November 2001
- Digimask Technology. Matt Owen
- Digimask Technology. Ian Macintosh
- Call for submissions to Game Programming Gems 3 Andrew Kirmse
- Virtual environments for education? Edward Glowacki
- Virtual environments for education? Hans-Henrik Staerfeldt
- Virtual environments for education? Bruce Mitchener
- Virtual environments for education? Ola Fosheim Grøstad
- Virtual environments for education? Dr. Cat
- Virtual environments for education? Mats Lidstrom
- Playing NPCs Daniel.Harman@barclayscapital.com
- A Hello, and thanks... o. rchaeus
- NPCS Mr Dylan Tovey
- Story in MM*s [was ] Joe Andrieu
- player-driven content? Sasha Hart
- player-driven content? Paul Schwanz
- player-driven content? Bruce Mitchener
- (no subject) J C Lawrence
- (no subject) Koster, Raph
- (no subject) Peter Tyson
- WebRPG Travis Casey
- [TECH][SURVEY] non-mainstream languages? Bruce Mitchener
- [TECH][SURVEY] non-mainstream languages? Brian Hook
- [TECH][SURVEY] non-mainstream languages? Nathan F. Yospe
- [TECH][SURVEY] non-mainstream languages? Mats Lidstrom
- [TECH][SURVEY] non-mainstream languages? Bruce Mitchener
- "sweeping change"? Sellers, Mike
- "sweeping change"? Michael Tresca
- "sweeping change"? Sellers, Mike
- "sweeping change"? Michael Tresca
- "sweeping change"? Freeman, Jeff
- "sweeping change"? Matt Mihaly
- "sweeping change"? Sellers, Mike
- Re[4]: Expectations of in-game reality Travis Casey
- Cynical at a young age T.A.J.BARTON
- Tabletop RPGs and Inspiration (was: no subject) Brian 'Psychochild' Green
- Tabletop RPGs and Inspiration (was: no subject) John Mariotti
- Tabletop RPGs and Inspiration (was: no subject) Matt Chatterley
- Tabletop RPGs and Inspiration (was: no subject) Sean K
- Tabletop RPGs and Inspiration (was: no subject) Don Healey
- Some survey results... Andrew Wilson
- Some survey results... Matt Mihaly
- Some survey results... Jeremy Noetzelman
- Some survey results... Andrew Wilson
- Some survey results... Dr. Cat
- Some survey results... Andrew Wilson
- Some survey results... Dr. Cat
- Some survey results... Derek Snider
- Some survey results... Andrew Wilson
- Some survey results... Matt Mihaly
- Role-Playing Games Are Not Dead Michael Tresca
- Role-Playing Games Are Not Dead Dave Rickey
- Role-Playing Games Are Not Dead Ryan S. Dancey
- Role-Playing Games Are Not Dead Richard Aihoshi aka Jonric
- Role-Playing Games Are Not Dead Leland Hulbert II
- Role-Playing Games Are Not Dead Richard Aihoshi aka Jonric
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Paul Schwanz
- Role-Playing Games Are Not Dead Dave Rickey
- Role-Playing Games Are Not Dead Sellers, Mike
- Role-Playing Games Are Not Dead Ryan S. Dancey
- Role-Playing Games Are Not Dead Valerio Santinelli
- Role-Playing Games Are Not Dead Koster, Raph
- Role-Playing Games Are Not Dead Michael Tresca
- Role-Playing Games Are Not Dead Brian Hook
- Role-Playing Games Are Not Dead Lars Duening
- Role-Playing Games Are Not Dead Ola Fosheim Grøstad
- Role-Playing Games Are Not Dead Phillip Lenhardt
- Role-Playing Games Are Not Dead Lars Duening
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Travis Casey
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Travis Casey
- Role-Playing Games Are Not Dead Don Healey
- Role-Playing Games Are Not Dead Michael Tresca
- Role-Playing Games Are Not Dead Matt Mihaly
- Role-Playing Games Are Not Dead Paul Schwanz
- Role-Playing Games Are Not Dead Travis Casey
- Role-Playing Games Are Not Dead Phillip Lenhardt
- Role-Playing Games Are Not Dead Don Healey
- Role-Playing Games Are Not Dead Koster, Raph
- Role-Playing Games Are Not Dead Ling Lo
- Role-Playing Games Are Not Dead Ryan S. Dancey
- Role-Playing Games Are Not Dead Paul Schwanz
- Role-Playing Games Are Not Dead Michael Tresca
- [DGN] The Human Condition Kwon Ekstrom
- Multi-protagonist stories. Paul Schwanz
- Multi-protagonist stories. Matt Mihaly
- licensing Adam Martin
- Tabletop RPGs and Inspiration (was: no subject) Sami Kosonen
- Licensing PnP RPGs was "sweeping change"? Brian Hook
- Licensing PnP RPGs was "sweeping change"? Richard Aihoshi aka Jonric
- Licensing PnP RPGs was "sweeping change"? Freeman, Jeff
- Good Writing (was: Role-Playing Games Are Not Dead) Brian 'Psychochild' Green
