MUDs (Multiple User Dungeons)

Hasan Timucin OZDEMIR

  1. What is MUD?
  2. History of MUD
  3. Problems with MUD Servers
  4. Available MUD Softwares
  5. MUD and WWW
  6. MUD based Colloborative Applicatios

A MUD (Multiple User Dimension, Multiple User Dungeon, or Multiple User Dialogue) is a multi user , object oriented and programmable platform in which users can log into and explore( mudFAQ). Each user takes control of a computerized persona/avatar/incarnation/character. Users can walk around, chat with other characters, explore dangerous monster-infested areas, solve puzzles, and even create their very own rooms, descriptions and items.

Fifty years ago Vannevar Bush posed the idea for a machine that would give an individual the ability to rapidly manipulate large volumes of information. The Memex as he coined it, would allow documents to be linked together with cross references that could be easily followed. Memex would provide the means to create new documents by seamlessly compositing citations from other documents together at the direction of the operator. The Memex is constructed using mechanical storage and retrieval systems based on the microfilm technology of the time. But it addressed many of the problems of information overload and the importance of timely and flexible data retrieval.

Ivan Sutherland developed a program(Sketchpad) that allowed on screen manipulation of simple objects, as well the ability to describe certain properties of the objects to create as well as simulate electric circuits. His work was the first attemp for the the generations of interactive user interfaces that would follow.

Douglas Engelbart tried to address the issue of people working together, or collaborating, to deal with large volumes of information. The basic premise of his work deals with the issue that one individual is becoming increasingly unable to deal with the levels of complexity that are often present in many real life problems. The goal of collaborative computing tools is to facilitate people working together to create solutions better and faster than a single individual can, if at all. His work, as embodied in The Internet and his oNLine System (NLS) provide a real time interactive interface allowing groups of people to communicate, cross-reference, quote and deal with large amounts of information as a team, even remotely over long distances.

Theodor Nelson identified a new form of media, coined Hypertext, in the nineteen sixties. He described a world spanning network of information repositories containing all the information in the world cross-referenced, linked and transcluded. He designed the Xanadu( short/ long version )

Picosof iDrive was developed primarily as a virtual device interface and process controller. iDrive provided a device independent output layer in the form of an application program interface (API) allowing new output devices to be supported with the creation of a relatively straightforward device drivers. Further, iDrive provided a system level message passing mechanism encouraging parallel object oriented designs running in a preemptive multitasking operating system.

Applications built with iDrive typically comprise many instances of a few simple component objects wired together into an event driven data flow network. Input is acquired through polled and interrupt driven sensor and transducer objects and output is rendered by various device independent component output objects. iDrive allows very efficient event driven applications to be created from libraries of component objects. System level message passing supports encapsulation and compatibility between components implemented using a variety of compiled or interpreted platforms. Device independence allows rapid integration of new and different forms of hardware as it becomes available without requiring the modification of application software.

Adventure is a text simulation of a collection of rooms or interconnected caves and outside areas that can be virtually explored and navigated by the virtual solo adventurer using simple commands like go north, pickup ax, read sign. Each player receives a certain number of points for discovering each room, and bonus points were awarded when special puzzles are solved. Two significant directions emerged from the early Adventure simulations: Multi User Domains and User Extensible Domains.

Multi User Domains allow groups of people to explore as a team or even against each other in virtual battle.

User Extensible Domains allow users to extend the environment by creating new rooms and objects to their specification.

Then, these two directions recently converged along with the maturing of dynamic object oriented programming environments creating the object oriented multi user domain known as Multi User Object Oriented Domain (MOO).

MOO was developed by Stephen White and enhanced by Pavel Curtis as an advanced multi-user, user-extensible domain to the extreme, requiring that a virtual environment must be constructed first before any game can be played. Indeed, the inherent open endedness and flexibility of the MOO environment caused the focus to shift from creating Multi User Domains for cave type games to creating virtual on line communities where the focus of the thousands of participants becomes socialization as well as the growth or extension of the environment itself. MOO provides a highly malleable and rich interactive collaboration space providing interactive(chat), store and forward(mail) as well as posting(mailing list) and news features to its virtual denizens.

Early in 1994, Samuel Latt Epstein incorporated the World Wide Web, into the MOO interactive object oriented environment led to the development of the Web MOO(WOO). WOO enhancements allowed a MOO server to function as a collaborative hypermedia server and WOO Transaction Protocol(WTP) a specification for issuing object/verb requests to a WOO server through the standard URL. WOO server provides

ChibaMOO(The Sprawl) was the first example of WOO server which was publicly accessible web server and multimedia MOO on the Internet. This kind of servers are also known as Collaborative Hyperarchical Integrated Media Environment (CHIME) server. Denizens of this WOO cyberscape can both create objects and rooms consisting of text, and graphics and sounds as well as create dynamic World Wide Web home pages.

