May 1999
- Object server. Quzah [softhome]
- Censorship & Its Impact On World Immersion J C Lawrence
- OT: Ethics v Law Greg Munt
- Virtual v Artificial Worlds Greg Munt
- Virtual v Artificial Worlds Matthew Mihaly
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Wes Connell
- Custom Server Roll Call? David Bennett
- Custom Server Roll Call? Koster, Raph
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? The Arrow
- Custom Server Roll Call? Alex Stewart
- Custom Server Roll Call? Nathan F Yospe
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Greg Munt
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Jon A. Lambert
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Niklas Elmqvist
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Gray
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? J C Lawrence
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Jo Dillon
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Marc Hernandez
- Custom Server Roll Call? Adam Wiggins
- Custom Server Roll Call? Matthew Mihaly
- Custom Server Roll Call? Hans-Henrik Staerfeldt
- Custom Server Roll Call? Ola Fosheim Grøstad
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? claw@kanga.nu
- Custom Server Roll Call? Emil Eifrem
- Custom Server Roll Call? Chris Turner
- Custom Server Roll Call? Ling
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Jay Carlson
- Custom Server Roll Call? Caliban Tiresias Darklock
- Custom Server Roll Call? Ling
- Interesting dilemma Peck, Matthew x96724c1
- Interesting dilemma Caliban Tiresias Darklock
- Interesting dilemma Quzah [softhome]
- Interesting dilemma Brandon A Downey
- Interesting dilemma Shawn Halpenny
- Interesting dilemma Matthew Mihaly
- Interesting dilemma Benjamin D. Wiechel
- Interesting dilemma Koster, Raph
- Interesting dilemma Wes Connell
- Interesting dilemma Mattias Lönnqvist
- Interesting dilemma Mik Clarke
- Interesting dilemma Joel Kelso
- Interesting dilemma Ronan Farrell
- Harvey's Rules of Immship John Hopson
- Confiscating items (Interesting dilemma) Ola Fosheim Grøstad
- AW: Interesting dilemma Hofbauer Heinz
- Virtual Property J C Lawrence
- Virtual Property Koster, Raph
- Virtual Property Jon A. Lambert
- Autogenerating maps from muds using cardinal directions for exits? Ben Greear
- Discussion of large server IO handling desing J C Lawrence
- Planes of existance Quzah [softhome]
- Planes of existance Greg Munt
- Planes of existance Quzah [softhome]
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Ben Greear
- Planes of existance Caliban Tiresias Darklock
- Planes of existance Greg Munt
- Planes of existance T. Alexander Popiel
- Planes of existance Ola Fosheim Grøstad
- Planes of existance Matthew Mihaly
- Dynamically changing room descriptions Ronan Farrell
- Dynamically changing room descriptions Mik Clarke
- Dynamically changing room descriptions Ben Greear
- Dynamically changing room descriptions Koster, Raph
- Dynamically changing room descriptions Richard Bartle
- Dynamically changing room descriptions Matthew Mihaly
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Travis Casey
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ola Fosheim Grøstad
- Dynamically changing room descriptions Eli Stevens {KiZurich/GreySylk}
- Dynamically changing room descriptions Jon A. Lambert
On 25 May 99,, Eli Stevens (KiZurich/GreySyl wrote:
> On Sun, 16 May 1999, Jon A. Lambert wrote:
> >
> > There are four persons seated at a card table playing hearts surrounded
> > by a crowd of onlookers, say twenty or so. One of the players, myself,
> > has a mouse on his shoulder. Among the crowd is a gorgeous red-head of
> > amazon-like proportions, a twelve foot giant with a horsefly on his nose,
> > and a three foot gnome. The entire party is located in the dusty main
> > street of a small village. On the north side of the street is a cafe
> > with a sign in the window advertising 'All you can eat for 3 grotzees'.
> > A waitress gazes out of the greasy window. On the south side of the
> > street is a four-story hotel. Walking on the hotel's third-story ledge
> > is a darkly-dressed cat burglar. The village is surrounded by a 20 ft.
> > wooden palisade; and nestled within snow covered mountains.
> >
> > Challenge:
> > Come up with a method of describing this scene from the vantage point of
> > myself, the fly, the giant, the mouse, the gnome, the waitress and the
> > cat-burglar.
> >
> > Such a method might take into account distance perception, foreground
> > to background, elevation, size, and ATTENTION.
> >
> > Any of the card players would be tuned into seeing the hand they are
> > holding, the table, and the three other players in good detail. The
> > crowd as a whole might form the blurry backdrop, with some noticeable
> > standouts. I'd most likely not miss Xena's red-headed sister. ;)
> >
> > The waitress would see a blurred vision of a crowd gathered in the
> > street, probably the least perceptive of the humanoids.
