August 2003
- A potential best-seller? Richard A. Bartle
- Identifying Players Scion Altera
- Identifying Players Crosbie Fitch
- Metrics for assessing game design David Kennerly
- ADMIN: Crunch thread J C Lawrence
- Mapping real money into MUD money Alex Chacha
- Mapping real money into MUD money Katie Lukas
- Mapping real money into MUD money David Kennerly
- Mapping real money into MUD money Kent Peterson
- Mapping real money into MUD money Peter Tyson
- Mapping real money into MUD money Matt Mihaly
- Mapping real money into MUD money Paul Canniff
- Research in the Gaming Industry Damion Schubert
- Research in the Gaming Industry Kerry Fraser-Robinson
- Research in the Gaming Industry Richard A. Bartle
- Research in the Gaming Industry Matthew S. Ayres
- Mapping real money into MUD-Money Henrik Johansson
- Java or LPC (DGD)? Ben Chambers
- Java or LPC (DGD)? Ammon Lauritzen
- Java or LPC (DGD)? T. Alexander Popiel
- Java or LPC (DGD)? ceo
- Java or LPC (DGD)? Lars Duening
- Java or LPC (DGD)? Torgny Bjers
- Java or LPC (DGD)? Ryan Underwood
- Reputation systems: a possible path for investigation J C Lawrence
Reputation systems are usually thought of as interesting ways for the
game system to define and provide predetermined and service-qualified
hinting and decision making keys to players about other players (PK,
trade, trust etc). To date this has been an uncomfortable and halting
process which is behind the needs curve and chasing the definition of
both the actual requirements and possible implementation models which
don't carry excessive collateral costs. Additionally, little has been
done to extend these player-derived reputation systems to represent
player views of in-game artifacts and systems.
Part of the problem is that the hinting data requested is contextual and
subjective, both at the time of the sequence points that form reputation
atoms and at the time the reputation is reported and interpreted by a
particular player at a particular place and time for a particular
purpose. More explicitly the needs definition at both ends is not
uniform across an entire game or for all players of that game.
Sometimes the problem for a reputation system is as trivial as, "Who
is online right now that I'd like to play with?" Other times its as
subtle as, "Can I trust him to proxy my in-game interests when I'm not
here?" say for minding a co-owned store, a merchant cooperation, money
trading, or even simple employee/employer or client/patron
arrangements. Then there are the simple questions like, "Is this
rotting rope bridge safe to cross?"
Arbitrary graining and subjective contextual per-player interpretation
seem to be called for, but are not an attractive implementation or
management prospect, especially for a casual gamer audience, and more
especially for a centrally defined, managed, and reviewed set of
metrics. A possible approach instead is to treat the players as a
homogeneous mesh and allow them to define the nouns and verbs in the
reputation system, and possibly some of the high level grammars.
Guilds and other player group formations have partially coopted this
reputation space, using membership and internal group management as a
way of establishing and maintaining reputation at a group level ("He's a
member of guild XXX. They're all PKers!"). Problems of this approach
are a lack of transparency and high barriers to entry both in social
networking and learning curve before that reputation data can be
effectively used. Additionally such group-derived structures select
against casual gamers who don't invest the time or effort required to
breach those entry barriers and yet need and want an effective
reputation system for themselves as represented to others, and for
others as represented to them.
Of course if these needs and wants were fully satisfied by the base
system it would remove one of the significant functions which drive
group formation and interaction on our services. Depending on the
exact definition of your service and audience this could be a problem.
In the general case however I expect that the other forces which drive
group formations like guilds would still dominate. However it would
change some of the basic definition and functions of guilds with
games.
Content creation costs are a significant expense, making community
authored content attractive -- if only the risks of "bad content" could
be managed (where bad can refer to legal branding, service, product
definition or other implications). Reputation systems are a possible
approach to helping to automate the detection and handling of bad
content so that human supervision and vetting costs for instantiating
and official sanctification of community derived "good content" (if your
model calls for that) can be constrained.
