Atmosphere Agent Transcripts

These are transcripts of atmosphere agent behavior, recorded in January, 2001. Note that atmosphere agents are semi-randomly scheduled by the $g.shopper:schedule_events() process.

Schedule_events itself is called whenever a shopper exhausts its shopping list. When that happens, schedule_events 1) resets the turn_date; 2) checks whether there are any shipments to deliver; and 3) randomly selects two atmosphere agents and invokes their ":start()" verbs (this happens about 16 times per virtual week). The reason for starting the atmosphere agents in pairs is to have them visit connected players together and act out an interaction between each other, not necessarily involving the human player except as a spectator.

The complete list of these agents is as follows:

  1. Generic Buffalo Hunter (#645)
  2. Army_Scout (#651)
  3. Jake, the dowser (#674)
  4. Generic Talker (#671)
  5. Prospector (#363)
  6. Street Performer (#407)
  7. Mac the Knife (#408)
  8. Generic Fur Trapper (#1169)
  9. Herbal_Harry (#1171)
  10. a mule (#1176)
  11. mytalker (#1232)
  12. Otis (#1434)
  13. Rosco (#1435)
  14. Ol'Red (#1450)
  15. Ms. Byron the schoolteacher (#1188)

1. Generic Buffalo Hunter (#645)

The Generic Buffalo Hunter has two children, Grizzly Adams (#647) and Rough Neck (#1175). Other notes:

  1. The two buffalo hunters appear to wait in The Pit (#440) between trips into town.
  2. They offer to sell buffalo hides, which appears to have no real effect on the game (i.e. the player does not spend money, and receives no buffalo hides, even though the buffalo hunter indicates that you DO.
  3. They both appear to holding a pair of knives, although it's not clear why.
  4. They both have all their code stored locally, rather than inheriting from their generic parent.
  5. It appears as though they are NOT currently recognized, and therefore not launched, by the $g.shopper:schedule_events() process (because they are children of a generic?).
  6. They appear to have no memory of whom they have visited
  7. They appear to attempt to visit anyone/everyone who is connected (wizards, programmers, players)

Grizzly Adams (#647) and Rough Neck (#1175)


 
Launching: Grizzly Adams (#647)
A Buffalo Hunter named Grizzly Adams has entered The Pit.
Grizzly Adams goes to visit slator2 at South Side Leather Maker
Grizzly Adams has entered the room
Clearing Grizzly Adams (#647) in South Side Leather Maker (#1798)
Launching: Army_Scout (#651)
 Army Scout enters Blackwood.
Wizard types:-->look grizzly
Grizzly Adams
He's Big. He's ugly.  And he stinks so bad that you hope that no
one lights a match around him because you think he might be flammable.
He is awake and looks alert.
Carrying:
 Grizzly's knife#2                       Grizzly's knife#1
Wizard types:-->#grizzly
=> #647  (Grizzly Adams)
Wizard types:-->seetalk
Looking at Grizzly Adams (#647)
1.   Can say {"Hello big guy.", "Hi"}
2.   Can say "Do you have any buffalo skins for me?"
3.   Can say "I would like one, please."
4.   Can say "I can't breath...(gasp)...I have to go."
Wizard types:-->"Hi
Grizzly Adams is here to hang around Marshall_Dillon
Grizzly Adams has left the room
The Grizzly Adams has returned to The Pit.

Army_Scout has entered the room
Clearing Army_Scout (#651) in South Side Leather Maker (#1798)
Wizard types:-->seetalk
Looking at Army_Scout (#651)
1.   Can say {"Hi.", "Hi"}
2.   Can say "Whatcha got today?"
3.   Can say "Thank you."
4.   Can say "I anit got no use for that today."
Wizard types:-->"Hi
Army_Scout has left the room


2. Army_Scout (#651)

The Army Scout appears to wait in #62 (The First Room) between visits to town. The Army Scout does not appear to respond to speech, and really doesn't stay long enough to engage in conversation.



Launching: Army_Scout (#651)
 Army Scout enters Blackwood.
Army_Scout has entered the room
Clearing Army_Scout (#651) in South Side Leather Maker (#1798)
seetalk
Looking at Army_Scout (#651)
1.   Can say {"Hi.", "Hi"}
2.   Can say "Whatcha got today?"
3.   Can say "Thank you."
4.   Can say "I anit got no use for that today."
look army
Army_Scout
A well weather worn person stands here in less than perfect
clothng.  There are holes in his britches and dirt all over his
shirt. His eyes glare at you as if peering into your sole.
He is sleeping.
"Hi
Army_Scout has left the room


3. Jake, the dowser (#674)

Jake the Dowser is the most well developed so far. Jake responds to speech, and has a memory of who has been visited. Jake visits new players at any time, but only visits again after a full week of "clock" time (not virtual time), has passed.




