COREWAR

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Step 25: [Stone] High-Speed Bomber and Step Size Tuning
๐ŸŽฏDefeat the enemy Scissors (Scanner) with your tuned Stone bomber(0/1)

MISSIONS (30 STEPS)

CH.1: UI & MEMORY BASICS (1-6)
BASICโ˜…โ˜†โ˜†
Step 1: The "STEP" Button That Advances Time
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BASICโ˜…โ˜†โ˜†
Step 2: Process Termination and Restoring with "RESET"
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BASICโ˜…โ˜†โ˜†
Step 3: "Edit Mode" vs. "Running Mode"EDIT
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BASICโ˜…โ˜†โ˜†
Step 4: The Three Rooms of a Memory Box (Changing B)EDIT
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BASICโ˜…โ˜†โ˜†
Step 5: Modifying Both the Left Room (A) and Right Room (B)EDIT
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BASICโ˜…โ˜†โ˜†
Step 6: Literal Numbers (#) vs. Relative Addresses ($)EDIT
CH.2: CORE INSTRUCTIONS (7-13)
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ARITHMETICโ˜…โ˜†โ˜†
Step 7: Observing the "ADD" Instruction
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ARITHMETICโ˜…โ˜†โ˜†
Step 8: Changing the Number to Add (A-Field)EDIT
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ARITHMETICโ˜…โ˜†โ˜†
Step 9: Changing the Target Address (B-Field)EDIT
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ARITHMETICโ˜…โ˜†โ˜†
Step 10: Using the Subtraction Instruction "SUB"EDIT
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BASICโ˜…โ˜†โ˜†
Step 11: Copying an Entire Box with "MOV"EDIT
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CONTROLโ˜…โ˜†โ˜†
Step 12: Looping Back in Time with "JMP"EDIT
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CONTROLโ˜…โ˜†โ˜†
Step 13: Build Your First Program (Automatic Counter)EDIT
CH.3: VON NEUMANN & DIGITAL LIFE (14-18)
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BASICโ˜…โ˜†โ˜†
Step 14: Why Does "DAT" Become a Bomb?EDIT
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BASICโ˜…โ˜†โ˜†
Step 15: Copying Your Own Instruction (Code = Data)EDIT
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BASICโ˜…โ˜†โ˜†
Step 16: Observation: Stepping Through "Imp", the Oldest Digital Organism
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BASICโ˜…โ˜†โ˜†
Step 17: Modifying the Imp (Copy Destination Experiment)EDIT
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ARITHMETICโ˜…โ˜…โ˜†
Step 18: Understanding Indirect Addressing (@ Pointers)EDIT
CH.4: CLASSIC ARCHETYPES (19-24)
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STRATEGYโ˜…โ˜…โ˜†
Step 19: Observation: Dissecting the "Dwarf" Bomber Step-by-Step
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STRATEGYโ˜…โ˜…โ˜†
Step 20: Modifying Dwarf (Changing the Bombing Interval)EDIT
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STRATEGYโ˜…โ˜…โ˜†
Step 21: First Combat: Tune Your Bomb Interval to Destroy the TargetEDIT
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CONTROLโ˜…โ˜…โ˜†
Step 22: Observation: The "SPL" Split Instruction and Mitosis
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CONTROLโ˜…โ˜…โ˜†
Step 23: Finding Enemies with Conditional Skip "SEQ / CMP"EDIT
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STRATEGYโ˜…โ˜…โ˜†
Step 24: Stopping an Imp with a Pre-Decrement "Imp-Gate"EDIT
CH.5: BATTLE EVOLUTION (25-30)
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STRATEGYโ˜…โ˜…โ˜†
Step 25: [Stone] High-Speed Bomber and Step Size TuningEDIT
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STRATEGYโ˜…โ˜…โ˜†
Step 26: [Paper] Observing the Self-Replicating Swarm "Mice"
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STRATEGYโ˜…โ˜…โ˜…
Step 27: [Modifying Paper] Tune Clone Dispersal Distance to Overwhelm StoneEDIT
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STRATEGYโ˜…โ˜…โ˜†
Step 28: [Scissors] Tuning Scanner Stride to Shred PaperEDIT
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STRATEGYโ˜…โ˜…โ˜…
Step 29: [Trap] Abducting Enemy Processes with "Vampire"EDIT
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STRATEGYโ˜…โ˜…โ˜…
Step 30: Graduation Exam: Tune Your Warrior and Win the Final BattleEDIT
๐ŸŸข EDIT MODE (Click cells to modify)
[Addr][Opcode][A (Left)][B (Right)]
๐Ÿ“ฆ DATA / BOMB (DAT)
0000
โ–ผMOV
#
$
๐Ÿ‘ˆ EDIT
0001
โ–ผMOV
<
<
0002
โ†บJMN
$
$
0003
โ–SPL
@
#
0004
๏ผ‹ADD
#
$
0005
โ†บJMP
$
$
0006
โ– DAT
$0
$0
๏ผ‹๏ผ‹ ADD ROW
0007
โ– DAT
$0
$0
0008
โ– DAT
$0
$0
0009
โ– DAT
$0
$0
0010
โ– DAT
$0
$0
0011
โ– DAT
$0
$0
0012
โ– DAT
$0
$0
0013
โ– DAT
$0
$0
0014
โ– DAT
$0
$0
0015
โ– DAT
$0
$0
0016
โ– DAT
$0
$0
0017
โ– DAT
$0
$0
0018
โ– DAT
$0
$0
0019
โ– DAT
$0
$0
0020
โ– DAT
$0
$0
0021
โ– DAT
$0
$0
0022
โ– DAT
$0
$0
0023
โ– DAT
$0
$0
0024
โ– DAT
$0
$0
0025
โ– DAT
$0
$0
0026
โ– DAT
$0
$0
0027
โ– DAT
$0
$0
๐ŸŸ๏ธARENA (20 ROWS)SCOPE: 0000 - 0019
[CORE MEMORY 800 CELLS (20 ROWS ร— 40 COLS)]1:1 Row Synced with Editor
P1: 0
P2: 0
CYC: 0
๐Ÿ“– LECTURE NOTE // STEP 25 OF 30Chapter 5: The Metagame Triad & Digital Ecologyโฑ 5 min read
๐Ÿ“– Lecture Note: Computer Science & Artificial Life Principles Behind This Experiment

