[CSS_ACM_General_List] General projects for CSS

Sean Neilan sean at seanneilan.com
Fri May 6 10:42:15 CDT 2011

Core War (Mars Koth) looks pretty awesome!

I would organize this but I work full time now. What we need is someone to
step up and organize something like this. Your task would be to get familiar
with core war and then be able to teach it to 2 other people to see how it
all comes together. Then, from there, start organizing days to show other
people core war.

I found with the starcraft competition that I could only expand it a couple
people at a time since you have to teach everyone how to use the systems.

On Thu, May 5, 2011 at 11:15 PM, Nick Anderson
<mtgathering2000 at hotmail.com>wrote:

>  Hey, given our general lack of computer-centric activities (within CSS), I
> was hoping I could get some people's thoughts on a few projects we could do
> in CSS. I know we tried the Starcraft AI thing (but C++ with AI is tough),
> the soccer cup (wasn't really there for it, but there's no repeat so...),
> and some random programming contests (which come and go), and maybe it's
> just my general absence up until recently, but I don't see a lot being done
> for the CS part of CSS lately which is a shame.
> And thus, two suggestions of what we could do, how we could start it, and
> how we could get them going:
> *MARS KOTH* - http://www.koth.org/pmars/ - <http://www.koth.org/pmars/>
> http://www.koth.org/info.html
> MARS is "Memory Array Redcode Simulator", Redcode being a language *similar
> to assembly*. Basically, you have a small program in redcode (about 20-100
> instructions max) which starts a process (or forks into multiple processes,
> if that's your thing) which does whatever you tell it to; the objective from
> here is to (A) keep your process(es) running and (B) destroy the other
> process(es) by making them run an invalid instruction (such as MOV 0,0).
> KOTH here is "King of the Hill", which is just the term for a competition of
> multiple Redcode contestants.
> This would be nice since most of us don't do anything with assembly so we
> would be on somewhat level ground for a KOTH.
> It would be easy to start up, just let people start on their programs and
> share them so others can pit them against each other. All it would need is
> another mailing-list or just something like pastebin would work fine. If we
> seem to like this, we can move on up to an organized CSS-run KOTH system
> (possibly with other schools participating as an end goal, but eh).
> *MUD AI Competition* - explaining text games -<http://www.ironrealms.com/online-text-adventure-games-how-to-explain-text-games-to-your-friends>
> I wish I had more links for this, but basically what I'm kind of suggesting
> is we make a custom MUD which works on the "Balance MUD" system (which I'll
> warn you is basically impossible to google about to find links since there's
> apparently a "Mud-balance" measurement for something). This is nice because
> (A) it's fun, (B) it's easy to get into, and (C) I have experience and could
> help-with/do a lot of the development. And it really is easy to get into; I
> (from my experience playing Aetolia <http://www.aetolia.com>for 5 years)
> know a lot of tech-savviless people who built systems (which handle combat
> in MUDs) which work just fine (if not better than my attempts). Also,
> there's a lot of languages supported for scripting a system, Lua, C++, Java,
> and LISP among them. The biggest challenge, for the most part, is just
> knowing regular expressions.
> It would be tough-ish to start up; none of the MUDs out there are both
> Balance MUD (which is what I have experience with, but I haven't found a
> non-Balance MUD system that would be interesting to script AI for) and
> RP-suggested (allows non-Roleplayers) so we would have to develop a MUD of
> our own (it's not Halo, sure, but it's still a full program with lots of
> code). Once it IS made though, we can hold tournaments of all sorts for
> AI-assisted and pure-AI contestants or whatever.
> In any case, I know I suggest seemingly random things from time to time
> so... discuss I guess.
> - Nick
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