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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>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI>
<LI><em>Date</em>: Sat, 13 Dec 1997 19:19:11 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Fri, 12 Dec 1997 coder#ibm,net wrote:
> On 11/12/97 at 12:38 PM, Matt Chatterley <root#mpc,dyn.ml.org> said: >On
> Wed, 10 Dec 1997 coder#ibm,net wrote:
> >> On 27/11/97 at 11:28 AM, Richard Woolcock <KaVir#dial,pipex.com> 
> >> >Adam Wiggins wrote:
> >> >> [Richard Woolcock:]
[Snip]
> >This is interesting (I seem to be saying that a lot!). Basically the
> >definition of 'dangerous' is not as trivial as it sounds by this
> >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.
Blech. Getting in over my mathematical depth here, but basically seems to
be veering somewhere near a chaotic system (a seemingly simple system
which shows very complicated behaviour?). At least, if random factors are
included?
 
> >This could probably be tackled by integration if you have a defined
> >formula, and wanted a rough assessment of the total 'danger' a target
> >offered. I intend to approach this by simplification, and by making NPCs
> >attack a random target. If this begins to present problems, I will weigh
> >the random variables by the *size* of targets - they'll swing at larger
> >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.  
Eep. This sounds astonishingly nasty.
Regards,
	-Matt Chatterley
	ICQ: 5580107
"I shall never believe that God plays dice with the world." -Einstein
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<li><strong><A NAME="00897" HREF="msg00897.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>
<ul compact><li><em>From:</em> coder#ibm,net</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</STRONG>, <EM>(continued)</EM>
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<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><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>
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<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
</LI>
</LI>
</LI>
<LI><strong><A NAME="00423" HREF="msg00423.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 27 Nov 1997, 20:38 GMT
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