- the optimization quality of most tiny warriors is poor
- the optimization quality of most 94nop warriors is very poor
The only well optimized warriors are certain scanners like Recon2 because they have few constants and their choice can be further narrowed down. With state of the art software and a top of the line CPU I can optimize well for coresize 800 andstruggling to optimize for coresize 8000 and you are proposing coresize 1'000'000'000? It won't even be possible to obtain precise scores.
There is also a conceptual problem with your argument. There is so much to discover even in tiny, there is just no need for giant settings. You are proposing a solution to a nonexistent problem.
Max warrior size 10000 would only be useful for enormous quickscans. Larger cores would mean that longer loops (0.8c scans and maybe more) become more attractive. Replicators would also grow in size (more than 3 silks) to cover the larger cores better.But there won't be any drastic change in strategies. One of the main principles of CoreWar - you have to be small and efficient - would still apply.
Since computers have become much more capable, I wonder if it is time to explore giant hills?
Small core sizes brought their own breed of warriors, perhaps huge cores would also spark new developments?
For example what if max warrior size was 10000 and core size 1GB?
What could be interesting settings?The experimental settings (coresize 55440), but with the regular proportions (max processes = coresize, max cycles = 10 coresize). The 94x settings currently in use at koth.org are balance-breaking.
On Saturday, 12 February 2022 at 14:26:44 UTC+1, inversed wrote:struggling to optimize for coresize 8000 and you are proposing coresize 1'000'000'000? It won't even be possible to obtain precise scores.
- the optimization quality of most tiny warriors is poorInteresting to know, I had assumed at least the tiny warriors to be pretty optimized by now.
- the optimization quality of most 94nop warriors is very poor
The only well optimized warriors are certain scanners like Recon2 because they have few constants and their choice can be further narrowed down. With state of the art software and a top of the line CPU I can optimize well for coresize 800 and
Why no precise scores? I haven't done the math, admittedly.better. But there won't be any drastic change in strategies. One of the main principles of CoreWar - you have to be small and efficient - would still apply.
There is also a conceptual problem with your argument. There is so much to discover even in tiny, there is just no need for giant settings. You are proposing a solution to a nonexistent problem.Well not necessarily a solution to a problem, just something new to try out.
Max warrior size 10000 would only be useful for enormous quickscans. Larger cores would mean that longer loops (0.8c scans and maybe more) become more attractive. Replicators would also grow in size (more than 3 silks) to cover the larger cores
Maybe, even probably - but are you sure? :-)
But if even the current hills can not be optimized against properly, it is not a good argument against giant hills? In any case, it is all about fun, so if there is no interest in this idea, fair enough.strategies in parallel and so on.
I haven't played in (far too many) years, and it seems to me that the optimization against the current hills is a huge barrier of entry. It is not enough to have a good idea for a warrior, you also have to master the optimization tools.
But granted, the way to play the giant hills would probably require even more tools, because nobody would want to write a 10000 line warrior by hand.
I wouldn't necessarily expect completely new strategies, but perhaps variations. For example since presumably it would take longer to find the enemy, warriors would have more time for their opening strategy. They could perhaps launch multiple
Thinking about it, maybe it would just be annoying, like p-space :-) Even p-space was fun for a while, because it lead to fiddling with switching strategies. But once the switching strategies were fairly optimized, it just lead to more work forcreating warriors. I guess - unless there is still undiscovered potential for p-space we don't know about...
Why would a pmars rewrite be necessary? I think it uses 32 Bits for addresses, or am I mistaken?
At the moment I am trying to get it to run on OS X so that I can play properly. Then perhaps I'll try some tests.
Or maybe it would be an idea for a tournament round.
Difficulty of optimizing could also be a positive, like in the old days before everybody had optimizers.
But in general you have convinced me that there is still enough to try on the existing hills.
You mean switching components was not enough of an advantage agains optimized normal warriors?
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