Pleasant@Rutgers (10/12/82)
HUMAN-NETS Digest Tuesday, 12 Oct 1982 Volume 5 : Issue 92 Today's Topics: Computers and People - Motivating non-Technical People to use Computers (4 msgs), Programming - Games and Heuristics (5 msgs) ---------------------------------------------------------------------- Date: 31 August 1982 22:16-PDT (Tuesday) From: GANESHA at OFFICE-1 Subject: HUMAN-NETS Digest V5 #90 Take away their typewriters, scratchpads, calculators, file cabinets, and 3x5s! Make 'em use the little beasties. Andrew Scott Beals There's no better way to make them refuse. Remember, Work consists of what a body is obliged to do, while play consists of what a body is not obliged to do. Mark Twain (I think that was how it went....) Making computers into work would be the worst possible thing... ------------------------------ Date: 1 Sep 1982 0327-PDT Subject: Re: HUMAN-NETS Digest V5 #90 From: BILLW at SRI-KL I think the best way to get non-technical people to start using computers is to have their kids play games.... Then they play games... then they start reading SF-LOVERS and what not (every little network MUST have a BBOARD or bad-joke mailing list type arrangement.) Then they start replying, and they learn how to use the text editors and so on.... WW ------------------------------ Date: 1 Sep 1982 1347-MDT From: Walt <Haas at UTAH-20> Subject: Re: getting non-technical people to use computers I once worked at a company that designs and manufactures automatic warehousing machinery. I showed the chief mechanical engineer some of Applicon's literature for their CAD systems. He refused to even consider using such a system; he said "I don't type". Period. If I'd really cared maybe I could have talked him into a mouse and lightpen setup, but I didn't care enough to try. ------------------------------ Date: 3 Oct 1982 1211-PDT Subject: Travelers' Computers. From: the tty of Geoffrey S. Goodfellow Reply-to: Geoff at SRI-CSL a203 0920 03 Oct 82 AM-Focus-Travelers' Computers, Bjt,820 TODAY'S FOCUS: Placing Computers in the Air and in Hotel Rooms Laserphoto Cartoon NY6 By NORMAN BLACK Associated Press Writer WASHINGTON (AP) - John Q. Public, a sales manager at a major corporation, is working at his computer terminal in New York when he gets an order from the boss - get out to Los Angeles and help close a major deal . Two hours later, Public is on the airplane. He checks in by phone for some final instructions, then pulls out a portable terminal provided by the airline and resumes work. When he's done, his latest sales report is transmitted back to New York, from 40,000 feet in the air. Later that night, Public checks into a hotel. He flips on a small computer terminal in his room, reads several ''electronic mail'' messages waiting for him from other sales agents and files his own report back to New York on the Los Angeles contract. Sound farfetched? Guess again. The computer age is arriving faster than you think. Dallas-based Travelhost Inc. plans to begin placing small computer terminals in hotel and motel rooms in January. The company is convinced it can entice hotel operators to place 500,000 terminals in the field by mid-1985. An unrelated company, Airfone Inc., hopes to begin testing the nation's first commercial air-to-ground telephone system next month. Assuming the experiment works, Airfone officials say it's a small step from an airplane telephone system transmitting voices to a phone system transmitting computer data. Some preliminary tests indicate that the idea is feasible, says John D. Goeken, founder and president of Airfone, a Washington, D.C.-based company that is now 50 percent owned by the Western Union Corp. Officials of Airfone and Travelhost, although approaching their ventures from different perspectives, are focusing on the same travel market. The development of video teleconference facilities, allowing corporate executives to meet via television, will never completely replace the need for face-to-face meetings, the officials say. ''This will be the first amenity introduced for the hotel industry in the last 30 years that's significant enough to help push the industry into a new future,'' says Dr. Lee H. Smith, president of Travelhost. ''... this will become a vital service to the in-room traveler that allows him to avail himself of some very good travel-related services in an easy fashion.'' Travelhost and another Dallas company, the Quazon Corp., have already developed a simple, ''user friendly'' computer terminal for the new service. Quazon will manufacture the devices, with the first to be available in January. Smith says the terminals will prove attractive to hotel operators because they'll receive a payment every time a terminal in one of their rooms is turned on. Travelers, meantime, after punching in a credit card number, will be able to send and receive electronic messages; make