[MUD-Dev] Benchmarking MUDs

Chris Gray cg at ami-cg.GraySage.COM
Mon Sep 10 20:43:53 New Zealand Standard Time 2001

> From: "Ian Collyer" <i.collyer at ntlworld.com>

> Prime targets for benchmarking MUDs must be...
>   - Memory
>   - Processor
>   - Bandwidth
>   - Disk space

> Obviously these measures mean nothing without an x-axis to chart
> them against, candidates here could be:
>   - Concurrent connections
>   - Total playerbase
>   - No of mobs/rooms/objects
>   - Commands received / minute
>   etc.

But, again, you have to know something about the nature of the MUD
system, before these will mean much. A prospective admin might
weight such things a softcode versus hardcode or text versus
graphics much more heavily than performance specs. Most folks would
expect a graphics MUD to use more memory and bandwidth, and would
expect a softcoded MUD to use more CPU time. Possibly not all the
time, but as rough guidelines.

> IMO the first step that's needed if we truly want to be able to
> compare MUD with MUD is to agree on a standard set of stats to
> measure.

True, but we also need to set the context and expectations, too.

> We need a volunteer to coordinate all the work and report on
> progress (I'm way too busy unfortunately), any takers?

Well, since I started this, I'll sort-of volunteer. I'm not a
statistician, however, and keep in mind that my system here is
Linux, and I don't even have StarOffice installed, so text files are
it for me. There will of course be a limit to the time I can put
into this, and also there is a limit to my interest, if it doesn't
look like anything interesting is going to come out of it. I'm
running my own web server here, so if we get some info to put up, I
can readily do so.

Experience should guide us, not rule us.

Chris Gray     cg at ami-cg.GraySage.COM
MUD-Dev mailing list
MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list