<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Graphic MUDS/Ultima Online --> <!--X-From-R13: [ngg Qunggreyrl <ebbgNzcp.qla.zy.bet> --> <!--X-Date: from babe.globecomm.net [207.51.48.8] by in3.ibm.net id 870849148.186728-1 Wed Aug 6 06:32:28 1997 CUT --> <!--X-Message-Id: Pine.LNX.3.96.970806072746.138D-100000#mpc,dyn.ml.org --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199708052000.NAA06686#xsvr3,cup.hp.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Graphic MUDS/Ultima Online</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:root#mpc,dyn.ml.org"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00409.html">Previous</a> | <a href="msg00411.html">Next</a> ] Thread: [ <a href="msg00404.html">Previous</a> | <a href="msg00288.html">Next</a> ] Index: [ <A HREF="author.html#00410">Author</A> | <A HREF="#00410">Date</A> | <A HREF="thread.html#00410">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Graphic MUDS/Ultima Online</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Graphic MUDS/Ultima Online</LI> <LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI> <LI><em>Date</em>: Wed, 6 Aug 1997 07:31:40 +0000 (GMT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Tue, 5 Aug 1997 clawrenc#cup,hp.com wrote: > In <<A HREF="msg00285.html">Pine.LNX.3.96.970730072419.133B-100000#mpc,dyn.ml.org</A>>, on > 07/29/97 > at 11:46 PM, Matt Chatterley <root#mpc,dyn.ml.org> said: > > >Yes. One way I reach towards some sort of development is with a > >system of 'tribes' of monsters which behave like real population > >groups might. Not enough time to go into depth now, though. > > The Orc breader/warrior/noble/king scenario which I'ce mentioned > several times (repost on request) is a simplistic to implement and > surprisingly complex and detailed in practice in the game. What I > find most interesting is that it is purely a linear extrapolation of a > couple base principles: Your orc example is probably what sparked my idea; I don't actually recall wholly, but thinking back, it seems the same premise. It's certainly not hard to implement, even in a generalised form. > Think of a neat/elegant system which uses a feedback loop to > establish a desired state. > > Extend the same feedback loop to also remove the desired state once > established. > > Repeat repeatedly with new feedback loops which affect the same > tokens modified by the first two clauses. Yup. One example of how I apply this system of logic: A population of Kobolds in the hills by a town grows, hampered by natural predators (virtually anything that can stomach them, which isn't really much at the end of the day - but many NPCs and PCs will attack on sight). If their population passes a certain amount, there is a mounting probability they will send a scouting party to a nearby town. If it passes another higher amount, they will send a small party to attack its borders, and if it passes a third, even higher amount, they will send a war party to attack it. This of course reduces their population and returns us to the beginning. There is a capacity for the population to permanently increase, but this is fairly unlikely given players hunting them for bounties on occasion. > The result is an unstable system which builds to a state, tears it > down, rebuilds it etc, all dynamically and without any concept of a > reset. Given a little elegance in the feedback design, or enough > compeating loops, the teardowns can be to any of a large number of > possible states, and the build-ups can equally be to any number of > other possible states. The only requirement is that there be multiple > loops attempting teardown/buildup to different targets. > > The Orcs were a very nice case in point. So did the wandering > population model I used for the "rescue the kidnapped princess quest" > scenario here. Heh, Heh. > >> Now, I know the arguments against it; it's expensive (man hours, > >> money, computation, space, etc). You can trick the player into > >> thinking it is there when it really isn't, far more cheaply. (And in > >> fact, we have used "cheats" many places where portions of the model > >> were deemed less important to actually simulate, but we needed the > >> appearance). But having a solid sim layer enables so much... and it > >> renders future growth possible. For one thing, the next direction > >> which I would like to take it is towards conquering that last barrier > >> of "staticness"--changing the setting based on simulated environmental > >> factors. Given a good model, there is no reason why roads could not be > >> formed by players as they walk on the grass repeatedly and kill it. > >> And so on. > > <cheer!> > > Agreed. Build a system that runs itself, that grows, dies, changes, > mutates, and generally has *some* form of inbuilt ecology, and you > have just created a vast pre-functioning play yard for players to have > fun int, and affect. A true 'virtual world', as it were. Regards, -Matt Chatterley <A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A> "Speak softly and carry a big stick." -Theodore Roosevelt </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00404" HREF="msg00404.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> <UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00409.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00411.html">RE: [MUD-Dev] Reputation, was butthead features</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00404.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00288.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00410"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00410"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Dynamic Descriptions</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] Dynamic Descriptions</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 23:12 GMT </LI> </ul> </ul> </ul> </ul> </ul> </LI> <LI><strong><A NAME="00270" HREF="msg00270.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 29 Jul 1997, 23:45 GMT <UL> <LI><strong><A NAME="00285" HREF="msg00285.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 30 Jul 1997, 13:44 GMT <UL> <LI><strong><A NAME="00404" HREF="msg00404.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 06 Aug 1997, 03:02 GMT <UL> <LI><strong><A NAME="00410" HREF="msg00410.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 06 Aug 1997, 13:32 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00288" HREF="msg00288.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 30 Jul 1997, 15:36 GMT <UL> <LI><strong><A NAME="00418" HREF="msg00418.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 07 Aug 1997, 00:21 GMT </LI> </UL> </LI> <LI><strong><A NAME="00295" HREF="msg00295.html">Worlds VS Games, etc {was GMuds, UO}</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 31 Jul 1997, 03:37 GMT </LI> <LI><strong><A NAME="00298" HREF="msg00298.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 31 Jul 1997, 06:26 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>