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From: leon@cs.mu.oz.au (Leon Sterling)
Subject: Re: Adventure game source code?
Message-ID: <leon-1008950944220001@leonmac.cs.mu.oz.au>
Sender: news@cs.mu.OZ.AU (CS-Usenet)
Organization: Department of Computer Science, University of Melbourne
References: <3vjtfo$4lk@rbdc.rbdc.com>
Date: Wed, 9 Aug 1995 23:44:22 GMT
Lines: 48

In article <3vjtfo$4lk@rbdc.rbdc.com>, vanevery@rbdc.rbdc.com (Brandon Van
every) wrote:

> I'm thinking about writing a Multi-User Dungeon (a MUD) using Prolog
> as the base language.
> 
> Can anyone steer me towards some Prolog adventure game sources?  They
> don't have to be terribly complicated, and they don't have to be
> multi-user.
> 
here is the start of a news article by Dennis Merritt.
I've used the code, not especially endorsed, as a starting point
for a student project for an undergraduate AI class.
It works reasonably well. 

Subject: PCAI reprint - Exploring Prolog, adventure, objects, animals, taxes
Message-ID: <CHKwIH.E26@world.std.com>
Summary: An practical introduction to Prolog
Keywords: prolog introduction
Organization: The World Public Access UNIX, Brookline, MA
Date: Sun, 5 Dec 1993 20:20:40 GMT
Lines: 698

Exploring Prolog
Adventures, Objects, Animals, and Taxes

(This article was originally published in PC AI magazine, 
Volume 7, Number 5 September/October 1993.  The magazine can 
be reached at PC AI, 3310 West Bell Rd., Suite 119, Phoenix 
AZ, USA 85023 Tel (602) 971-1869, FAX: (602) 971-2321.  It 
is an introduction to the language that attempts to bring 
out the practical benefits of the technical features of the 
language (unification, backtracking), rather than 
approaching it from a theoretical point of view.  The 
various sections marked ----- Side Box ----- appeared, 
surprisingly, as side boxes in the magazine layout of the 
article.)

While I have since written a number of "useful" Prolog 
programs, I was first drawn to Prolog while I was in the 
middle of writing, for fun, an adventure game in 'C' on my 
first "personal" computer.  I had started my 'C' program by 
building the basic tools needed for the game, which included 
a dynamic database to record the changing state of the game, 
and the ability to search for symbolic patterns in the state 
that indicated some action needed to be taken.  The action 
was usually represented by a message to the user and a 
change of state of the game.
