Requirements for the News Agent Speech Function Ideas to work out: 1. There is a library/school see ($g.blackwoodschool) where players can go to seek conversation about current events. Agents could be programmed to stay there and wait. Question: how to motivate players to visit, how to inform them about the resource (see below). Larger Question: how can we make current events have a 'real' impact on the gameplay? Ideas: Shopper Agents can be programmed with interest in different topics, like sports, medicine, crime, military history. And, they will prefer to visit stores where the owner can/will converse about their topic. We can quiz the players with a dialog that begins Agent: did you know about the new heavyweight boxing champions\ Followed by these choices in the dialog box a. you mean Jesse James? b. you mean Robert Koch? c. you mean John L. Sullivan? d. you mean Henri Riviere? Then the player chooses one of these experessions, and the agent replies with either "Yes, I am glad to meet a fellow sports fan, I will plan to shop here more often" or "No, I see you are not knowledgeable about sports, I don't plan to shop here very often." Note: shopper code needs to be reviewed, and a strategy developed so that players giving right answers will ACTUALLY attract more shoppers. Similarly, the prizes won in the Mini-game, described below, also need to have an impact on shopper behavior. Note: the quiz scheme just described will be implemented in news_agents, not shoppers. Thus, the news_agents will need to masquerade as shoppers. DISCUSS. Open Question: How then, are the players supposed to become knowledgable about sports? Answer: the shoppers (really news_agents?) will steer them to the school where other agents are waiting to talk about the news. In addition, news items will appear in the weekly newspaper. The agents in the school will conduct a Mini-game where players score points (that can be converted into prizes, which will in turn attract shoppers to their stores). The newspaper office will contain a 'morgue' of stories organized into rooms, based on the concept abstraction hierarchy. There will be about 12 high level concepts. The morgue rooms will have news 'tickers' where stories are stored. NOTE (12): Birth, Culture, Death, Disaster, Economics, Entertainment, Government, Law, Marriage, Military, Religion, Science The system will monitor the player's progress through the morgue, and when they have completed visiting enough of the rooms, they will become eligible to go to the school, play the mini-game, and earn fabulous prizes. The Mini-game will be modeled on the ProgrammingLand MOOseum quiz agents. The following cases pertain: 1. a player connects, is visited by an agent, and agrees to a conversation 2. a player connects, refuses a conversation, and is visited by a second agent. As noted in blackwood-assgn-3.txt, the agent has a record of players, the history of visits (including the topics discussed, and the news items referenced) Case 1: the player agrees to a conversation, a first-time event Case 2: the player agrees to a conversation, a repeated event Case 3: the player refuses a conversation, a first-time event Case 4: the player refuses a conversation, a first-time event