# SWARM challenge ## The plan: * Reproduce the maps on the website * Create an assembler to generate bytecode. Add special instructions to define tweakable params and optional code blocks? * Create an antfarm: a high-performance program that can score ant programs inside those maps * Create a highly modular and customizable ant program * Create a program that makes small random changes to ant programs * BREED SUPERANTS Contents of this repo: * `/reference` contains reference materials describing and defining the challenge * `/maps` contains scripts to generate and view maps (nodejs) * `/asm` Assembles antssembly into my custom antbytecode * `/farm` This runs the **ALIEN ANT FARM** ## Reference The reference folder contains * A sample ant program * The reference found on the website * A wget download of the relevant SPA ## Maps As mentioned in the reference, there are 12 map generator functions. * chambers * bridge * gauntlet * islands * open * brush * prairie * field * pockets * fortress * maze * spiral When looking in the browser, the generated maps have names like 'chambers-3lc8x4' or 'bridge-1u7xlw' where the string after the dash is the seed used, encoded in base36. * `nodejs maps.js generate -n 120 -o mymaps.maps` generates 120 maps and stores them in mymaps.maps * `nodejs maps.js view bridge-1u7xlw` renders the indicated map to ascii ## Asm The assembler is not copied from the challenge, but a new implementation. It has a couple of deviations from the spec: * Literals can only be 0-255, non negative. This is done to simplify the bytecode somewhat. I do not believe i will need literals outside this range (famous last words). This is only the literals in the assembly. The actual registers are full 32bit. * Constants, tags and aliases all end up in the same pool, and are case insensitive * JMP main is always prepended to every program The bytecode is quite simple. Every instruction is 4 bytes. The first byte is the instruction number, the other 3 are single-byte arguments. Jump instructions are a special case. They need to specify a target instruction offset, and the conditional jumps also take two normal arguments. This does not fit into 4 bytes. To accommodate this, our cpu introduces a 9th register called JR and 2 'hidden instructions' called SJR and MJR. Any jump instruction is assembled into 2 bytecode instructions: first SJR or MJR and then the original instruction. SJR (Set JR) uses all 3 argument bytes as a single unsigned little endian int to describe the offset. MJR (Move JR) copies the value from a register into JR. The jump instructions simply use JR as the destination address ## FARM Some would say this is where the magic happens. This is a program that reads the maps file (generated by the maps script), and an apm file (ant program, generated by the assembler) and starts breeding ants!