August 2002
- TECH: Path MTU Discovery Eli Stevens
- Matt's java problems.... Adam
- Non-traditional monsters? Jack Britt
- Non-traditional monsters? Brandon J. Van Every
- Non-traditional monsters? Jack Britt
- Non-traditional monsters? Brandon J. Van Every
- Non-traditional monsters? Jack Britt
- Non-traditional monsters? Kwon Ekstrom
- Non-traditional monsters? eric
- Non-traditional monsters? Brandon J. Van Every
- Non-traditional monsters? Damion Schubert
- Non-traditional monsters? Bruce Mitchener
- Non-traditional monsters? Edward Glowacki
- Non-traditional monsters? szii@sziisoft.com
- Non-traditional monsters? Nathan F. Yospe
- OT: Gen Con? Michael Tresca
- Unique items vs. item references Brian Hook
- Unique items vs. item references Vincent Archer
- Unique items vs. item references shren
- Unique items vs. item references Brandon J. Van Every
- Unique items vs. item references lynx@lynx.purrsia.com
- Unique items vs. item references Bruce Mitchener
- Unique items vs. item references Brandon J. Van Every
- Unique items vs. item references fred@clift.org
- Unique items vs. item references shren
- Unique items vs. item references Brandon J. Van Every
- Unique items vs. item references Damion Schubert
- Unique items vs. item references Freeman, Jeff
- Unique items vs. item references Harrok
- Unique items vs. item references Zach Collins {Siege}
- Unique items vs. item references fred@clift.org
- Unique items vs. item references Vincent Archer
- Unique items vs. item references Koster, Raph
- Unique items vs. item references Dave Rickey
- Unique items vs. item references Vincent Archer
- Unique items vs. item references Dave Rickey
- Unique items vs. item references Daniel.Harman@barclayscapital.com
- Unique items vs. item references Sean Kelly
- Unique items vs. item references Damion Schubert
- Unique items vs. item references Smith, David {Lynchburg}
- Unique items vs. item references Sean Kelly
- Character skill amplifying player skill Brian Hook
- Character skill amplifying player skill Daniel.Harman@barclayscapital.com
- Character skill amplifying player skill Ling Lo
- narrative Bruce Mitchener
- narrative Brandon J. Van Every
- narrative Robert Zubek
- narrative Brandon J. Van Every
- narrative Sasha Hart
- narrative Benjamin Tolputt
- [Fwd: [Algorithms] ANNOUNCE: updated Chunked LOD demo] Bruce Mitchener
- (no subject) Jack Britt
- (no subject) Brandon J. Van Every
- (no subject) Jack Britt
- (no subject) Jeff Lindsey
- (no subject) Karl Bastiman
- (no subject) Zach Collins {Siege}
- Advertising Thread Rayzam
- Advertising Thread Brandon J. Van Every
- Advertising Thread Matt Mihaly
- Advertising Thread Brandon J. Van Every
- Advertising Thread Russ Whiteman
- Advertising Thread Koster, Raph
- Advertising Thread Russ Whiteman
- Advertising Thread Kristen Koster
- Advertising Thread Rayzam
- Advertising Thread Brandon J. Van Every
- Advertising Thread Shannon Appelcline
- Advertising Thread Brandon J. Van Every
- Advertising Thread Rayzam
- Advertising Thread Matt Mihaly
- Advertising Thread Daniel.Harman@barclayscapital.com
- Advertising Thread Brandon J. Van Every
- Advertising Thread Daniel.Harman@barclayscapital.com
- Advertising Thread Matt Mihaly
- Advertising Thread Jeremy Noetzelman
- Advertising Thread Amanda Walker
- Advertising Thread Matt Mihaly
- Advertising Thread Jeremy Gaffney
- Advertising Thread Matt Mihaly
- Advertising Thread Michael Tresca
- Advertising Thread Dave Rickey
- Advertising Thread Matt Mihaly
- skills (was (no subject)) Travis Casey
- The total DBMS approach (was: Unique items vs. item references) Derek Licciardi
- The total DBMS approach (was: Unique items vs. item references) Crosbie Fitch
- The total DBMS approach (was: Unique items vs. item references) Valerio Santinelli
- The total DBMS approach (was: Unique items vs. item references) Russ Whiteman
- Socket Code Stephen Miller
- Socket Code Smith, David {Lynchburg}
- Socket Code Blane Bramble
- Origins of "carebear" Koster, Raph
- Origins of "carebear" Steve {Bloo} Daniels
