Re: Okay, I give up....


08 May 1995 11:07:12 GMT

Stephen Robert Norris <srn@flibble.cs.su.oz.au> wrote:
> Hmm, this looks promising code; one thing it seems to do which isn't
> so good is that "look" now seems to become "look up" all the time;
> just typing look results in "What do you want to look up" messages....

Oops. Well, that's because I didn't test the code I posted. Perhaps
the following would work instead:

Extend "look" first
* -> Look
* "up" scope=TopicScope "in" noun -> NewConsultR;

(alternatively, you could 'replace' the whole definition of the "look"
verb, and put all the clauses in the correct order).

> Is there any way of making the matching fuzzy? So I could, for
> example, use similar code for NPC's, and just pick out key words for
> them to answer to?

One approach you could try is to replace all the asking verbs in the
Grammar with verbs like this:

Extend "ask" first
* creature "about" ConTopic -> Ask;

(and so on). You could then examine the words following `consult_from'
to see if any of them are keywords the character might respond to.

> How do other people do NPC's in inform, that doesn't restrict the
> player to guess the correct first word games?

I use a mechanism very similar to the one involving `TopicScope' and
`TopicClass' and so on that I described in my last post in this thread.

--
Gareth Rees