[HN Gopher] Digital Red Queen: Adversarial Program Evolution in ...
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       Digital Red Queen: Adversarial Program Evolution in Core War with
       LLMs
        
       Author : hardmaru
       Score  : 74 points
       Date   : 2026-01-08 16:16 UTC (6 hours ago)
        
 (HTM) web link (sakana.ai)
 (TXT) w3m dump (sakana.ai)
        
       | hardmaru wrote:
       | Hi HN,
       | 
       | I am one of the authors from Sakana AI and MIT. We just released
       | this paper where we hooked up LLMs to the classic 1984
       | programming game Core War. For those who haven't played it, Core
       | War involves writing assembly programs in a language called
       | Redcode that battle for control of a virtual computer's memory.
       | You win by crashing the opponent's process while keeping yours
       | running. It is a Turing-complete environment where code and data
       | share the same address space, which leads to some very chaotic
       | self-modifying code dynamics.
       | 
       | We did not just ask the model to write winning code from scratch.
       | Instead, we treated the LLM as a mutation operator within a
       | quality-diversity algorithm called MAP-Elites. The system runs an
       | adversarial evolutionary loop where new warriors are continually
       | evolved to defeat the champions of all previous rounds. We call
       | this Digital Red Queen because it mimics the biological
       | hypothesis that species must continually adapt just to survive
       | against changing competitors.
       | 
       | The most interesting result for us was observing convergent
       | evolution. We ran independent experiments starting from
       | completely different random seeds, yet the populations
       | consistently gravitated toward similar behavioral phenotypes,
       | specifically regarding memory coverage and thread spawning. It
       | mirrors how biological species independently evolve similar
       | traits like eyes to solve similar problems. We also found that
       | this training loop produced generalist warriors that were robust
       | even against human-written strategies they had never encountered
       | during training.
       | 
       | We think Core War is an under-utilized sandbox for studying these
       | kinds of adversarial dynamics. It lets us simulate how automated
       | systems might eventually compete for computational resources in
       | the real world, but in a totally isolated environment. The
       | simulation code and the prompts we used are open source on
       | GitHub.
       | 
       | Other info other than the blog link:
       | 
       | Paper (website): https://pub.sakana.ai/drq/
       | 
       | Arxiv: https://arxiv.org/abs/2601.03335
       | 
       | Code: https://github.com/SakanaAI/drq
        
         | NitpickLawyer wrote:
         | > adversarial evolutionary loop where new warriors are
         | continually evolved to defeat the champions of all previous
         | rounds.
         | 
         | Interesting. So you're including past generation champions in
         | the "fights"? That would intuitively model a different kind of
         | evolution than just "current factors"-driven evolution.
         | 
         | > We also found that this training loop produced generalist
         | warriors that were robust even against human-written strategies
         | they had never encountered during training.
         | 
         | Nice. Curious, did you do any ablations for the "all previous
         | champions" vs. "current gen champions"?
        
         | aldebaran1 wrote:
         | Very interesting paper, thank you. It makes me wonder what
         | other game substrates could form the basis for
         | adversarial/evolutionary strategy optimization for LLMs, and
         | whether these observations replicate across games.
         | 
         | Since LLMs are text based, a text-based game might be
         | interesting. Something like Nomic?
         | 
         | Or a "meme warfare" game where each agent tries to prompt-
         | inject its adversaries into saying a forbidden codeword, and
         | can modify its own system prompt to attempt to prevent that
         | from happening to itself.
        
       | GuB-42 wrote:
       | Using evolution in the context of Core War is not a new idea by
       | far, it is even referenced in the paper.
       | 
       | Examples here: https://corewar.co.uk/evolving.htm
       | 
       | The difference here is that instead of using a typical genetic
       | algorithm written in a programming language, it uses LLM prompts
       | to do the same thing.
       | 
       | I wonder if the authors tried some of the existing "evolvers" to
       | compare to what the LLM gave out.
        
         | api wrote:
         | See also:
         | 
         | https://en.wikipedia.org/wiki/Tierra_(computer_simulation)
         | 
         | https://avida-ed.msu.edu
         | 
         | https://github.com/adamierymenko/nanopond
         | 
         | Lots of evolving bug corewar-style systems around.
         | 
         | I think the interesting thing with this one is they're having
         | LLMs create evolving agents instead of blind evolution or some
         | similar ML system.
        
         | Ieghaehia9 wrote:
         | That in turn makes me wonder:
         | 
         | Given fixed opposition, finding a warrior that performs the
         | best is an optimization problem. Maybe, for very small core
         | sizes like a nano core, it would be possible to find the
         | optimum directly by SAT or SMT instead of using evolution? Or
         | would it be impractical even for those core sizes?
        
       | pkhuong wrote:
       | How does the output fare on competitive hills like
       | https://sal.discontinuity.info/hill.php?key=94t ?
       | 
       | AFAIK, the best results so far for fully computer-generated
       | warriors have been on the nano and tiny format
       | (https://sal.discontinuity.info/hill.php?key=nano,
       | https://sal.discontinuity.info/hill.php?key=tiny), with much
       | shorter warriors (at most 5 or 20 instructions).
        
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       (page generated 2026-01-08 23:00 UTC)