[REBOL] Re: REBOL programming idea...
From: greggirwin:mindspring at: 22-Oct-2001 2:06
<< > Thought about Hunt the Wumpus recently...Wumpus Hunter Bots. =:O)
The name rings a bell, but I've forgotten what it is. Enlighten me. >>
The Wumpus lives in a cave, 3 tunnels connect every room, and you have to
hunt him down shooting crooked arrows. He could eat you, or you could fall
in a pit and die, and bats could carry you to a random room. The first "text
adventure" game I ever played I think. :)
<< > Top down, side view, or 3D?
The beauty of a simulation is that they can be viewed in different
ways. RARS has simple top-down views as well as 3D. If the viewer's
kept totally seperate, different types could be available at once. >>
Well, there may be differences that limit your views. For example, how many
degrees of freedom the bots have and if/how gravity is applied. I guess we
need to figure out what we're simulating first.
<< > Destroy opponent(s) or some other goal?
Well, competitive, obviously. Perhaps another individual sport like
motor-racing? Yachting perhaps? Or if a teamsport (like soccer) then
perhaps you would provide a program for each individual in your team. >>
If mere mortals are going to program these things, I don't know if we should
push for navigating maps (e.g. race courses). That would probably be too
much. They need to be able to move around and perform actions *very* easily
and feel proficient in very short order or they'll walk. People these days
have very short att...
<< Or a game could be invented that's not played in the real world. Then
the robots could look like robots. (: A multiple competitor game
would be more interesting than just one on one. >>
Any kind of goal scoring game could be done. You could do it with 1, 2, or
more bots per side, or more than 2 teams. Rollerball might be a bit of work.
For battling bots, you could have them work in groups, one or more attackers
plus one or more defenders.
You could also do maze-runner/puzzle-solver bots. Have square pegs and round
holes scattered about for them to match up.
Coordinating bots intentionally will be way too much for non-programmers. If
you did something like cats chasing a mouse, each is just acting on his own
and adding more doesn't require coordination. I guess the same is true for
most things actually. You don't *have* to coordinate them and they may do it
naturally to some extent, as a self-organizing system (e.g. StarLogo). Maybe
a "team" consists of two types of bots: Hunter and Prey.
Did you ever play RoboSport from Maxis? It's a turn-based game and you could
program your team of robots to perform very simple actions (all GUI, manual
programming done for each turn): change-posture, move, scan(area),
fire(target), scan-and-fire(area range-limit), throw-grenade(target), zap.
You could play a few different games (destroy, rescue, CTF) on a couple
I'd like to start off simple. I have about a zillion things going on and, if
we start small but come up with a good engine to drive it, we can always do
more advanced stuff later. The simpler it is, the more accessible it will be
to a wider audience (which will still be pretty narrow) and the sooner we
can play it. :)
Which would you vote for?