[MUD-Dev] Re: Spell components, chemistry, and the like...
Nathan F Yospe
yospe at hawaii.edu
Thu Nov 12 13:44:30 CET 1998
On Thu, 12 Nov 1998, Emil Eifrem wrote:
:At 12:27 PM 11/12/98 , Franklyn Colebrooke, Jr. wrote:
:>side question- Does anyone know of a mud that is using neural networks
:>somewhere within it's game?
:AI in general and Neural Nets specifically have been extensively discussed
:on the list (and it's definitely a topic that I find very interesting and I
:wouldn't mind seeing it brought to life again). Check the archives,
: http://www.kanga.nu/~petidomo/lists/mud-dev/1998Q2/msg00412.html
:may be a good starting point. As for a mud that is actually using it...
:hmm, Nathan's maybe? I don't know, I've never played on a mud that has an
:AI worth mentioning. :(
I use NNs for my "skill" system, or character based learning, and client
based, NLP linked fast-reordering nets (sort of a bastard neural net) in
the client command interpreter, or client based learning. The client has
a bit of a brain... it remembers what you've been up to, and association
of your last several dozen commands. The skill net works, but the client
is incomplete, and has been dormant for a long time. I'm a busy guy, and
mud development is getting the shaft in favor of quantum physics, comics
and editorial cartoons, and writing.
--
Nathan F. Yospe - Born in the year of the tiger, riding it forever after
University of Hawaii at Manoa, Dept of Physics, second year senior (joy)
(On Call) Associate Algorithm Developer, Textron Systems Corp, Maui Ops.
yospe#hawaii.edu http://www2.hawaii.edu/~yospe Non commercial email only
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