A collaborative hypermedia servers has problems

CardiffMOO is a small research site that is responsible for some of the early developments providing gateways between MOO and other MOOs as well as between MOO and the World Wide Web.

WorldMOO[world] in Seattle, UltiMOO[ulti] in Sydney, HyperMOO[hyper] in Sapporo and MOOhalo[halo] in Hawai'i each provided full Web/Moo functionality and provided a level of intersite communication via remote paging and linked multi channel facility. Thsese WOO servers succeeded in providing additional capacity while distributing the load, however, it was still subject to the problems of an only partially scalable hub based design. Further, while the intermoo communication facilities functionally worked, a transparent feel was missing preventing a feeling of cohesiveness between the different sites.

SenseMedia deployed The Virtual Venue[latt epstein] on December 7, 1994 and this utilized a hub based network setup to connect the various servers together into a single virtual distributed server, each server supporting between 50 and 150 people in real-time. This hub based design supported nearly fifteen hundred people and was potentially scalable to twice as many however, the hub based design is very susceptible to failure of the hub disabling the entire network.

The MOOniverse Project was launched to create a fully scalable, distributed collaborative hypermedia environment. The MOOniverse Project consists of a WOODS distributed server known as SprawlCore, is an easily installable collaborative hypermedia server with a preloaded database containing all the basic web and moo functionality, and a hubless, packet routing inter server network. SprawlCore based servers achieve near transparent socialization and navigation functionality between servers allowing the collaborative network to be grown in a scalable fashion while evenly distributing increasing load. The MOOniverse Project utilizes a highly reliable multipoint routing network known as SunNet in favor of a traditional hub and star network. SunNet supports both direct and indirect gateway connections using dynamic packet propagation to help maintain connectivity even around network outages. SunNet supports both standard and privileged remote verb execution and is the primary network transport layer that intermoo communication and navigation is based upon.

MOOniverse Project extends The Virtual Venue proof of concept prototype by replacing the hubbed network with a hubless, multipoint mesh. This hubless network known as SunNet[mills] provides a truly scalable, redundant and reliable platform for the distributed collaborative hypermedia server. MOOniverse Project enhances basic MOO communication and navigation functions with heirarchical domain addressing extensions, providing seamless communication and navigation between servers.

nMOO is an attempt to introduce the concept of Remote Procedure Call (RPC) into the MOO programming language; it provides both the low-level bindings to an RPC mechanism and a mechanism-independent abstraction for remote and local RPC services.

The Storyspace hypertext system was developed by writers who sought to build a tool which would encourage the process of writing, and which would provide techniques useful in the creation of hypertext fiction. Storyspace is a classic hypertext system, providing for one-to-many and span-to-span unidirectional links. Storyspace was originally intended to be a single-user and single-reader system. Therefore, it provides only limited workgroup and versioning support, and does not support simultaneous users on networked machines. A prototype system to support a collaborative hypermedia writing space where users may write documents, annotate others' documents, engage in critical discussion, and have on-line classes or seminars is being developed based on the MOO architecture by Meyer, et.al.. The MOO architecture of rooms connected by various passages is matched to the hypertext architecture of nodes connected by links.

References

  1. MOO Home Page
    http://www.moo.mud.org/

  2. MOO/MU* Document Library
    http://lucien.sims.berkeley.edu/moo.html

  3. MOO Central
    http://www.pitt.edu/~jrgst7/MOOcentral.html

  4. Thigpen's MUD page
    http://www.ccs.neu.edu/home/thigpen/html/mud.html

  5. Bibliography of Electronically Available Sources: MOOs, MUDs, MUCKs, and MUSHs
    http://www.cas.usf.edu/english/walker/bibliog.html
    http://www.cas.usf.edu/english/walker/moos/bib2.html

  6. MOO net
    http://www.cm.cf.ac.uk/User/Andrew.Wilson/MOO-net/

  7. MOO net
    http://www.cm.cf.ac.uk/User/Andrew.Wilson/MOO-net/vrooms.html

  8. Educational Technology: Educational VR (MUD) sub-page
    http://tecfa.unige.ch/edu-comp/WWW-VL/eduVR-page.html

  9. LinguaMOO Archive
    http://wwwpub.utdallas.edu/~cynthiah/lingua_archive/archive.html

  10. Aragorn Server
    http://aragorn.uio.no/

  11. Journal of MUD Research
    http://journal.tinymush.org/~jomr/

  12. A Classification Of MUDs by Martin Keegan
    http://journal.tinymush.org/~jomr/v2n2/keegan.html

  13. FREQUENTLY ASKED QUESTIONS: Basic Information about MUDs and MUDding
    http://www.cs.okstate.edu/~jds/mudfaq-p1.html

