May 2000
- Interesting online game Brian Green
- Bayesian statistics Ola Fosheim Grøstad
- Client Technology Jon Morrow
- Client Technology Todd McKimmey
- Client Technology Andrew Wilson
- Client Technology Ben Greear
- Client Technology Greg Munt
- Client Technology Ola Fosheim Grøstad
- Client Technology Joel Dillon
- Advogato J C Lawrence
- tdbm etc. J C Lawrence
- text user interface Eli Stevens
- text user interface Chris Gray
- Legends of Kesmai, RIP Raph Koster
- Legends of Kesmai, RIP Clevmut@aol.com
- Medievia ads in PCGamer? Schubert, Damion
- Medievia ads in PCGamer? Rasdan
- FIrst LOgin REview (was attracting players) Ola Fosheim Grøstad
- FIrst LOgin REview (was attracting players) adam@treyarch.com
- FIrst LOgin REview (was attracting players) David Bennett
- FIrst LOgin REview (was attracting players) adam@treyarch.com
- FIrst LOgin REview (was attracting players) David Bennett
- FIrst LOgin REview (was attracting players) Chris Gray
- FIrst LOgin REview (was attracting players) Chris Gray
- Addressing newbies Johan J Ingles-le Nobel
- Addressing newbies stoddart@slip.net
- Addressing newbies adam@treyarch.com
- Addressing newbies J C Lawrence
- Addressing newbies Chris Gray
- Addressing newbies Powell, Warren
- Addressing newbies adam@treyarch.com
- Addressing newbies Chris Lloyd
- Addressing newbies adam@treyarch.com
- Addressing newbies Chris Lloyd
- Addressing newbies adam@treyarch.com
- Addressing newbies Christopher Allen
- Addressing newbies J C Lawrence
- Addressing newbies J C Lawrence
- Addressing newbies Raph Koster
- Addressing newbies Christopher Allen
- Addressing newbies adam@treyarch.com
- Addressing newbies J C Lawrence
- Introduction Ian C. Smith
- constructive quests Ola Fosheim Grøstad
- new email address Travis Casey
- [Meta] chest puffing (fwd) J C Lawrence
- [Meta] chest puffing (fwd) J C Lawrence
- [Meta] chest puffing (fwd) Matthew Mihaly
- [Meta] chest puffing (fwd) Ola Fosheim Grøstad
- [Meta] chest puffing (fwd) Par Winzell
- [Meta] chest puffing (fwd) Matthew Mihaly
- [Meta] chest puffing (fwd) Ola Fosheim Grøstad
- [Meta] chest puffing (fwd) Matthew Mihaly
- Critique: Realms of Despair adam@treyarch.com
- Critique: Realms of Despair David Bennett
- Critique: Realms of Despair Kevin Scott London
- Critique: Realms of Despair adam@treyarch.com
- Critique: Realms of Despair Andrew Ritchie
- Critique: Realms of Despair adam@treyarch.com
- Critique: Realms of Despair adam@treyarch.com
- Critique: Realms of Despair Marc Bowden
- Software combinations Ian C. Smith
- Software combinations David Bennett
- Software combinations Erik Jarvi
- Software combinations Ian C. Smith
- Software combinations Scatter
- Software combinations J C Lawrence
- Hobby Muds and Money Maarten van Leunen
- Hobby Muds and Money Mordengaard
- Mud Clients Mud Imp
- update on selling Godhoods Matthew Mihaly
- update on selling Godhoods Brian Green
- update on selling Godhoods Richard Woolcock
- update on selling Godhoods Matthew Mihaly
- update on selling Godhoods Jeremy Hovance
- Ten commandments for the next MMORPG Raph Koster
- Ten commandments for the next MMORPG Dan Shiovitz
- Ten commandments for the next MMORPG Brian Green
- Ten commandments for the next MMORPG Matthew Mihaly
- Ten commandments for the next MMORPG AR Schleicher
- Ten commandments for the next MMORPG Mud Imp
- Ten Commandments for the next MMORPG The Inquisition Administrator
- Ten commandments for the next MMORPG David Wruck
- MudDev FAQ 2 Marian Griffith
- MudDev FAQ 2 Wes Connell
- The great myth of broadband Brian Green
- The great myth of broadband Madrona Tree
- The great myth of broadband Par Winzell
- The great myth of broadband John Bertoglio
- Effective use of the third dimension Richard Ross
- Effective use of the third dimension adam@treyarch.com
- Effective use of the third dimension Richard Tew
- Ten commandments for players of the next MMORPG Ananda Dawnsinger
- Free Speech Jeff Freeman
- Free Speech Ananda Dawnsinger
- Free Speech Par Winzell
- Free Speech Jeff Freeman
- Free Speech Jon A. Lambert
- Free Speech Schubert, Damion
- Free Speech Matthew Mihaly
- Free Speech Jessica Mulligan
- Free Speech Darren Henderson
- Free Speech kitkat@marcus.pants.nu
- Free Speech Gary Whitten
- Free Speech J C Lawrence
- Free Speech Geoffrey A. MacDougall
- Free Speech Jeremy Hovance
- RPGPlanet article: The Evils of Character Progression Raph Koster
- More storytelling - And also game secrets Chris Lloyd
- Marketing text-based games (was: Ten Commandments for the next MMORPG) Andrew Ritchie
- java performance questions (fwd) J C Lawrence
- MUDs as art (was A footnote to Procedural Storytelling) Ola Fosheim Grøstad
- MUDs as art (was A footnote to Procedural Storytelling) Lee Sheldon
- MUDs as art (was A footnote to Procedural Storytelling) Caliban Tiresias Darklock
- Any hungry Java GUI programmers out there? Par Winzell
- Any hungry Java GUI programmers out there? Par Winzell
- Supporting multiple output formats Nolan Darilek
- The 10 basic rules of a good PvP system Raph Koster
- Player storytellers? Travis Nixon
- Thoughts about smarter Sims Jon A. Lambert
- Thoughts about smarter Sims J C Lawrence
- Thoughts about smarter Sims Jon A. Lambert
- Thoughts about smarter Sims Raph Koster
- Thoughts about smarter Sims Jon A. Lambert
Raph Koster wrote:
>
> Wouldn't a rule like this be more generically applicable if it weren't tied
> to rats and cats? Why not use "predator" which is a definition dependent on
> the mobile with the rule, based on more abstracted qualities, such as eating
> meat which is what the rat is made of, the size of the rat (since some
> predators will judge it too big and others too small), and so on?