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) John Buehler
- New laws. (was: Player Manipulation of Environment) Bruce Mitchener
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) Bruce Mitchener
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Mark Eaton
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) Travis Casey
- New laws. (was: Player Manipulation of Environment) Hans-Henrik Staerfeldt
- New laws. (was: Player Manipulation of Environment) Travis Casey
- New laws. (was: Player Manipulation of Environment) Andrew Hefford
- New laws. (was: Player Manipulation of Environment) Paul Schwanz
- New laws. (was: Player Manipulation of Environment) Matt Mihaly
- New laws. (was: Player Manipulation of Environment) Marian Griffith
- New laws. (was: Player Manipulation of Environment) Paul Schwanz
- Storied Games Paul Schwanz
- Storied Games amanda@alfar.com
- Storied Games Lee Sheldon
- Storied Games Dave Rickey
- Storied Games Travis Casey
- Storied Games Paul Schwanz
- Storied Games Marian Griffith
- Storied Games Daniel.Harman@barclayscapital.com
- Storied Games Lee Sheldon
- Storied Games John W. Pierce
- Storied Games Lee Sheldon
- Storied Games jsmithn@hotmail.com
- Storied Games Matt Mihaly
- Storied Games Miroslav Silovic
- Storied Games Derek Licciardi
- Storied Games Matt Mihaly
- Storied Games amanda@alfar.com
- Storied Games Matt Mihaly
- Storied Games amanda@alfar.com
- Storied Games Matt Mihaly
- Player Manipulation of Environment/New Laws Paul Schwanz
- Player Manipulation of Environment/New Laws Bruce Mitchener
- Player Manipulation of Environment/New Laws Paul Schwanz
- Player Manipulation of Environment/New Laws Marian Griffith
- Player Manipulation of Environment Paul Schwanz
- Player Manipulation of Environment Paul Schwanz
- Player Manipulation of Environment Matt Mihaly
- Player Manipulation of Environment Andrew Hefford {Coregen}
- Player Manipulation of Environment Eli Stevens
- Player Manipulation of Environment Jasper McChesney
- Player Manipulation of Environment Paul Schwanz
- Player Manipulation of Environment Adam Martin
- Player Manipulation of Environment Jasper McChesney
- Player Manipulation of Environment Hans-Henrik Staerfeldt
- Player Manipulation of Environment Ling Lo
- Player Manipulation of Environment rayzam
- Player Manipulation of Environment Hans-Henrik Staerfeldt
- Player Manipulation of Environment Marc Hernandez
On Wed, 5 Dec 2001, Ling Lo wrote:
> On Tue, 4 Dec 2001, Hans-Henrik Staerfeldt wrote:
>> I think that you simply need more genes to make your point
>> better.
>> A damage gene.
>> A extra attack gene (bite, etc).
>> A speed gene.
>> An agressive gene.
>> A flee gene.
>> A size gene.
>> A magic gene for spell XX.
>> A weaponuser gene.
>> A item gene (example; carries a sword).
>> A magic resistance gene.
>> A good hide gene (armor+price).
>> I would say that for this to work, they should not be excluding
>> eachother (at least not all).
> There ought to be associated development and maintenance cost for
> each of these. Developing an extra head to bite costs time and
> energy and more again to maintain that extra chunk of biomass.
> Just look at certain high maintenance crops. In ALife simulations
> where ants have some traits that can be increased without any
> costs, it's hardly surprising to discover that the ants have
> optimal genes at the end of the simulation run. (I mean, if the
> ant could either see 2 squares, 3 square or 4 squares then at the
> end of it all the ants can see 4 squares... that's not precisely
> earthshattering.)
I wrote a simple bug simulation. In it I had a gene that controlled
how old a creature could get, just to see if I would get characters
that lived the max. I also had a fixed size array.
At first the longer living ones would of course dominate, then when
the population reached the end of the array I would not allow the
birth. Eventually the creatures would fluctuate below the max
length of the array. The bugs had optimized for fitting in my fixed
size array!
This was an awsome and unexpected effect of this kind of thought
towards characters. You could use server load to optimize the
genes, as well as memory.