[Stone Archetype] High-Speed Bombing: Minimizing Footprint and Maximizing Firepower Density

Why a blind, ultra-compact Stone bomber consistently shatters a sophisticated, sensory-equipped Scissors scanner

#Stone Archetype#Code Footprint (Target Size)#Cycle Efficiency#Mod-4 / Mod-8 Granularity#Asymmetric Combat
๐Ÿ”ฌStep 25: [Stone] High-Speed Bomber and Step Size Tuning

In Chapter 5, you will master the CoreWar Metagame Triad (Stone, Paper, Scissors)! - ๐Ÿชจ Stone (Bomber) beats โœ‚๏ธ Scissors (Scanner)! (Scanners have larger bodies to house their sensory organs, making them easy targets for compact, fast Stone bombers.)

However, our Stone currently has a step size of #16 on line 1, which is too wide and jumps right over the enemy Scanner at 0400โ€“0405.

๐ŸŽฏ Your Task Change the bombing step size A (Left Value) on row 0000 from #16 to #4 (or #8) and press [PLAY] to shatter the enemy Scanner!

1. Entering the Metagame Triad: Why Stone Crushes Scissors

Welcome to Chapter 5, the culmination of the Academy curriculum! Over these final six steps, you will master the ecological triad that governs CoreWarโ€”Stone (Bombers), Paper (Self-Replicators), and Scissors (Scanners)โ€”along with the insidious Vampire (Control-Flow Trap).

