However, for the Prolog language this is even more vital. Here in 2014, no one has created one?!
After doing the Nani-World tutorial at the AMZI-Prolog website students are excited by how simple it was. And for very little extra programming the program become better and better. They might go on to imagining if it was not simply a tutorial but a real game. Played with many people characters at once. That is what this project is about among other things. See what is meant by this at
It turns out that being a MUD keeps a sane description of the minimized version of the code. But really it is an application framework (much the way Tomcat is a web application hosting framework). Some games (PrologMUD is no different) end up becoming miniature operating systems with 1000s of moving pieces and the type of problems/solutions being worked on in the layers of the game involve very different methodologies; Take a game like Doom II with Pathfinding, physics, image asset delivery to networked clients, mini-C interpreter for AI and rockets powered weapons, 3D rendering, Client networking to stay in sync, AAS (Area Awareness System) etc etc etc. PrologMUD has all of these (except 2D rendering in place of 3D rendering) plus natural language understanding, theorem prover, behaviour planner, neural simulator, STRIPS, CYC, CG-KIF and a crap-load of other acronyms.
10% code is Process management and client networking 10% is the Object Orientation smoothing layer (isa/genls hierarchy)
WEB TELNET http://prologmoo.com/hmud/
SOURCE CODE https://github.com/TeamSPoon/PrologMUD
MUD HTTP http://mud.prologmoo.com:3020/mud/
MESSAGE BOARD THREAD - http://www.intfiction.org/forum/viewtopic.php?f=38&t=13717&sid=e1fe6aa4ebb6fda6f2a502a3c26d495d
Added Cutted Forward Chaining =!=> as a signal to stop processing rules on first success