- Origins of "carebear" Koster, Raph
- Origins of "carebear" Madrona Tree
- Origins of "carebear" Calandryll
- Origins of "carebear" Dave Trump
- Origins of "carebear" Koster, Raph
- The total DBMS approach Aaron "the mad man" Weeks
- The total DBMS approach Derek Licciardi
- The total DBMS approach Hanz, Rob
- The total DBMS approach Daniel.Harman@barclayscapital.com
- The total DBMS approach Sean Kelly
- The total DBMS approach Hanz, Rob
- The total DBMS approach Elia Mörling
- The total DBMS approach Daniel.Harman@barclayscapital.com
- The total DBMS approach Ian Macintosh
- Otherland Richard A. Bartle
- Efficiency in providing entertainment John Buehler
- Noncombat(and combat) skills WAS: (no subject) "Arnau Rossell=?US-ASCII?Q?=F3?= Castell=?US-ASCII?Q?=F3?="< arocas@alumni.uv.es>
- Mountaineering and Athletics Brandon J. Van Every
- Mountaineering and Athletics Damion Schubert
- Mountaineering and Athletics John Buehler
- Mountaineering and Athletics Poe, Lawrence
- Mountaineering and Athletics Vincent Archer
- Noncombat(and combat) skills Jo Dillon
- Noncombat(and combat) skills "Arnau Rossell=?US-ASCII?Q?=F3?= Castell=?US-ASCII?Q?=F3?="< arocas@alumni.uv.es>
- They fight! And bite! They fight and bite and fight! Fight fight fight! Bite bite bite! Jack Britt
- They fight! And bite! They fight and bite and fight! Fight fight fight! Bite bite bite! Brandon J. Van Every
- They fight! And bite! They fight and bite and fight! Fight fight fight! Bite bite bite! Artovil
- They fight! And bite! They fight and bite and fight! Fight fight fight! Bite bite bite! Zach Collins {Siege}
- What Ever Happened to Imaginary Realities? Phillip Lenhardt
- What Ever Happened to Imaginary Realities? Richard A. Bartle
- Butterfly.net Matt Mihaly
- Butterfly.net Freeman, Jeff
- Butterfly.net Luca Girardo
- Butterfly.net Luca Girardo
- Mythology Articles Shannon Appelcline
- Item handling (was: Advertising Thread) Jeff Lindsey
- Advertising Thread Brad McQuaid
- Advertising Thread Brandon J. Van Every
- Advertising Thread Damion Schubert
- Advertising Thread Marc Bowden
- Advertising Thread Damion Schubert
- Advertising Thread Richard Aihoshi aka Jonric
- Advertising Thread Russ Whiteman
- Advertising Thread Brad McQuaid
- Advertising Thread Dave Rickey
- Advertising Thread Marc LaFleur
- Advertising Thread Koster, Raph
- Advertising Thread Marc LaFleur
- Advertising Thread Koster, Raph
- Advertising Thread Richard Aihoshi aka Jonric
- Advertising Thread Zach Collins {Siege}
- Advertising Thread Ron Gabbard
- Advertising Thread Richard Aihoshi aka Jonric
- Social Networks Dave Rickey
- Social Networks Brian 'Psychochild' Green
- Social Networks Dave Rickey
- Social Networks Brian 'Psychochild' Green
- Social Networks Bruce Mitchener
- Social Networks Harrok
- Social Networks Freeman, Jeff
- Social Networks Sage
- Social Networks Damion Schubert
- Social Networks Matt Mihaly
- Social Networks Harrok
- Social Networks Matt Mihaly
- Social Networks Tess Snider
- Social Networks Paul Schwanz
- Social Networks Bruce Mitchener
- Social Networks Paul Schwanz
- Social Networks Michael Tresca
- Social Networks Marian Griffith
- Social Networks Zach Collins {Siege}
- Social Networks Freeman, Jeff
- Social Networks Koster, Raph
- Social Networks Dave Rickey
- Social Networks Sasha Hart
- Social Networks Dave Rickey
- Social Networks Koster, Raph
- Social Networks Dave Rickey
- Social Networks Koster, Raph
- Social Networks Dave Rickey
- Social Networks Freeman, Jeff
- Social Networks Jeff Cole
- Social Networks Koster, Raph
- Social Networks Jeff Cole
[Note: When I attribute "fitness" to nodes, I am invoking the
"fitness" concept as developed by Barabási in his book _Linked_--
the book that I think best strikes a jargon/vernacular balance]
From: Koster, Raph
> From: Jeff Cole
>> I think that it has been demonstrated time and again that humans
>> are socially inclined. Certainly, within the context of
>> multiplayer games, a developer can safely assume that every node
>> seeks, to whatever extent, a social experience.
