[MUD-Dev] Re: [adv-mud] Better Grammer Detection
J C Lawrence
claw at kanga.nu
Thu Jan 20 20:49:21 New Zealand Daylight Time 2000
<<Crossed to MUD-Dev>>
On Thu, 20 Jan 2000 22:53:56 -0500
phlUID <phluid at mindless.com> wrote:
> I just got a copy of the "Definitive Book of Grammer" from one
> of my English teachers, and I was interested in the possibilites
> of using English grammer in my command interpreter.
Hit the MUD-Dev archives and dig up some of the posts (I think)
Martin Keegan and one of the Brandons (forget which) made about a
year, year and a half ago. If you dig around a bit further you'll
also find a general discussion of simple NLP (Natual Language
Processing) and ways to fake it in MUD Servers. I don't recall the
details, but I recall some work going into trying to make a semi-BNF
style set of grammars (simple parts of speech patterns) and then
moving from there.
Yes, the MUD-Dev archives are getting way too big to find things in.
> My question is how much work has been done towards grammer, and
> if it is possible to make a sophisticated enough engine to
> understand simple clauses and decompile verbs/nouns.
Absolutely. This is a well expored field.
> The possibilities for this is a much easier user interface that
> understands more variations of commands, leading to less "Huh?"s
> and more successful commands.
George Reese has made a number of fairly cogent arguments on r.g.m.*
arguing the advantages of a centralised grammar over having the
grammer bound to the objects it affects. There have also been
extensive threads on MUD-Dev regarding basic grammaer design and
> I had a pretty interesting discussion in #rom about natural
> language processing, and I've realized that it can become very
> complicated. As an example, I'm just going to throw out the idea
> of the conjunction. If we wanted the mud to recognize
> conjunctions, it would make the game extremely powerful. I will
> use the following examples: and: "Get the dog and the cat" but:
> "get all the swords but not the blue one" (except works too) if:
> "kill bob if he smiles" when: "drop the bag when bill drops the
I'd recommend digging out the parsers for the various Interactive
Fiction bases. Several of them have expored this area quite ell.
Travis Casy (FAQer for rec.games.design and MUD-Dev member) can
probably point you further.
J C Lawrence Home: claw at kanga.nu
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