Launching: Jake, the dowser (#674)
slator2 is eligible for a visit.
Marshall_Dillon has been visited recently.
Visiting slator2
Jake, the dowser has entered the room
Clearing Jake, the dowser (#674) in South Side Leather Maker
(#1798)
seetalk
Jake fiddles with his broken divining rod.
Looking at Jake, the dowser (#674)
1.   Can say {"Hello, how are you?", "Hi"}
2.   Can say "Do you have any water for sale?"
3.   Can say "I'd like to buy some water, please."
4.   Can say "I do not want to buy any water right now."
5.   Can say "What happened to your divining rod?"
6.   Can say "Where are you going?"
Jake hums a simple tune to himself.
#SPEAK|2965|Do you have any water for sale?|
slator2 says, "Do you have any water for sale?"
Jake, the dowser says, I do have some left, but I've got to get
a new divining rod or I will run out.
#SPEAK|674|I do have some left, but I've got to get a new
divining rod or I will run out.|
Jake, the dowser says, "I do have some left, but I've got to get
a new divining rod or I will run out."
Jake fiddles with his broken divining rod.
#SPEAK|2965|What happened to your divining rod?|
slator2 says, "What happened to your divining rod?"
Jake, the dowser says, Well, I'm almost afraid to admit it, but
I was concentrating so hard on my divining rod, I walked right
into a tree.
#SPEAK|674|Well, I'm almost afraid to admit it, but I was
concentrating so hard on my divining rod, I walked right into a
tree.|
Jake, the dowser says, "Well, I'm almost afraid to admit it, but
I was concentrating so hard on my divining rod, I walked right
into a tree."
#SPEAK|2965|I'd like to buy some water, please.|
slator2 says, "I'd like to buy some water, please."
Jake, the dowser says, Nice doing business with you.
#SPEAK|674|Nice doing business with you.|
Jake, the dowser says, "Nice doing business with you."
Jake fiddles with his broken divining rod.
Jake fiddles with his broken divining rod.
look jake
Jake, the dowser
Jake uses his divining rod to find underground water sources.
He is sleeping.
Carrying:
 Divining Rod (Broken)                  
#jake
=> #674  (Jake, the dowser)
Jake fiddles with his broken divining rod.
Jake, the dowser has left the room


Launching: Army_Scout (#651) Army Scout enters Blackwood. Launching: Jake, the dowser (#674) slator2 has been visited recently. Marshall_Dillon has been visited recently.

4. Generic Talker (#671)

The Generic Talker waits around in the Jail Cells (#623). He does not hang around long enough to interact with, unless you are very quick with the graphical client. There appears to be a bug where the Generic Talker will leave the room, and yet continues to display speech in the room after it's gone.




Launching: Jake, the dowser (#674)
slator2 has been visited recently.
Marshall_Dillon has been visited recently.
Launching: Generic Talker (#671)
Generic Talker has entered the room
Clearing Generic Talker (#671) in South Side Leather Maker
(#1798)
look generic talker
Generic Talker
The Generic Talker is a software agent who will respond to a 
    predetermined set of strings that you SAY
Currently the Generic Talker will respond if you SAY any of the
following things:
    Hi, are you busy?
    Will you do a trick for me?
    Yes, please, I'd like that
    No, thanks, not right now
It is sleeping.
seetalk
Looking at Generic Talker (#671)
1.   Can say {"Hi, are you busy?", "Hi"}
2.   Can say "Will you do a trick for me?"
3.   Can say "Yes, please, I'd like that"
4.   Can say "No, thanks, not right now"
Generic Talker says Hi, Hello, How are you?
Generic Talker says Hey, Hey, Hey, Howya Doin?
#SPEAK|2965|Will you do a trick for me?|
slator2 says, "Will you do a trick for me?"
Generic Talker says, Yes, I can do my echoing trick. Do you want
to see it?
#SPEAK|671|Yes, I can do my echoing trick. Do you want to see
it?|
Generic Talker says, "Yes, I can do my echoing trick. Do you
want to see it?"
Generic Talker has left the room
Generic Talker says Hey, Hey, Hey, Howya Doin?


5. Prospector (#363)

The Prospector exhibits a couple of "advanced" features. One, when visiting, he is accomponied by a mule. The mule steps right into the store, which is probably not the best thing. However, the prospector does not appear to respond to speech. On the other hand, the prospector spontaneously announces the "season" (...winter's comin', I can feel it in my bones), and this is potentially quite useful information.