> One of the qualities of scale free networks is that they are
> emergent. In any given newly formed aggregate of humans, you'll
> find a scale-free network starting to develop.
Yes. But it is also significant if Barabási et al. are correct that
there are organizing principles at every stage of network
development-- that is, these social networks do not appear out of
randomness. There is no critical point at which order emerges from
randomness-- the order is there from the beginning.
I believe that this is evidence (and the result) of the general
social inclinations of the species.
>> Assuming the number of links an individual establishes represents
>> (rough, even?) measure of the individual's fitness (your
>> socialness), then it is the manner in which individuals are not
>> equally fit (the link distribution) that is so important: fitness
>> follows a power curve.
...
> There's fitness before the fact and fitness after the fact, or to
> put it another way, the innate propensity of a node to acquire
> links, and the fitness measured by how many links it actually
> acquires. Call it "talent" and "achievement" if you like.
Agreed. I think. Hrmmmm. Perhaps not. I think the distinction is
important insofar as it illustrates the extent to which factors
external to a node can affect the nodes overall fitness. What's
your take on:
Certainly each node has a "propensity" to acquire links-- let's call
it F(b) for "fitness before the fact"-- a fitness that might well
predict the number links the node is expected to acquire. Likewise,
there is a number of links a node actually acquires-- call it F(a)
for "fitness after the fact." I suggest that F(b) is largely beyond
developer control but that F(a) is largely a function of design and
implementation.
Assuming for the moment that a node's F(a) is independent of the
F(b) of a node with which it might link (not a realistic assumption,
but I am more concerned with the analysis rather than the result),
consider a "fitness efficiency" (call it E(f)) defined E(f) F(a)/F(b) and which, under the above assumption, 0 <= F(e) <= 1.
This is node quality rather than a network quality. To whatever
extent the transaction costs associated with establishing links
prevent a node from establishing links, the node's fitness
efficiency will be less than 1. At the extremes, if all such
transaction costs exceed a node's link-establishing threshold, then
F(a) = 0 and E(f) = 0; if all such transaction costs are below the
threshold (or, zero), then F(a) = F(b) and E(f) = 1.
Now, of the transactional costs associated with linking, some will
be node-imposed and some will be game-imposed. Currently, games
impose far too many of these costs. What's more, these costs are
rarely covered by corresponding increase in gameplay-- it is simply
value lost to the community.
> Fitness distribution in different arenas may or may not follow a
> power law distribution. For example, in IQ there's a bell curve
> (though not as smooth as many would expect).
Of course there are many types of "fitness." Even within the same
networks. I would imagine that the extent to which a type of
fitness is important in establishing the scale-free topology of a
given network corresponds to the to the extent to which that type of
fitness follows a power curve within the nodes of the network
(though such type of fitness might be otherwise distributed among
nodes of a larger network). Or, if a network exhibits scale-free
topology and a characteristic (a potential "fitness") does not
follow a power curve among the nodes of the network, then such a
characteristic does not represent a measure of fitness.
