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World: r3wp

[Games] talk about using REBOL for games

Maxim
17-Jan-2007
[128]
imagine that with liquid, you could actually share an in game avatar's 
data right on your desktop and plug that within a little app so you 
can let your game play until the avatar has something strange to 
report...    :-)
Volker
17-Jan-2007
[129]
Yep. Only problem is, whatcounts as strange in the world you described?^^
Maxim
17-Jan-2007
[130x3]
something which is a result of your agent's processing identified 
as strange... basically, his inputs serve as senses or nerves and 
their processing create reactions.  the term "strange" can be relativised 
within your agent's logic but is not a term within the application 
itself.
it is you the god which defines a meaning to the term "strange" by 
causing some state or event to occur based on your agent's perception.
you could always call it "hocus pocus"  if you like that instead 
 ;-)
Volker
17-Jan-2007
[133]
But with all that flexible changing rulesthat will be hard ;)
Maxim
17-Jan-2007
[134x5]
this actually means we can play both sides in our own language  and 
have to learn what the other's mean.
obviously within each successive game session or "world" there needs 
to be consistency, so that your agents can aquire a sense of meaning 
base on how they perceive your agents.
yes... this is like programming the matrix.
everything is open, and the world is only as real as you make it.
but its doable.  every game out there is an implementation of this 
concept... with preset rules, preset AI, and loaded graphics.  basically, 
all that is needed (like in the matrix) is to define the construct 
(laws of physics and rule set which can be exposed and perceived 
by the agents).
Volker
17-Jan-2007
[139]
When changes have cost, that  consistency wouldcome. you take 50 
rules  from the last  game and can only afford 1  a day.
Maxim
17-Jan-2007
[140]
you can even tailor-in rule bending like magic, miracels or science.
Volker
17-Jan-2007
[141]
scientific gods? Are you mad? ;)
Maxim
17-Jan-2007
[142x6]
or each victory allows you a point count (like xp) where you can 
add it more agent macro code bytes  :-)
I even tought of allowing individual agenst to be editable.  and 
then allowsing classes to be copied... obviously... cloning from 
a class is less costly when generating a new agent...
but since we are purchasing statistics in the end... the game should 
even out  :-)
so more tactical people will create highly specialised units.  average 
people will create average all-rounders... and savages will just 
create hordes of dumb agents which try to overul the terrain, and 
add in any archetype...
even things like morale can be tailored in, so that your agents automatically 
regroup or fallback.  maybe sending runners to fetch another regiment.
all part of your tactical might  :-)
Volker
17-Jan-2007
[148]
How do the statisticswork? deciding how often you stumble?
Maxim
17-Jan-2007
[149x2]
now that is the concept.  implementation is obviously a question 
of many micro-evolutions of the engine's  capabilities... each little 
step adding a multitude of options.
for combat this is easy...   % of chance to hit... and number of 
hp damage, with probability of higher damage costing more.  so a 
one in six damage costs less than a 4 in 6 damage.
Volker
17-Jan-2007
[151]
and then a map? or  something like: your chances to be near a subrabwor 
are 1:5?
Maxim
17-Jan-2007
[152x2]
what do you mean by "your chances to be near xxx"
physical movement?
Volker
17-Jan-2007
[154x2]
like electrons.
you have a chnace to be somewhere, or something.
Maxim
17-Jan-2007
[156x3]
hum  I think you lost me there... but please explain more, it might 
expand my conception of my own concept  :-)
the terrain, if that is what you mean, would be randomised in some 
way.
I guess with specific physics... I guess we could even choose things 
like gravity, light, sound... hey, imagine an rts which can be played 
by blind people!
Volker
17-Jan-2007
[159x2]
hmm, maybe think links. thereis no real map, only relations. when 
someone browses, the page is picked by chance too, not only choice. 
when something good happens and you have high statistics, you may 
 get it.
How about a game where people must optimize search? but  the ranking 
is based on the statistics  both own. then you need good statistics 
and must optimize your avatars(pages) to match them
Maxim
17-Jan-2007
[161]
hum... what you describe is a bit like fog of war in most rts.
Volker
17-Jan-2007
[162]
and the "visitor" are some random bots.
Maxim
17-Jan-2007
[163x2]
search what?
hummm I think you lost me a bit there   :-)
Volker
17-Jan-2007
[165]
not realy searching.  more  about ranking.
Maxim
17-Jan-2007
[166]
ranking in the sense of  knowing who is wining or in the sense of 
putting value to agent's perception?
Volker
17-Jan-2007
[167x4]
i imagine a  google-page. both try to place results there. but  not 
by  real search, thy just  have features. like when you optimize 
something for customers.
there  are featurs  of  avatars and rules for  picking. the rules 
can be influenced by both parties.
you can buy rules(statistics) and tune your  avatars  to match them.
but i guess that is completely different.
Maxim
17-Jan-2007
[171]
ok, I guess what you are talking leads to a way to create learning 
agents.
Volker
17-Jan-2007
[172]
thinking about it, i guess its more like an advertising game.
Maxim
17-Jan-2007
[173]
hehe.
Volker
17-Jan-2007
[174x2]
But yes, the rules and agents would adapt.
and you can play amazon. when x is picked, offer y too.
Maxim
17-Jan-2007
[176x2]
my system would want to make every agent constantly loose his abilities. 
unless he acts.  and implement a fear of loss.
volker... sometimes I wonder if I'd like to be in your head  ;-)