HDTenEightyP/NetNews huggingface dataset:
From: thalerj@cps.msu.edu (Jay C Thaler)
Subject: Re: Irony awards: new candidate
Originator: thalerj@snapper.cps.msu.edu
Reply-To: thalerj@cps.msu.edu (Jay C Thaler)
Organization: Dept. of Computer Science, Michigan State University
Date: Fri, 20 Nov 92 19:39:03 GMT


The current Angry Men is hardly lead by Crack Pot.  Ghandi [formerly
D'Spayre] sets everything up managerial-wise.  Crack Pot has been
QB/BC/whatever a few times, but didn't really pull our team together.
He communicates so little with the team outside of games [read: not at 
all], and plays in so little of the scrimmages [read: none] that I find
it hard to think of him as a member of the team.  He does play in the
important games and has helped, I admit, though.

Sorry just had to clear that up.  :)  Perhaps the AM's biggest weakness
is it's lack of game-time Captain.  

-Rear Admiral Crowbar
 ^^^^^^^^^^^^
 [Yep, I made it, finally. And my stats are high enough that I will be
  able to make Admiral on 4x DI!  I will probably have about 200 hours
  playing time by then!  Woe is the life of a non-career-scummer.]
From: jmn@crown.berkeley.edu (J. Mark Noworolski)
Newsgroups: rec.games.netrek
Subject: Whatever happened to? Minimal clue server?
Date: 18 Nov 1992 06:55:17 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: crown.berkeley.edu

I recall somebody proposing here some mods to the server to assure that the
twinks playing AT LEAST read messages and booting them otherwise...

Somebody had suggested something like:
GOD-> R3 > Are you a twink? Send 'no' to yourself to keep playing in < 30sec
R3-> R3 > no
GOD-> R3 > Welcome aboard!

Otherwise the twink gets ejected after 30 seconds....

Anybody worked on this at all?
Passing Wind 
(on a particularly clueless evening)
Newsgroups: rec.games.netrek
From: gli@nyx.cs.du.edu (Garry Li)
Subject: Biggest Scum Ever
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Thu, 19 Nov 92 19:29:36 GMT


Today when I was playing netrek on patriot, some one logged in from MIT
with a name Sun (dont remember exactly what follows) BOY. The funny thing
is that he has make captain with 30 kills and 9 death. He has played for
2 hrs but took 170+ planet(27+ planet ratio) and 5+ bombing ration and
6+ defense ration. I thought that his stat may be messed up for soem
reason but he said it was skill. :-)

When I(K0) and K7(another guy from MIT) claimed to switch to other team t

ogg him, he quit immediately. 

Please, if you see him playing on patriot again, please OGG him for me,
and for your own sake. 'Cuz if every rank scum start playing on patriot,
there will never be fun game anymore.

Thanx.

lg731

s
From: news@organpipe.uug.arizona.edu
Newsgroups: rec.games.netrek
Subject: Neural Net cloak recognition
Date: 22 Nov 92 22:10:02 GMT
Organization: University of Arizona UNIX Users Group


Recently I've been working on the use of hardware neural nets
for track recognition in drift chambers.  The long and short
of it is that the problem is nearly identical to spotting cloakers
in netrek.  Seeing as I was a serious netrek-aholic, I couldn't
resist constructing a net for the purpose of cloak spotting.
Below are the results of the test.  Note I am not a computer jocky,
only an undergrad with a cool neural net program, so if I don't
use the right lingo, please don't flame me.

First, the problem is such that 8 robots (ie a team of Hydra) will
recieve approximately 8 cloak position updates total every second.
These updates have an error of 1000 units (galaxy 100,000x100,000)
applied to it in each direction.  Direction and speed are not updated,
but this information is also desireable.

The net constructed is then composed of 8 sets of 3 input neurons
(24 inputs total) corresponding to x,y, and time of update.  The net
has 6 hidden neurons and 4 output neurons.  The outputs correspond to
current position x and y, and current velocity in x and y.

Training patterns were generated by taking a point in netrek coordinates,
with speed/direction identical to that of a netrek ship, and randomly
generating a cloak update data set of a flat distribution for the
last second.  Speed, direction, and initial position were also determined
randomly by a flat distribution.  Speed and direction were not varied,
since data is only 1 second old, variations are negligible and a net
which tried to account for such variations would have greater error
on a straight line fit.

After 20 million training patterns were passed through the net,
the following results were produced.