You could also breed creatures based on what ones survive battles,
in addition to modifying their genes. Then if frost giants (immune
to ice) are plentiful and people start getting a lot more fireish
spells/weapons they would die out and be replaced by firemen.
Another possibility is to decouple the genotype and phenotype. This
could have all sorts of nifty effects. Using Dr. Koza style genetic
algorithms might result in nifty effects also (effectively little
evolutionary programs).
<various rabiit things snipped>
> How about borrowing buffered solutions from chemistry? Create two
> species, rabbits (alkaline) and bigbadassmonsters (BBAMs, acidic).
> Rabbits eat lettuce, of which there's a lot of. BBAMs are rare
> and pretty powerful but they prefer to eat rabbits because they
> taste like ambrosia. If the players deplete the rabbit
> population, the BBAMs can't find the rabbits and go for the less
> tasty but more numerous players, giving the rabbits a chance to
> recover. When the BBAMs are depleted, the rabbits undergo a
> population boom and flood the area. This in turn feeds the next
> generation of BBAMs (who breed like rabbits when not hungry).
This reminds me of... (Spoilers from ... I believe it was a Niven
book, beowulfs children or somesuch (although I think that was the
sequel) It is a big spoiler for the book)
Taking a cue from science fiction, on Beowulfs world they had a
species of incredibly powerful monsters. In addition they had
various other creatures including a vicious fish in the water.
Well, after being attacked by these creatures they decide to hunt
them down and kill them. A few months after they kill all the
creatures they notice a whole lot of activity in the water. A
little while after that they notice a huge hoard of those
monsters. The monsters kept these fish down in population, but
the fish eventually became the monsters. Needless to say they
were in a huge amount of trouble.
> Fudge the above to a ridiculous extent and cheat because the
> presence of players is a cheat anyway. They're a foreign
> substance that gets added, so why not boost the ecosystem by the
> same? I don't see why there is a need to maintain a precise
> simulation with each and every entity in the game represented
> explicitly. Do a search for population containers.
> For the players to appreciate the effect of ALife, there needs to
> be a community mind on behalf of the players with easy access to
> observations of past events and effects. In plain English:
> [Radio] Bubba: I'm going into wyld bam country, anyone wanna
> come along?
> [Radio] Buffy: Didn't Bobbo just kill all the rabbits?
> [Radio] Bubba: So?
> [Radio] Buffy: Means there's going to be some hungry bams
> running around, they're going to be in packs
> looking for meat, be careful.
> [Radio] Bubba: Hrmm... I'll need help then.
> Isn't the environment the evaluation function? I would think, in
> a system like this, to use some magic system which keeps all the
> genes created instead of discarding good work. Give each agent a
> journal, track the progress, create some scoring system and when
> the mating season comes round, process the genes and dump the new
> critters into the environment. The score can be calibrated, so
> too many high scoring agents, pick some of the weaker gene sets
> for the transmorgifier in that season. The better genes can be
> kept in reserve to help in bringing around a faster response when
> there is a danger of extinction.
> Genes don't have to be physical traits, it can (and for games,
> should) include behaviour as well. For a game of minmaxxers,
> there are fads of what is the best class/race/whatever combo, an
> evolving combat agent could be more resilient to such flux. It
> would be cool if the players decide that rangers are the best
> class, a flood of rangers appear and the critters adapt to cope.
> Of course, a sufficiently interesting combat system is required in
> order to evolve anything interesting.
> The neat thing about genes in nature is that the result pops out
> because of the mess of interactions. A set of genes determined by
> the designer will only lead to a set of results that are limited
> by the designer's thoughts at the time. In any case, improvement
> of genes with each generation follows a log curve, there's a
> definite point of diminishing returns.
Is this going to be true in a dynamic system? Given the meta system
of monsters that do good getting more airtime, there might be an
effect like a pendulum with the various creatures being plentiful
and scarce. Add in genes for the individual monsters themselves as
well as interactions between the various creatures and you might
have a sytem worth investigating.
Throw in other activities like pet raising and such and you open
up a huge number of different axis of advancement (rather than killing
creatures).
--
Marc Hernandez
Two standards are better than one.
Working at Oddworld.com (and not speaking for them).
- Fw: AVATARS2001 this weekend Frank Crowell
- [NEWS] Lineage: The Blood Pledge Interview Dave Kennerly
- [NEWS] Lineage: The Blood Pledge Interview Dave Kennerly
- Storytelling and Professionals (was: ) Kathleen Foley
- Storytelling and Professionals (was: ) Lee Sheldon
- Storytelling and Professionals (was: ) Dave Rickey
- Storytelling and Professionals (was: ) Lee Sheldon
- not about telling stories Joe Andrieu
- not about telling stories Freeman, Jeff
- not about telling stories Travis Casey
- Storytelling and Professionals (was) Lee Sheldon
- A Non-Cumulative Character MMORPG? Heresy! Paul Schwanz
- Storytelling and Professionals (was) Ananda Dawnsinger
- Asheron's Call, Story and Population Density. Zak Jarvis
- Asheron's Call, Story and Population Density. Sasha Hart
- Asheron's Call, Story and Population Density. Christopher Kohnert
- Asheron's Call, Story and Population Density. Sasha Hart
- Asheron's Call, Story and Population Density. Christopher Kohnert
- Asheron's Call, Story and Population Density. Lee Sheldon
- Tech: Pathfinding with Rooms Sanxion
- Tech: Pathfinding with Rooms vognsen@post10.tele.dk
- Tech: Pathfinding with Rooms David Bennett
- Tech: Pathfinding with Rooms Sanxion
- Tech: Pathfinding with Rooms Christopher Kohnert
- Tech: Pathfinding with Rooms Per Vognsen
- Tech: Pathfinding with Rooms David Bennett
- Tech: Pathfinding with Rooms Eli Stevens
- Tech: Pathfinding with Rooms Christopher Kohnert
- Tech: Pathfinding with Rooms Nicholas E. Walker
- Tech: Pathfinding with Rooms Marcus Johansson
- Tech: Pathfinding with Rooms Hans-Henrik Staerfeldt
- Tech: Pathfinding with Rooms Leland Hulbert II
- [NEWS] Lineage: The Blood Pledge Interview - Richard's blunder :) Mathieu Castelli
- Subject: New laws. (was: Player Manipulation of Environment) John Robert Arras
- Meridian 59 purchased by developers Andrew Kirmse
- Meridian 59 purchased by developers James C. Nugen
- Meridian 59 purchased by developers Frank Crowell
- [STORY] Story and population size Adam Martin
- [STORY] Story and population size Derek Licciardi
- [STORY] Story and population size Christopher Kohnert
- [STORY] Story and population size Timothy Dang
- [STORY] Story and population size Derek Licciardi
- [STORY] Story and population size Vincent Archer
- [STORY] Story and population size Christopher Kohnert
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Derek Licciardi
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Jeff Freeman
- [STORY] Story and population size Travis Nixon
- [STORY] Story and population size Wells, Thomas
- [STORY] Story and population size Matt Mihaly
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Matt Mihaly
- [STORY] Story and population size Jeff Cole
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Jeff Cole
- [STORY] Story and population size John Buehler
- [STORY] Story and population size Michael Tresca
- [STORY] Story and population size Matt Mihaly
- [STORY] Story and population size Dave Rickey
- [STORY] Story and population size Jeff Cole
- [STORY] Story and population size Dave Rickey
- [STORY] Story and population size Paul Schwanz
- [STORY] Story and population size Daniel.Harman@barclayscapital.com
- [STORY] Story and population size Andrew Hefford
- [STORY] Story and population size Bryan "Cyngon" Helmkamp
- [STORY] Story and population size Bobby Martin
- [STORY] Story and population size Marian Griffith
- [STORY] Story and population size Bobby Martin
- [STORY] Story and population size Bruce Mitchener
- [STORY] Story and population size Sellers, Mike
- [STORY] Story and population size Bobby Martin
- [GENETICS] Evolving prey populations Adam Martin
- Stories, why? Ian Collyer
- Stories, why? amanda@alfar.com
- Purchase of Meridian 59 by Near Death Studios Brian 'Psychochild' Green
- Purchase of Meridian 59 by Near Death Studios Rob Ellis II
- Purchase of Meridian 59 by Near Death Studios Lee Sheldon
- Purchase of Meridian 59 by Near Death Studios Sellers, Mike
- Community Building Sanvean
- doesNotUnderstand behavior in C++ (was: Spoofs) Eli Stevens
- Importance of player roles Sasha Hart
- RTS aspects in MUDs (LONG) lhulbert@hotmail.com
- RTS aspects in MUDs (LONG) John Robert Arras
- RTS aspects in MUDs (LONG) Leland Hulbert II
- RTS aspects in MUDs (LONG) holding99@mindspring.com
- RTS aspects in MUDs (LONG) Dave Kennerly
- RTS aspects in MUDs (LONG) Takis Kalogiratos
- Agora, a Wiki for MUD topics Bruce Mitchener