> >
> > The cat burglar might have the best perspective of all, yet miss the
> > standouts in the crowd (giant and red-head) and the small mouse and fly.
> > Yet the cat burglar might be way to preoccupied with negotiating the
> > ledge to notice much at all, especially the beautiful mountain view.
> > Then again, if he was just relaxing on the ledge (not working) he might
> > grok the full detail of the scene.
> >
> > Perhaps everyone but the giant would miss the fly or someone studying
> > him. If the fly was worrying the giant, he might not notice much else
> > other than the fly.
After reading your post and looking at this again, I am sorely pressed to
see how this scenario can be implemented within the typical mud based on
rooms and exits. It seems more suitable for a spatial coordinate system.
But I'm not so sure, perhaps a reasonable part of it can be accomplished.
For instance, the waitress and the cat burglar are likely in separate
rooms. The cafe would possibly have two exits into the street, a door
and a window. A room implementation would likely need to account for
visibility across exits; and have exits that have opaque/translucent
properties, as well as other properties to support blocking and barrier
destruction.
The card table with players seated around it with the encircled crowd
imply that movement with rooms support interior spatiality and facing.
A graphical implementation and interface would be reasonably easy, but I
imagine a text user interface might be cumbersome for the players.
And if you implement interior spatiality, you might just as well go all
the way.
The backdrop of the palisade, the mountains, and the sky would be
problematic. Perhaps it might be reasonable to add these descriptions
to areas/zones and allow nesting of areas/zones. For instance the
street room is part of the village area, which in turn is part of the
mountain valley area, which in turn is part of the eastern shire weather
area. These items would have smaller "focus priorities".
> A player can focus on the following, based on their recent actions:
> none: commands like relax, wake, etc.
> self: health, stats, score
> specific person: look <person>, attack <person>, etc.
> your task: various skills like lore, climb walls
> other's activities: watch, being near a fight (but not involved)
> surroundings: look(?), look <item>
> people: look(?), scan, etc.
> elsewhere: daydreaming, thinking, spells, etc.
> Elsewhere would also be used when you are studying something besides
> whatever is taking action.
>
> Every person has a primary and secondary focus. The primary focus would
> pertain to whatever the person last did, while the secondary focus would
> be whatever the person was focusing on just before that.
>
> Also, every object, body, action, room description element, etc. has a
> noteworthyness array for third party observers. The array would give a
> rating of how noticable an event/object/person is to someone with a given
> focus. I would assume that the instigator of an action would always
> notice it, as would the target in most situations. :)
Nod. A list needs to constructed on the fly for the user's viewpoint
in time, using many of the weightings you indicate. Basically the
weighting comes from two sources; the perceiver and the object to be
perceived.
Here's another interesting dilema. Is the user's view generated
immediately after an action? And/or everytime there is a state change
to an object in the user's view, or when an object enters or leaves that
view? Or perhaps by regular timed pulses?
It's my thought that both user actions and object state changes might
utilize the collective "list of interesting items" as filters when
broadcast state-change messages to the room (or umm neighborhood).
Giant picks his nose -> sends the state change event to all the objects
that have giant currently on their "list of interesting items".
Probably not the card players or cat burglar, but perhaps the gnome
who was last looking up at him.
> -card player-
> For example, one of the card players has the
> skills "gamble," "cheat," and "watch":
>
> gamble would focus the player on: task
> cheat would focus on: task
> watch could either focus on: activities
> or in the case of watcing a specific player: person
>
> For example, if a gambling card player scratched his/her nose, the array
> might look like this (with 0 being non-important, and 9 being very
> important), following the focuses above:
>
> noteworthyness to an observer = { 4, 2, 9, 1, 6, 2, 3, 1 }
>
> If another player was cheating at that moment, they would use the "task"
> element of the "observer" array. Since the element is only 1, the chance
> of that person notcing the scratch would be low. However, if the cheating
> player was watching the scratcher just before they began to cheat (it is
> their secondary focus), the chance of them noticing would be much higher.
Velly interesting.
> -fly/giant-
> Assuming the fly just bit the giant (or perhaps the fly could be
> considered as using the giant as a mount? :), the attack would focus the
> fly on the "specific person" (the giant). The giant, having just been
> attacked by the fly, would focus on the specific person (the fly). Being
> taller than most would increase the giant's people perception in general,
> but would also increase its notability. The gnome would experience the
> exact opposite.
>
> -burglar-
> Climbing walls would focus the player on the task as hand, and once seated
> on the ledge, the player could look at whatever he or she wished. There
> might be a time in character generation (or after) where players could
> indicate the things that attract their attention. Red hair, women, etc.
