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<H1>[MUD-Dev] Re: [adv-mud] Better Grammer Detection</H1>
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<LI><em>To</em>: <A HREF="mailto:adv-mud#egroups,com">adv-mud#egroups,com</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: [adv-mud] Better Grammer Detection</LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#kanga,nu">claw#kanga,nu</A>&gt;</LI>
<LI><em>Date</em>: Thu, 20 Jan 2000 20:49:21 -0800</LI>
<LI><em>cc</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

&lt;&lt;Crossed to MUD-Dev&gt;&gt;

On Thu, 20 Jan 2000 22:53:56 -0500 
phlUID  &lt;phluid#mindless,com&gt; wrote:

&gt;   I just got a copy of the "Definitive Book of Grammer" from one
&gt; of my English teachers, and I was interested in the possibilites
&gt; of using English grammer in my command interpreter.

Hit the MUD-Dev archives and dig up some of the posts (I think)
Martin Keegan and one of the Brandons (forget which) made about a
year, year and a half ago.  If you dig around a bit further you'll
also find a general discussion of simple NLP (Natual Language
Processing) and ways to fake it in MUD Servers.  I don't recall the
details, but I recall some work going into trying to make a semi-BNF
style set of grammars (simple parts of speech patterns) and then
moving from there.

Yes, the MUD-Dev archives are getting way too big to find things in.

&gt; My question is how much work has been done towards grammer, and
&gt; if it is possible to make a sophisticated enough engine to
&gt; understand simple clauses and decompile verbs/nouns. 

Absolutely.  This is a well expored field.

&gt; The possibilities for this is a much easier user interface that
&gt; understands more variations of commands, leading to less "Huh?"s
&gt; and more successful commands.

George Reese has made a number of fairly cogent arguments on r.g.m.*
arguing the advantages of a centralised grammar over having the
grammer bound to the objects it affects.  There have also been
extensive threads on MUD-Dev regarding basic grammaer design and
implementation.

&gt; I had a pretty interesting discussion in #rom about natural
&gt; language processing, and I've realized that it can become very
&gt; complicated. As an example, I'm just going to throw out the idea
&gt; of the conjunction. If we wanted the mud to recognize
&gt; conjunctions, it would make the game extremely powerful. I will
&gt; use the following examples: and: "Get the dog and the cat" but:
&gt; "get all the swords but not the blue one" (except works too) if:
&gt; "kill bob if he smiles" when: "drop the bag when bill drops the
&gt; money"

I'd recommend digging out the parsers for the various Interactive
Fiction bases.  Several of them have expored this area quite ell.
Travis Casy (FAQer for rec.games.design and MUD-Dev member) can
probably point you further.

-- 
J C Lawrence                                 Home: claw#kanga,nu
----------(*)                              Other: coder#kanga,nu
--=| A man is as sane as he is dangerous to his environment |=--


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<li><strong><A NAME="00206" HREF="msg00206.html">[MUD-Dev] MUD-Dev vs. adv-mud</A></strong>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00224" HREF="msg00224.html">[MUD-Dev] Current Status of Middle Earth Online</A></strong>, 
Geoffrey A. MacDougall <a href="mailto:geoffrey#poptronik,com">geoffrey#poptronik,com</a>, Tue 25 Jan 2000, 02:59 GMT
<LI><strong><A NAME="00219" HREF="msg00219.html">[MUD-Dev] hoho</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 23 Jan 2000, 22:34 GMT
<LI><strong><A NAME="00218" HREF="msg00218.html">[MUD-Dev] (fwd) Re: Avatarism and Role-Playing Game Design</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 22 Jan 2000, 18:52 GMT
<LI><strong><A NAME="00214" HREF="msg00214.html">[MUD-Dev] Starlane test</A></strong>, 
Joel Kelso <a href="mailto:joel#ee,uwa.edu.au">joel#ee,uwa.edu.au</a>, Sat 22 Jan 2000, 05:40 GMT
<LI><strong><A NAME="00202" HREF="msg00202.html">[MUD-Dev] Re: [adv-mud] Better Grammer Detection</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 21 Jan 2000, 04:49 GMT
<UL>
<LI><strong><A NAME="00206" HREF="msg00206.html">[MUD-Dev] MUD-Dev vs. adv-mud</A></strong>, 
phlUID <a href="mailto:phluid#mindless,com">phluid#mindless,com</a>, Fri 21 Jan 2000, 06:37 GMT
<UL>
<LI><strong><A NAME="00204" HREF="msg00204.html">[MUD-Dev] Re: [adv-mud] MUD-Dev vs. adv-mud</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 21 Jan 2000, 06:34 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00201" HREF="msg00201.html">[MUD-Dev] [adv-mud] Spellbound Hierarchy and Keys (fwd)</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 21 Jan 2000, 04:39 GMT
<UL>
<LI><strong><A NAME="00231" HREF="msg00231.html">Re: [MUD-Dev] [adv-mud] Spellbound Hierarchy and Keys (fwd)</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 29 Jan 2000, 20:46 GMT
</LI>
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</UL></BLOCKQUOTE>

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