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<H1>[MUD-Dev] Re: Combat intelligence</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Combat intelligence </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 29 Jun 1998 16:47:52 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

On Mon, 29 Jun 1998 16:32:11 -0700 
J C Lawrence&lt;claw#under,engr.sgi.com&gt; wrote:

&gt; A while ago we discussed making NPC's more intelligent combat
&gt; opponents.  Many good ideas were sucked out of thumbs.  I don't
&gt; recall any structured or rigorously duplicable techniques comeing up
&gt; however.  I've long suspect that the makers of DOOM-esque bloodbaths
&gt; weren't so undisciplined.

&gt; Look at the top graphic at the following page:

&gt;   URL:<A  HREF="http://crack.crack.com/games/golgotha/screenshots/">http://crack.crack.com/games/golgotha/screenshots/</A>

I just noticed that I embedded the above graphic in the middle of this
message (urk!), rather than at the end, so those of you without fully
MIME-capable readers may have lost the following text:

&gt; The caption reads:

&gt;   "This shows our strategy test program for computer AI. The blue
&gt; circles are areas the computer tries to defend/take over. The
&gt; colored regions represent areas near the strategy points. Lines show
&gt; which points can defend/attack other points. This is used for long
&gt; term strategy planning, rather than immediate path solving. Some
&gt; paths are one-way because you can go down a hill, but not
&gt; necessarily up it, making hill tops more advantageous.

&gt; Have you ever thought of mapping the topology of your MUD world and
&gt; analysing it against any of a number of the standard tactical
&gt; metrics and *then* pumping that into the combat brains for your
&gt; Midgarrd FIDO?

&gt; Per the screen shots it also seems that Golgotha has also handled
&gt; much of the problem of handling large unbounded spaces in a
&gt; DOOM-style game, tho I also note that most of the timestamps seem to
&gt; be in September of last year.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01273" HREF="msg01273.html">[MUD-Dev] Rules of the Game: You don't always live twice Or... Take my life, Please</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 30 Jun 1998, 21:09 GMT
<LI><strong><A NAME="01270" HREF="msg01270.html">[MUD-Dev] Re: roleplaying farmers?</A></strong>, 
Mike L Kesl <a href="mailto:mlkesl#cpinternet,com">mlkesl#cpinternet,com</a>, Tue 30 Jun 1998, 18:38 GMT
<LI><strong><A NAME="01262" HREF="msg01262.html">[MUD-Dev] Re: the why of online worlds.</A></strong>, 
cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Tue 30 Jun 1998, 02:53 GMT
<LI><strong><A NAME="01256" HREF="msg01256.html">[MUD-Dev] Combat intelligence</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 23:33 GMT
<UL>
<LI><strong><A NAME="01257" HREF="msg01257.html">[MUD-Dev] Re: Combat intelligence</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 23:48 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01267" HREF="msg01267.html">[MUD-Dev] Combat intelligence</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 30 Jun 1998, 14:30 GMT
<UL>
<LI><strong><A NAME="01268" HREF="msg01268.html">[MUD-Dev] Re: Combat intelligence</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Tue 30 Jun 1998, 17:26 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01254" HREF="msg01254.html">[MUD-Dev] RP definitional structure</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 21:35 GMT
<LI><strong><A NAME="01252" HREF="msg01252.html">[MUD-Dev] You think users won't number crunch and statistise your MUD?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 29 Jun 1998, 20:56 GMT
</LI>
</UL></BLOCKQUOTE>

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