Position:
# units error	Percent of data
 50		13	
100		25
150		37		(the width of a ship is 300 units)
200		48
300		65
500		93

Velocity:
Warp error/dir	Percent of data
1		21
2		36
3		50
4		61
5		72
6		80
7		87

The error for position above was calculated as the 2 norm of produced
position to correct position, while velocity is simply the difference
in either direction (1 norm / 2).  Thus an error of 1400 is reduced
slightly larger than a ship width.  The velocity fit was rougher
than I might have expected, given a ship going say warp 5 with
x comp 3, y comp 4, a fit between x warp 0, y warp 1 and x warp 6,
y warp 7 is approximately 50% likely.  Thus the net will fit your vauge
direction and speed, but probably not good enough for a torp hit from
8000 units.  It would be possible of course to construct a net with
more data, say 16 points for the last two seconds.  This should reduce
error to both position and velocity even further.


			- Jeff (Miles Teg, bentwidomaleya, hydra))

My newsfeed is so flakey, I hope I'm not the only one who
will ever read this...
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: RSA complaints (answer to)
Organization: FSU nuclear physics
Date: Mon, 23 Nov 92 15:41:23 GMT

>
>Is _that_ the justification for all of this?  That it will be easier
>to change keys?  I thought it was because you didn't trust server gods
>not to make blessed borgs (or to publish reserved.c, as you did in
>with an early INL release).  Maybe if you went through and wrote down
>all your security assumptions and all the mechanisms that you see
>using for adding clients, servers, throwing out keys, etc, then you
>can explain what all of this is good for.  I don't see that throwing
>out an RSA key and getting a new one is really any easier than throwing
>out a private reserved.c-type key and getting a new one.  In either case
>the client needs to be recompiled, yes?
>
>>Right now RSA may be causing a little pain.  But in the long run it
>>will be better.  Be patient.  Things will get better.
>

Apologies for not attributing the above, my newsreader, my e-mail, and
I just had a small war.  The newsreader almost successfully ogged me.  The
e-mail (obviously not clued) flew off on a completely unrelated tangent.

Let me see if I can put this in perspective.  Right now we have a 
situation where a server god with THE reserved.c can decide that x should
be available in his client.  He doesn't think it is a borg feature.  Server
god B thinks this is a borg feature and he doesn't want it on his system,
but A has blessed it and there's nothing he can do about it.

New scenario with public key.  Each server god (and player for that matter)
gets his own key.  Server god A makes his client and adds its key to his
list of allowed keys.  Server B doesn't add it so it can't play on his
system.  Everyone is happy. (Except for people out of the USA, and they
seemed to have fixed that.)  Server god C, whose very generic client was
O.K. with everyone, has his key compromised.  On discovery of this he
generates a new key and tells everyone.  The borgs made with his compromised
key are instantly worthless because the server gods lock out that key.
   Another factor here, I have a machine that none of the current
reserved.c gods have access to.  It's my IBM PC running DV/X, so they can't
log into it.  How currently do I get blessed binaries?  They have to give
me the current reserved.c.  At which point I could begin writing borgs.
With the new system I generate my own key and bless my own client.  I then
ask the server gods to allow my key and, being reasonable people who know
I don't like to play borgs (:>) give me access.  I post my client and again
everyone is happy.

Sherlock

Roger
books@fsunuc.physics.fsu.edu
From: jwh@cs.bham.ac.uk (James "Oolon Colluphid" Hawtin)
Newsgroups: rec.games.netrek
Subject: PGP client
Date: 20 Nov 92 19:10:04 GMT
Reply-To: jwh@cs.bham.ac.uk
Organization: School of Computer Science, The University of Birmingham, UK

They well be a new PGP client for people in the real world...... Allowing us to play
on RSA servers also there will be PGP servers for us....

Anyone outside the US and Canada. Please contact me in about a weeks time, I have a
test client running but haven't encrypted any keys yet.

