On Tue, Oct 22, 2019 at 01:59:25AM +0100, Stephen De Gabrielle wrote:
> On Mon, 21 Oct 2019 at 23:18, Hendrik Boom <hend...@topoi.pooq.com> wrote:
> 
> > On Mon, Oct 21, 2019 at 11:13:34PM +0100, Stephen De Gabrielle wrote:
> > > A NaNoGenMo submission counts as a game jam entry.
> >
> > Even if it's not a game?
> 
> 
> Algorithmically generated text is an important part of many games.
> 
> There is even a language for procedural text generation:
> https://github.com/galaxykate/tracery - I kinda want to make a
> racket/RacketScript version, but I don’t have time at the moment.

Tracery looks like a tool to generate random sentences, with the option 
to add new grammar rules as a side effect of using particular grammar 
rules.

It doesn't look great for use in a game, just in automatically generated 
nonsense, which is still what nanogenmo usually does.  Sometimes the 
nanogenmo-generated text fraws the reader in for as much as a page 
before ie realises that this is nonsense.  (yes, and a whole page is 
quite an accomplishment).

What's desired in a too for a game is to take an abstract syntax of what 
is to be said, and to do the necessary transformations to make it into a 
grammatical sentence.

This would likely be a worthy task, even if it implemented a usable 
but restricted language.  THings like proper plurals in the right 
places.  The game designers would have to provide the conjugations and 
such for any words not already in the lexicon.

I'd likely be working on a plot generator, which is a limit deduction 
engine.  

What I got last year was a program that with the right axioms, would 
generate
        Bill kills John
from facts like
        Bill loves Mary
        John loves Mary
suitably formalized:I had statements like (kills Bill John) and 
(loves Bill Mary)

Unfortunately, from the same facts, it also generated
        Bill kills Bill.
:-)

I've reformulated some of this in Racket recently.  It turns out to be 
surprisingly easy by defining macros that generate uses of 'match'.
And it's easy to squeeze in ordinary Racket code into the rules.
I'm going to have to make some more macros for purpose-directed 
reasoning.

If a player is given a set of actions to choose from, which change 
the state of the universe, the game could apply deduction rules to 
find a response.  The response would generate a new state and thus 
new actions for the player.

-- hendrik

> 
> The game jam entry would be the code, not the procedurally generated novel.
> 
> S.
> 
> 
> >
> > >
> > > HTH
> > >
> > > Stephen
> > >
> > > On Mon, 21 Oct 2019 at 20:04, Hendrik Boom <hend...@topoi.pooq.com>
> > wrote:
> > >
> > > > On Mon, Oct 21, 2019 at 07:54:39PM +0200, pmatos@linki.tools wrote:
> > > > >
> > > > > Racket News Issue 18 is here!
> > > > > https://racket-news.com/2019/10/racket-news-issue-18.html
> > > > >
> > > > > Grab a coffee and enjoy!
> > > > > --
> > > > > Paulo
> > > > >
> > > > > --
> > > > > You received this message because you are subscribed to the Google
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> > > > > To view this discussion on the web visit
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> > https://groups.google.com/d/msgid/racket-users/d4d-5dadf100-59-30cea940%40133288278
> > > > .
> > > >
> > > > Unfortunate that the Racket game jam got scheduled in the same month as
> > > > NaNoWriMo (write a
> > > > novel in November) and NaNoGenMo (write a computer program that writes
> > a
> > > > novel in
> > > > November).
> > > >
> > > > I'm involved in two of them already, and now there's a third one?
> > Help!
> > > >
> > > > -- hendrik
> > > >
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