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Author Topic: That webcrawler game, obscene preference confederate maximizer  (Read 14161 times)

Soulwynd

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Already have. It also backups whenever I run the server.

Annnnd it has learned to open webpages:

Spoiler (click to show/hide)

Next gotta make it kill html tags and understand the ones that it needs to understand. Then make a word cloud for fun and profeet.
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Poltifar

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Out of curiosity, what's the difference between your minimal core and the LambdaMOO minimal core?

EDIT: Also, wow, the way you combined the MOO code with a simple HTTP GET is fascinating... I didn't think it would be so simple to get webpages from a MOO, just creating a connection as if it were a player then sending a command through the notify verb, huh.
« Last Edit: August 10, 2011, 08:10:32 pm by Poltifar »
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Soulwynd

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No idea. But if it has anything to do with lambdacore it assumes you will be using classic mud rooms and players/rooms come with a bunch of verbs and properties you either don't want to use or have to change.

I started mine from minimal.db to avoid that.

EDIT: Also, wow, the way you combined the MOO code with a simple HTTP GET is fascinating... I didn't think it would be so simple to get webpages from a MOO, just creating a connection as if it were a player then sending a command through the notify verb, huh.
You can use the same method to send and receive emails from inside the MOO. Or connect to an IRC network. Or have chats going between two or more MOOs. Or connect to the MSN network. Etc.

You can also assign the connection to a player-like object and have it interpret incoming lines like regular commands.

The only problem I see is that the dns resolve and the connection itself happen in the main loop of the MOO, so if it takes 1 second for it to resolve & connect, everyone lags for one second. Threading it inside of the moo doesn't really solve that either. So you do have to be careful with it. If you spam open_network_connection() commands you can lag everyone. But once it's connected, it's in the queue like everything else, pretty much lag-free.

Ps.: Does the Content-Length html tag includes the headers? Because that website ends with around 400bytes still left to read.
« Last Edit: August 10, 2011, 10:41:10 pm by Soulwynd »
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DrPoo

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Holy shit you are actually making this!
DrPoo stands at the egde of the sane world, looking down into the fractal masses of porn and spam, waiting to take a dive and jump into the directionless world of random and horrors, taking the shape of a banana phone.
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MaximumZero

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Ooookay. As I have done for other games, I will offer you something. My bandwidth. As an American with an absurd computer and asinine amounts of bandwidth, if you need a host, I will be that host. So long as I'm not unknowingly trawling kiddy porn or sex sales, we should be okay. Internet and computer are always on, so that won't be an issue (except in the case of power outage.)
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Soulwynd

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I might take on that offer if this gets somewhere, thanks. :D

(So knowingly trawling kiddy porn or sex sales would be okay? xP)
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counting

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As I walking home from the grocers, I thought about how to phrase the monsters. And I think it's possible to use agent-based idea and genetic algorithm to let the "monsters" evolved by themselves.

I know you've all probably seen TRON, and the "native programs" are probably some kind of GA programming results. So let's actually do it. If there is rule as [(noun_A) (verb_B) (noun_C)], it can be a sequence of genes. And let the players becomes the "natural forces" to "select" which lives and which dies (in GA, it's fitness function to decide). So over time the populations should reflect what's "best" to be like "real monsters" in players eye. And with mating and mutation functions (probably a "eater" function as well to include unseen none, verb, adj, etc) to adding the verities. I think it can be the future steps without using dictionaries to defined and selected a "monster phrase". (This could possibly used on players creation, but I think there are more to be defined first)

And I got a new icon logo.
« Last Edit: August 11, 2011, 08:31:39 am by counting »
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Currency is not excessive, but a necessity.
The stark assumption:
Individuals trade with each other only through the intermediation of specialist traders called: shops.
Nelson and Winter:
The challenge to an evolutionary formation is this: it must provide an analysis that at least comes close to matching the power of the neoclassical theory to predict and illuminate the macro-economic patterns of growth

Poltifar

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As I walking home from the grocers, I thought about how to phrase the monsters. And I think it's possible to use agent-based idea and genetic algorithm to let the "monsters" evolved by themselves.

I know you've all probably seen TRON, and the "native programs" are probably some kind of GA programming results. So let's actually do it. If there is rule as [(noun_A) (verb_B) (noun_C)], it can be a sequence of genes. And let the players becomes the "natural forces" to "select" which lives and which dies (in GA, it's fitness function to decide). So over time the populations should reflect what's "best" to be like "real monsters" in players eye. And with mating and mutation functions (probably a "eater" function as well to include unseen none, verb, adj, etc) to adding the verities. I think it can be the future steps without using dictionaries to defined and selected a "monster phrase". (This could possibly used on players creation, but I think there are more to be defined first)

This would be awesome, though a full genetic algorithm with evolution and reproduction and food and an environment (of sorts) might be too much. How about we just use the idea of using the nouns as a gene sequence? If we use the name of creatures as the seed of the random stat generator for a creature, we would have a system that insured that all creatures with the same name had the exact same stats. For a bit more complex system, have each word in the creature name be the seed for part of the stats, such that players learn to recognize what certain words entail a creature is capable of. And this system could eventually be 'upgraded' to the more complex evolving-creatures if it is deemed feasible.
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

freeformschooler

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Soulwynd, do you have a url/ip for the server yet? If not, still awesome. Always following.
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DrPoo

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So the word "Zombie" would define that the thing survives getting their limbs hacked off, and that they prey on intelligent lifeforms?
So a Zombie Parrot Whale would be a flying undead deep-sea creature capable of mimicing its audible enviroment?

