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Gaming > Core War > Re: Working Slo...
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Re: Working SlowQscan

by Roy <roy.van.rijn@[EMAIL PROTECTED] > Mar 5, 2008 at 08:17 AM

> In those cases where the mov.x is executed it backs the bombing run up
> one position. =A0A cheap way of getting little more out of the attack,
> and it does score a few more points.

Ah ok, thats the reason. Nice little trick to improve on that bombing
engine. I'm not used to that engine yet :) So I could even try
-2/-3/-4 to bomb a little more, intresting to see if the results get
better.

I'm only encoutering one problem with the bombing engine, imagine the
following warrior:
for 97
nop #-99,-99
rof
nop 2,1
nop #-99,-99
start jmp #99,#99
end start

Your bombing engine will only kill this in 2% of the finds. Because
when it encouters a nop 2,1 it will decrease and bomb it to 1,1, the
following line has been bombed so the engine stops! This shows two
problems, every 2 a-field it encounters will stop the engine + the
indirect bombing bombs the wrong line, it points to start, but its not
hit.

I'm curious why you those to use {qStep instead of *qStep (better
scores for some reason?). Fixing it will cost one line (as far as I
can see) but might improve the scores drasticly:
          djn.f     1       ,*1 ;making a-field not point to dat 0,0
qPtr    mov     0        ,*qStep ;not using { but *, pointing to
original location

It scored somewhat better in my tests at least :-)

Roy
 




 5 Posts in Topic:
Working SlowQscan
pauldkline@[EMAIL PROTECT  2008-03-04 15:11:09 
Re: Working SlowQscan
Roy <roy.van.rijn@[EMA  2008-03-05 01:04:03 
Re: Working SlowQscan
pauldkline@[EMAIL PROTECT  2008-03-05 05:55:01 
Re: Working SlowQscan
Roy <roy.van.rijn@[EMA  2008-03-05 08:17:09 
Re: Working SlowQscan
pauldkline@[EMAIL PROTECT  2008-03-05 11:42:25 

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tan12V112 Fri Jul 25 22:06:31 CDT 2008.