>
Yes, you certainly could write rules to interface with abstract classes.
My sample rats are just big, bold, bad and fear nought but cats. :)
> A lot of the goals in your post (and approaches too, actually) are very
> similar to stuff that Kristen and I were working on before we were hired for
> Origin, for a new mud we were going to start developing after we felt we'd
> hit limits with LegendMUD. Some aspects but not others then made it into
> UO...
Nod, I recognized the sim strains in both of your postings on the list. ;)
The nitty gritty basics of my approach are simple.
a) Goals - What are the strategic goals of the mud objects. Are they simple
like living, thriving and reproducing (rats), or are they more complex like
responsibilties of opening and closing the Midgaard city gates :-P, getting
reelected, aquiring wealth through trading, killing, robbing, etc. Each goal
needs a plan or series of plans that can be executed to progress toward
the goals as measured by state.
b) Context - Using the enviromental data that is currently available narrow
down the set of possible plans of action. If one is currently executing a
plan of action, decide whether that plan is now invalidated by the current
situation or whether it should be temporarily suspended or continued.
c) Plans - Procedures that are executed in order to modify state. It's not
enough to have a single plan for feeding, for example. One must have multiple
plans to accomplish the same goal based upon different contexts.
Recognizing context is the critical function that takes you from the mindless
behavior of the old life/fish simulations to the complex behavior of the
computer run kings in Age of Empires II.
Finally new places to go from here...
d) Learning - One needs a form of memory and logging, plans that will
perform random actions, and a process that can parse the context
and weight the actions performed in that context in order to write new
plans or modify old plans and assign new priorities to both of them.
--
--* Jon A. Lambert - TychoMUD Email:jlsysinc@ix.netcom.com *--
--* Mud Server Developer's Page <http://tychomud.home.netcom.com> *--
--* If I had known it was harmless, I would have killed it myself.*--
- Thoughts about smarter Sims Jon A. Lambert
- Thoughts about smarter Sims Paul Schwanz - Enterprise Services
- Thoughts about smarter Sims Jon A. Lambert
- Thoughts about smarter Sims Mordengaard
- Thoughts about smarter Sims Jon A. Lambert
- Thoughts about smarter Sims Justin Rogers
- Thoughts about smarter Sims Jon A. Lambert
- Advancement considered harmful (long) Brian Green
- Advancement considered harmful (long) Zak Jarvis
- Advancement considered harmful (long) J C Lawrence
- Advancement considered harmful (long) Zak Jarvis
- Advancement considered harmful (long) Raph Koster
- Advancement considered harmful (long) Zak Jarvis
- Advancement considered harmful (long) Charles Hughes
- Advancement considered harmful (long) Zak Jarvis
- Advancement considered harmful (long) Dave Rickey
- Advancement considered harmful (long) J C Lawrence
- Advancement considered harmful (long) Travis Nixon
- Advancement considered harmful (long) Paul Schwanz - Enterprise Services
- Advancement considered harmful (long) Miroslav Silovic
- Advancement considered harmful (long) Batir
- What I want, what players want Andrew Ritchie
- What I want, what players want Chris Jacobson
- What I want, what players want Jeff Freeman
- What I want, what players want Nicolai Hansen
- What I want, what players want Darren Henderson
- What I want, what players want adam@treyarch.com
- Domain Names and Trademarks Jon Morrow
- Domain Names and Trademarks J C Lawrence
- Domain Names and Trademarks Sellers, Michael
- Narratology WAS: Self-Sufficient Worlds Zak Jarvis
- Narratology WAS: Self-Sufficient Worlds J C Lawrence
- Narratology WAS: Self-Sufficient Worlds Zak Jarvis
- Narratology WAS: Self-Sufficient Worlds Christopher Allen
- narratology WAS Self-Sufficient Worlds Angela Ferraiolo
- FW: Advancement considered harmful (long) John Buehler
- Narratology and its application to VR, multi-player games, and the like J C Lawrence
- FW: Advancement considered harmful (long) John Buehler
- coordinate systems Richard Tew
- coordinate systems Jon Leonard
- coordinate systems Kerem 'Waster_' HADIMLI