At first glance, intuition suggests that an intelligent Scanner (Scissors) equipped with sensory eyes ("SEQ") should easily outclass a blind Bomber (Stone) that hurls bombs at random. Yet in the CoreWar ecosystem, the exact opposite is true: ๐Ÿชจ Stone is the natural predator of โœ‚๏ธ Scissors!

How does a simple, blind Stone consistently shatter a sophisticated Scissors program? Two fundamental laws of computational physics explain why: 1. TARGET FOOTPRINT (Code Size): Because a Scanner needs extra instructions to compare cells ("SEQ") and extra reference cells to compare against, its body is physically larger (6 to 12+ cells). A Stone bomber, by contrast, is stripped to the bare boneโ€”just 3 or 4 lines long. In a firefight, a larger body presents a much bigger target cross-section! 2. OFFENSIVE DENSITY: Every time Stone completes its tight 3-cycle loop, it permanently mutates memory with a lethal DAT bomb. Even if Scissors scans quickly, its delicate multi-instruction loop shatters the instant a single stray Stone bomb lands anywhere on its 6-line frame.

๐Ÿชจ STONE (4 lines = Small Target)          โœ‚๏ธ SCISSORS (6 lines = 1.5x Larger Target!)
  [0000] ADD.AB #4, $3                       [0400] ADD.AB #12, $4
  [0001] MOV.I  $2, @2 โ”€โ”€(Mod-4 Barrage!)โ”€โ”€โ–บ [0401] SEQ.I  @3, $4
  [0002] JMP.A $-2, #0                       [0402] MOV.I  $3, @2  โ—„โ”€โ”€ ๐Ÿ’ฅ Guaranteed Hit!
  [0003] DAT.F  #0, #390                     [0403] JMP.A $-3, #0
                                             [0404] DAT.F  #0, #12
                                             [0405] DAT.F  #0, #0

2. Matching Bombing Granularity to the Enemy's Body Length

Even with Stone's structural advantage, a bomber is only as effective as its step size (granularity). In Step 25, the enemy Scissors occupied 6 consecutive cells of memory, from Address 0400 through Address 0405. Initially, your Stone's step size on row 0000 was set to "#16". Starting from base pointer 0003 + 390 = 0393, a stride of #16 caused the very first bomb to land at 0393 + 16 = Address 0409โ€”vaulting clean over the entire 6-cell body of the enemy Scanner at 0400โ€“0405!

By applying a fundamental principle of discrete mathematicsโ€”the Pigeonhole Principleโ€”we can derive the guaranteed hit condition: To guarantee that a sequential bomber cannot step over a contiguous enemy of length L cells (here, L = 6), the bombing stride S must satisfy S โ‰ค L! When you tightened the step size from #16 to #4 (or #8), the landing coordinates became 0393 + 4 = 0397 โž” 0401 โž” 0405 (or 0393 + 8 = 0401), slamming a DAT bomb directly into Row 0401 ("SEQ.I") of the enemy Scanner and blinding it instantly. Notice how critical that first hit on Row 0401 is: even if the enemy Scanner's execution pointer is currently at Row 0400 or Row 0403 when the bomb lands on 0401, within at most 3 cycles the enemy pointer will loop around, step onto the newly planted DAT bomb at 0401, and terminate!

3. The KISS Principle in Systems Design

In software engineering and systems architecture, there is a famous maxim known as the KISS Principle ("Keep It Simple, Stupid"): the more complex machinery you add to a system, the more points of failure you introduce and the more overhead you pay on every cycle.

In CoreWar, the Stone archetype is the ultimate embodiment of the KISS principle. By refusing to spend cycles or code lines on sensory organs, it achieves maximum compactness and relentless offensive output. In modern tournament play, elite Stone warriors (such as "Carbonite" or "ornado") push this philosophy even further by using self-splitting Mod-2 or Mod-4 loops paired with a final "core clear" carpet bomb that wipes the entire memory clean once the enemy is crippled. Yet even the mightiest Stone has an Achilles' heel. What kind of organism can survive an unstoppable barrage of rocks? Turn to Step 26 to meet "Paper".

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