Launching: Prospector (#363)
A prospector has entered Blackwood.
Prospector visits slator2 (#2965) at South Side Leather Maker
(#1798)
Prospector has entered the room
Clearing Prospector (#363) in South Side Leather Maker (#1798)
Prospector has arrived.
Generic Talker says Hi, Hello, How are you?
a mule has entered the room
Clearing a mule (#1176) in South Side Leather Maker (#1798)
Prospector says {list}
Generic Talker says Hey, Hey, Hey, Howya Doin?
a mule has arrived.
Generic Talker has left the room
Generic Talker says Hi, Hello, How are you?
seetalk
Looking at Prospector (#363)
1.   Can say {"Howdy old timer.", "Hi"}
2.   Can say "Have you struck it rich yet?"
3.   Can say "A map? I'll take it!"
4.   Can say "No thanks."
5.   Can say "What's you mule's name?"
Looking at a mule (#1176)
look prospecto
Prospector
You see an old miner.  He's covered in dirt and looks like a
crazy old coot with his scraggly beard and patchy clothes.
It is sleeping.
Carrying:
 shovel                                 
Prospector scratchs his head.
#SPEAK|363|Winter's a come'n, I cana feel it in ma bones.|
look mule
a mule
A little old scrawny pack mule.
It is sleeping.
Prospector has left the room
Prospector leaves for the street.
a mule has left the room
a mule leaves for the back.
Prospector visits Marshall_Dillon (#2) at South Side Leather
Maker (#1798)
Prospector has entered the room
Clearing Prospector (#363) in South Side Leather Maker (#1798)
Prospector has arrived.
a mule has entered the room
"Hi
Clearing a mule (#1176) in South Side Leather Maker (#1798)
a mule has arrived.
Prospector has left the room
Prospector leaves for the street.
a mule has left the room
a mule leaves for the back.
The prospector has returned home.


6. Street Performer (#407)

The Street Performer appears to be completely broken. It never leaves it's "home".



Launching: Street Performer (#407)
A Street Performer is now bugging Blackwood.
Exception thrown by Street Performer (#407)


7. Mac the Knife (#408)

Mac the Knife is supposed to be a knife/tool sharpener. He, too, appears to be broken. It leaves it's "home" and gets stuck there.



Launching: Mac the Knife (#408)
Mac the Knife Started.
Mac the Knife has entered the room
Clearing Mac the Knife (#408) in South Side Leather Maker
(#1798)
Exception thrown by Mac the Knife (#408)
look mac
Mac the Knife
You see a grouchy old man pushing a cart with a grinding wheel
attached.  There is also other equipment for repairing and
sharpening knives attached to the cart.
It is sleeping.
seetalk
Looking at Mac the Knife (#408)
1.   Can say "Hi"
2.   Can say "What do you do"
3.   Can say "Yes"
4.   Can say "No"
"Hi
"What do you do



8. Generic Fur Trapper (#1169)

The fur trader doesn't do anything at all to speak of. But at least it doesn't crash.



Launching: Generic Fur Trapper (#1169)
Fur Trader is comming to town!


9. Herbal_Harry (#1171)

Herbal Harry is supposed to be a snake-oil salesman. He appears to be broken too.



Launching: Herbal_Harry (#1171)
 This could be your lucky day... Herbal Harry may be headed your
 way!


10. a mule (#1176)

The mule does not have it's own :start() verb. It is summoned by the prospector (see above).




11. mytalker (#1232)

Mytalker appears to be an abandoned experiment. It does almost nothing.




12. Otis (#1434)

Otis is the non-politically-correct town drunk (named after the character in the Andy Griffith show, later named Andy of Mayberry. When Otis is launched, he checks to see where the deputy, Rosco, is located. If Rosco is in the Marshall's Office, then Otis begins to randomly roam the streets. Otis also randomly roams into stores, which is okay, but then also wanders into backrooms, basements, and living quarters, which is bad, unless the other agents can be programmed to protest loudly and chase him out.

Otis continues walking, quite rapidly, attempting to talk to the agents on the way (there appears to be a bug in this code, and Otis sometimes crashes while talking). When Rosco is dispatched to retrieve him, Otis detects it and stands still, waiting to be picked up.




13. Rosco (#1435)

When Rosco is dispatched he determines whether Otis is in Jail or not. If Otis is roaming the town, Roscoe calculates a path to his location, and then travels through Blackwood to bring him back.




14. Ol'Red (#1450)

Ol' Red is a puppy with no programming whatsoever.




15. Ms. Byron the schoolteacher (#1188)

Ms. Byron stays in the Schoolhouse until she is activated. Then she goes on a walking tour of town. There are currently three pre-programmed tours, all starting at the schoolhouse, traversing a circuit that ends up back where it began. The current tours are 4, 20, and 6 steps long.

