannot win, but is hard to kill.
Imp ring / imp spiral — Several imps distributed evenly across the core that repair each other. Considerably more robust than a single imp.
K
Koenigstuhl — The unlimited hill run by Christoph C. Birk, with over 1100 warriors spanning three decades. The basis of every measurement in this reference.
KOTH — King of the hill. Both the game principle and the name of the oldest server (koth.org).
M
MARS — Memory Array Redcode Simulator. The collective term for Core War simulators.
Modifier — The suffix after the dot (.A, .B, .AB, .BA, .F, .X,
.I). It determines which fields an instruction touches — and thereby the
meaning more than the opcode does. See Modifiers.
N
Nano — A rule set with a very small core and very short warriors. An ecosystem of its own, where different strategies work.
;name — Header line with the warrior's name. It appears that way in the
ranking.
O
Oneshot — A warrior that scans once thoroughly and stakes everything on that one hit. See Strategy encyclopaedia.
Opcode — The actual instruction, such as MOV or SPL. There are 16.
Optimiser — A program that searches for better constants for an existing warrior without changing its structure.
P
Paper — Replicator: reproduces faster than the opponent can destroy. See Strategy encyclopaedia.
pMARS — The portable reference simulator. In case of doubt, its behaviour is the authoritative reading of the standard.
Process — One thread of execution of a warrior. Important: more processes do not make you faster — a warrior executes exactly one instruction per cycle and the processes share the time. Processes are robustness, not speed.
P-space — Private memory that survives a round. Lets a warrior learn from lost rounds. Disabled under '94nop.
Q
Quickscanner (qscan) — Not a warrior of its own but an opening: a few
widely spaced probe points in the first cycles. If it hits, the battle is decided
before the opponent runs. Hence the notation qscan -> something in many
strategy notes.
R
Redcode — The assembly language of Core War.
;redcode-<hill> — Must be on line 1 of a submission and determines the
target hill, for example ;redcode-94nop.
Replicator — See paper.
Round — A single battle. A test run consists of many rounds with freshly randomised load positions.
S
SAL — Survival Analysis Lab, operator of several hills including the
beginner hill.
Scanner — A warrior that searches the core for deviations from the empty state and strikes precisely. See Strategy encyclopaedia.
Score — The rating on a hill: (wins × 3 + ties) × 100 / rounds. An average
against the current field — it changes without you doing anything.
Silk — The most widespread paper construction. Starts the new process at the target address before the copy is finished, and thereby reproduces in parallel.
SPL — The instruction that creates an additional process. The basis of
every replicator. See Instruction set.
Stone — Bomber: blindly scatters DAT bombs at regular intervals. See
Strategy encyclopaedia.
;strategy — Header line in which the author briefly describes what the
warrior does. Also the usual place for attribution.
T
;test — Server command that only assembles a warrior without submitting it.
Sensible on a first attempt.
Tie — Both warriors are still alive when the cycles run out. Not a fallback result but a tool: a tie is worth a third of a win, and some top warriors are deliberately built around them.
Tiny — A rule set with a small core and short warriors, between nano and the standard format.
V
Vampire — A warrior that redirects enemy processes into a pit instead of killing them. Structurally hopeless against floods of processes. See Strategy encyclopaedia.
W
Warrior — A Core War program.
Wipe — Area overwriting of a region, usually after a scan hit.
Related pages
- Instruction set · Addressing modes · Modifiers · Standards
- Strategy encyclopaedia · Tools and engines · Hills and community