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<H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</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>: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</LI>
<LI><em>From</em>: "Brandon J. Rickman" &lt;<A HREF="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 17 Sep 1997 20:03:36 -0700</LI>
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<PRE>
On Wed, 17 Sep 1997 17:00:46 PST8PDT, clawrenc#cup,hp.com (The Man) wrote:
&gt;In &lt;<A HREF="msg01224.html">199709160940.CAA30935#pc4,zennet.com</A>&gt;, on 09/16/97 
&gt;   at 08:51 AM, "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt; said:
&gt;&gt;Making things decay is tricky without introducing a weird kind of
&gt;&gt;physics.  

&gt;Not necessarily.  You can also introduce various forms of carrion
&gt;consumers (for corpses), or variant forms for the other types of
&gt;decay.

Carrion consumers are on the edge of funny physics.  "Junk" consumers
are very funny physics.  I suppose a good definition of funny physics
would be things that cause observably strange behavior...

&gt;  Happy Forestland
&gt;  The bloody corpse of a bunny is here.
&gt;  A badger dashes from the woods, grabs the dead bunny, and disappears
&gt;    back into his set.  You hear the faint sound of chewing and the 
&gt;    pleased stomache grumbles of a well-fed badger.
&gt;  
&gt;As always, taking a slightly different tack, I have my Trash
&gt;Collectors (TC's)as discussed earlier, which have their own in-built
&gt;ecology based on the avilability of objects for them to consume.  They
&gt;more they can eat, the more they breed (spores).  They more they
&gt;breed, they more they eat.  If they starve to death (not enough
&gt;objects to consume) their spores will hatch along later, hopefully to
&gt;find more plentiful food supplies.
&gt;
&gt;The intended result is an entire species based on the ecology (and
&gt;economy, implicitly) of the supply of "uninteresting" objects.

As a system you have built into your world this works and makes good
sense.  But would it work in a Big Universe?

[-- clip out and save --]
The Big Universe (alpha definition): An average creature can explore/
experience an area of size K in an average day.  In a Big Universe we
must maintain a reasonable amount of persistence in an area that is
several magnitudes larger than K for each active creature.

Most muds (lpmuds, MOOs, ...) keep track of an area that is roughly 
10xK per creature.  Single users CRPGs might keep track of 100xK.
A Big Universe would be 1000xK or more.
[-- clip out and save --]

There are two fuzzy words in there: "reasonable" and "several".  Oh,
I suppose active creatures would just be the sentient ones.

&gt;[TC's snipped]
&gt;...
&gt;&gt;So should we dismiss corpses as being relatively uninteresting
&gt;&gt;details (aside from special corpse-related activities (hey!) like
&gt;&gt;looting and sac'ing)?  I guess it depends on the situation.
&gt;
&gt;As discussed previously: on eapproach is to look at corpses as a
&gt;resource.  The question then becomes: what can I do that is
&gt;interesting with this resource.

Corpses make good game resources.  A different case:

In some game, coins are used as money.  When he is bored, Shoehorn
likes to put a scratch on one side of all the coins in his pocket.  He
then spends these coins in various ways.  If Shoehorn ever recieves a
coin that has already been scratched he will add another scratch to
make it an X.

(I am hoping this will be a Big Universe problem.)

Reasonable persistence: Shoehorn goes to a shop and buys a knife.  He
then waits outside the shop until it closes and mugs the owner.  There
should be at least one scratched coin in the owner's purse.

&gt;&gt;(Somehow I have gotten obsessed with the specific case of corpses as
&gt;&gt;opposed to the more general case of decaying the effects of players 
&gt;&gt;upon the world.  But perhaps the answer is hidden in the details?)
&gt;
&gt;I think the problem is being looked at from the wrong end.  Consider:
&gt;
&gt;  There is a grassy field.  
&gt;  50 players walk in single file across the field.
&gt;  There is now a path across the grassy field.
&gt;  It rains.
&gt;  Time passes.
&gt;  The grass grows.
&gt;  The path dissappears.

Yes, I like the idea.  Will anyone ever notice?

&gt;More generally this can be reduced to a question of systems and
&gt;feedback points.  The grassy field can be assumed to be a steady
&gt;state.  Once the field has achieved the state of "uniformly
&gt;uninteresting grassy field", it can be considered as uncahnging from
&gt;that point on.

Such a thing (a virgin field of grass) sounds like a rarity, but your
mileage may vary.  Who would ever bother going into the quite-
uninteresting-forest-where-nothing-ever-happens?  And what would they
do there?  Stomp on the grass and chop down some trees, of course.

&gt;So, now we have to plant and regrow grass, with its implicit resource
&gt;economies.

A nation of gardeners?  Where will the shopkeepers live?  :)

&gt;Footprints in sand dunes, dust collections in undisturbed catacoombs,
&gt;etc, can all be treated the same way.  There is a presumed steady
&gt;state, and a number of organic systems which attempt to re-establish
&gt;that state when it is disturbed.

So tell me again why you are keeping track of an uninteresting place
where no one ever goes?

There is a difference between modeling systems that tend towards a
steady state, and systems that could potentially end up in a steady
state.  The former is completely unnatural, the latter of dubious value
as entertainment.

- Brandon Rickman - ashes#zennet,com -
While I have never previously found a need for a .sig, this
may be considered one for the purposes of this list

</PRE>

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<li><strong><A NAME="01303" HREF="msg01303.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
<li><strong><A NAME="01290" HREF="msg01290.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Something complete different</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01297" HREF="msg01297.html">Re: [MUD-Dev] Something complete different</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:01 GMT
</LI>
</ul>
<LI><strong><A NAME="01247" HREF="msg01247.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 17 Sep 1997, 23:54 GMT
<UL>
<LI><strong><A NAME="01256" HREF="msg01256.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 18 Sep 1997, 06:25 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="01248" HREF="msg01248.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 18 Sep 1997, 01:56 GMT
</LI>
<LI><strong><A NAME="01250" HREF="msg01250.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 18 Sep 1997, 03:03 GMT
<UL>
<LI><strong><A NAME="01290" HREF="msg01290.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 19 Sep 1997, 22:30 GMT
</LI>
<LI><strong><A NAME="01303" HREF="msg01303.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:02 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01252" HREF="msg01252.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:02 GMT
</LI>
<LI><strong><A NAME="01254" HREF="msg01254.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:03 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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