Ms. Byron also has a short list of "tutoring rooms" which are stopping points along the tours. She was originally intended to teach math lessons at these points, relating to the flow rates of the rivers and creeks, and the capacities of various ponds and quarries. But none of that programming was ever done.



Launching: Ms. Byron the schoolteacher (#1188)
Ms. Byron the schoolteacher says, "It is time to go on a tour of
Blackwood.  We will see some excellent and exiting landmarks!
Come along!"
Ms. Byron says, "Continue on the tour with me by typing
'street'."
Ms. Byron goes to the street.
Ms. Byron the schoolteacher has left the room
street
exitfunc on #270 with args = {#2}
Clearing Marshall_Dillon (#2) in Main Avenue East 100 Block
(#557)
Main Avenue East 100 Block
Approaching the Riverside Neighborhood, You see one of the
oldest parts of town. It's buildings beginning to show wear,
there are many shops ahead, and you can see the river in the
background to the far east. North of here, the rolling hills
provide a picturesque view.
You see Ms. Byron the schoolteacher here.
Obvious exits are: east, west, north, Saloon, blacksmith,
tailorshop, Schoolhouse, and southeast
Ms. Byron says, "Here we are at the Main Avenue East 100 block."
Ms. Byron says, "You can see the old schoolhouse, where I
teach."
Ms. Byron says, "This is the first schoolhouse ever built in
Blackwood."
Ms. Byron says, "Continue on the tour with me by typing 'west'."
Ms. Byron goes to the west.
w
exitfunc on #557 with args = {#2}
Clearing Marshall_Dillon (#2) in Blackwood Town Square (#105)
Blackwood Town Square
You are standing in the town square amidst two-story woodframe
buildings.
There are streets heading in all directions and behind you there
is a small Park.
xye, slator4, davethepimp, slator3, BoozeyMcTuttle, bladow,
nicole, heiraas, puppe, schwarch@mnstate.edu, ebradley,
Christopher_Nichols, mafua, dc, grand, henry_vonbank, rfrovarp,
rurytter, Dale_Muchow, jkdewey@orbworks.com, jonathan_pikalek,
kabaker, KariL., J_Davis, asker, and jeffrean are here.
Obvious exits are: Park, east, north, south, west, southwest,
northwest, Blacksmith_Shop, and NewsOffice
Riverboat and Railroad Supervisor from Lumber Town has entered
the room
Clearing Riverboat and Railroad Supervisor from Lumber Town
(#2793) in Blackwood Town Square (#105)
Ms. Byron the schoolteacher has entered the room
Clearing Ms. Byron the schoolteacher (#1188) in Blackwood Town
Square (#105)
Riverboat and Railroad Supervisor from Lumber Town has arrived.
Riverboat and Railroad Supervisor from Lumber Town has left the
room
Ms. Byron says, "This is the historic Blackwood Town Square."
Ms. Byron says, "Many important events have occurred here."
Ms. Byron says, "One time, Annie Oakley gave a shooting
demonstration in the Park behind us."
Ms. Byron says, "Continue on the tour with me by typing 'east'."
Ms. Byron goes to the east.
e
exitfunc on #105 with args = {#2}
Clearing Marshall_Dillon (#2) in Main Avenue East 100 Block
(#557)
Main Avenue East 100 Block
Approaching the Riverside Neighborhood, You see one of the
oldest parts of town. It's buildings beginning to show wear,
there are many shops ahead, and you can see the river in the
background to the far east. North of here, the rolling hills
provide a picturesque view.
Obvious exits are: east, west, north, Saloon, blacksmith,
tailorshop, Schoolhouse, and southeast
Ms. Byron the schoolteacher has entered the room
Clearing Ms. Byron the schoolteacher (#1188) in Main Avenue East
100 Block (#557)
Ms. Byron says, "Here we are, back at the entrance to the
schoolhouse again."
Ms. Byron says, "I hope you enjoyed our tour."
Carpenter/Builder with kids from The West Side has entered the
room
Clearing Carpenter/Builder with kids from The West Side (#2600)
in Main Avenue East 100 Block (#557)
Carpenter/Builder with kids from The West Side has arrived.
Ms. Byron says, "Good bye!"
Carpenter/Builder with kids from The West Side has left the room
Soldiers- enlisted from Riverside has entered the room
Clearing Soldiers- enlisted from Riverside (#2465) in Main
Avenue East 100 Block (#557)
Ms. Byron says, "Continue on the tour with me by typing
'Schoolhouse'."
Ms. Byron goes to the Schoolhouse.
Soldiers- enlisted from Riverside has left the room
Soldiers- enlisted from Riverside leaves for the blacksmith.
Ms. Byron the schoolteacher has left the room