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Re: Possible Idea For a Sem Web Based Game?

From: Melvin Carvalho <melvincarvalho@gmail.com>
Date: Sun, 21 Nov 2010 15:12:06 +0100
Message-ID: <AANLkTikpDcSCU2xCTx-6r6WqOuM+N+xhAR10pX8R0m02@mail.gmail.com>
To: mike amundsen <mamund@yahoo.com>
Cc: Toby Inkster <tai@g5n.co.uk>, Semantic Web <semantic-web@w3.org>, Linked Data community <public-lod@w3.org>
On 21 November 2010 03:06, mike amundsen <mamund@yahoo.com> wrote:
> Melvin:
>
> I'd very much like to work on a shared ontology. And yes, changing the
> data to include real places has come up w/ some other folks who have
> implemented test clients for this server.

Great!  I think toby's is a very good start.

>
> I've also worked out that basics of additional features (not exposed
> in this public version) including:
> - objects that can be found in each room
> - "treasure" that can be accumulated

Very nice.  For richer games that would be ideal.

>
> Some additional items that are on my "drawing board" but are not yet
> working well are:
> - "monsters" that require "battle" (using objects|tool already acquired)

There was some modeling of this here:

http://goonmill.org/2007/

> - "purchase" of supplies, objects, etc. (using the treasure already accumulated)

I'm interested in digital economies.  This is an area I would like to
help build to Web Scale.

>
> Of course, moving away from 2D is also an important step. I have built
> maps that include the four simple map directions + up & down, but have
> not yet completed an engine that randomly generates these "cubes."

Rendering engines is a whole realm in itself.  Would be great to build
up a number of clients based on a generic data model.

>
> Finally, I also have some state-handling built-into the server
> including "life" values and other variables that are tracked to
> individual players, etc.

We may be able to use SPARQL Update to add items to a persona (WebID)
... tracking items is an interesting problem to solve, maybe a game in
itself!

>
> Many pieces lying about, quite a bit of assembly required at this
> point<g>. This has been sitting dormant for a few months and I am
> looking forward to picking it back up again.
>
> Let me know how I can contribute and I'd be happy to so what I can.

Sounds good!  I think if we start of simple, and make a few simple
linked games, we can iterate richer versions, if people are
interested.

>
> mca
> http://amundsen.com/blog/
> http://twitter.com@mamund
> http://mamund.com/foaf.rdf#me
>
>
> #RESTFest 2010
> http://rest-fest.googlecode.com
>
>
>
>
> On Sat, Nov 20, 2010 at 18:09, Melvin Carvalho <melvincarvalho@gmail.com> wrote:
>> On 20 November 2010 21:06, mike amundsen <mamund@yahoo.com> wrote:
>>> FWIW, earlier this year I implemented a simple Hypermedia maze game:
>>> http://amundsen.com/examples/mazes/2d/
>>>
>>> The was done as part of an exercise to implement "bots" that can read
>>> hypermedia and successfully navigate a 2D "perfect" maze.
>>>
>>> The current version supports a ;simple hypermedia XML format
>>> (application/xml) and an XHTML format. If you view these links /w a
>>> browser, you'll get a very basic UI.
>>>
>>> I'd be most interested in successfully implementing this same 2D maze
>>> using RDF (any flavor including RDFa, n3, etc.).
>>
>> Looks cool!
>>
>> Maybe we can work out an ontology to handle both game scenarios.
>>
>> Did you ever think about importing data from openstreetmap to create
>> real world mazes?
>>
>>>
>>> The code is implemented in C# and I'm happy to share it for anyone
>>> interested, too. I don't have any meaning docs at this point, but
>>> would be happy to spend the time to make it more accessible to anyone
>>> who wishes to implement clients against this server.
>>>
>>> mca
>>> http://amundsen.com/blog/
>>> http://twitter.com@mamund
>>> http://mamund.com/foaf.rdf#me
>>>
>>>
>>> #RESTFest 2010
>>> http://rest-fest.googlecode.com
>>>
>>>
>>>
>>>
>>> On Sat, Nov 20, 2010 at 14:13, Toby Inkster <tai@g5n.co.uk> wrote:
>>>> On Sat, 20 Nov 2010 18:28:24 +0100
>>>> Melvin Carvalho <melvincarvalho@gmail.com> wrote:
>>>>
>>>>> 1.  Would each 'location' be a document or a resource?  Web of
>>>>> Documents vs Web of Resources?
>>>>>
>>>>> 2.  Could we use foaf:image and dcterms:desc for the game pages?
>>>>>
>>>>> 3.  How would you model the link on each page?
>>>>
>>>> Sounds like a pretty awesome idea. I'd personally model it like this:
>>>>
>>>>        <#node1>
>>>>                a game:Node ;
>>>>                foaf:name "Dark Cave" ;
>>>>                foaf:depiction <...> ;
>>>>                dcterms:description "..." .
>>>>
>>>> I'd say that game:Node is not disjoint with foaf:Document. That gives
>>>> you flexibility - in some cases a node might be a page, and in other
>>>> cases you might have several nodes described on the same page.
>>>>
>>>> Links to other places could be accomplished using:
>>>>
>>>>        <#node1>
>>>>                game:north <#node2> ;
>>>>                game:south <otherdoc.xhtml#wasteland> ;
>>>>                game:east <http://example.net/game#node9> .
>>>>
>>>> The description itself would have more detailed descriptions of the
>>>> directions like "To the south lies a desolate wasteland.". Directions
>>>> you'd want would probably be eight compass, points plus "up", "down",
>>>> "inside", "outside".
>>>>
>>>> Each node should probably also have co-ordinates (not in WGS84, but a
>>>> made-up co-ordinate system), along the lines of:
>>>>
>>>>        <#node1>
>>>>                game:latitude 123 ;
>>>>                game:longitude -45 .
>>>>
>>>> This would not be used for gameplay, but to aid authoring new nodes.
>>>> You'd want to have your "north" triple link to a node that you could
>>>> plausibly reach by going a short distance north.
>>>>
>>>>> I'm not sure how the rendering would work, but perhaps it's easy
>>>>> enough in RDFa once we have a model.
>>>>
>>>> I'd be happy to mock-up an interface - perhaps tonight!
>>>>
>>>> --
>>>> Toby A Inkster
>>>> <mailto:mail@tobyinkster.co.uk>
>>>> <http://tobyinkster.co.uk>
>>>>
>>>>
>>>>
>>>
>>
>
Received on Sunday, 21 November 2010 14:12:36 UTC

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