First Monday (http://www.firstmonday.org/) has several papers which
intersect these areas. In particular:
Open content and value creation by Magnus Cedergren
http://www.firstmonday.org/issues/current_issue/cedergren/index.html
The Augmented Social Network: Building identity and trust into the
next-generation Internet by Ken Jordan, Jan Hauser, and Steven Foster
http://www.firstmonday.org/issues/current_issue/jordan/index.html
TOOL: The Open Opinion Layer by Hassan Masum
http://www.firstmonday.org/issues/issue7_7/masum/
Cat Okita presented a paper on a peer-to-peer authentication system at
DefCon called "Aura" which also looks interesting (he promises sample
source RSN):
Aura -- A peer-to-peer reputation system
http://www.geekness.net/tools/aura/aura.pdf
Aura DefCon presentation:
http://www.geekness.net/tools/aura/aura_presentation.pdf
These aren't a compleat set; just bits I've been reading and musing on.
--
J C Lawrence
---------(*) Satan, oscillate my metallic sonatas.
claw@kanga.nu He lived as a devil, eh?
http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live. - Reputation systems: a possible path for investigation david.l.smith@mail-x-change.com
- Reputation systems: a possible path for investigation Brian 'Psychochild' Green
- Reputation systems: a possible path for investigation Andrew L. Tepper
- Reputation systems: a possible path for investigation Matt Mihaly
- Reputation systems: a possible path for investigation Vincent Archer
- Reputation systems Castronova, Edward
- Reputation systems J C Lawrence
- Mapping real money into MUD-Money Ren Reynolds
- MudDev Faq - part 2 Marian Griffith
- PHP muds Peter Harkins
- PHP muds Torgny Bjers
- Slashdot story about review of Bartle's new book Christer Enfors XW {TN/PAC}
- Slashdot story about review of Bartle's new book Dave Rickey
- Slashdot story about review of Bartle's new book Evan Harper
- Slashdot story about review of Bartle's new book Richard A. Bartle
- Slashdot story about review of Bartle's new book Tamzen Cannoy
- Slashdot story about review of Bartle's new book Kerry Fraser-Robinson
- Slashdot story about review of Bartle's new book Richard A. Bartle
- Slashdot story about review of Bartle's new book Dave Rickey
- Slashdot story about review of Bartle's new book Marc Bowden
- The lack of Creativity and Beauty a game user james_nesfield@nesfieldcapital.com
- Artists and Copyrights Derek Licciardi
- Artists and Copyrights Paolo Piselli
- Artists and Copyrights Marian Griffith
- Artists and Copyrights Paul Dahlke
- Using Windows Scripting Host Owen Matt
- Using Windows Scripting Host F. Randall Farmer
- Using Windows Scripting Host Karl Dyson
- Using Windows Scripting Host Tess Lowe
- Better Game Design through Data Mining David Kennerly
- Better Game Design through Data Mining Chris "Diamonds" Stewart
- When Will Player-Avatar Integrity Be a Feature of Persistent Worlds? vladimir cole
- When Will Player-Avatar Integrity Be a Feature of Persistent Worlds? Martin Bassie
- When Will Player-Avatar Integrity Be a Feature of Persistent Worlds? Craig H Fry
- When Will Player-Avatar Integrity Be a Feature of Persistent Worlds? Matt Mihaly
- When Will Player-Avatar Integrity Be a Feature ofPersistent Worlds? Michael Tresca
- When Will Player-Avatar Integrity Be a Feature ofPersistent Worlds? Baar - Lord of the Seven Suns
- [Fwd: Metrics for assessing game design] ceo
- Examine/Look Elia Morling
- Examine/Look Ammon Lauritzen
- Examine/Look Marc Bowden
- Examine/Look Lars Duening
- Examine/Look Eamonn O'Brien
- [BUS] Account-management systems ceo
- [BUS] Account-management systems Rayzam
- [BUS] Account-management systems Christopher Allen
- Job opportunity on Star Wars Galaxies Koster, Raph
- NCSoft yearly report Mathieu Castelli