airline reservations; check addresses and menus at restaurants; peruse the offerings of merchandisers, and check the stock market and latest news reports. ''If a person can count to 10, he or she can operate this Travelhost terminal,'' Smith claims. Travelhost has yet to announce how much the service will cost the traveler, although Smith says the rates ''will certainly be competitive with what's out there now for home computer users. A rough ball park might be $20 an hour during peak time and $7 or $8 during non-peak. ''Portability isn't here yet for computers, and we think the timing is absolutely right and that we can ... capture a significant share of the market,'' he adds. While there might not be many people carrying portable computers now, that is clearly something envisioned by Airfone. The company says that one day airline travelers will be able to use their own terminal or a portable device provided by the airline to work during flights. ''Our main concern right now is the in-flight telephone system,'' says Stephen Walker, the joint venture liaison for Western Union. ''But computer data transmission is one of the next steps,'' he continued. ''There's no trick to that, really.'' If you have the equipment to attach a computer to a telephone, he adds, ''it doesn't make any difference whether the phone is on the ground or in the air.'' Bill Gordon, Airfone's director of network planning, says the company has been developing the air-to-ground telephone service since 1974. ''But it took us until 1979 to ask the Federal Communications Commission to authorize the service and allocate frequencies,'' he added. ''The FCC hasn't done that yet, because they want to see the results of our experiment. We've got licenses now to build 37 ground stations and we're reaching the point of putting the gear into the airplanes. ''The airlines are very interested in this,'' Gordon concluded. ''They want to make the transportation time for their passengers as enjoyable and productive as possible.'' ap-ny-10-03 1219EDT *************** ------------------------------ Date: 1-Sep-82 21:07:32 PDT (Wednesday) From: Hamilton.es at PARC-MAXC Subject: Re: MazeWar game for Altos I'm pretty sure MazeWar does use PUPs. When you boot, there's a "Host" option that lets you specify an arbitrary network address on the Internet in order to join that machine's game. Thus it should be possible to play between say, England, Rochester, and El Segundo, although the response might be a bit sluggish if some players are 4 or 5 hops away. It is true that it's possible to "cheat" by running a kludged-up version of the program. That's why the sources have been (informally) carefully guarded over the years. Kudos should go to the author of MazeWar, Jim <Guyton @ Rand-AI>. --Bruce ------------------------------ Date: 2 September 1982 0034-EDT (Thursday) From: Craig.Everhart at CMU-10A Subject: Re: MazeWar game for Altos I stand corrected. Jim Guyton already pointed out my error privately; enclosed are some of his remarks about how it gets the job done. My comments were based on my bad memory of having peeked at the network traffic; I apologize for any damage done by my faulty memory. Craig Everhart - - - - - - - - Date: Wednesday, 1 Sep 1982 20:19-PDT Subject: Re: Mazewar From: guyton at RAND-UNIX Every player simply sends a single pup to every other player in the game on every change-state. 90% of the time this is in response to the player moving -- which is very infrequent compared to the capacity of a 3Mbit Ethernet (and the Alto). Each packet is not acknowledged; the assumption is that most of them get through and the ones following a lost packet make the lost one out of date anyway. Not entirely true, but good enough for a game! Of course the small number of people allowed in a single maze does help keep the communications overhead down. But the limit was to prevent crowded mazes, not because of communications. The only broadcast msgs are those when someone tries to join a game. To join a game on another network you have to supply net#0# as the duke-rat host number. It has been a long time since I left Xerox and even longer since I leaked a version of mazewar to the universities; but I think that that version "supported" multiple-network games. Certainly the current version does. -- Jim ------------------------------ Date: 6-Sep-82 15:06:06 PDT (Monday) From: Reed.ES at PARC-MAXC Subject: Re: HUMAN-NETS Digest V5 #89 "As I've overheard it, the main program for the game resides on a Gateway, with relatively low-bandwidth screen "transactions" being sent to the individual players' machines (vs. fully updating each screen remotely)." -- Ciccarelli.pa@PARC-MAXC Mazewar operates as follows: Up to 8 players may play. There are indeed three windows, but you didn't describe them quite correctly. The top window shows the rat's eye view of the