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<H1>Computers can't....</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Computers can't....</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 03 Jun 1997 21:36:12 -0700</LI>
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<PRE>
&gt;&gt;&gt;SOAP BOX ON

Sometimes I think we use the above too freely.  Its come up numerous times
in comapring a MUD to a human judged system, and i muyself have said it in
regard to roleplay.

Its important IMO to take a step back, take a breath, and remember what we
have at our disposal. Thsi machien i am typing mail on has more raw power
then the VAX 780 I shared with 10 other people simultaneously in college.

Just because it isn't easy, or hasn't been done before, doesn't mean it can
not be done.  This is especially true in areas that have not had a huge
amount of academic study.  The turing test, we can be reasonably sure, is
not beatable now (if it ever will be) but is full turing test response
necessary for roleplay?

My whole approach to our design for DSOII, which is suppsoed to be a game
that captures the pen and apper AD&amp;D experience, has been to take a step
back from each problem encountered and ask "how does a judge solve thsi"?
In just about every case there has been a reasonable analagous automated or
semi-automated mechanism that I coudl build into the game.

I woudl encourage those who dismiss creating RP type experience because "a
jhudge can &lt;X&gt; but a computer can't..." to look again before dismissing it
entirely.

&lt;&lt;&lt; SOAP BOX OFF

JK


</PRE>

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<li><strong><A NAME="01164" HREF="msg01164.html">Re: [MUD-Dev]  Computers can't....</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Room-based vs. coordinate-based</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01336" HREF="msg01336.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 18 Jun 1997, 07:25 GMT
</LI>
</ul>
<LI><strong><A NAME="01517" HREF="msg01517.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 26 Jun 1997, 11:40 GMT
<UL>
<LI><strong><A NAME="01536" HREF="msg01536.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Thu 26 Jun 1997, 21:56 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01591" HREF="msg01591.html">Re: [MUD-Dev]  Room-based vs. coordinate-based</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 30 Jun 1997, 07:40 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01137" HREF="msg01137.html">Computers can't....</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 05 Jan 1970, 14:43 GMT
<UL>
<LI><strong><A NAME="01164" HREF="msg01164.html">Re: [MUD-Dev]  Computers can't....</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 05 Jun 1997, 07:44 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01109" HREF="msg01109.html">Re: [MUD-Dev] RP/PG examples</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 05 Jan 1970, 05:01 GMT
<UL>
<LI><strong><A NAME="01138" HREF="msg01138.html">Re: [MUD-Dev] RP/PG examples</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Wed 04 Jun 1997, 11:35 GMT
</LI>
<LI><strong><A NAME="01163" HREF="msg01163.html">Re: [MUD-Dev] RP/PG examples</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 05 Jun 1997, 07:24 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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