<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not --> <!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> --> <!--X-Date: Thu, 09 Apr 1998 05:48:30 +0000 --> <!--X-Message-Id: 199804090548.AAA26842@dfw-ix14.ix.netcom.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199804081608.MAA06600#smtpgw,ntl-city.com --> <!--X-Reference: Pine.LNX.3.93.980408153755.12158C-100000#the486,bradley.edu --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Resisting Charm or you're cute and nice, but no</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jlsysinc#ix,netcom.com"> </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="msg00084.html">Previous</a> | <a href="msg00086.html">Next</a> ] Thread: [ <a href="msg00076.html">Previous</a> | <a href="msg00104.html">Next</a> ] Index: [ <A HREF="author.html#00085">Author</A> | <A HREF="#00085">Date</A> | <A HREF="thread.html#00085">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not</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] Resisting Charm or you're cute and nice, but not </LI> <LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI> <LI><em>Date</em>: Thu, 9 Apr 1998 01:51:36 -5</LI> <LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</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 8 Apr 98 at 14:18, Katrina McClelan wrote: > On Wed, 8 Apr 1998, Jon A. Lambert wrote: > > > And about that Charm spell.... Sorry, I've gone all over the map here. :) > > [snip] > > > Wouldn't this spell and those like it be more interesting and > > unpredictable it resistance to charm was attempted after each > > requested action? Especially in a strong RP environment where > > such spells often cross the boundaries of player > > consent/non-consent. Player characters could be offered the > > option to attempt to resist or go along with the requested action. > > A given action might even be successfully resisted, yet the > > afflicted still remains entranced. > > > > Thoughts and ideas anyone? > > > > It's quite workable. As is I give a chance to break free for any > order. The problem with chance to resist and not break spell is a > repeated query that would be thwarted in a paper game but would be > somewhat of a pain to keep track of on a mud. The other problem is > determining mechanically best intrests. This other problem seems to be the bigger one. Somehow methinks this may tie in with the rgma thread "Goal-based AIs". One could probably implement a "universal" reponse network based on the instinct of living creatures, and perhaps override and extend it with species exceptions. So for instance (co-opting parts of Richard's Fido example) FIDO event response weight ----- -------- ------ kick play -5% looks at you funny 6-10% nothing 11-20% yelp and run away 21-80% attack 81+% The responses are kept in relative order from most positive to most hostile. So if Fido is "charmed" or a pet, a kick action would add in a negative weight modify (say -25%) before randomly determining Fido's course of action. If Fido is afflicted with rabies or distemper a positive weight modify is added to the random determination (+50%). The real fun begins when you make such a table dynamic and self-modifying and then attach it to Fido. So as Spot the Fido gets gets repeatedly kicked by master, either Fido's response gets progressively more aggresive or more likely, in this particular creature case, more trained and predictable (left out submissive tail between legs pose). So each species might have it's own training algoritm. > An example, is dispel magic a good or bad thing to have > cast on you? Well, it depends on if you have a bunch of beneficial > spells on you or if you have something like irresistable dance on > you. But what if you have both types on you? Is it worth the loss > of all the good spells to get rid of silence. (even that depends... > is the mob a caster or warrior type) What if instead of silence > it's something like hold person or charm person? It's very > subjective and hard to code algoritmically. Some commands and spells are "morally" neutral(?) or the recipient is unable to process it. Dispel Magic is a funny one there. I remember the implementation your referring too, but all area affect spells are similar. If I cast a fireball at an enemy who happens to be surrounded by my loyal henchman at the time (oops), how does one determine a reasonable reaction for them, assumming they survive? Perhaps a start of a solution can be found in other games like the AD&D reaction tables and the associated situational modifier tables. So perhaps the positives and negatives of a dispel magic "attack" are weighted into the final reaction roll. > The same can be said for some commands. Above, enter > portal when the portal is to a safe haven is something "good", while > entering a portal to the middle of the abyss is a bad thing. But > how can you tell the difference from the 0's and 1's? It can be > done but it is a major pain in the butt. Ah, thats the key. It may be 0's and 1's down at the bit level, but a table (or net) with situational modifiers to the weighting and some good old-fashioned randomness, might make it appear that the creature is acting semi-intelligently and fairly unpredictable. The coding here is can be simple, canned and reusable. It's the loading of the just the right response options and weighting that's a pain. Throw in the dynamic aspect and you have a training issue as to how fast or slow the table adjusts itself and tends toward predictable responses. Some mention was made of this in providing AI combat responses in earlier threads - by Nathan of course and others, have posted examples of arcade-games (Mortal Combat) where the opponents get tougher and quicker in response to repeated strategies. -- --/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc#ix,netcom.com /*\-- --/*\ Mud Server Developer's Page <<A HREF="http://www.netcom.com/~jlsysinc">http://www.netcom.com/~jlsysinc</A>> /*\-- --/*\ "Everything that deceives may be said to enchant" - Plato /*\-- </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="00069" HREF="msg00069.html">Resisting Charm or you're cute and nice, but not to die for.</A></STRONG> <UL><LI><EM>From:</EM> "Jon A. Lambert" <jlsysinc#ix,netcom.com></LI></UL></LI> <LI><STRONG><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></STRONG> <UL><LI><EM>From:</EM> Katrina McClelan <kitkat#the486,bradley.edu></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00084.html">Re: [MUD-Dev] GRUMPS</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00086.html">Re: [MUD-Dev] Re: MUD Development Digest</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00076.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00104.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00085"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00085"><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] META: Archive of Megami/Wout's list's traffic? Archive of</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00109" HREF="msg00109.html">Re: [MUD-Dev] META: Archive of Megami/Wout's list's traffic? Archive of</A></strong>, Wout Mertens <a href="mailto:Wout.Mertens#rug,ac.be">Wout.Mertens#rug,ac.be</a>, Fri 10 Apr 1998, 00:15 GMT </LI> </ul> </LI> <LI><strong><A NAME="00069" HREF="msg00069.html">Resisting Charm or you're cute and nice, but not to die for.</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 08 Apr 1998, 16:15 GMT <UL> <LI><strong><A NAME="00070" HREF="msg00070.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice,but not to die for.</A></strong>, s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 08 Apr 1998, 17:26 GMT </LI> <LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></strong>, Katrina McClelan <a href="mailto:kitkat#the486,bradley.edu">kitkat#the486,bradley.edu</a>, Wed 08 Apr 1998, 20:57 GMT <UL> <LI><strong><A NAME="00085" HREF="msg00085.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 09 Apr 1998, 05:48 GMT </LI> </UL> </LI> <LI><strong><A NAME="00104" HREF="msg00104.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not to die for.</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Apr 1998, 21:40 GMT <UL> <LI><strong><A NAME="00130" HREF="msg00130.html">Re: [MUD-Dev] Resisting Charm or you're cute and nice, but not t</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 11 Apr 1998, 06:33 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00065" HREF="msg00065.html">Re: (fwd) Development of new code base</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 08 Apr 1998, 04:13 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00120" HREF="msg00120.html">Re: (fwd) Development of new code base</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 10 Apr 1998, 16:16 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>