[Home] [Groups] - Message: [Prev in Group] [Next in Group]
18736: Re: [MUD-Dev] Player run reputation system
[Full Header] [Plain Text]
From: Ola Fosheim Grøstad <olag@ifi.uio.no>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 24 Jun 2001 21:15:52 +0200
References: [1] [2] <-newest
Organization: Kanga.Nu
Ola Fosheim Grøstad wrote:
> And basically, players tend to express distrust, not trust, unless
> you need keys to gain access to various resources; "here take the
> keys to my car" or "let's team up". So you're really looking for
> a distrust network and not a trust network. Can you model that
> with simple trust metrics? Seems that you would need to look at a
> lot of variables in order to establish a decent reputation
> system. (How much time do you spend being teamed up with others?
> Who have you killed? Who have you transferred how much resources
> to as a gift?)
Just to make it clear, a distrustnetwork is an oxymoron. I was
thinking along the lines of affiliation networks that propagate
distrustfulness metrics. I've got some ideas here, but they are not
really ready for consumption...
--
Ola - http://www.notam.uio.no/~olagr/
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev