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30785: Re: [MUD-Dev] Cognitively Interesting Combat

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From: ceo <ceo@grexengine.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 07 Sep 2004 21:57:52 +0100
References: [1] [2] <-newest
Organization: Kanga.Nu
cruise wrote:

> Well, inspired by the rather extensive discussion recently engaged
> upon in this very list, I decided to attempt some experiments
> implementing the various suggestions and thoughts of members of
> this list:

>  http://www.casual-tempest.net/combat/

The basic version is too boring because of the one-hit-kill (it
seems almost worth thrusting every time to start off with, because
of hte high probabilty you win outright?).

Advanced version would be a little easier to work with if the two
chars had unique names ("Barbarian kills Barbarian and wins" is
*ahem* a little unclear... ;))

But...rather than an information-light post :) I do have something
useful to add. Can you make a java version, using some simple
interfaces? (if you can't code java, I could probably convert it
myself given some help + source)

Because if you *can*/do, then I've got some java genetic-programming
frameworks lying around, and it would be rather fun to let them
evolve some strategies...(and the inputs + calculation are
sufficiently simple that interesting/significant evolution would be
fairly rapid - minutes rather than hours).

FYI I was considering implementing something from the discussion
too, but since you got there first, I'd prefer to use yours :)

PS the use of java is particularly relevant because one of the
frameworks is a distributed-computing thingy - i.e. people visit a
website, click on a link, and become an additional node in the
distributed computer, using an islands simulation.

Adam M
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