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<H1>Re: [MUD-Dev] The Virtual Ecology</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] The Virtual Ecology</LI>
<LI><em>From</em>: Ling Lo &lt;<A HREF="mailto:ling#frost,slimy.com">ling#frost,slimy.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 25 Aug 1999 07:20:25 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Tue, 24 Aug 1999, Chris Turner wrote:
&gt; On Sun, 22 Aug 1999, Felix A. Croes wrote:
&gt; &gt;
&gt; &gt; Essentially you'd have two muds, a "real" one in which players  
&gt; &gt; move around, and a, much larger, "virtual" one in which everything,
&gt; &gt; including the people who are controlled by users in the "real" mud,
&gt; &gt; is just a statistic controlled by a simulated ecology (taking the
&gt; &gt; latter in the broadest possible sense; for the sake of argument, 
&gt; &gt; "there are always exactly 5000 wolves in the virtual world" is
&gt; &gt; considered to be a valid ecology).
&gt; &gt;  
&gt; &gt; Actually, I think that this could be a good way to simulate an economy,
&gt; &gt; though obviously one without emergent behaviours.  You can even solve
&gt; &gt; the spontaneous player creation problem: they are simply assumed to 
&gt; &gt; have entered from the virtual world, and the number of new players
&gt; &gt; created equals the number of people that moved out of the virtual world.

[snip]

&gt; Thats pretty much how I've planned on doing it, with one minor difference. 
&gt; Basically the real stuff decays back into virtual after a while.  Say for
&gt; example your player leaves the dragon's head on a pole out in the woods -
&gt; someone else (player or virtual stat.) could easily come wandering along and
&gt; walk off with it.  If a virtual being has it, then itself becomes another
&gt; number in the system.

Hopefully using the power law for frequency of appearance as well as
events happening to the virtual item.  Coining the term virtual is quite
confusing since a mud object is virtual and we now have virtual virtual
game objects.

Bulk containers anyone?

&gt; There was a really good thread some time ago (at least a year ago) about
&gt; what to do if a vitally important object (the example was a key) was thrown
&gt; into the sea.  This pretty much explains the whole idea, that since the
&gt; location of the key isn't known precisely, then it could theoritically
&gt; reappear some time later somewhere else.

Not only is it in the FAQ (I really, really should set up a web page), the
thread can also be found straddled at: 

&lt;URL:<A  HREF="http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00154.html">http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00154.html</A>&gt;

&gt; Another good example that springs to mind, is if a player walks into a
&gt; village and torches the place.  The player could come back a few days later
&gt; to find it's just a smouldering ruin and all the people have gone.  Come
&gt; back a few years later and parts of the village have been rebuilt again.

Lazy simulation?  I'll let Nathan bring us pearls of wisdom since I
haven't actually given it any thought asides from using a pseudo random
but cpu expensive simulation.  (Imagine running SimCity for X amount of
time, just not viable.)

For the newbies and people with no long term memory, vaguely relevant
archive messages I can find:

Population Containers
&lt;URL:<A  HREF="http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01362.html">http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01362.html</A>&gt;

How to handle log-outs in a totally dynamic world?
&lt;URL:<A  HREF="http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00494.html">http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00494.html</A>&gt;

You may find the follow ups to the above interesting.

  |   Ling Lo
_O_O_ Temporary account




_______________________________________________
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<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>

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<li><strong><A NAME="00141" HREF="msg00141.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>
<ul compact><li><em>From:</em> "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt;</li></ul>
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<LI><STRONG><A NAME="00134" HREF="msg00134.html">Re: [MUD-Dev] The Virtual Ecology</A></STRONG>
<UL><LI><EM>From:</EM> Chris Turner &lt;christ#rd,bbc.co.uk&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The Virtual Ecology</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00072" HREF="msg00072.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 29 Jul 1999, 19:49 GMT
<UL>
<LI><strong><A NAME="00101" HREF="msg00101.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Mon 16 Aug 1999, 18:00 GMT
<UL>
<LI><strong><A NAME="00128" HREF="msg00128.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Felix A. Croes <a href="mailto:felix#dworkin,nl">felix#dworkin,nl</a>, Tue 24 Aug 1999, 02:38 GMT
<UL>
<LI><strong><A NAME="00134" HREF="msg00134.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Wed 25 Aug 1999, 01:30 GMT
<UL>
<LI><strong><A NAME="00137" HREF="msg00137.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Ling Lo <a href="mailto:ling#frost,slimy.com">ling#frost,slimy.com</a>, Wed 25 Aug 1999, 20:21 GMT
<UL>
<LI><strong><A NAME="00141" HREF="msg00141.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 26 Aug 1999, 00:05 GMT
</LI>
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<LI><strong><A NAME="00073" HREF="msg00073.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 Jul 1999, 20:42 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00038" HREF="msg00038.html">[MUD-Dev] mud vs. mush membership</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 23 Jul 1999, 18:03 GMT
<UL>
<LI><strong><A NAME="00040" HREF="msg00040.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 23 Jul 1999, 20:56 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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