- MUD using the .net framework Norman Beresford
- MUD using the .net framework John Buehler
- MUD using the .net framework James F. Bellinger
- MUD using the .net framework Linder Support Team
- Virtual property lawsuit in China Koster, Raph
- Virtual property lawsuit in China Nicolai Hansen
- Virtual property lawsuit in China Daniel Anderson
- Virtual property lawsuit in China Kerry Fraser-Robinson
- Virtual property lawsuit in China Vladimir Cole
- Virtual property lawsuit in China Ren Reynolds
- Virtual property lawsuit in China Nicolai Hansen
- Virtual property lawsuit in China ren@aldermangroup.com
- Expected value and standard deviation. Jeff Cole
- Expected value and standard deviation. Scion Altera
- Expected value and standard deviation. Jeremy Hill
- Expected value and standard deviation. katie@stickydata.com
- Expected value and standard deviation. Ben Chambers
- Expected value and standard deviation. Zach Collins {Siege}
- Expected value and standard deviation. Ben Chambers
- Expected value and standard deviation. Robert Zubek
- Expected value and standard deviation. Kwon J. Ekstrom
- Expected value and standard deviation. Eamonn O'Brien
- Expected value and standard deviation. Kwon J. Ekstrom
- Expected value and standard deviation. Freeman, Jeff
- Expected value and standard deviation. Zach Collins {Siege}
- Expected value and standard deviation. Bernard Graham
- Expected value and standard deviation. Freeman, Jeff
- Expected value and standard deviation. Jeff Cole
- Expected value and standard deviation. Koster, Raph
- Expected value and standard deviation. Katie Lukas
- Expected value and standard deviation. Fidelio Gwaihir
- Expected value and standard deviation. Katie Lukas
- Expected value and standard deviation. Matt Mihaly
- Expected value and standard deviation. Martin Bassie
- Expected value and standard deviation. Katie Lukas
- Expected value and standard deviation. Matt Mihaly
- Expected value and standard deviation. Paul Schwanz
- Expected value and standard deviation. Matt Mihaly
- Expected value and standard deviation. Koster, Raph
- Expected value and standard deviation. Paul Schwanz
- Expected value and standard deviation. Amanda Walker
- Expected value and standard deviation. John Buehler
- Expected value and standard deviation. Kwon J. Ekstrom
- Expected value and standard deviation. Jeff Cole
- Expected value and standard deviation. Paul Schwanz
- Expected value and standard deviation. Dr. Cat
- Expected value and standard deviation. David Loving
- Expected value and standard deviation. Pat Ditterline
- Expected value and standard deviation. Michael Chui
- Expected value and standard deviation. Matt Mihaly
- Expected value and standard deviation. Kwon J. Ekstrom
- Expected value and standard deviation. Chanur Silvarian
- Expected value and standard deviation. Katie Lukas
- Expected value and standard deviation. Daniel.Harman@barclayscapital.com
- Expected value and standard deviation. Oliver Smith
- Expected value and standard deviation. Daniel Anderson
- Expected value and standard deviation. Koster, Raph
- Expected value and standard deviation. Nicolai Hansen
- Expected value and standard deviation. Dark Lamenth
- Expected value and standard deviation. Fidelio Gwaihir
- Expected value and standard deviation. Ola Fosheim Grøstad
- Expected value and standard deviation. gbtmud
- Expected value and standard deviation. Tom "cro" Gordon
- Expected value and standard deviation. Sheela Caur'Lir
- Expected value and standard deviation. Roger Hicks
- Expected value and standard deviation. Ola Fosheim Grøstad
- Expected value and standard deviation. Freeman, Jeff
- Expected value and standard deviation. Matt Mihaly
- Expected value and standard deviation. Tom "cro" Gordon