[MUD-Dev] Text Parsing
Travis S. Casey
efindel at io.com
Wed Jun 2 07:57:02 CEST 1999
On Tue, 1 Jun 1999, Ben Greear wrote:
> There have been some very powerful parsers detailed here, at least
> for my humble defintion of a parser. They offer such nice things
> as compound sentences, indirect objects and so on...
>
> However, has anyone ever done any study or seen anything that proports
> to explain what a common (for some value of common) user would like?
> In other words, usability?
>
> For instance, which of these would you chose to type:
> get the sword from the second bag
> get sword 2.bag
> ge sw 2.bag
Personally, I like the old maxim "Be liberal in accepting input, and
conservative in creating output." Thus, my own preference would be for a
system that understands common Diku and LP-style commands, along with
English-like commands. In examples, however, I'd adhere to a specific
syntax, leaving out extraneous elements, even when the parser can deal
with them.
The only thing I probably wouldn't do is the Diku style of allowing
shortest unambiguous matches -- I don't like it, since the shortest
unambiguous match can change over time.
> I don't mean this to be rehtorical(sp?). I think one way to get this
> information would be to set up a system that could parse several
> different ways, explain this to players as desired, and then snoop
> their actual input. What do they really type? Over time patterns
> might emmerge. It would also be interesting to snoop the commands
> that they typed that, for whatever reason, your parser didn't like.
Definitely. It's always good to see what users are trying to do with your
system.
--
|\ _,,,---,,_ Travis S. Casey <efindel at io.com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
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