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<H1>[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</LI>
<LI><em>From</em>: Ross Nicoll <<A HREF="mailto:rnicoll#calmar-mud,com">rnicoll#calmar-mud,com</A>></LI>
<LI><em>Date</em>: Wed, 8 Jul 1998 17:32:30 +0100</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
>>>What are the choices here:
>>> - drop all of them
>>> - complain about ambiguity
>>> - drop some "random" rock
>>> - allow the user to choose
>> Of these, the second and fourth get in the way of the game.
>>The real choice is between the first and the third. I chose the
>>first because it fell naturally from the way I was processing
>>adjectives and so on as operators applied to sets of candidate
>>objects. Once players got used to it, switching to another version
>>was not an attractive option.
>I would disagree with that - As a player, I'd rather have the game
>abort a command than perform an unwanted command. I'd rather it
>do nothing than do the wrong thing. For me the dividing line
>between choosing method 2 or 4, then, would depend on how cleanly
>#4 could be implemented.
I'm a bit of a 2 and 3 fan. 2 is good, unless you have two identically
named objects. 3 is my way of doing things, it drops the first thing
in your inventory that matches.
_ __ __ __ Ross "Xugumad" Nicoll
/_) / / (_ (__
/\ /_/ __) /
______________/
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<LI><STRONG><A NAME="00082" HREF="msg00082.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></STRONG>
<UL><LI><EM>From:</EM> Michael.Willey#abnamro,com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: 1997 CGDC AI Roundtable Moderator's Report</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00106" HREF="msg00106.html">[MUD-Dev] Re: 1997 CGDC AI Roundtable Moderator's Report</A></strong>,
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Thu 09 Jul 1998, 13:29 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00088" HREF="msg00088.html">[MUD-Dev] Summary: The "Extensible Game AI" thread</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Jul 1998, 18:33 GMT
<LI><strong><A NAME="00089" HREF="msg00089.html">[MUD-Dev] Summary: The Game Design Mailing List "Learning AI" Thread</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Jul 1998, 18:31 GMT
<LI><strong><A NAME="00082" HREF="msg00082.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></strong>,
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 08 Jul 1998, 16:15 GMT
<UL>
<LI><strong><A NAME="00084" HREF="msg00084.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></strong>,
Ross Nicoll <a href="mailto:rnicoll#calmar-mud,com">rnicoll#calmar-mud,com</a>, Wed 08 Jul 1998, 17:35 GMT
</LI>
<LI><strong><A NAME="00086" HREF="msg00086.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 08 Jul 1998, 18:13 GMT
<UL>
<LI><strong><A NAME="00107" HREF="msg00107.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></strong>,
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Thu 09 Jul 1998, 13:44 GMT
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<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00111" HREF="msg00111.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></strong>,
Richard Bartle <a href="mailto:76703.3042#compuserve,com">76703.3042#compuserve,com</a>, Thu 09 Jul 1998, 16:22 GMT
<UL>
<LI><strong><A NAME="00127" HREF="msg00127.html">[MUD-Dev] Re: (fwd) Re: command parsers: a modest proposa</A></strong>,
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 09 Jul 1998, 20:38 GMT
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</UL>
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