  14. Collaborative Hypermedia White Papers
    http://sensemedia.net/voodo/1810

  15. ChibaMOO - WOO, Webbed Object Oriented Multiuser Domains by Samuel Latt Epstein
    http://sensemedia.net/woo

  16. ChibaMOO - Web + MOO = WOO (Webbed Object Oriented Multiuser Domains) by Samuel Latt Epstein
    http://sensemedia.net/about

  17. WaxWeb
    http://bug.village.virginia.edu/

  18. The Sprawl
    http://sensemedia.net/sprawl

  19. UltiMOO
    http://sensemedia.net/ultimoo

  20. Weyrmount
    http://sensemedia.net/weyrmount

  21. WTP
    http://sensemedia.net/108

  22. LambdaMOO Programmer's Manual
    ftp://ftp.lambda.moo.mud.org/pub/MOO/html/ProgrammersManual_toc.html

  23. LambdaMOO Papers
    ftp://ftp.lambda.moo.mud.org/pub/MOO/papers/README

  24. MUDs
    http://www.godlike.com/muds/mres/research.html

  25. Collaboration Transparency
    http://computer.org/internet/ic1997/w2toc.htm

  26. MUD
    http://www.america.net/~bancroft/moo.html

  27. web2mush: Serving Interactive Resources to the Web by Glenn Crocker in The Second World Wide Web Conference '94: Mosaic and the Web http://www.ncsa.uiuc.edu/SDG/IT94/Proceedings/DDay/crocker/tech.html

  28. Integrating the Two Most Exciting Internet Applications: The World-Wide Web and Multi-User Domains by Lee Newberg http://bio-3.bsd.uchicago.edu/Staff/Web_Notes/MOO-WWW.html

  29. Technical Aspects of Web/MOO Integration by Lee Newberg and Richard Rouse III http://www.bsd.uchicago.edu/Staff/Web_Notes/MOO-technical.html

  30. TaTTOO'95 On-Line - A Report by Mark Skipper and Chris Hand http://www.cms.dmu.ac.uk/~cph/Publications/TOL/tattproc.html

  31. Communication Papers at Sunsite (including MuDs and MOOs) by David Barberi http://sunsite.unc.edu/dbarberi/papers/

  32. WebRoom: InterMUD Communications Protocol with Extensions to VRMLize Multiuser Domains by Chan Fang Khoon, James Seng, J. K. Tan, L. S. Ooi and Tan Tin Wee in INET'97
    http://info.isoc.org/isoc/whatis/conferences/inet/97/proceedings/A6/A6_2.HTM

  33. A MOO-Based Collaborative Hypermedia System for WWW by Tom Meyer, David Blair, and Suzanne Hader
    http://www.ncsa.uiuc.edu/SDG/IT94/Proceedings/VR/meyer.waxweb/meyer.html

  34. CHIME - Collaborative Hyperarchical Integrated Media Environment by Samuel Latt Epstein
    http://sensemedia.net/chime"

  35. WOODS - Web Object Oriented Distributed Server by Samuel Latt Epstein
    http://sensemedia.net:8080/sprawl/MOOniverse.html

  36. Xanadu
    http://eies.njit.edu/~333/review/xanadu.1.html#0

  37. Xanadu
    http://www.xanadu.net/the.project

  38. CardiffMOO
    http://www.cm.cf.ac.uk/User/Andrew.Wilson/CardiffMOO/

  39. LPMOO
    http://www.mars.org/home/rob/lpmoo.html

  40. JHM
    http://jhm.ccs.neu.edu:7043/

  41. MOO CLIENT REQUEST PROTOCOL (MCP)
    http://jhm.ccs.neu.edu:7043/help/subject!mcp-spec

  42. XMCP/1.1)
    http://www.cm.cf.ac.uk/User/Andrew.Wilson/tkMOO-light/xmcp.html

  43. htMUD
    http://www.elf.com/~phi/htmud.html

  44. nMUD
    http://www.ccs.neu.edu/home/dave/labspace/nmoo/nmoo.html#toc1

  45. Collaboration, Knowledge Representation and Automatability
    http://www.w3.org/Collaboration/

  46. The Forum for Computer Supported Collaborative Working
    http://www.csc.liv.ac.uk/~team-it/index.html

  47. WET ICE '96
    http://www.cerc.wvu.edu/WETICE/WETICE96.html
  48. International World Wide Web Conferences
    http://www.w3.org/Conferences/Overview-WWW.html

  49. Electronic Proceedings of the Second World Wide Web Conference '94: Mosaic and the Web
    http://www.ncsa.uiuc.edu/SDG/IT94/Proceedings/WWW2_Proceedings.html

  50. CERC
    http://www.cerc.wvu.edu/

Modified at November 11th, 1997
Prepared by Hasan Timucin Ozdemir