COREWAR

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Step 28: [Scissors] Tuning Scanner Stride to Shred Paper
๐ŸŽฏAccelerate your scan stride to hunt down and defeat the enemy Paper(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 28 OF 30Chapter 5: The Metagame Triad & Digital Ecologyโฑ 6 min read
๐Ÿ“– Lecture Note: Computer Science & Artificial Life Principles Behind This Experiment

[Scissors Archetype] Ocular Scanners and Evolutionary Game Theory (The Rock-Paper-Scissors Triad)

How wide-stride Scanners shred Paper swarms, and why non-transitive dominance prevents any single "ultimate warrior" from existing

#Scissors Archetype#Rock-Paper-Scissors Metagame#Evolutionary Game Theory#Non-Transitive Dominance#Lotka-Volterra Dynamics
๐Ÿ”ฌStep 28: [Scissors] Tuning Scanner Stride to Shred Paper

What is the natural predator of ๐Ÿ“„ Paper? โœ‚๏ธ Scissors (the Ocular Scanner)! Paper takes many cycles to copy a clone. By leaping across memory with a wide scan stride, Scissors rapidly locates Paper colonies and destroys them before they can finish replicating.

Right now, row 0000 has a scan stride of #1 (too slow!), allowing the enemy Paper at 0400 to replicate before you find it.

๐ŸŽฏ Your Task Change the scan stride A (Left Value) on row 0000 from #1 to #10 and press [PLAY] to lock onto the enemy Paper at 0400 and eliminate it!

1. Completing the Circle: Why Scissors Shreds Paper

In Steps 26 and 27, self-replicating ๐Ÿ“„ Paper looked practically invincible as its exponentially growing swarm shrugged off ๐Ÿชจ Stone's bombs. Does that mean Paper is the "ultimate unbeatable program" in CoreWar? Not at all! In Step 28, you took command of Paper's natural predator: โœ‚๏ธ Scissors (the Ocular Scanner).

Why is Scissors so lethal against Paper? Because Scissors exploits Paper's two inherent biological vulnerabilities: 1. LONG GESTATION TIME: Copying 6 lines of code one cell at a time via a loop takes Paper roughly 15 to 20 clock cycles per generation. During that entire copying phase, the parent colony is stationary! 2. LARGE SENSORY SILHOUETTE: Each Paper colony is 6 cells wideโ€”and every time Paper spawns a new colony, it doubles the surface area in memory that is non-empty! To a blind Stone bomber, more colonies mean harder targets to wipe out; to an ocular Scanner with "SEQ", however, a 6-cell colony is a massive radar reflector!

Initially, your Scanner's stride on row 0000 was set to a sluggish "#1", creeping forward too slowly to reach 0400 before Paper multiplied. The moment you widened the scan stride to "#10", your Scanner bounded across the empty expanse in a single leap, locked onto the parent Paper colony at Address 0400 (0004 + 386 + 10 = 0400) before it could finish birthing a single clone, and severed its execution loop!

            ๐Ÿชจ STONE (Fast, Compact Bomber)
               โ•ฑ                        โ–ฒ
   Shatters   โ•ฑ                          โ•ฒ  Swarms &
  Large Body โ•ฑ                            โ•ฒ Overwrites
            โ–ผ                              โ•ฒ
     โœ‚๏ธ SCISSORS โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ–บ ๐Ÿ“„ PAPER
   (Wide-Stride Scanner)   Tracks &      (Self-Replicating
                        Snipes Colonies       Swarm)

2. Emergent Rock-Paper-Scissors and Evolutionary Game Theory

Pause and reflect on the profound scientific phenomenon you have just experienced across Steps 25 through 28. Nowhere in the ICWS-94 specification did the creators of CoreWar write a rule saying "Stone beats Scissors, Scissors beats Paper, and Paper beats Stone." All they defined was a simple Von Neumann memory array and a handful of assembly instructions. Yet as programmers around the world competed to write the strongest warrior, this exact three-way ecological cycleโ€”known in mathematics as Non-Transitive Dominanceโ€”emerged spontaneously from the laws of computation!

Why can't anyone write a single "God Program" that beats everything? Because in a resource-constrained universe (where every warrior gets exactly 1 instruction cycle per turn and every extra line of code increases your target size), three fundamental engineering virtues are locked in an irreconcilable three-way trade-off: 1. RAW SPEED & COMPACTNESS (Stone): Maximizing bombs-per-cycle requires zero sensory overhead and minimal code linesโ€”leaving you with only 1 thread that dies instantly against a Paper swarm. 2. SENSORY INTELLIGENCE (Scissors): Adding "SEQ" eyes lets you hunt down wide Paper colonies rapidlyโ€”but the extra code lines and scan cycles make you a sitting duck against fast, compact Stone bombers. 3. DISTRIBUTED REDUNDANCY (Paper): Spending cycles on "MOV" loops and "SPL" makes you immune to single-point Stone bombsโ€”but slows each individual thread down (1/N) and enlarges your footprint, making you easy prey for wide-stride Scissors!

3. Lotka-Volterra Population Dynamics in Nature and Silicon

In mathematical biology, cyclic population waves between predators and prey are modeled by the famous Lotka-Volterra Equations, and real-world Rock-Paper-Scissors ecosystems have been documented in species ranging from Pacific side-blotched lizards to E. coli bacterial colonies.

Throughout the forty-year history of CoreWar's ongoing "King of the Hill" (KOTH) servers, this exact ecological oscillation has played out continuously in silicon. Whenever Stone bombers dominate the hill, Paper replicators flourish by feeding on them; once the hill is covered in Paper, Scissors scanners surge in population to feast on the replicators; and once Scanners crowd the hill, compact Stones return to shatter them. Because of non-transitive dominance, evolution never freezes into a static monoculture.

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๐Ÿ”’ MISSION CLEAR Unlocks the Full Lecture Note

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