by DonHopkins | 2025-05-09 19:44:59+00:00
Recursively a thread from 2019:

https://news.ycombinator.com/item?id=21896227

Including:

https://news.ycombinator.com/item?id=21897355

dang on Dec 28, 2019 | parent | context | favorite | on: Robot Odyssey (1984)

A thread from 2018: https://news.ycombinator.com/item?id=17421175

2014: https://news.ycombinator.com/item?id=7118649

DonHopkins on Dec 28, 2019 | parent | context | favorite | on: Robot Odyssey (1984)

Dag nabbit dang, you beat me to it! That 2018 thread about Robot Odyssey Online had a link to a Slate article mentioned some stuff about Alan Kay's high regard for Robot Odyssey, who somebody quoted, then he posted a correction to the article himself, and I posted some other discussions about it with him as well (and some links to other papers about related stuff by Chaim Gingold, Kurt Schmucker, and Dan Ingalls). Robot Odyssey was brilliant and waaaay before its time, and as Alan Kay said: Warren Robinette is a very special designer! He was the creator of one of the first known easter eggs in a video game: Atari Adventure, released in 1979 on the Atari 2600.

(I happen to be wearing my Factorio t-shirt right now! That's another robophilic game too, notoriously known as "programmer crack".)

>nlawalker on June 29, 2018 [-]

>From the Slate article: "When Teri Perl described the project to legendary computer scientist Alan Kay, he said, “You’re wasting your time. It can’t be done.” That is, the basic idea was simply too complex to run on an Apple home computer. When Robot Odyssey shipped, the company gave Wallace a plaque that said, “It can’t be done. —Alan Kay.”"

>That's an awesome story.

>alankay1 on June 29, 2018 [-]

>An "awesome story" that isn't the way it happened (as with too many "awesome stories"). See the comment I made (posted below by niawalker). To summarize here, I said I love "Rocky's Boots", and I love the basic idea of "Robot Odyssey", but for end-users, using simple logic gates to program multiple robots in a cooperative strategy game blows up too much complexity for very little utility. A much better way to do this would be to make a "next Logo" that would allow game players to make the AI brains needed by the robots. So what I actually said, is that doing it the way you are doing it will wind up with a game that is not successful or very playable.

>Just why they misunderstood what I said is a bit of a mystery, because I spelled out what could be really good for the game (and way ahead of what other games were doing). And of course it would work on an Apple II and other 8 bit micros (Logo ran nicely on them, etc.)

>From: Alan Kay Date: Mon, 12 Nov 2007 13:55:27 -0800 (PST) Subject: Re: Just curious ... To: Samuel Klein, Don Hopkins, Chris Trottier, John Gilmore

>Hi SJ --

>Robot Odyssey is another game that would benefit from having a clean separation between the graphical/physical modeling simulation and the behavioral parts (both the games levels and the robot programming could be independently separated out) -- this would make a great target for those who would like to try their hand at game play and at robot behavioral programming systems.

>This is a long undropped shoe for me. When I was the CS at Atari in 82-84, it was one of our goals to make a number of the very best games into frameworks for end-user (especially children's) creativity. Alas, Atari had quite a down turn towards the end of 83 ... We did get "the Aquarium" idea from Ann Marion to morph into the Vivarium project at Apple ... And some of the results there helped with the later Etoys design.

>Cheers,

>Alan

>From: Alan Kay Subject: Robot Odyssey

>I actually argued with him [Will Wright] and Maxis for not making SimCity very educational. E.g. the kids can't open the hood to see the assumptions made by SimCity (crime can be countered by more police stations) and try other assumptions (raise standard of living to counter crime) etc. I've never thought of it as a particularly good design for educational purposes.

>However, I have exactly the opposite opinion of Robot Odyssey, which I thought was a brilliant concept when the TLC people brought it to me at Atari in the early 80s. (Rocky's Boots is pretty much my all time favorite for a great game that really teaches and also has a terrific intro to itself done in itself, etc. Warren Robinette is a very special designer.).

>The big problem with Robot Odyssey (as I tried to explain to them) was that the circuits-programming didn't scale to the game. They really needed to move to something like an object-oriented event-driven Logo with symbolic scripting to allow the kids to really get into the wonderful possibilities for strategies and tactics. (BTW, Etoys is kind of an OO event-driven Logo (not an accident), and the next version of it has as a goal to be able to do Robot Odyssey in a reasonable way. This got delayed because of funding problems but we now have funding and are really going to do it this year. Want to help design and build it?)

