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<H1>Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</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]  Re: Less numbers, more roleplaying.</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Fri, 12 Dec 97 15:05:34 -0800</LI>
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<PRE>

On 11/12/97 at 12:38 PM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said: &gt;On
Wed, 10 Dec 1997 coder#ibm,net wrote:
&gt;&gt; On 27/11/97 at 11:28 AM, Richard Woolcock &lt;KaVir#dial,pipex.com&gt; 
&gt;&gt; &gt;Adam Wiggins wrote:
&gt;&gt; &gt;&gt; [Richard Woolcock:]

&gt;&gt; &gt;&gt; &gt; So called 'Intelligent' mobs should go for the weakest opponent.
&gt;&gt; &gt;&gt; 
&gt;&gt; &gt;&gt; They should?  I consider myself intelligent, yet I always consider
&gt;&gt; &gt;&gt; the most dangerous opponent to be my first target in a combat
&gt;&gt; &gt;&gt; situation.
&gt;&gt; 
&gt;&gt; &gt;Hmmmm I'm not sure now.  Certainly, you'd be more worried about the most
&gt;&gt; &gt;dangerous opponent, but equally, which would you rather have?
&gt;&gt; 
&gt;&gt; Run some examples thru a simulator.  This is actually a non-trivial
&gt;&gt; simultaneous equation.  Some variables under consideration for each
&gt;&gt; protagonist are:

&gt;This is interesting (I seem to be saying that a lot!). Basically the
&gt;definition of 'dangerous' is not as trivial as it sounds by this
&gt;reasoning (which makes some sense).

Quite.  Even more annoying is that the solutions change every time the
curves change.  Given a system with percentage chances on blow, and other
semi-random side-effects, the model needs to be re-evaluated every
iteration for the optimal pattern.

&gt;This could probably be tackled by integration if you have a defined
&gt;formula, and wanted a rough assessment of the total 'danger' a target
&gt;offered. I intend to approach this by simplification, and by making NPCs
&gt;attack a random target. If this begins to present problems, I will weigh
&gt;the random variables by the *size* of targets - they'll swing at larger
&gt;things more often.

Once I get a settled and semi-stable combat design and set of curves, I'll
probably setup a basic simulator and run a few hundred million variations
thru it on spare CPU cycles while I'm at work, tabulate the results, and
slap that in a mini-DB in the game for NPC intelligences to access as
"inherited knowledge".

It could make for some truly nasty antagonists.  I don't even need to get
real optimal solutions -- just a "near enough" along with correct
selection of weapon/blow etc should be enough to translate minor fidos
into feared killing machines.  

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00678" HREF="msg00678.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:06 GMT
<LI><strong><A NAME="00695" HREF="msg00695.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 11 Dec 1997, 09:36 GMT
</LI>
</LI>
<LI><strong><A NAME="00666" HREF="msg00666.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:00 GMT
<LI><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 11 Dec 1997, 09:19 GMT
<LI><strong><A NAME="00762" HREF="msg00762.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 13 Dec 1997, 00:36 GMT
<LI><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 13 Dec 1997, 19:12 GMT
<LI><strong><A NAME="00897" HREF="msg00897.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 21 Dec 1997, 03:21 GMT
</LI>
</LI>
</LI>
</LI>
<LI><strong><A NAME="00699" HREF="msg00699.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Thu 11 Dec 1997, 16:55 GMT
<LI><strong><A NAME="00726" HREF="msg00726.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Fri 12 Dec 1997, 07:13 GMT
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