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<H1>Re: [MUD-Dev] The Endeavour Map and MUD Applications</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: [MUD-Dev] The Endeavour Map and MUD Applications</LI>
<LI><em>From</em>: "Justin Rogers" &lt;<A HREF="mailto:justin#mlstoday,com">justin#mlstoday,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 22 Mar 2000 10:54:35 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Joel Dillon wrote]
&gt;   Do you have any documentation on how you did the simulation/what
&gt; rules you used? I'm interested in having a real simulated in-game economy 
&gt; like this, but there's very little out there on how people have actually 
&gt; done it,

    I wouldn't even want to recreate what I made here because the whole idea
was to make a unique and realistic world.  I make these worlds about one a year
or so, so I'll give some thought into documenting one of the runs for the purpose
of giving the information to others.  The major poing that I'm drawing from is
that every time I work a completely different concept and the world turns out
totally differenct from what I've conceived.  Most people chalk this up as an
error in their program and throw it out.  I, however, find this a rather big plus.

    I'm also going to expound upon Lo Kam in his latest message.  It seems the
creation of history for a MUD is of a rather large concern to him and I do
have some advice to offer.  Using the smaller communities idea please examine
the following scenario:

#1 I create using my behavior mechanism about 300,000 ai npc bots.  Lets not
necessarily say ai because that implies high cpu usage and processing.  Lets just
say intelligent to some degree.
#2 Out of these there are say .01 percent that do good deeds.  Less that perform
exceptional deeds.  Same amounts of evil and insane behaviors exist as well.
#3 Have these individuals perform their tasks.  Sometimes when nobody is around
and sometimes when people are looking, however, they see fit.
#4 Using your Smaller Networks or whatever that buzzword was have the NPCs
tell one another about the deed and have it become a myth or tall tale over time.
In King Arthur's time (speculation says there was a real King Arthur) there
probably was no lady in the lake.  The Greeks believed in the Gods, but only thier
most talented elders and writers wrote grand stories about them.  Have something
told to one of these people and then have them *expand* on it.

    The algorithm for throwing a deed out of whack and making it huge would be
maybe a little complicated.  But that is how your history is created.  Through the
simulation of tall tales ;-)

    - Justin Rogers, CEO DigiTec Web Consultants





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<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="00673" HREF="msg00673.html">RE: [MUD-Dev] The Endeavour Map and MUD Applications</A></STRONG>
<UL><LI><EM>From:</EM> "Lo, Kam" &lt;LoK#logica,com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00676" HREF="msg00676.html">Re: [MUD-Dev] The Endeavour Map and MUD Applications</A></STRONG>
<UL><LI><EM>From:</EM> "Justin Rogers" &lt;justin#mlstoday,com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00689" HREF="msg00689.html">Re: [MUD-Dev] The Endeavour Map and MUD Applications</A></STRONG>
<UL><LI><EM>From:</EM> Joel Dillon &lt;jo#trolltech,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] The Endeavour Map and MUD Applications</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00383" HREF="msg00383.html">RE: [MUD-Dev] The Endeavour Map and MUD Applications</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 17 Feb 2000, 18:40 GMT
</LI>
<LI><strong><A NAME="00673" HREF="msg00673.html">RE: [MUD-Dev] The Endeavour Map and MUD Applications</A></strong>, 
Lo, Kam <a href="mailto:LoK#logica,com">LoK#logica,com</a>, Tue 21 Mar 2000, 16:57 GMT
<UL>
<LI><strong><A NAME="00676" HREF="msg00676.html">Re: [MUD-Dev] The Endeavour Map and MUD Applications</A></strong>, 
Justin Rogers <a href="mailto:justin#mlstoday,com">justin#mlstoday,com</a>, Tue 21 Mar 2000, 21:45 GMT
<UL>
<LI><strong><A NAME="00689" HREF="msg00689.html">Re: [MUD-Dev] The Endeavour Map and MUD Applications</A></strong>, 
Joel Dillon <a href="mailto:jo#trolltech,com">jo#trolltech,com</a>, Wed 22 Mar 2000, 17:19 GMT
<UL>
<LI><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev] The Endeavour Map and MUD Applications</A></strong>, 
Justin Rogers <a href="mailto:justin#mlstoday,com">justin#mlstoday,com</a>, Wed 22 Mar 2000, 22:07 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00371" HREF="msg00371.html">RE: commercial muds and cable TV (was RE: [MUD-Dev] code base inq uiry )</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 16 Feb 2000, 18:04 GMT
<LI><strong><A NAME="00351" HREF="msg00351.html">RE: commercial muds and cable TV (was RE: [MUD-Dev] code base inquiry )</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Wed 16 Feb 2000, 02:07 GMT
<UL>
<LI><strong><A NAME="00366" HREF="msg00366.html">RE: commercial muds and cable TV (was RE: [MUD-Dev] code base inquiry )</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Wed 16 Feb 2000, 17:29 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00352" HREF="msg00352.html">RE: [MUD-DEV] a shrinking pool of players?</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Wed 16 Feb 2000, 02:07 GMT
</LI>
</UL></BLOCKQUOTE>

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