============================================================================= h u g i s i z e c o d i n g c o m p e t i t i o n g e n e r a l i n f o ============================================================================= ---------------------------------- [RULES] ---------------------------------- Unless stated otherwise in the competition specific rules, your entry must ... follow the competition specific rules. ... have the filename "entry.com". ... work in a Windows95 DOS box. ... work on the Adok's PC. an Intel Pentium 600, 64 MByte RAM, running Windows 98 [Version 4.10.2222]. ... use only instructions up to i586 (Pentium). Unless stated otherwise, your entry must NOT ... depend on its file name, i.e. it still has to work after renaming it to, say, FOOBAR.EXE, or any other valid DOS executable file name. ... depend on its drive or path. ... crash unless where explicitly stated by the rules. ... use MMX instructions or other non-Pentium instructions like CMOVcc; look at the "x86.txt" file for further information. ... use the special registers CR0..4 (this includes the MSW), DR0..7, or RDMSR/WRMSR instructions. ... use any external files or create new files on the disk. ... rely on any previously loaded code or data in memory, excluding DOS itself. ... disable interrupts for longer than 1/50 second in a row on a 200MHz Pentium. ... have been modified by means of an executable-packer (i.e., entry.com must be the product of assembling entry.asm). You may assume that ... the registers have these values (all in hex): (xx - means an unknown value which MUST NOT be assumed) EAX = xxxx**** AL = 00 if first FCB has valid drive letter, FF if not AH = 00 if second FCB has valid drive letter, FF if not EBX = xxxx0000 ECX = xxxx00FF EDX = xxxxxxxx DX = CS = DS = ES = SS = xxxx, 0080 <= DX <=9000. ESI = xxxx0100 EDI = xxxxFFFE EBP = xxxx09xx ESP = xxxxFFFE EIP = xxxx0100 EFLAGS (binary) = xxxxxxxx xxxxxxxx xxxx0x1x xx0x0x1x i.e. DF = 0 IF = 1 other flags = x WORD [FFFE] = 0000 Layout of PSP: see [Memory Layout] ... that the program is not loaded high. ... that DPMI services are available. ... FCB functions can be used to access files whose name is given in 8.3 format. You must NOT assume that ... the FPU state is defined; you have to use FINIT to initialize it before using it. If you use other's people code (from previous compos or the like), please add a comment about this to your code, including a reference to the original program. Oh yes, and please comment your code. ------------------------------ [MEMORY LAYOUT] ------------------------------ The PSP is a copy of a buffer containing the history of command line arguments. You can assume that all preceding command line arguments were smaller than 100 bytes. That is: PSP:[E5h] = 0Dh or 0 PSP:[E6h]...[FFh] = 0 Format of Program Segment Prefix (PSP) (located at initial DS:0000): [according to Ralf Brown's Interrupt List] Offset Size Description (Table 01378) 00h 2 BYTEs INT 20 instruction for CP/M CALL 0 program termination the CDh 20h here is often used as a signature for a valid PSP 02h WORD segment of first byte beyond memory allocated to program note: do not assume that this word contains 0A000h 04h BYTE (DOS) unused filler 05h BYTE CP/M CALL 5 service request (FAR CALL to absolute 000C0h) 06h WORD CP/M compatibility--size of first segment for .COM files 08h 2 BYTEs remainder of FAR JMP at 05h 0Ah DWORD stored INT 22 termination address 0Eh DWORD stored INT 23 control-Break handler address 12h DWORD DOS 1.1+ stored INT 24 critical error handler address 16h WORD segment of parent PSP 18h 20 BYTEs DOS 2+ Job File Table, one byte per file handle, FFh = closed 2Ch WORD DOS 2+ segment of environment for process (see #01379) 2Eh DWORD DOS 2+ process's SS:SP on entry to last INT 21 call 32h WORD DOS 3+ number of entries in JFT (default 20) 34h DWORD DOS 3+ pointer to JFT (default PSP:0018h) 38h DWORD DOS 3+ pointer to previous PSP (default FFFFFFFFh in 3.x) 3Ch BYTE DOS 4+ (DBCS) interim console flag (see AX=6301h) 3Dh BYTE (APPEND) TrueName flag (see INT 2F/AX=B711h) 3Eh 2 BYTE ? 40h 2 BYTEs DOS 5+ version to return on INT 21/AH=30h 42h 7 BYTE ? 49h BYTE unused by DOS versions <= 6.00 4Ch WORD ? 