				James

PS You can stop flaming me now.
From: jwh@cs.bham.ac.uk (James "wibble" Hawtin)
Newsgroups: rec.games.netrek
Subject: Metaserver Charon
Date: 23 Nov 92 00:47:29 GMT
Reply-To: jwh@cs.bham.ac.uk
Organization: School of Computer Science, The University of Birmingham, UK

Can the metaserver on charon also tell us if the server is RSA on not the. Then metaserver clients can automatically switch the client to the approprate one :-)


			james.
Newsgroups: rec.games.netrek
From: tz@ll.mit.edu (Taras Zommers)
Subject: Re: IC forfiets
Organization: MIT Lincoln Laboratory
Date: Mon, 16 Nov 92 21:44:44 GMT

In article <Qf1=KTW00awXApf0ZX@andrew.cmu.edu> Michael Juster <MrYuk+@CMU.EDU> writes:
>Excerpts from netnews.rec.games.netrek: 13-Nov-92 Re: IC forfiets Taras
>Zommers@ll.mit.edu (920)
>
>> All I want to know is who set up the time.  Midnight is unreasonable as far
>> as I'm concerned.
>
>
>Then you should find another game to play.
>
>As far as getting computers to be available, this is the ONLY time.
>
>-Mike
>Admiral chi - (bronco, rwd4, discovery, doorstop, sturgeon and coming
>soon to server near you)

That is the point though... it is only a game and I will not drive all the
way back to work at midnight to play netrek... and why is it that every
other game we've played the teams have been able to find computers in the
early evening or on the weekends.  
Newsgroups: rec.games.netrek
From: artc@iplmail.orl.mmc.com (Art)
Subject: Looking for server GOD for fife
Organization: MMC
Date: Tue, 17 Nov 1992 19:33:31 GMT


I am looking for the server GOD for FIFE..
are you out there ?????
or if anyone who knows his e-mail address
please let me know


thanks
Art
Newsgroups: rec.games.netrek
Subject: Re: Lag and the standard on bronco (SC bombers rule!)
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Date: Tue, 17 Nov 1992 13:55:40 GMT
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

Erik writes
> New opening strategy: Give everyone on Side Salad! kills.  Since they
> play optimally, you have about 200 free armies to use.
> 
> Erik
> ---=

Please do.  Its not like we need the help in winning :-)

Rob
From: echeverr@scf.usc.edu (5150)
Newsgroups: rec.games.netrek
Subject: Re: GB at LAR
Date: 17 Nov 1992 18:07:28 -0800
Organization: <censored>
NNTP-Posting-Host: skat.usc.edu

In article <Asdgoaihsdgoihwg@xcf> blojo@xcf.berkeley.edu (Jon Blow) writes:
>5150 writes:
>> Utter bullshit.  Any USC team has to deal with the exact same kind of lag
>> playing outside of Southern Cal.  We will play our games at calvin because
>> it's the only advantage we can get. . .

>So what you're saying is that you have the right to ruin other teams'
>records just because you have a consistently lame connection.

So what you're saying is that we must resign ourselves to ruin our record
just because we have a consistently lame connection.

Gawd, you Berkeley people must be really pissed at us twink Trojans for beating
you.  Your whining is getting worse than Exodus' over the Hell Bagel's game.
I'm sure you'd rather we played all our games away to make it 'fair'.

Let me put it this way:  We are cursed with a loser Cisco router somewhere up
the CERFnet.  We don't know where it is.  We can't fix it as it is not ours.
We deal with it.  So should you.

5150
enough said
Organization: Robotics Institute, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 18 Nov 1992 13:42:35 -0500 
From: Nanci Ann Miller <nm0w+@andrew.cmu.edu>
Subject: Re: NBR proposal: Another gimmic to help the clueless newbie
Distribution: na

esj@cs.brown.edu (Eugene Santos Jr.) writes:
>         I often get a very very late message from a newbie apologizing
>         for doing something I suggested he not do way way after the fact
>         because they just only saw the message.

Now hang on a second here... most of us "clued" players spend most of our
time looking at the galactic map... which means that in intense situations,
we aren't going to be continuously waiting for so-and-so to send a message.
Some (clued) people only look at the message boards every time they die
(just before they come back in).  I would have to say that this kind of
thing is a fact of life....

Nanci

Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: Screaming at the Sun
Followup-To: rec.games.netrek
Organization: Real/Time Communications
Date: Tue, 17 Nov 92 03:40:44 GMT

hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>[I, Felix, write:]
>
>> I stated that *I* would not come.  I'm not twelve other people.
>
>Perhaps you should not be discussing the matter then, eh?

Come on now, Rob.  It's simply not my problem if certain people cannot
understand simple English text.  In the same manner that it's appropriate
for you to write this post concerning a game you have no vested interest
in, it's just fine for me to post about a game I did play in, yes?

