COREWAR

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Step 26: [Paper] Observing the Self-Replicating Swarm "Mice"
๐ŸŽฏObserve Paper self-replication and survive for 80+ cycles (or win)(0/80)

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
๐Ÿ‘๏ธ OBSERVATION MODE (Press [STEP])
[Addr][Opcode][A (Left)][B (Right)]
๐Ÿ“ฆ DATA / BOMB (DAT)
0000
โ–ผMOV
#
$
0001
โ–ผMOV
<
<
0002
โ†บJMN
$
$
0003
โ–SPL
@
#
0004
๏ผ‹ADD
#
$
0005
โ†บJMP
$
$
0006
โ– DAT
$0
$0
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 26 OF 30Chapter 5: The Metagame Triad & Digital Ecologyโฑ 6 min read
๐Ÿ“– Lecture Note: Computer Science & Artificial Life Principles Behind This Experiment

[Paper Archetype] Self-Replicating Swarms ("Mice") and the Lineage of Artificial Life (Tierra & Avida)

Dissecting the 6-line genome of 1986 World Champion "Mice" and how CoreWar inspired Thomas Ray's Tierra

#Paper Archetype#Mice (Chip Wendell, 1986)#Self-Replicating Swarm#Tierra & Avida (ALife)#Distributed Redundancy
๐Ÿ”ฌStep 26: [Paper] Observing the Self-Replicating Swarm "Mice"

What kind of organism can defeat a relentless ๐Ÿชจ Stone bomber? Meet ๐Ÿ“„ Paper (the self-replicating swarm "Mice"), winner of the inaugural 1986 World Tournament!

Here is how Paper's 6-line genome works: 1. 0000โ€“0002: Copies all 6 lines of its own body to a distant memory address. 2. 0003: Fires SPL.A @2 into the newborn clone to awaken it as an independent thread! 3. Because 1 colony becomes 2, 2 become 4, 8, 16..., single-point Stone bombs can never wipe out the swarm!

๐ŸŽฏ Your Task (No Editing Needed) Press [PLAY] and watch your green Paper colonies proliferate across the Arena and outlive the Stone bomber!

1. The 1986 World Tournament Shock: Why Paper Beats Stone

In Step 26, you pressed [PLAY] and witnessed one of the most iconic spectacles in computer science history: a self-replicating "Paper" organismโ€”modeled on Chip Wendell's legendary "Mice", winner of the inaugural 1986 International Core War Tournamentโ€”multiplying across the Arena against a Stone bomber.

As you watched the Arena grid, the ecological dynamic became unmistakable. While the red Stone warrior diligently hurled single-cell bombs one at a time, your green Paper organism copied its entire 6-line body to a new location, spawned a child process inside the copy, and then BOTH colonies began copying themselves simultaneouslyโ€”exploding from 1 colony into 2, 4, 8, 16, and 32 across the memory core!

Why does ๐Ÿ“„ Paper effortlessly defeat ๐Ÿชจ Stone? Because Stone is a single-point attacker, whereas Paper is a distributed, exponentially replicating swarm! Even when a Stone bomb scores a lucky direct hit and destroys one Paper colony, three more daughter colonies have already been born elsewhere in memory. Trying to kill a Paper swarm with single-point Stone bombs is like trying to extinguish a forest fire with a water pistol.

๐Ÿ“„ PAPER ("Mice" 6-Line Self-Replicating Genome):
  [0000] MOV.AB #6, $0    โ”€โ”€โ–บ 1. Initialize copy counter = 6 lines (stored in 0000.B!)
  [0001] MOV.I <-1, <4    โ”€โ”€โ–บ 2. Copy 1 line from self (<-1) to remote clone (<4)
  [0002] JMN.B $-1, $-2   โ”€โ”€โ–บ 3. Loop back to [0001] until all 6 lines are copied!
  [0003] SPL.A  @2, #0    โ”€โ”€โ–บ 4. Awaken the newborn clone at @2 with a new thread!
  [0004] ADD.AB #253, $1  โ”€โ”€โ–บ 5. Advance dispersal pointer by +253 for next clone
  [0005] JMP.A $-5, #120  โ”€โ”€โ–บ 6. Repeat replication cycle (0005.B holds target pointer!)

2. Dissecting the 6-Line DNA of "Mice": High-Speed Block Transcription

How does "Mice" copy all 6 lines of its own body and birth a live clone using only 6 instructions? Let's dissect this masterpiece of algorithmic compression line by line:

1. INITIALIZE COUNTER (0000: "MOV.AB #6, $0"): Sets its own B-field (0000.B) to 6, representing the 6 lines of its genome that need to be transcribed. 2. TIGHT COPY LOOP (0001: "MOV.I <-1, <4" and 0002: "JMN.B $-1, $-2"): Here, the "<" (Pre-Decrement) mode you learned in Step 24 is used on BOTH operands at once! On each tick, "<-1" decrements the counter in 0000.B (6 โž” 5 โž” 4 โž” 3 โž” 2 โž” 1 โž” 0) to read each line of the parent from bottom to top, while "<4" simultaneously decrements the target pointer in 0005.B to write each line into the distant daughter colony! Line 0002 ("JMN.B": Jump if Not Zero) loops back to 0001 until all 6 lines are copied and the counter hits 0. 3. MITOTIC AWAKENING (0003: "SPL.A @2, #0"): The instant the 6-line copy is complete, the pointer in 0005.B points directly to the first line of the newborn clone. "SPL.A @2" fires a brand-new execution pointer into the clone, bringing it to life! 4. DISPERSAL (0004โ€“0005): "ADD.AB #253, $1" shifts the target pointer in 0005.B by +253 cells so the next child will be born in fresh territory, and "JMP" restarts the cycle.

3. How CoreWar Sparked Modern Artificial Life: Thomas Ray's "Tierra" and "Avida"

What you just observed on screen is not merely a clever game strategyโ€”it is the exact spark that ignited the scientific field of Digital Evolution and Artificial Life (ALife).

In the late 1980s, tropical ecologist Thomas S. Ray discovered CoreWar and watched self-replicating programs like "Mice" proliferate through virtual memory. Struck by an epiphany, Ray asked: "What if we take a CoreWar-style virtual machine, place a self-replicating program inside it, and introduce random bit flips (mutations) during the MOV copy process so that organisms evolve by natural selection?"

In 1990, Ray built that exact system and named it "Tierra" (later succeeded by the "Avida" platform at Caltech and Michigan State University). When Ray seeded Tierra's memory soup with a single self-replicating ancestor, astonishment followed: without any human programming, the digital organisms spontaneously evolved shorter, faster genomes, gave rise to "parasites" (tiny programs that lacked their own copy loop and hijacked the MOV loops of neighboring organisms!), and subsequently evolved hyper-parasites and immune defenses! The vivarium you are exploring today stands directly on the shoulders of that scientific revolution.

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๐Ÿ”’ MISSION CLEAR Unlocks the Full Lecture Note

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