maze: looking down the corridors as if you are in the maze. The middle window is the bird's eye view you describe, and the bottom window is also as you describe it. Each game. when started, searches for existing mazewar games on the local net (or a net specified by the user). If none are found, it establishes itself as King Rat. Other games starting after the King Rat game hook into the King Rat, which maintains the game's database. The King Rat is listed first in the scoring area. A game will also establish itself as King Rat when it can't enter an already in-progress game. Thus multiple games may exist. A user may choose which game to play by specifying the host number of the King Rat of the game desired. This is usually found out by agreement among the players, but the searching algorithm simplifies it. No gateways are involved except as they fulfill their normal functions of linking networks together. "There is no centralized service for MazeWars; in fact, I think it's impossible to play the same game on different Ethernets, since the packets it uses aren't Pups, and therefore aren't transmitted by Pup gateways." -- Craig.Everhart at CMU-10A This is totally incorrect. A game may be played between any machines that are connected over any number of gateways. (I once played a game where I was in Rochester, NY, and one opponent was in El Segundo, CA, and a third in Palo Alto, CA. The response time was not much worse than in a local net game.) The data packets themselves are stuffed into Pups and transmitted/received as any other Pup is. Your claim is more accurate for TREK (see below) than for Mazewar. When Mazewar was first introduced, the net traffic it engendered resulted in the management at Xerox edicting that people would not play during working hours. It was a very popular game. The inventors even had programs which could smash an arbitrary Mazewar program (by sending a quit packet to it) when people were deemed to be causing problems. TREK's speed depends noticeably on the number of players playing, although I don't think this is because of net traffic so much as machine limitations. TREK operates by sending all packets to a standard address, and each instantiation of it listens to that specific address. This caused a lot of problems early on since the standard address was not always available on a given net, and since a TREK game is limited to a single network (multi-network addresses were not supported; this may have been fixed, but I don't know), you couldn't always predict when TREK would interfere with someone on your network. Of course, one could always reserve specific addresses for TREK, but that kind of thing doesn't always sit well with network administrators. TREK's use of distributed databases essentially results in every machine having a copy of certain public information. Certain other information is not public - like the state of damage to a given ship (all the outside games see is the level of the shields and perhaps some erratic movement.) This has certain advantages, like preventing the game from being dependent on the status of a particular participant. However, just choosing random addresses is not a good idea, as we found out. Better would be to have the initial game use it's own address. A machine need not be up in order for other machines to listen for packets sent to it. And the fact that that game established its own address as a valid destination for game packets is an indication that the machine is not going to be interfered with. Of course, if the game outlasts the initial machine's involvement (since that player quits before the game is over), the use of its address would be a performance problem. In this case some mechanism should be established for switching the broadcast address to one that is currently involved in the game. -- Larry -- ------------------------------ Date: 1-Sep-82 10:10PM-EDT (Wed) From: Nathaniel Mishkin <Mishkin at YALE> Subject: Speaking of home video games I see that various non-(video game manufacturers) (e.g. US Games) are finally making "software" (i.e. cartridges) for other people's (e.g. Atari) video games. Does anyone happen to know how these people got or figured out the format for the cartridges and the code? I'm curious whether it took this long since the introduction of cartridge-based games for some grunt to disassemble (i.e. uncompile) some ROM (would have been great fun). Or maybe they got a license (less fun). ------------------------------ Date: 30 Aug 82 22:23:53 EDT (Mon) From: Steve Bellovin <smb.unc@UDel-Relay> Subject: network games The best network game I ever saw was the POLI-SCI Digest. I didn't learn as much from it as I learned from games like HUMAN-NETS and TELECOM, nor is it as funny as USENET -- but oh the gamesmanship.... --Steve ------------------------------ End of HUMAN-NETS Digest ************************