>>[ZZnew guy writes:]
>> >	What does it meant that you could kill your team-mates over the 
>> >lag?  I killed people in Austrailia.  This does not meant that the lag 
>> >did not exist.
>> 
>> It means that the lag was playable enough that I could work with it, and
>> therefore that anyone could work with it, because I suck.
>
>Hmm...not entirely true.  Some good (local) players don't deal well with  
>lag.  You may be better than most at adapting to lag..even though you  
>still suck....:-).

Thanks, man. :)

>> I believe that at most there were two actually ghostbusted individuals 
>> at once.  I suspect that there were less.  The message logs indicate 
>> that the ghostbusters definitely didn't strike four players at once.
>
>Did you offer to sit out players?  Pause the game?

Yes, we sat out players, paused the game repeatedly, queried our out-of-state
players, ran checks on the network, ran checks on the local machine, xhosted
their display over to get an example, and bent over backwards to help them
out.

>> >	I'm not trying to say that TOFW or CrackPot were *ALL* right.  I'm
>> >just trying to say that there are some interesting parallels.  There 
>> >are.
>> 
>> Well, sure.  Hey, both games were also INL netrek games.  And all 
>> players were male.  And we all used keyboards at the same time.  Wow.
>
>Well..there are more interesting parrallel's than this, of course...:-)

parallels.  And yeah, we all were using X Window, and we're probably all
caucasian.

>> >ZZnew guy
>> Felix Sebastian Gallo                              

>Rob
>aka Spaceace!


-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Newsgroups: rec.games.netrek
From: bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE)
Subject: Re: personalized bitmaps
Originator: bjbisset@c00032-118dan.eos.ncsu.edu
Reply-To: bjbisset@eos.ncsu.edu (BILLY JOE BISSETTE)
Organization: Raise A Great Old One Foundation
Date: Tue, 17 Nov 1992 03:13:32 GMT


  Don't forget the bitmaps that look like torps or plasma.  And depending on
how it is implimented, you may be able to make yourself "invisible," with
either only small dot(s) defined as your ship or no dots defined.  What do you
care if you can't see yourself, you know where you are, at the center of the
screen.
-- 
----------bill the insane cultist, bjbisset@eos.ncsu.edu
Please make a donation to the "Raise a Great Old One" Foundation.
Everyone chant with me:  Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
                         Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
Newsgroups: rec.games.netrek
Subject: Re: IC forfiets
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Date: Tue, 17 Nov 1992 13:54:43 GMT
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

ZZ writes

> 	I'm under the impression that Greg picked the time for the game 
> and then found out that he couldn't get the players for it.  Sometimes 
> this sort of thing just happens.  It can happen to any team, and is more
> likely to happen to an @large team.

I completely agree.  This could be the case.  I'm just saying it seems  
pretty odd...and it did.

> 	at any rate, the pick-up game was fun, even if George* does hate 
> me now.
> ZZnew guy

The pickup game was fun, but i'd still have liked to have seen the SS vs  
IC game.

Rob
Newsgroups: rec.games.netrek
From: hde+@cs.cmu.edu (Herbert Enderton)
Subject: Re: Comments during games
Organization: School of Computer Science, Carnegie Mellon
Date: Mon, 16 Nov 1992 06:29:59 GMT

In article <1992Nov16.033637.9499@wam.umd.edu> theodore@wam.umd.edu writes:
>
>I was in the hockey server on Sunday night, after 10, and trying to play.   
>Now, I realize I am no where near the best player on the net.  I have  
>played with a few friends before, but not a serious game, and thought that  
>a serious game might teach me a few things. 
>What I did not need was Red Shirt making fun of me.  I know that I am  
>rather bad at it.  But being insulting is not a way to help me.  I am sure  
>he meant it in the best way possible, to really help my game (that was not  
>sarcastic.  I am sure he meant well.).  But it was not delivered in such a  
>manner.  If that is how many veterans treat us newbee's, then maybe you  
>should think about how the other person is going to take it when you post  
>it on the message board.
>I welcome all replys, flames or otherwise, at the address below.

Sorry, I was in a rotten mood tonight.  "Do you know how to shoot the
puck?" was not intended as an insult, I really wanted to know, yes or
no, and it frustrated me when he didn't answer.  That's a pet peeve of
mine; often in a normal netrek game I'll ask my team "base og soon?" or
something and almost never will people respond "yes" or "no".  Maybe
they'll ogg it, maybe they won't, but apparently they don't think the
question needs to be answered in either case.  But then afterwards I
got more abusive and I really shouldn't have.