> should all be possibilities.
Ayuh. I think allowing users to customize their perception interest has
some utility. For example, an adventuring party walking through a
dungeon might wish to turn on, or temporarily attentuate, their
perception of "looking for traps" or "looking for secret doors". Or a
pickpocket walking through a bazaar might attentuate "jewelry" or "watch
out for cops". Perhaps such character customizations are at the expense
of perceiving other events:
Jon > perceive red-head dames
In a booth at the far end of the bazaar, Amalie the fortune teller
casually brushes her fingers through her hair.
Bubba > say to Jon, "Hi what's up?"
Bubba > say to Jon, "Hi what's up?"
Amalie turns over a card and smiles at her customer.
Bubba > scream at Jon, "Are you listening?"
Bubba screams at you "Are you listening?"
Jon > say to Bubba, "Sorry I didn't hear you, what were you saying"
:-)
> Blah blah blah. I think I have made my point clear. What? Implementing,
> you say? Heh heh, you have got me. Not much of a clue how. :)
>
Hehe... I didn't expect anyone to solve it, although your ideas are real
good starts. :)
> Hum - drugging a character could result in the importance/notability of
> events and such being all out of whack. The drugged character might
> notice rocks in the grass in detail, and pick a brown shirt out of a crowd
> but not notice a dead and steaming body. Hummm...
>
> ----
>
> Another half-baked idea of mine is to compose room descriptions solely
> from items present in the room. (not just swords and the like, but
> objects/items/stage props made specifically to describe the room). The
> items would have descriptions that change according to the weather, time
> of day, etc. They could also be reused (cobblestone streets look pretty
> much the same in front of an inn as in front of a park). I know,
> description reuse usually spells death for interest in an area, but think
> if only the things that would remain constant were reused, and EVERYTHING
> in the rooms would change according to the conditions in the room.
Yes! By implementing partial perception, lighting conditions, and even
differing descriptions based on time of day, one can add life to static
rooms, even if no objects are just .
<title>The bazaar</title>
<day>A noisy bazaar filled with crowds of people...
</day>
<night>The bazaar is quiet, empty and the stalls dark...
</night>
> A short example, one that might be seen from the rooftops and major
> streets of the above little town:
>
<snipped XMLish things>
The idea of allowing builders to use a form of MRML <Mud Room Markup
Language> is a most excellent idea, and probably a very easy addition to
most muds!
--
--* Jon A. Lambert - TychoMUD Email:jlsysinc@ix.netcom.com *--
--* Mud Server Developer's Page <http://pw1.netcom.com/~jlsysinc> *--
--* To fight the empire is to be infected by its derangement. Whosoever *--
--* defeats part of the empire becomes the empire; it proliferates like a *--
--* a virus... thereby it becomes its enemies." -- P.K. Dick *--
- Dynamically changing room descriptions Jon A. Lambert
- Dynamically changing room descriptions Ling
- Dynamically changing room descriptions Christopher Allen
- old fight system I toyed with Koster, Raph
- APE 0.2.1 J C Lawrence
- OT: robots, agents and emotions Ola Fosheim Grøstad
- OT: robots, agents and emotions Ola Fosheim Grøstad
- Time Discontinuous MUD Ling
- Semi-OT: International intellectual property right (was: Custom Server Roll Call?) Custom Server Roll Call?) Ola Fosheim Grøstad
- Semi-OT: International intellectual property rights Ola Fosheim Grøstad
- Marc Hernandez' Server Greg Munt
- Marc Hernandez' Server Jay Carlson
- Marc Hernandez' Server Caliban Tiresias Darklock
- Marc Hernandez' Server Travis S. Casey
- Marc Hernandez' Server Adam Wiggins
- Marc Hernandez' Server Marc Hernandez
- Marc Hernandez' Server qitelremel@hotmail.com
- Scry 1.9.1 (Feature Freeze) released. Ben Greear
- The distinction between magic spells and magic abilities Greg Munt
- The distinction between magic spells and magic abilities Matthew Mihaly
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Jo Dillon
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Chris Gray
- Multi-threaded mud server. Mik Clarke
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Caliban Tiresias Darklock
- Multi-threaded mud server. Mark Gritter
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Travis S. Casey
- Multi-threaded mud server. Ola Fosheim Grøstad