>From: Alan Kay Date: Thu, 3 May 2018 07:49:16 +0000 (UTC) Subject: Re: Blocky + Micropolis = Blockropolis! ;)

>Yes, all of these "blocks" editors sprouted from the original one I designed for Etoys* more than 20 years ago now -- most of the followup was by way of Jens Moenig -- who did SNAP. You can see Etoys demoed on the OLPC in my 2007 TED talk.

>I'd advise coming up with a special kid's oriented language for your SimCity/Metropolis system and then render it in "blocks".

>Cheers

>Alan

>------------- * Two precursors for DnD programming were in my grad student's -- Mike Travers -- MIT thesis (not quite the same idea), and in the "Thinking Things" parade programming system (again, just individual symbol blocks rather than expressions).

>From: Don Hopkins Date: Fri, 4 May 2018 00:43:56 +0200 Subject: Re: Blocky + Micropolis = Blockropolis! ;)

>I love fondly remember and love Thinkin’ Things 1, but I never saw the subsequent versions!

>But there’s a great demo on youtube!

https://youtu.be/gCFNUc10Vu8?t=24m58s

>That would be a great way to program SimCity builder “agents” like the bulldozer and road layer, as well as agents like PacMan who know how to follow roads and eat traffic!

Micropolis Online (SimCity) Web Demo (with PacMan following roads and eating traffic):

https://www.youtube.com/watch?v=8snnqQSI0GE

>I am trying to get my head around Snap by playing around with it and watching Jens’s youtube videos, and it’s dawning on me that that it’s full blown undiluted Scheme with continuations and visual macros plus the best ideas of Squeak! The concept of putting a “ring” around blocks to make them a first class function, and being able to define your own custom blocks that take bodies of block code as parameters like real Lisp macros is brilliant! That is what I’ve been dreaming about and wondering how to do for so long! Looks like he nailed it! ;)

>Here’s something I found that you wrote about tile programming six years ago.

>-Don

>Squeak-dev:

http://squeak-dev.squeakfoundation.narkive.com/7ZN0H3vt/etoy...

>Etoys, Alice and tile programming ajbn at cin.ufpe.br () 6 years ago

>Folks,

>I have been trying the new version of Alice <www.alice.org>. It also uses tile programming like Etoys.Just for curiosity, does anyone know the history of Tile Programming? TIA,

>Antonio Barros PhD Student Informatics Center Federal University of Pernambuco Brazil

>Alan Kay 6 years ago

>This particular strand starting with one of the projects I saw in the CDROM "Thinking Things" (I think it was the 3rd in the set). This project was basically about being able to march around a football field and the multiple marchers were controlled by a very simple tile based programming system. Also, a grad student from a number of years ago, Mike Travers, did a really excellent thesis at MIT about enduser programming of autonomous agents -- the system was called AGAR -- and many of these ideas were used in the Vivarium project at Apple 15 years ago. The thesis version of AGAR used DnD tiles to make programs in Mike's very powerful system.

>The etoys originated as a design I did to make a nice constructive environment for the internet -- the Disney Family.com site -- in which small projects could make by parents and kids working together. SqC made the etoys ideas work, and Kim Rose and teacher BJ Conn decided to see how they would work in a classroom. I thought the etoys lacked too many features to be really good in a classroom, but I was wrong. The small number of features and the ease of use turned out to be real virtues.

>We've been friends with Randy Pausch for a long time and have had a number of outstanding interns from his group at CMU over the years. For example, Jeff Pierce (now a prof at GaTech) did SqueakAlice working with Andreas Raab to tie it to Andreas' Balloon3D. Randy's group got interested in the etoys tile scripting and did a very nice variant (it's rather different from etoys, and maybe better).

>Cheers,

>Alan

Warren Robinett:

https://en.wikipedia.org/wiki/Warren_Robinett

Rocky's Boots:

https://en.wikipedia.org/wiki/Rocky%27s_Boots

Robot Odyssey:

https://en.wikipedia.org/wiki/Robot_Odyssey

Here's The Programming Game You Never Asked For:

https://blog.codinghorror.com/heres-the-programming-game-you...

The Hardest Computer Game of All Time: It was called Robot Odyssey, it took me 13 years to finish it, and it sealed my fate as a programmer.

http://www.slate.com/articles/technology/bitwise/2014/01/rob...

Chaim Gingold's Gadget Background Survey:

http://chaim.io/download/Gingold%20(2017)%20Gadget%20(1)%20S...

A Taxonomy of Simulation Software:

http://www.donhopkins.com/home/documents/taxonomy.pdf

The Fabrik Programming Environment:

http://www.donhopkins.com/home/Fabrik%20PE%20paper.pdf