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<H1>RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</LI>
<LI><em>From</em>: "Ian Macintosh" &lt;<A HREF="mailto:iman#issystems,co.nz">iman#issystems,co.nz</A>&gt;</LI>
<LI><em>Date</em>: Sat, 20 Nov 1999 07:48:25 +1300</LI>
<LI><em>Importance</em>: Normal</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
    &gt; Koster, Raph wrote:
    &gt; Sent: Friday, 19 November 1999 05:00
    &gt;
    &gt; &gt; From: Ian Macintosh [<A  HREF="mailto:iman#issystems,co.nz">mailto:iman#issystems,co.nz</A>]
    &gt; &gt; Sent: Wednesday, November 17, 1999 8:49 PM
    &gt; &gt;
    &gt; &gt; You have a few properties on mobs.  Thirst, Hunger,
    &gt; Fear.  Now each
    &gt; &gt; mob will only obey one 'drive' at a time.  Each drive
    &gt; gets a chance to
    &gt; &gt; calculate it's importance, and the one with the
    &gt; highest value wins.
    &gt; &gt; That way, the thirstier an antelope gets, the closer
    &gt; and closer it
    &gt; &gt; gets to the waterhole, even though it can see the
    &gt; lions.  Finally, the
    &gt; &gt; lions nail one of the antelope, and the rest get to drink.
    &gt; &gt;
    &gt; Stop now. :) We went down this road with Ultima Online.
    &gt; With a model very
    &gt; similar to what you describe (though we used food,
    &gt; shelter, desire, taken
    &gt; from Maslow).

My focus is very much the bottom rung of Maslow.  I don't plan go very
high either.  Anything higher than base motivations are *real* AI, and
I'm not aiming there.

    &gt; Ask yourself whether anyone cares if an antelope falls
    &gt; in the woods if there
    &gt; is nobody there to see it. Then assess your design and
    &gt; ask yourself some
    &gt; tough questions about your objectives with the system.

The example I used was just generic to convey the idea.  You are quite
right re the importance, and I'm steering clear of that like the
plague.  I am just focusing on a more goal oriented, non-linear, event
driven approach to mob-progs than the traditional canned brain-dead
and puppet-like automation found everywhere else.  I am trying to aim
for an opponent with smarts.  About the highest I think I'll go on the
intelligence scale is a revenge motivation.  I do want mobs to learn a
bit from experience as well, via a simple reward/punishment filter.
If I find it un-workable in practice, I'll just lobotomise the
ancestor object :^)

I must admit that some of the drive I have in playing in this area is
just plain fun, nice to fiddle with, I enjoy it stuff.  On the cold
hearted business front, my only justification is seeing how hard I can
push the envelope.

Thanks for the advice :-)

Regards,

Ian.




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<LI><STRONG><A NAME="00364" HREF="msg00364.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></STRONG>
<UL><LI><EM>From:</EM> "Koster, Raph" &lt;rkoster#origin,ea.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00325" HREF="msg00325.html">Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Thu 18 Nov 1999, 00:22 GMT
<UL>
<LI><strong><A NAME="00353" HREF="msg00353.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Thu 18 Nov 1999, 07:34 GMT
</LI>
<LI><strong><A NAME="00379" HREF="msg00379.html">Re: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Thu 18 Nov 1999, 21:11 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00364" HREF="msg00364.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 18 Nov 1999, 17:00 GMT
<UL>
<LI><strong><A NAME="00403" HREF="msg00403.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Fri 19 Nov 1999, 20:30 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00391" HREF="msg00391.html">Re: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Fri 19 Nov 1999, 01:23 GMT
<UL>
<LI><strong><A NAME="00395" HREF="msg00395.html">RE: Distribution schemes (was Re: [MUD-Dev] Languages for MUD drivers)</A></strong>, 
Ian Macintosh <a href="mailto:iman#issystems,co.nz">iman#issystems,co.nz</a>, Fri 19 Nov 1999, 18:26 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00289" HREF="msg00289.html">[MUD-Dev] Sony's EverQuest Admits Using Diku</A></strong>, 
Locke <a href="mailto:theisles#mugs,net">theisles#mugs,net</a>, Wed 17 Nov 1999, 16:31 GMT
<UL>
<LI><strong><A NAME="00297" HREF="msg00297.html">Re: [MUD-Dev] Sony's EverQuest Admits Using Diku</A></strong>, 
rnicoll <a href="mailto:rnicoll#respc-jrn,res.st-andrews.ac.uk">rnicoll#respc-jrn,res.st-andrews.ac.uk</a>, Wed 17 Nov 1999, 17:20 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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