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Ola Fosheim Grøstad
- Multi-threaded mud server. David Bennett
- Multi-threaded mud server. Ross Nicoll
- Multi-threaded mud server. Jon A. Lambert
- Multi-threaded mud server. Travis Casey
- Macro languages Caliban Tiresias Darklock
- LOTR and Mud [was: Marc Hernandez' Server] Marc Hernandez
- Noise: boys will be boys (was Multi-threaded mud server.) Ola Fosheim Grøstad
- Kanga.Nu has finally moved... claw@kanga.nu
- Java & MUD servers Laurent Bossavit
- ScryMUD 1.9.3 released. Ben Greear
- ScryMUD 1.9.3 released. Chris Gray
- ScryMUD 1.9.3 released. Ben Greear
- ScryMUD 1.9.3 released. Jon A. Lambert
- [TECHNICAL] How to generate pre-processor output (template problem). Ben Greear
- Searching the archives claw@kanga.nu
- Text Parsing Albert
- Text Parsing Greg Miller
- Text Parsing Kylotan
- Text Parsing Chris Gray
- Text Parsing Albert
- Text Parsing Mik Clarke
- Text Parsing Cynbe ru Taren
- Text Parsing Chris Gray
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Nathan F Yospe
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Mik Clarke
- Text Parsing Marc Hernandez
- Text Parsing Kylotan
- Text Parsing Ross Nicoll
- Text Parsing Kylotan
- Text Parsing Travis Casey
- Text Parsing Chris Gray
- Text Parsing Ross Nicoll
- Text Parsing Travis Casey
- Text Parsing Albert
- Text Parsing Travis Casey
- Text Parsing Mik Clarke
- Text Parsing Ross Nicoll
- Text Parsing Chris Gray
- Text Parsing Katrina McClelan
- Text Parsing Travis S. Casey
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Travis Casey
- Text Parsing Greg Miller
- Text Parsing Albert
- Text Parsing Chris Gray
- Text Parsing Greg Miller
- Text Parsing Ola Fosheim Grøstad
- Text Parsing Travis Casey
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Chris Gray
- Text Parsing Travis S. Casey
- Text Parsing Chris Gray
- Text Parsing Travis S. Casey
- Text Parsing Ben Greear
- Text Parsing Matthew Mihaly
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing David Bennett
- Text Parsing Travis Casey
- Text Parsing Cynbe ru Taren
- Text Parsing Katrina McClelan
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing Chris Gray
- Text Parsing Martin C Sweitzer
- Text Parsing Jp Calderone
- Text Parsing Chris Gray
- Text Parsing Ben Greear
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing Greg Miller
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Ben Greear
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Adam Wiggins
- Text Parsing Chris Gray
- Text Parsing Kylotan
- Text Parsing Koster, Raph
- Text Parsing Ben Greear
- Text Parsing Jon A. Lambert
- Text Parsing Adam Wiggins
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Koster, Raph
- Text Parsing Hans-Henrik Staerfeldt
- Text Parsing Koster, Raph
- Text Parsing Travis S. Casey
- Text Parsing Greg Miller
- Text Parsing David Bennett
- Text Parsing Ross Nicoll
- Text Parsing Travis S. Casey
- Text Parsing Ross Nicoll
- Text Parsing Albert
- Text Parsing Travis S. Casey
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
- Text Parsing Matthew Mihaly
- Text Parsing Chris Gray
- Text Parsing Matthew Mihaly
- Text Parsing Adam Wiggins
- Text Parsing Katrina McClelan
- Text Parsing Adam Wiggins
- Text Parsing Matthew Mihaly
- Text Parsing Adam Wiggins
- Text Parsing Katrina McClelan
- Text Parsing Jon A. Lambert
- Text Parsing J C Lawrence
- Text Parsing J C Lawrence
- Text Parsing Joey Hess
- Text Parsing J C Lawrence
- Text Parsing Matthew Mihaly
- Text Parsing J C Lawrence
- Text Parsing Koster, Raph
- Text Parsing Matthew Mihaly
- Text Parsing Koster, Raph
- Text Parsing Chris Gray
- Text Parsing Albert
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Matthew Mihaly
- Text Parsing Greg Miller
- Text Parsing J C Lawrence
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Jon A. Lambert
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Hans-Henrik Staerfeldt
- Text Parsing claw@kanga.nu
- Text Parsing Caliban Tiresias Darklock
- Text Parsing Greg Miller
- Text Parsing Petri Virkkula
- Text Parsing Matthew Mihaly
- Text Parsing Petri Virkkula
- Text Parsing Adam Wiggins
- Text Parsing Katrina McClelan
- Text Parsing Petri Virkkula
- Dylan Programming Language Ling
- Dylan Programming Language Jon A. Lambert
- Ultimate Universe Documentation Caliban Tiresias Darklock
- Oh yeah... Caliban Tiresias Darklock
- [TECHNICAL] [SOLVED] (template problem). Ben Greear
- [RELEASE] ScryMUD 1.9.4 available for download. Ben Greear