| From: jweinste@castor.usc.edu (Jacob Solomon Weinstein) | |
| Newsgroups: rec.arts.int-fiction | |
| Subject: Announcing a new IF language! | |
| Date: 2 Apr 1996 08:49:56 -0800 | |
| I'm really proud of myself. I've managed to finish an entirely new | |
| text-adventure programming language without even mentioning to anybody here | |
| that I've been working on it. Now that it's finally almost ready to go, I | |
| thought I'd let you all know about it. | |
| First, I should tell you that it's shareware. I thought long and hard | |
| about making it free, but I finally decided that I've just put too much | |
| work into it. But the registration fee is only $15, and, considering all | |
| the features you get, I don't think too many people will mind paying. | |
| I've been paying careful attention to all the things people on r.a.if have | |
| said they want from a language, and I've pooled them all together. (In fact, | |
| the working title of the language is "raif POOL"). Here's some of the | |
| things it has: | |
| *Backwards-and-forwards compiler compatability. | |
| I figure that the biggest obstacle for a lot of people in adapting | |
| a new language is un-learning the old one. To make things easier, | |
| POOL can read TADS, Inform, ALAN, AGT, and Hugo files. (Actually, | |
| it seems to be having some problems with Hugo and ALAN, but I'm hoping to | |
| work those bugs out by the next release.) | |
| Furthermore, POOL can output TADS and Inform game files. But I recommend | |
| against compiling a POOL game into another format game file--it'll | |
| probably be too big for the TADS and Inform run-time systems. | |
| *Optional graphic interface for programming or for games. | |
| Fully supports GITO (graphics in, text out--lets you create a text adventure | |
| game without typing a single word); TIGO (text in, graphics out--lets you | |
| create a fully rendered immersive world without drawing a single pixel); | |
| and, of course, GIGO and TITO. Note that GITO and TIGO require at least | |
| 32 megs of free RAM. I know it's a lot, and I'm hoping to make my code a | |
| little more elegant to reduce the requirements--but, for now, that's | |
| where it stands. (TITO, on the other hand, can run on a 386 or Mac SE | |
| with only 1 meg of RAM, although compiling will be a bit slow.) | |
| *Vast programming library. | |
| My standard include file--analogous to TADS' ADV.T-- is thirty-six meg, and | |
| contains accurate models for virtually all physical laws. (An update to | |
| include quantum mechanics should be available within a few months.) | |
| *Sophisticated parser. | |
| It includes, among other things, complete adverb support. | |
| "Walk north slowly" is treated differently from "walk north quickly." (Or, | |
| for the matter, "walk n in a slightly paranoid fashion.") | |
| *AI-complete character interaction. | |
| Honestly, I have to admit that I | |
| don't understand what all the fuss over artificial intelligence is. In a | |
| number of double-blind tests that I've run, all of the NPC's I've created with | |
| RAIF POOL have passed the Turing test easily. And I'm not exactly a | |
| programming genius--I just included various laws of human behavior in my | |
| programming library. (Why those folks at the MIT AI lab didn't think of | |
| this on their own, I'll never know.) | |
| Anyway, here's the complete code for one NPC who had a number of my | |
| testers convinced they were talking to Ross Perot: | |
| ross: human | |
| traits = short bigears crazy billionaire | |
| ; | |
| Note that I didn't actually have to describe how he'd react to any | |
| situations; the RAIF POOL character extrapolator does that automatically | |
| from the traits I've defined. (If you want an NPC to act out of | |
| character, though, it's quite easy to program.) | |
| *Re-fribulating gigometer. | |
| It's a feature so powerful, even I have no idea what it does. | |
| *Optional puzzle filter. | |
| If you've written a vast, puzzle-filled game, only to be intimidated by | |
| recent threads here on r.a.if, the puzzle filter will automatically | |
| remove all puzzles from your game and replace them with slice-of-life | |
| vignettes. Note that this is only available to registered users. | |
| *Complete sample game. | |
| "Achilles," is a complete game, roughly four times the size of Jigsaw, is | |
| based on certain books of the Upinashad. Note that solving several of the | |
| puzzles requires a knowledge of various untranslated texts in ancient | |
| Cyrillic, Sanskrit, and Pig Latin. | |
| RAIF POOL will run on a variety of computers, including most Macs and | |
| IBMs. Note that a game of Achilles' size requires a cray supercomputer; | |
| running it on a Mac or PC will will result in prohibitive delays (3+ | |
| hours between moves.) | |
| RAIF POOL should be ready for release any day now. I wanted to release it | |
| yesterday, on the first of the month, but I'm having some problems with | |
| the AI code. Every time I compile it, it tries to access something called | |
| "SkyNet." Perhaps somebody who's a better BASIC programmer than I could | |
| review my code for me? | |
| -Jacob Weinstein | |
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