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<H1>[MUD-Dev] Ultima Online/Generalized AI</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI>
<LI><em>Subject</em>: [MUD-Dev] Ultima Online/Generalized AI</LI>
<LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI>
<LI><em>Date</em>: Tue, 5 Aug 1997 14:13:30 -0500</LI>
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<PRE>
On Thursday, July 31, 1997 2:16 PM, Adam
Wiggins[SMTP:nightfall#user2,inficad.com] wrote:
> Well, as you yourself have said, you have to replace the mechanisms
> which are normally served by area resets, admin intervention, or
hard-coded
> quests. I'm curious as to how possible and then what the general
> mechanics are for common examples such as:
>
> * Dragon arrives, takes up residence in nearby mountain. Begins
terrorizing
> local town. Heros arrive to take on the dragon..
A dragon is defined as a creature that eats large amount of meat,
prefers mountain habitat, lairs in caves, defends his territory, and
is fairly aggressive; plus he likes gold. Oh yeah, and he can fly.
Plus you toss on the usual bunch of stats and stuff. But the important
part is defining those characteristics: what does he eat? Where does
he live? What does he like and dislike?
Given a spawn system, doesn't matter what it is, you'll get a dragon.
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Reputation, was butthead features</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00407" HREF="msg00407.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:41 GMT
</LI>
<LI><strong><A NAME="00411" HREF="msg00411.html">RE: [MUD-Dev] Reputation, was butthead features</A></strong>,
Koster, Kristen <a href="mailto:kkoster#origin,ea.com">kkoster#origin,ea.com</a>, Wed 06 Aug 1997, 21:30 GMT
<UL>
<LI><strong><A NAME="00419" HREF="msg00419.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 07 Aug 1997, 00:43 GMT
<UL>
<LI><strong><A NAME="00431" HREF="msg00431.html">Re: [MUD-Dev] Reputation, was butthead features</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 08 Aug 1997, 17:15 GMT
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<LI><strong><A NAME="00401" HREF="msg00401.html">[MUD-Dev] Ultima Online/Generalized AI</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 02:13 GMT
<LI><strong><A NAME="00400" HREF="msg00400.html">RE: [MUD-Dev] Graphic MUDS/perspectives</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 06 Aug 1997, 01:58 GMT
<UL>
<LI><strong><A NAME="00406" HREF="msg00406.html">Re: [MUD-Dev] Graphic MUDS/perspectives</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 06 Aug 1997, 09:34 GMT
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</UL>
</LI>
<LI><strong><A NAME="00397" HREF="msg00397.html">Re: [MUD-Dev] Sparse Arrays and co-ordinate based worlds</A></strong>,
Cynbe ru Taren <a href="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</a>, Wed 06 Aug 1997, 00:26 GMT
<UL>
<LI><strong><A NAME="00422" HREF="msg00422.html">Re: [MUD-Dev] Sparse Arrays and co-ordinate based worlds</A></strong>,
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 07 Aug 1997, 16:08 GMT
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