I like that, if its rogue like 2d MMO, it would be neccesary to simulate creature behavior all the time in player occupied pages, if a MOO, processing wouldnt matter the slightest, we could have a few thousands of pages running with all flavors of trolls and bill cosbies while we just sit on the B12 page building a fortress pretending to be the dwarfs of the internet!
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counting

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As I walking home from the grocers, I thought about how to phrase the monsters. And I think it's possible to use agent-based idea and genetic algorithm to let the "monsters" evolved by themselves.

...

This would be awesome, though a full genetic algorithm with evolution and reproduction and food and an environment (of sorts) might be too much. How about we just use the idea of using the nouns as a gene sequence? If we use the name of creatures as the seed of the random stat generator for a creature, we would have a system that insured that all creatures with the same name had the exact same stats. For a bit more complex system, have each word in the creature name be the seed for part of the stats, such that players learn to recognize what certain words entail a creature is capable of. And this system could eventually be 'upgraded' to the more complex evolving-creatures if it is deemed feasible.

GA doesn't require such settings. It's an algorithm with procedures.

Code: [Select]
Initialization gene pools;   //this could be random or preassigned starting sets
Do
  growing;   //using genes to build agents/creatures and evaluate
  calculate fitness;   //natural or human selection
  sorting and selections;   //pick the winners/survivors;
  mating and mutating;   //crossover genes(many different methods), and introduce new genes
  repopulate genes/species pool;   //using the previous mating to create next generation
Loop;   
//If the fitness function has a goal, it will end loop. Otherwise it will be constant loop

The gene can be a passive gene (like you said) or active gene (affecting the growing process). The human will do the "human selections" to choose which monsters they will "interact" with, and also picking up the winners. (or by killing the losers, depend on how you select). The processes within loop doesn't need to be linear. At any given time an agent can be at either one of the 5 stages. Most of the time stay in "waiting selections", only when constructors are called will "grow", and only when before destructor will called "mate and reproduce", then the gene is stored in gene pool and waiting to grow into new creatures (like an egg).
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Currency is not excessive, but a necessity.
The stark assumption:
Individuals trade with each other only through the intermediation of specialist traders called: shops.
Nelson and Winter:
The challenge to an evolutionary formation is this: it must provide an analysis that at least comes close to matching the power of the neoclassical theory to predict and illuminate the macro-economic patterns of growth

Soulwynd

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Yes, it will work somewhat like GA, except there will be no algorithm behind it.

Something cannot be a "Zombie" something if there's no mention of Zombies in a webpage. So it's not up to a fitness value or human selection to decide what word combination is best. Plus, I've come to decide, to keep things interesting, that words will not gain fixed stats. So the blue adjective in a page can mean something and something entirely different in another page. When killing monsters and doing stuff, you will gain fragments of the words with a small bit of stat from the original word, so it's your job to put fragments together to get a word out of it. Then later, if you mix blue with blue, you will get a new blue word that would be the breeding product of the other two. But then you should be able to mix blue with sky and get a new phrase "blue sky" that has stuff from both words. If you make another "blue sky" you can mix both together.

I think the only words I will bother creating some more static values for will be colors and sizes. Mostly because it would be nice seeing "blue sky" in the game as "blue sky".
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DrPoo

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Yes, it will work somewhat like GA, except there will be no algorithm behind it.

Something cannot be a "Zombie" something if there's no mention of Zombies in a webpage. So it's not up to a fitness value or human selection to decide what word combination is best. Plus, I've come to decide, to keep things interesting, that words will not gain fixed stats. So the blue adjective in a page can mean something and something entirely different in another page. When killing monsters and doing stuff, you will gain fragments of the words with a small bit of stat from the original word, so it's your job to put fragments together to get a word out of it. Then later, if you mix blue with blue, you will get a new blue word that would be the breeding product of the other two. But then you should be able to mix blue with sky and get a new phrase "blue sky" that has stuff from both words. If you make another "blue sky" you can mix both together.

I think the only words I will bother creating some more static values for will be colors and sizes. Mostly because it would be nice seeing "blue sky" in the game as "blue sky".

I like that! Cant wait till the game is up so i can try it out and do some wizardry.
I thought of a verb: Wield X like a Y where Y is a name of an utility, such as hammer, sword, knife etc. So the game dosent  have to determine how you should use something, however using stuff in an absurd way should increase the chance of things going wrong. SO i could say Wield Toaster like a bat, then i type Fire Baseball at Zombie Clown Poo, then i would smash that baseball at the Zombie Clown Poo, and there would be a pretty high chance of the baseball or the toaster breaking into pieces. Also crafting, would not be Craft X using Y, Z, 1, 2 and 3, but more like Hammer X apart/together with Y, or Weld together/cut apart X using Y with Z fuel, Hammer X into Y with Z etc. And it would use the word property inheritance thing for that.
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Soulwynd

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I don't think there are hammers, swords, or bats in web pages... Except as words.

I want attacks to be thematic. Like hacking, corrupting code, uploading porn, DDoS, trolling, etc.
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DrPoo

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I just want a game where everything is random stuff from the internet, anything, and you can do anything with it, wether trolling it, eating it, using it as a sword, anything.
No need to be JUST about the internet.

Also crafting could simply be about breaking things and putting them together. And it could simply just be breaking an item into items wich are the words its made off, so breaking a soda can, would give you a soda and a can, wich cant be broken more, since they are single words, then you can break that bill cosby and put together the can and the cosby and make a cosby can wich you can store fluids in, wich you can then label if you want, be it "Bill Cosby Merchandise - made from real cosbies!" or "Fuck shit penis product".

All you would need is a weapon your wielding, and glue/gaffa tape/poo/*insert item you picked up on a page*
We need some "physics" though, as in stuff breaking, and stuff merging, and stuff being throw etc. I can code that when the game is online.
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