Comments (7)
I've made some progress.
start_moving(C, S, T) :-
character(C),
location(S),
location(T),
character_location(C, S),
movement_possible(S, T),
\+ moving(C, _, _).
start_moving(C, S, T) :! +moving(C, S, T),
-character_location(C, S).
start_moving(C, S, T) :~ "$C left $S for $T.".
finish_moving(C, S, T) :-
moving(C, S, T).
finish_moving(C, S, T) :!
-moving(C, S, T),
+character_location(C, S, T).
finish_moving(C, S, T) :~ "$C arrived at $T.".
ambush(C, T) :-
moving(C, _, T).
ambush(C, T) :! true.
ambush(C, T) :~ "$C was ambushed by bandits on the way to $T.".
got_lost_while_moving(C, L) :-
moving(C, _, _),
location(L). % C goes to a random place
got_lost_while_moving(C, L) :! -moving(C, _, _), % safe because you can only be moving once.
+character_location(C, L).
got_lost_while_moving(C, L) :~ "$C got lost and washed up at $L.".
I have a copy of https://github.com/Erdwolf/prolog that I've updated to compile, and which I'll modify to accept the above syntax. :-
is like normal prolog, :!
says how to modify the environment if this action is chosen, and :~
is my current plan for output. I will allow multiple :-
and :~
clauses and if I think of a coherent use case for multiple effects allowing that will be easy too. This will allow a moving(C, Itinerary)
multistep moving action that goes through locations rather than beelining, if necessary.
Actions are divided into starts and ends to allow interaction in the middle, like the ambush and getting lost possibilities here.
I have some ideas about choosing which action to take that I'll write up once they're more fleshed out.
from 2018.
from 2018.
desires_interaction
would probably just need a series of weights, and then Prolog can handle it easily.
What motivates the character? Money? Hoarding everything?
I see a few things that would be easier, like dialogue, by using an embedded Prolog. That way, if there's no easy way to use the Prolog solver, you can just step back into the host language.
Say PicoLisp. It could handle generating the output file, and running a word count on it, to check for when the story should cease being generated.
from 2018.
from 2018.
Yeah, prolog rules determine the plot and actions and the host language will fill in descriptions and dialogue. Characters are motivated by finding the grail, which they do by finding enough kinds of information about , which they can get in a number of different ways or by taking from other characters. This plot is concrete enough that it should be practical. I considered an evil overlord plot but foiling plans seems more abstract. Of course, now that I seriously consider it I can think of ways to state it, but I'm sticking with Grail Hunters in the Jungle.
from 2018.
Grail Hunters sounds awesome, and there's a lot to play with narrative-ly there. Easy to get several radically different outcomes.
from 2018.
from 2018.
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