[MUD-Dev] Player run reputation system

Timothy Dang tdang at U.Arizona.EDU
Sat Jun 23 09:24:56 CEST 2001


On Sat, 23 Jun 2001, J C Lawrence wrote:

> Populations with common experiences, especially social
> populations, like to talk.  Talking groups like to elect, if only
> by self-election, leaders in the sense of "everybody knows" and
> "everybody hears" (even if they "hear" only reputationally and not
> in fact).  This creates an artificial and wide spread cluster in
> the reputation graph.  I've done a couple models where, literally,
> you get every node being no more than degrees removed from the
> "famous" node (look at Advogato sometime for signs of this (it
> used to be really bad)).

What's the problem with everybody being closely connected to the
famous? This seems very appropriate for a trust system.

I must admit I'm not entirely clear on Advogato's workings. From
what I read, it delivers a binary trust/don't trust signal for each
node, and the signal is a raandom variable (heavily skewed towards
the proper signal). Is this correct?

My preference is for decentralized reputations systems, along the
model of collaborative filtering systems such as Firefly. In such a
system, each person would have a unique trust level for every other
person. I would set my trust level for some people, and the system
would automatically calculate trust settings for others to match
those of people who trust similarly to myself. If one prefers a more
realistc dynamic, my trust could by updated by trusting those who
people I trust trust (ugh). This latter is probably less exploitable
than a pure collaborative-filtering model.

In such a system, there's no universal rating, so it can readily
interact with political / faction systems. And, one would expect
famous people or factions would be central to trust clusters.

------------------------------
Timothy O'Neill Dang / Cretog8
520-884-7261
One monkey don't stop no show.

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