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Design Idea: the social score #126

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mokun opened this issue Nov 9, 2018 · 1 comment
Open

Design Idea: the social score #126

mokun opened this issue Nov 9, 2018 · 1 comment

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@mokun
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mokun commented Nov 9, 2018

This thread is dedicated to discussing how to rate a settlement socially.

As suggested in here and here, we should work toward creating goals and achievements that create challenging scenarios for players.

To do so, we must find a way to measure the progress of developing a settlement.

To measure how well a settlement is doing, no doubt we need some sort of metrics.

For now, we do have a simple working modeling of Relationship, which is defined as the permutation score between two individuals. See Relationship wiki page.

For instance, {A, B} keeps track of the opinion of a person A toward a person B.

However, it's an one-way opinion score. Thus, we need {B, A} to keep track of the opinion of a person B toward a person A.

This design is still primitive and doesn't consider group dynamics such as how people interact with one another in a group setting.

Also, we do NOT distinctly consider the difference between friendship and hierarchical relationship such as the one between supervisor and subordinate.

In the next few builds, we will add the keyword 'social' in the chat console or chatbox to show (1) the social/relationship score of each settlement, (2) the overall score for all settlement, and do (3) a rack-and-stack of these scores.

Feel free to comment, discuss and provide feedback on this idea.

For all metrics, open a new issue with the title "Design Idea : xxx"

mokun added a commit that referenced this issue Nov 9, 2018
r4533
2018-11-09

Note: this build demonostrates the use of social/relationship score as
a metric for measuring achievement as discussed in issue
#126
, #121 , and
#86

## NEW
1. Add getRelationshipScore() in ChatUtils.

## CHANGE
1. Recognize "relationship", "social", & "relation" as keywords for
   all parties (MarsNet system, individual settlement & settler)
   in ChatUtils.
2. Retrieve the overall social score in askSettlementStr() and
   askSystem() in ChatUtils.
3. Rack and stack each settlement's social score in
   askSystem() in ChatUtils.
mokun added a commit that referenced this issue Nov 10, 2018
r4537
2018-11-09

Note 1: this build somewhat relates to issue
#126
and issue #86

## CHANGE
1. Modify askPersonRobot() in ChatUtils to tabulate the results of
   each relationship permutation score.
mokun added a commit that referenced this issue Nov 20, 2018
r4569
2018-11-19

Note: this build adds an overall science score for ranking settlements
as discussed in #144 .
The implementation is similar to the social score in
#126

## NEW
1. Add "score" keyword in ChatUtils to show the overal scores of all
   settlements in science and social area.
2. Add getScienceScore(), getCompletedCollaborativeStudies(),
   getOngoingCollaborativeStudies(), and getAllFailedStudies() in
   ScientificManager.
3. Add setDescription() in Person.

## CHANGE
1. Move getRelationshipScore() from ChatUtils to RelationshipManager.
@mokun
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mokun commented May 25, 2023

Allow a relationship to have 3 aspects in this.

mokun referenced this issue Nov 14, 2023
11.13.2023

- fix: correct setOpinion() in Relation
- fix: check if getOpinion() is null in Relationship's hasRelationship()
- change: randomize the initial relationship to a greater degree
- change: make respect most likely to change
		  make care somewhat likely to change and
          make trust the least likely to change
- change: set EMPTY_OPINION to (50, 50, 50)

Relates to #458 and
9213720
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