> I believe the actual answer is "multiple overlapping networks."
> Selecting for different sorts of fitness. Which in the end gets
> back to the Law about multiple achievement ladders.
Absolutely.
>> Decreasing the transaction cost associated with demonstrating
>> fitness-- and, therefore, establishing links-- would have a much
>> more profound effect on the distribution. Also, decreasing such
>> costs would increase the likelihood that a network could recover
>> from the loss of a hub insofar as remaining nodes could more
>> easily and quickly establish new links.
> In other words, making it easier to acquire friends.
Yes, in small part. More importantly, I am talking about decreasing
the costs associated with testing potential links.
> It's important to note, however, that most of the social mechanics
> that we have built into online games thus far are conducive
> towards retaining strong ties. But Granovetter's research showed
> early on (and Watts and Strogatz' work seemed to confirm) that it
> is weak ties that really bind a scale free network together.
That is more to my point. Decreasing the transactional costs
associated with linking is unlikely to have a profound affect on a
nodes ability to acquire friends-- that is, strong ties. Where
decreasing the such costs will have the greatest affect is on the
weak ties. Because these weak ties represent exactly that: weak
links. Decreasing such costs can only increase the number of such
links within the network.
> So really, how do we reinforce weak ties? By finding friendship
> mechanisms that aren't about strong ties, like guilds and friends
> lists--but about weak ties, like regular customers at a shop or
> tickler files for acquaintances or matchmaking services that
> introduce you to subcommunities with radically differing
> interests.
Weak ties play a very important role in both my MUD and MMO*
experiences. If when I log in I cannot find a guild group, I go to
my strong ties, after that, I go to less strong ties as well as to
others with whom I might not have grouped but of whom my strong ties
have spoken well.
In many cases, nodes with which I have been weakly linked have
evolved into strongly linked nodes both inter- and extra-game.
Yrs. Affcty,
Jeff Cole
- Social Networks Jeff Cole
- Social Networks Matthew Dobervich
- Social Networks Jeff Cole
- Social Networks Dave Rickey
- Social Networks Jeff Cole
- Social Networks Sasha Hart
- Social Networks Nicolai Hansen
- Social Networks Dave Rickey
- Social Networks Paul E. Schwanz, II
- Social Networks Sasha Hart
- Social Networks paul.schwanz@sun.com
- Social Networks Sasha Hart
- Social Networks Matt Mihaly
- Social Networks John Buehler
- Advertising Thread Edward Glowacki
- Advertising Thread Matt Mihaly
- Histories and Legends paul.schwanz@sun.com
- Histories and Legends Koster, Raph
- Histories and Legends Paul Schwanz
- Histories and Legends Matt Mihaly
- Histories and Legends Paul Schwanz
- Histories and Legends Val Trullinger
- Histories and Legends apollyon
- Histories and Legends Matthew Dobervich
- Histories and Legends Koster, Raph
- Histories and Legends Edward Glowacki
- Histories and Legends Sasha Hart
- Advertising Thread Richard A. Bartle
- Where do you get you numbers? NetEngels@aol.com
- Where do you get you numbers? Dave Rickey
- Mud Advertising Matt Mihaly
- Mud Advertising Christopher Allen
- Mud Advertising Brian 'Psychochild' Green
- Online World Timeline slashdotted Koster, Raph
- Online World Timeline slashdotted Lars Duening
- Online World Timeline slashdotted Dave Rickey
- Online World Timeline slashdotted Ted L. Chen
- Online World Timeline slashdotted Russ Whiteman
- Online World Timeline slashdotted Jon A. Lambert
- TECH: Trusting Network Clients Fox McCloud
- TECH: Trusting Network Clients "Arnau Rossell=?US-ASCII?Q?=F3?= Castell=?US-ASCII?Q?=F3?="< arocas@alumni.uv.es>
- TECH: Trusting Network Clients Jeremy Noetzelman
