[WF-General] Is there anything I can do?

halsted larsson halstedl at yahoo.com
Sun Aug 5 17:30:14 PDT 2001


See now, this is why Bryce is project head.
Another newbie taken from me. Gah!!!

/me slinks off wondering whether he'll be able to work
Steampunk-Ardmor into his backstory


--- Bryce Harrington <bryce at neptune.net> wrote:
> On Sun, 5 Aug 2001, Dima Potekhin wrote:
> > (Excuse me if this is a double post, i'm not sure
> about the first one)
> > 
> > Hello,
> > 
> > My name is Dima Potekhin (nick “sUf”) and I’m
> thinking about joining WF. I’m
> > 18 and I live in Israel (yea, yea, where all the
> mess is :) for 10 years,
> > before that I lived in Russian where I have been
> born, so I know russian,
> > hebrew and english (not that well). I finished my
> high-school (it was a
> > special school where you learn computer science +
> general science) about a
> > month ago and now I’m completely bored until I
> find a job.
> > 
> > I know C, C++, ASM, Internet stuff (ASP, PHP,
> etc.), some TCP/IP. Mostly I
> > programmed for Dos, no Windows API or MFC
> knowledge, no Linux experience as
> > well...  if there is some
> > stuff I can do for the project let me know, for
> now I’ll read the mailing
> > list news groups and hang in IRC.
> 
> Hi Dima,
> 
> In fact, we *do* have a task you could adopt, that
> we definitely need
> help from someone with your skills to do.  
> 
> One of the games we are currently developing is
> called "Werewolf".  You
> can read more about it on our website in the Rules
> section.  I also
> posted a summary of a sample session of this game to
> general@ yesterday
> (go to mail.worldforge.org and look at the archives
> from yesterday to
> find it).  
> 
> You'll notice that as the game progresses, the
> narrator must make up
> some phrases to tell what has occurred (e.g., "The
> bloodstained corpse
> of Dima is found half buried in the onion field",
> etc.)  What we want to
> do is automatically generate these so that we can
> put even more
> creativity into them than is possible with just a
> human narrator.  Our
> goal is to eliminate the need for a human referee to
> the game entirely.  
> 
> So what we need is a "narration generator".  This
> will need to be
> written in C++ and implemented as something called a
> RIM, or "Rule
> Implementation Module" -- Lee can walk you through
> the steps required;
> don't worry, it's not terribly difficult, though
> you'll need to compile
> and install a copy of STAGE, our game server.
> 
> You'll need to start by making a list of the
> different "types" of
> narration that are allowed in the game.  For
> instance, the narrator will
> speak when morning comes, and reveal who has died,
> will describe the
> lynching sequence, and will tell everyone to go to
> bed.  Th3walrus will
> help you here with this; he's the Werewolf
> coordinator.  Once you have a
> list of all of these, come up with a generic
> structure for representing
> these, sort of like "Mad Libs" if you're familar
> with that; imagine
> being able to paste together sentence fragments to
> make a sensible
> narration.  First do one generic structure for each
> narration fragment.
> 
> Next, create a database table schema to hold the
> sentence parts.  I
> think you can probably put all of the sentence
> fragments into a single
> table.  You will also need a table for holding the
> paragraph
> structures, I think.  
> 
> Then write the C++ code to select the sentence parts
> and to assemble and
> return the filled in paragraph for a given narration
> need.  We may need
> your help in getting the database linked in such
> that you can access
> your tables from your RIM.  
> 
> Meanwhile, fill in your table with lots of
> interesting narrative phrases
> and sentence parts.  You can count on the rest of
> the team to help you
> out a lot here, so just ask and bug people to get
> it.  :-)    
> 
> Finally, I would like to take advantage of your
> knowledge of Russian and 
> Hebrew, because I think it would *really* add a lot
> to Werewolf.  In
> general, werewolf stories often have Slavic elements
> - Russian gypsies,
> etc.  So the first area that I think you could
> assist in is bringing
> some Russian "flavor" to the game, in the form of
> character and place
> names, sayings and phrases, and so forth.  We want
> players to feel
> themselves in a dark village deep in the Russian
> wilderness, rather than
> being on the beach in Malibu ("Yo!  Like dude,
> you're *soo* wolfchow...")  ;-)
> Second, it is important to many of our players for
> our games to be
> multilingual.  If you could, I'd like to see you
> make use of your
> multi-lingual background to help make this narration
> system multilingual
> as well.  This is why I think you'd be better at
> doing this than some
> fool monolingual english speaker such as myself. 
> ;-)
> 
> I think this is a good task for you; it doesn't
> require any advanced
> knowledge of Windows or Linux or whatever, and
> builds on the skills you
> already have.  Plus it is something you can complete
> and see put to use
> prior to when you leave for the military.  The only
> hard part will be
> getting the narration structure designed in a
> flexible way.  If you do a
> good enough job, we can probably make use of it in a
> lot of future
> games, too!  :-)
> 
> Whatcha think?
> 
> Bryce
> 
> 
> FWIW, this need was identified by Demitar.  Here is
> the task as he
> posted it:  
> 
> * We need some kind of narration generator, a good
> small task I'd
>   say. This should probably be archieved by a couple
> of lists that can
>   be combined, perhaps with some random weather or
> whatever. Everyone
>   will have to contribute partial sentences of
> course. ;-) (I think
>   narration should origin from the session id
> (room).)
> 
> Bryce
> 
> _______________________________________________
> General mailing list
> General at mail.worldforge.org
> https://mail.worldforge.org/lists/listinfo/general
> 
> 
> 


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