4Eh 2 BYTEs unused by DOS versions <= 6.00 50h 3 BYTEs DOS 2+ service request (INT 21/RETF instructions) 53h 2 BYTEs unused in DOS versions <= 6.00 55h 7 BYTEs unused in DOS versions <= 6.00; can be used to make first FCB into an extended FCB 5Ch 16 BYTEs first default FCB, filled in from first commandline argument overwrites second FCB if opened 6Ch 16 BYTEs second default FCB, filled in from second commandline argument overwrites beginning of commandline if opened 7Ch 4 BYTEs unused 80h 128 BYTEs commandline / default DTA command tail is BYTE for length of tail, N BYTEs for the tail, followed by a BYTE containing 0Dh -------------------------------- [CHECKING] --------------------------------- Usually, there is a test suite provided with the competition rules, which is irregularily updated; new versions can be found at http://www.hugi.de/compo/ However, the test suites usually only serve as a GUIDE, so please check your program against the rules before submitting. Also be aware that the test suite itself may contain bugs; if you find one, please send an e-mail about it to Adok (cdvolko@gmx.net) or (preferred) to the compo mailinglist (see below). ------------------------------- [SUBMISSION] -------------------------------- You have to send - the sourcecode of your entry - the executable of your entry ("entry.com") to Adok so that he can analyse and evaluate your entry. Send your entries to: cdvolko@gmx.net It would be best if you could submit your entry as early as possible. Then Adok can inform you about bugs, if he finds any, and you have enough time to fix them. Attention: if he finds no bugs, this doesn't automatically mean that your entry is bug-free; see also CHECKING (above). You can submit updates to your entries all the time till the deadline. Entries that do not agree with these rules will be disqualified. Their coders will be informed about the mistake, and they can re-submit a bugfixed version unless the compo is over. Only one entry per coder can qualify; if two or more coders work together on a single entry, it will count as a joint entry for those coders; no other entries of these coders can qualify. Note that the entry will count as a entry of this group of coders for the world league table. ----------------------------- [PUBLIC JUDGEMENT] ---------------------------- After the deadline for entry submission, as soon as the entries and the beta results are released, the public judgement starts. During this week you can discuss and object to the entries that seem to break some rule. Please send your objections to the compo-mailinglist (see below). Adok and/or a jury formed by him will check if your objections are according to the rules. If a hidden flaw is found in one of the originally accepted entries during the public judgement period, public judgement will decide what to do with the entry. Possible consequences include disqualification and penalties. ------------------------------- [PRE-RESULTS] ------------------------------- Preliminary results of this compo will be released on the compo-web-site and always updated after receiving a new entry. In this way the compo will hopefully be exciting. Compo-web-site URL: http://hugi.de/compo/ ---------------------------------- [PRIZES] --------------------------------- I'm sorry if I disappoint you, but there are no material prizes. Everything is just a matter of fun, honor and fame. Moreover, the 30 best competitors will get points and be listed in the 'World League Table of Assembly' situated at the compo-web-site. Reaching a good place at a compo and even more in the World League Table of Assembly is a good visiting-card and recommendation for every competitor! ------------------------------ [MAILING LIST] ------------------------------- The purpose of the Hugi Compo mailing list is to inform about new compos and provide a discussion forum for the competitors. At the moment there are about 220 subscribers. To subscribe send a mail to hugi-compo-subscribe@yahoogroups.com. You'll get an automatically generated mail which confirms your subscription within a few hours. Then you start getting the mails the others have posted to this mailinglist. You will have to subscribe to write mails to the mailinglist. Mails for the list have to be sent to: hugi-compo@yahoogroups.com If you want to subscribe, send a mail to: hugi-compo-subscribe@yahoogroups.com If you want to unsubscribe, send a mail to: hugi-compo-unsubscribe@yahoogroups.com The mailing list