I still haven't found an effective way to give advice to a teammate
without his taking it as an insult.  Anybody found a way?  It seems
that most players think they know what they're doing.  (And if they're
being completely ineffective, because what they're trying to do is
futile, they think more people should help them do it!)

 -- Red Shirt
From: sls@aero.org (Sam Shen)
Newsgroups: rec.games.netrek
Subject: INL changes
Date: 18 Nov 92 18:24:16
Organization: The Aerospace Corporation
Distribution: rec
NNTP-Posting-Host: batcomputer.aero.org

I'd like to see the following changes to the INL rules:

1. A captain should be able to pause the game by himself.  This would
have been useful in the GB-LAR game since GB's captain was busted and
we would have liked to pause the game until he returned but couldn't.

2. Get rid of sudden death overtime.  Just have a 15 or 30 min
overtime period.  Sudden death makes sense when scores are few and far
between (like in baseball), but in netrek planets change hands fairly
quickly (more like basketball).

3. There should be a countdown when resuming after a pause.

4. There should be a countdown after regulation play and before
overtime.

5. Before the game begins a player can switch to the home or away side
by sending the appropriate message to himself and so he can receive
the other team's pre-game messages (and miss his own team's.)  The
server should be changed so that the player does not recv the other
team's msgs and still gets his own team's.

	-Sam Shen (sls@aero.org)
Newsgroups: rec.games.netrek
From: smolin@physics.ucla.edu (Smolin)
Subject: Re: GB at LAR
Organization: UCLA Department of Physics
Date: Fri, 20 Nov 92 04:52:18 GMT

In article <BxzLBE.CHt.2@cs.cmu.edu> hill@norman.vi.ri.cmu.edu writes:
>5150 writes
>> You don't get it, do you?  Let me repeat:  We at USC have the exact same
>> "calvin" lag as you guys do when you play at calvin.  If you want us to
>> have shitty lag playing away, but find some other server to accomodate
>> you guys when we're at home, you're nuts.
>
>I'm sorry, but I find this rediculously hard to believe.  The last time I  
>played on calvin, crunchy frog was running circles around me.  I can't  
>believe he had the same lag that I did.
>
I think 5150 meant than players from .usc.edu get bad lag when they play
AWAY, not when they too play on calvin.  So they are screwed in their
away games.....
>
>
>If you mean that you have the same lag playing OUT of usc as we do into  
>usc...i'm unsure.  

Yeah, that's what he meant.....

>I've seen hadley do some pretty amazing stuff on  
>bronco...stuff that I can't do on calvin.  Hadley may just be  
>awesome...either that or the lag was good that day.  
>

I don't think Hadley plays from usc.edu.  I think he is at UCI......

>> Allow me to extrapolate an example:  LAR lost in overtime to TWNN with
>> "calvin" lag since they were playing at UCLA but thru the USC machines.
>> 
>> Now:
>> a) can the LAR get some respect?
>
>LAR has my respect.  You want me to bow before you as my masters?  I don't  
>think so.
>
Thanks for the respect.  Too bad I wasn't in the TWNN game.  We would
have won for sure.....:-)

I may not be the strongest, but I am pretty strong.......

Flt. Captain Penultimate Man (bronco)
From: adc@tardis.msu.edu (Alan D. Cabrera)
Newsgroups: rec.games.netrek
Subject: netrek reorganization
Date: 20 Nov 92 16:16:42 GMT
Reply-To: adc@tardis.msu.edu
Organization: Michigan State University


While most people don't seem to want to split this newsgroup, there
seems to be a consensis that maybe at least arec.games.netrek.announce,
moderated, would be a good idea.  Barring that, maybe we could come up
with some set of prefixes that people could use in their subjects; this
was another idea that people seemed to like.

One of the problems that these prefixes would have to solve is that
frequently a topic will drift.  If I use my K key then I kill good
articles as well as unwanted ones.  Could there be a standard for
Subject usage that could solve the above problem?

Possible prefixes:

	ANNOUNCE
	FAQ
	INL
	NHL
	NBR or PROG


---
Alan Cabrera				internet:  adc@tardis.cl.msu.edu
Computer Laboratory			phone:     (517) 353-3027
Michigan State University		fax:       (517) 353-9847
514 Computer Center			bitnet:    CABRERA@MSU
East Lansing, MI 48824