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- Newsgroups: rec.games.diplomacy
- Path: sparky!uunet!stanford.edu!CSD-NewsHost.Stanford.EDU!Xenon.Stanford.EDU!jek
- From: jek@Xenon.Stanford.EDU (James E. Kittock)
- Subject: Re: Imminent death of the Net predicted; film at 11
- Message-ID: <1992Nov18.203004.6077@CSD-NewsHost.Stanford.EDU>
- Sender: news@CSD-NewsHost.Stanford.EDU
- Organization: Computer Science Department, Stanford University.
- References: <1992Nov18.082818.9864@news.weeg.uiowa.edu> <CLUNE.92Nov18014651@physics2.berkeley.edu> <1992Nov18.172630.1015@muddcs.claremont.edu>
- Date: Wed, 18 Nov 1992 20:30:04 GMT
- Lines: 31
-
- In article <1992Nov18.172630.1015@muddcs.claremont.edu> irilyth@fenris.claremont.edu (Josh Smith) writes:
- >In a prior article, Tom (clune@physics.berkeley.edu) writes:
- >> It seems that we need to divide the role of the judge into two parts.
- >
- >I've thought about various client-server models for the judge, and haven't
- >really been able to come up with any. However, another scheme for splitting
- >the judge occurred to me the other day: it might be easier to get people to
- >create a number of single-variant judges rather than a single multi-purpose
- >one.
-
- This sounds like a good idea. Might want to have
- several of each type of judge or whatever. One
- question we would need an answer to is: does it take N
- times as much effort to manage a judge running N games
- as it takes to manage a judge running 1 game. In other
- words, when does managing a judge become a real chore?
-
- Another thought is this: only allow one game per person
- per server. I realize that some people like to be
- involved in 20 bazillion games at once, but this just
- exponentiates the demand on judges. Better to play a
- little than none at all.
-
- I wonder if Ken would provide us with some usage
- statistics at some point? I am esp. curious about the
- number of games per player.
-
- --james
- --
- james kittock -- cs grad student
- "Adaptation is a recursive process in living systems." -- Alex. M. Andrew
-