archive can be found at http://www.egoups.com/groups/hugi-compo/ -------------------------------- [ADDRESSES] -------------------------------- Send your entries to: cdvolko@gmx.net [Adok/Hugi] Compo-homepage (pre-results, world league table, test suites etc.): http://hugi.de/compo/ Subscribe to the mailing list: hugi-compo-subscribe@yahoogroups.com Unsubscribe from mailing list: hugi-compo-unsubscribe@yahoogroups.com Mailing list archive: http://www.yahoogroups.com/groups/hugi-compo/ ----------------------------------------------------------------------------- Thanks for reading this file! Original rules by Adok Extended and revised by INT-E ,--------------------------------------------------------------------- | HUGI COMPO 21 TEST SUITE AND EXAMPLES | by Bonz and Boreal (in alphabetic order) :-) | version 1.02 `--------------------------------------------------------------------- History ---------------------------------------------------------------------- Changes from v.1.00 to v.1.01 - added TTT2.* example that shows the AI's reasonings - added INT 20h hooking to the test suite - added more error explanation to the test suite (e.g. "incorrect move" is separated from "screen error") Changes from v.1.01 to v.1.02 - fixed severe bug that crippled the test suite (did not correctly find out if the computer was losing) File list ---------------------------------------------------------------------- EXAMPLE.ASM example tic-tac-toe program (source) EXAMPLE.COM example tic-tac-toe program (binary) TTT1.PAS Pascal example doing recursive evaluation (source) TTT1.EXE Pascal example (binary) TTT2.PAS Pascal example doing static evaluation (source) TTT2.EXE Pascal example (binary) TTT2.HTM Javascript example with user interface (tested with IE5; Konqueror and Mozilla should be also ok) TTT_TEST.PAS Test suite (source) TTT_TEST.EXE Test suite (binary) GENERAL.TXT Generic rules valid for all Hugi compos RULES.TXT Ruleset specific to this compo MANIFEST.TXT This file :-)   þ ÚÄÄ¿þ ÚÄÄ¿ ¿þ ÚÄÄ¿ ÃÄÄ´¿ ÂÚÄĿ ÀÄÄ¿ÂÚÄÄ¿ÚÄÄ¿ ³ ÚÄÄ¿ÚÄÄ´ÂÚÄÄ¿ÚÄÄ¿ ³ ÚÄĿڿ Ú¿ÚÄÄ¿ÚÄÄ¿ ³ ³³ ³³ ³³ ³ ³³ ³ÃÄÄÙ ³ ³³ ³³ ³³³ ³³ ³ ³ ³³ ³³ÀÅÙ³³ ³³ ³ Á ÁÀÄÄÁÀÄÄ´Á ÀÄÄÙÁ ÄÄ´ÀÄÄ ÀÄÄÙÀÄÄÙÀÄÄÙÁÀ ÀÀÄÄ´ ÀÄÄÙÀÄÄÙÀ Á ÙÃÄÄÙÀÄÄÙ ÀÄÄÙ ÀÄÄÙ ÀÄÄÙ Á ÚÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ÚÄÄÄÄÄÄÄÄ¿ ÚÄÄÙÛÛÛÛÛÛÛÛÛÛÛÛÛÀÄ¿ ÚÄÄÄÙÛÛÛÛÛÛÛÛ³ ³ÛÛÛÛÛÛ ÂÄ ÛÛÛÛÛÛÛ³ ³ÛÛÛÛÛÛÛÛÛÛÛÛ³ ÀÄÄÄÄÄÂÄÙ ÛÛÛÛÛÛÛÚÄÙ ÀÄÄÄ¿ÛÛÛÛÛÛÛÛ³ ÚÄÄÙ²²²²²²²ÚÄÄÙ ³²²²²²²²²³ ÚÄÄÙ±±±±±±± ÄÄÁÄÄÄÄ¿ ÚÄÄÄÙ±±±±±±±±ÀÄÄÄ¿ ³°°°°°°°°°°°°°°°°°°³ ³°°°°°°°°°°°°°°°°³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ T ³ I ³ C ÄÄÄÅÄÄÄÅÄÄÄ T ³ A ³ C ÄÄÄÅÄÄÄÅÄÄÄ T ³ O ³ E Welcome to the Hugi Size Coding Compo number 21. This time the task is to code the small game called "Tic-Tac-Toe". Not only is the game small, but your program should be too. The winner of the compo is the one who codes the smallest implementation of the following rules. Have fun! ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ Description ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ The game is known in all parts of the world, but by various names. In England it's "noughts and crosses". In Germany it's called "cheese-boxes". Americans call it "tic-tac-toe". The original name was "tit-tat-toe", which made sense. "Tit for tat" is a retaliation, and "toe" supports the first two, for three in a row. "Tit" was probably changed to "tic" with an eye toward political correctness. The game was played in Egypt over 3500 years ago, and by now probably everyone has caught on. (But just in case:) A field is divided into 3x3 parts. Two players take turns placing their sign into any of the nine free parts. The goal is to get three of your signs in a row; either horizontally, vertically or diagonally. ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ The Program ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ The computer program you are to write competes against a human player. This means you've got to implement some kind of "artificial intelligence" (AI). Specifically it means that your program must be smart enough that it never loses a game. What kind of algorithm you implement is your choice. The player makes a move by pressing the key on the numeric keypad that corresponds to one of the nine positions in the playfield. ÚÄÄÄÂÄÄÄÂÄÄÄ¿ ³ 7 ³ 8 ³ 9 ³ ÃÄÄÄÅÄÄÄÅÄÄÄ´ ³ 4 ³ 5 ³ 6 ³ ÃÄÄÄÅÄÄÄÅÄÄÄ´ ³ 1 ³ 2 ³ 3 ³ ÃÄÄÄÁÄÄÄÅÄÄÄÙ ³ 0 ³ ÀÄÄÄÄÄÄÄÙ The player always gets to go first, but the 0 key is used to skip a move. Thus it can be used to let the computer play first. The Esc key is used to terminate the program. All of the other keys must be ignored, except the other numeric keys on the top row. Num Lock must be on. BIOS interrupt 16h function 0 must be used to read a character from the keyboard. This is required so that your program can be verified with the test suite. ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ The Screen ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ The playfield is drawn using the box character set like this: ³ ³ ÄÄÄÅÄÄÄÅÄÄÄ ³ ³ ÄÄÄÅÄÄÄÅÄÄÄ ³ ³ (For you poor Windoze users without an OEM font, it's a big version of this: #.) The box characters are the extended ASCII characters B3h (³), C4h (Ä) and C5h (Å). The signs are a nought and cross, which are displayed as an uppercase "O" and "X". They are drawn in the centers of the nine positions of the play- field. The player marks moves with the "X" and the computer uses the "O". The 40x25 text screen (mode 1) is used. The playfield is centered on the 21st column and 13th row. The flashing cursor must be turned off (typically using interrupt 10h function 1). When the program terminates, the normal 80x25 text screen (mode 3) and the flashing cursor must be restored. (Interrupt 10h function 0 is sufficient to do both.) When a game is finished, a message must declare the winner. For example, if the computer wins, "O wins!" is displayed. If nobody wins, "A draw!" is displayed. All messages are centered below the playfield, starting in the 18th column and 21st row. ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ The Steps ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ Here are the steps that must be done: Switch to 40x25 text screen (mode 1) 0: Clear the screen Turn off the flashing cursor Draw the playfield (#) 1: Wait for then read a keystroke using interrupt 16h, function 0 If it's an Esc (1Bh) then go to 4 If it's a 0 then skip to 2 If it's not 1 thru 9 then go back to 1 If the position is already occupied then go back to 1 Draw an "X" in the specified position If there are three X's in a row then display "X wins!" and go to 3 If there are no more moves available then display "A draw!" and go to 3 2: Generate the computer's move Draw an "O" in the position it plays If there are three O's in a row then display "O wins!" and go to 3 If there are no more moves available then display "A draw!" and go to 3 Go to 1 3: Wait for a keystroke If it's not an Esc then go to 0 4: Restore 80x25 text screen (mode 3) and the flashing cursor Return to DOS See GENERAL.TXT for additional rules and assumptions. ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ Submitting ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ Before submitting your entry make sure it passes the test suite by running TTT_TEST ENTRY.COM (A blank screen for several minutes is normal.) Send your entries to this address: ------->> fys@cybertrails.com <<------- You may submit updates to your entries any time until the deadline. ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ Schedule ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ 2003-Feb-09: Compo 21 starts 2003-Mar-15 23:59:59 MST: Submission deadline (beware of the Ides of March) 2003-Mar-16: Sourcepack will be released, public judgment starts 2003-Mar-23: End of public judgment, final results will be released ³ ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄ ³ ³ Creditz ³ ÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ Ä ³ ³ A big THANKS to Bonz for writing the test suite and making this compo happen. Thanks also goes to Sniper for volunteering to be the host. Thanks claw for writing these rules. Boreal gets credit for editing the rules and for the assembly language example. The fancy fonts were stolen from TAD. Adok, thank you for being our inspiration. Finally, thanks goes to all you competetors who make these compos worthwhile. Have fun!  Beta Results of HC21. 1. Sergo Polsky Russia 213 2. Boiled Brain Belarus 214 3. Stewart UK 216 4. ATV Finland 221 5. Jeff US of A 238 6. Bonz Italy 239 6. Boreal US of A 239 8. claw/Sniper Germany/US of A 264 9. meph Germany 274 10. Exophase US of A 277 11. Chut Hungary 282 Thanks to all who participated. Sniper