1999Q2/
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<H1>Re: [MUD-Dev] Text Parsing</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>: Re: [MUD-Dev] Text Parsing</LI>
<LI><em>From</em>: Chris Gray &lt;<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;</LI>
<LI><em>Date</em>: Wed, 2 Jun 1999 23:02:16 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Ben Greear:]

&gt; Since
&gt; when entering a command to the server, all you really want to do is convey
&gt; an action, what does grammar, or any other rule imposed from our outside
&gt; communications, really add to the interface?

Familiarity, and thus a less steep learning curve. The world today wants
quick gratification! See Raph's newbie log.

&gt; How do you know all the keywords for a given object (how do you know,
&gt; as the programmer, which is rusty?)  When you start depending too heavily
&gt; on correctly built worlds/objects, you are liable to get into situations
&gt; where an innocent mistake in building makes it almost impossible to interact
&gt; with an entity.

The system isn't hard-coded with them. For example, if there is a rusty
sword in the system, it would have the name string "sword;rusty". If the
user typed "get rusty sword from bag", the builder-provided verb function
for "getFrom" would be called with: ("sword;rusty", "bag"), and would
use the system's built-in functions to look for matches in the
environment. The words "sword" and "rusty" do not need to be in any
grammar tables anywhere. Typically, I only have verbs and prepositions
in the grammar tables.

--
Don't design inefficiency in - it'll happen in the implementation.

Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA
               <A  HREF="http://www.GraySage.Edmonton.AB.CA/cg/">http://www.GraySage.Edmonton.AB.CA/cg/</A>


_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>


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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] Text Parsing</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00468" HREF="msg00468.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Matthew Mihaly <a href="mailto:sarapis#achaea,com">sarapis#achaea,com</a>, Thu 03 Jun 1999, 23:55 GMT
<UL>
<LI><strong><A NAME="00472" HREF="msg00472.html">[MUD-Dev] Re[2]: [MUD-Dev] Text Parsing</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 04 Jun 1999, 03:40 GMT
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</UL>
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</ul>
<LI><strong><A NAME="00482" HREF="msg00482.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Fri 04 Jun 1999, 15:40 GMT
</LI>
<LI><strong><A NAME="00490" HREF="msg00490.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Albert <a href="mailto:thecheezeman#earthlink,net">thecheezeman#earthlink,net</a>, Fri 04 Jun 1999, 18:43 GMT
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<LI><strong><A NAME="00434" HREF="msg00434.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 03 Jun 1999, 05:04 GMT
</LI>
<LI><strong><A NAME="00450" HREF="msg00450.html">RE: [MUD-Dev] Text Parsing</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 03 Jun 1999, 14:12 GMT
</LI>
<LI><strong><A NAME="00461" HREF="msg00461.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Ross Nicoll <a href="mailto:rnicoll#lostics,demon.co.uk">rnicoll#lostics,demon.co.uk</a>, Thu 03 Jun 1999, 17:26 GMT
<UL>
<LI><strong><A NAME="00462" HREF="msg00462.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 03 Jun 1999, 18:13 GMT
<UL>
<LI><strong><A NAME="00473" HREF="msg00473.html">Re: [MUD-Dev] Text Parsing</A></strong>, 
Ross Nicoll <a href="mailto:rnicoll#lostics,demon.co.uk">rnicoll#lostics,demon.co.uk</a>, Fri 04 Jun 1999, 03:43 GMT
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