World: r3wp
[Games] talk about using REBOL for games
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Maxim 17-Jan-2007 [135x4] | 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 ;-) | |
Volker 17-Jan-2007 [178x2] | Then i would have somebody to play my weird games with me^^ |
misparsed your sentence. "if I'd like", not "i would" | |
Maxim 17-Jan-2007 [180] | hehe changes a bit the meaning ;-) |
ICarii 2-Jun-2007 [181] | a Rebol version of Mahjong solitaire is almost complete and should hit the ML and announce later today - just adding an editor atm :) |
[unknown: 9] 2-Jun-2007 [182] | Post a link please. |
ICarii 2-Jun-2007 [183] | will do |
[unknown: 9] 2-Jun-2007 [184] | here? : ) |
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