- TECH: Trusting Network Clients Nicolai Hansen
- TECH: Trusting Network Clients Crosbie Fitch
- TECH: Trusting Network Clients Freeman, Jeff
- TECH: Trusting Network Clients Vincent Archer
- TECH: Trusting Network Clients Brack, J. Allen
- TECH: Trusting Network Clients Kwon J. Ekstrom
- TECH: Trusting Network Clients brian hook
- TECH: Trusting Network Clients Crosbie Fitch
- TECH: Trusting Network Clients Koster, Raph
- TECH: Trusting Network Clients Sasha Hart
- TECH: Trusting Network Clients Phillip Lenhardt
- TECH: Trusting Network Clients Sasha Hart
- TECH: Trusting Network Clients apollyon
- TECH: Trusting Network Clients Travis Nixon
- TECH: Trusting Network Clients Sean Kelly
- TECH: Trusting Network Clients Koster, Raph
- TECH: Trusting Network Clients Sean Kelly
- TECH: Trusting Network Clients Paul Schwanz
- TECH: Trusting Network Clients Justin Quimby
- TECH: Trusting Network Clients Steve Dieter
- TECH: Trusting Network Clients Jesus Lopez
- TECH: Trusting Network Clients Nicolai Hansen
- TECH: Trusting Network Clients Tess Snider
- TECH: Trusting Network Clients Crosbie Fitch
- TECH: Trusting Network Clients Christohe Badoit
- TECH: Trusting Network Clients Bruce Mitchener
- TECH: Trusting Network Clients Christophe Badoit
- TECH: Trusting Network Clients Fox McCloud
- TECH: Trusting Network Clients Christophe Badoit
- TECH: Trusting Network Clients Edward Glowacki
- TECH: Trusting Network Clients James Ross Nicoll
- TECH: Trusting Network Clients Phillip Lenhardt
- TECH: Trusting Network Clients Russ Whiteman
- TECH: Trusting Network Clients Ian Macintosh
- TECH: Trusting Network Clients damon baker
- TECH: Trusting Network Clients Benjamin Tolputt
- TECH: Trusting Network Clients David H. Loeser Jr.
- Natural Selection and Communities Paul Schwanz
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Koster, Raph
- Natural Selection and Communities Paul Schwanz
- Natural Selection and Communities Matt Mihaly
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Dave Rickey
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Dave Rickey
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Crosbie Fitch
- Natural Selection and Communities Koster, Raph
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Matt Mihaly
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Dave Trump
- Natural Selection and Communities Matt Mihaly
- Natural Selection and Communities John Buehler
- Natural Selection and Communities Damion Schubert
- Natural Selection and Communities Ron Gabbard
- Natural Selection and Communities Matt Mihaly
- Natural Selection and Communities Paul Schwanz
- Natural Selection and Communities Matt Mihaly
- Natural Selection and Communities Paul Schwanz
- Natural Selection and Communities Matt Mihaly
- Natural Selection and Communities David Kennerly
- Natural Selection and Communities Paul Schwanz
- Natural Selection and Communities Paul Schwanz
- Peer-to-peer hosting of player created content in persistant worlds. Matthew Dobervich
- Sales data Richard A. Bartle
- Sales data Daniel.Harman@barclayscapital.com
- Sales data Luca Girardo
- Sales data Richard A. Bartle
- Sales data Rayzam
- Sales data Robert A. Rice, Jr.
- Cans of Achievements and Quests Rayzam
- Cans of Achievements and Quests Sean Kelly
- Cans of Achievements and Quests Rayzam
- Cans of Achievements and Quests Sean Kelly
- Cans of Achievements and Quests Sasha Hart
- Cans of Achievements and Quests Sean Kelly
- Cans of Achievements and Quests Sasha Hart
- Cans of Achievements and Quests Justin Quimby
- Cans of Achievements and Quests Rayzam
- Cans of Achievements and Quests Paul Schwanz
- Cans of Achievements and Quests Rayzam
- Cans of Achievements and Quests damon baker
- Cans of Achievements and Quests Rayzam
- Cans of Achievements and Quests Michael Tresca
- Cans of Achievements and Quests Rayzam
- Muds and High School Textbooks Jon A. Lambert
- Unruly Players (fwd) J C Lawrence