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<H1>Re: [MUD-Dev] The Virtual Ecology</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>: Re: [MUD-Dev] The Virtual Ecology</LI>
<LI><em>From</em>: Ling Lo <<A HREF="mailto:ling#frost,slimy.com">ling#frost,slimy.com</A>></LI>
<LI><em>Date</em>: Wed, 25 Aug 1999 07:20:25 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Tue, 24 Aug 1999, Chris Turner wrote:
> On Sun, 22 Aug 1999, Felix A. Croes wrote:
> >
> > Essentially you'd have two muds, a "real" one in which players
> > move around, and a, much larger, "virtual" one in which everything,
> > including the people who are controlled by users in the "real" mud,
> > is just a statistic controlled by a simulated ecology (taking the
> > latter in the broadest possible sense; for the sake of argument,
> > "there are always exactly 5000 wolves in the virtual world" is
> > considered to be a valid ecology).
> >
> > Actually, I think that this could be a good way to simulate an economy,
> > though obviously one without emergent behaviours. You can even solve
> > the spontaneous player creation problem: they are simply assumed to
> > have entered from the virtual world, and the number of new players
> > created equals the number of people that moved out of the virtual world.
[snip]
> Thats pretty much how I've planned on doing it, with one minor difference.
> Basically the real stuff decays back into virtual after a while. Say for
> example your player leaves the dragon's head on a pole out in the woods -
> someone else (player or virtual stat.) could easily come wandering along and
> walk off with it. If a virtual being has it, then itself becomes another
> number in the system.
Hopefully using the power law for frequency of appearance as well as
events happening to the virtual item. Coining the term virtual is quite
confusing since a mud object is virtual and we now have virtual virtual
game objects.
Bulk containers anyone?
> There was a really good thread some time ago (at least a year ago) about
> what to do if a vitally important object (the example was a key) was thrown
> into the sea. This pretty much explains the whole idea, that since the
> location of the key isn't known precisely, then it could theoritically
> reappear some time later somewhere else.
Not only is it in the FAQ (I really, really should set up a web page), the
thread can also be found straddled at:
<URL:<A HREF="http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00154.html">http://www.kanga.nu/archives/MUD-Dev-L/1998Q1/msg00154.html</A>>
> Another good example that springs to mind, is if a player walks into a
> village and torches the place. The player could come back a few days later
> to find it's just a smouldering ruin and all the people have gone. Come
> back a few years later and parts of the village have been rebuilt again.
Lazy simulation? I'll let Nathan bring us pearls of wisdom since I
haven't actually given it any thought asides from using a pseudo random
but cpu expensive simulation. (Imagine running SimCity for X amount of
time, just not viable.)
For the newbies and people with no long term memory, vaguely relevant
archive messages I can find:
Population Containers
<URL:<A HREF="http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01362.html">http://www.kanga.nu/archives/MUD-Dev-L/1997Q2/msg01362.html</A>>
How to handle log-outs in a totally dynamic world?
<URL:<A HREF="http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00494.html">http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00494.html</A>>
You may find the follow ups to the above interesting.
| Ling Lo
_O_O_ Temporary account
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MUD-Dev maillist - MUD-Dev#kanga,nu
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<li><strong><A NAME="00141" HREF="msg00141.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>
<ul compact><li><em>From:</em> "Brandon J. Rickman" <ashes#pc4,zennet.com></li></ul>
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<LI><STRONG><A NAME="00134" HREF="msg00134.html">Re: [MUD-Dev] The Virtual Ecology</A></STRONG>
<UL><LI><EM>From:</EM> Chris Turner <christ#rd,bbc.co.uk></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The Virtual Ecology</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00072" HREF="msg00072.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 29 Jul 1999, 19:49 GMT
<UL>
<LI><strong><A NAME="00101" HREF="msg00101.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Mon 16 Aug 1999, 18:00 GMT
<UL>
<LI><strong><A NAME="00128" HREF="msg00128.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Felix A. Croes <a href="mailto:felix#dworkin,nl">felix#dworkin,nl</a>, Tue 24 Aug 1999, 02:38 GMT
<UL>
<LI><strong><A NAME="00134" HREF="msg00134.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Wed 25 Aug 1999, 01:30 GMT
<UL>
<LI><strong><A NAME="00137" HREF="msg00137.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Ling Lo <a href="mailto:ling#frost,slimy.com">ling#frost,slimy.com</a>, Wed 25 Aug 1999, 20:21 GMT
<UL>
<LI><strong><A NAME="00141" HREF="msg00141.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 26 Aug 1999, 00:05 GMT
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<LI><strong><A NAME="00073" HREF="msg00073.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 Jul 1999, 20:42 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00038" HREF="msg00038.html">[MUD-Dev] mud vs. mush membership</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 23 Jul 1999, 18:03 GMT
<UL>
<LI><strong><A NAME="00040" HREF="msg00040.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 23 Jul 1999, 20:56 GMT
</LI>
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