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Remembering MUD1 - The first multiplayer role playing game on the Internet
The roots of all online RPGs date back to 1978... and a PDP-10 computer.
October 22, 2023
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MUD -- Also known as a "Multi-User Dungeon", is a multiplayer, real-time, text-based virtual world and game.  Often played via Telnet orr SSH.

Let’s take a little stroll back to the 1970s… as we explore the history of the very first MUD — and, in fact, the very first multiplayer, online role playing game on the Internet: MUD1

The Inspiration

To truly understand MUD1 (the game which spawned the entire genre of Multi-User Dungeons), we need to go back to 1976 and the release of the first text adventure game: “Colossal Cave Adventure” (or simply ADVENT as it was known), developed by William Crowther.

Colossal Cave Adventure on a PDP-11

ADVENT was such a hit, that another group of developers at MIT (Dave Lebling, Marc Blank, and Tim Anderson) started a new game. Their goal was to expand on ADVENT. Better map. Puzzles. Dungeons and Dragons inspired combat. And a more advanced text input system.

That game, in 1977, was named “Zork”.

Fun side-note: The word “Zork” meant absolutely nothing. It was a made up, nonsense word used as a placeholder for the project. This was common practice at MIT. Before the game was complete, the team changed the name to “Dungeon”. After being released as “Dungeon”, the company that owned Dungeons & Dragons (TSR) got ahold of the developers and requested they not use the name. At which point the name of the game was changed back to Zork. And that’s how it stayed.

The original “Dungeon” version of Zork. Before the name change.

 

The Creation of MUD1

In 1979, two men over in Britain, at the University of Essex, started playing Zork (or, rather, “Dungeon” before the name was changed to “Zork”): Richard Bartle and Roy Trubshaw.

This game gave them the inspiration to create something similar… but multiplayer.

This game was known simply as “Multi-User Dungeon” (as, in a way, it was a “Multi-User” system that was a bit like the game “Dungeon”)… or MUD, for short. In later years it would be referred to as “MUD1” to more easily differentiate it from the growing category of “MUD” games.

According to the official account by Richard Bartle:

“The very first MUD was written by Roy Trubshaw in MACRO-10 (the machine code for DECsystem-10's). Date-wise, it was Spring 1979. The game was originally little more than a series of inter-connected locations where you could move and chat. I don't think it was called MUD at that stage, but I'd have to ask Roy to be sure. Roy rewrote it almost immediately, and the next version, also in MACRO-10, was much more sophisticated. This one was definitely called MUD (I still have a printout of it). The database (ie. the rooms, objects, commands etc.) was defined in a separate file, but it could also be added to during play. However, the result was that people added new rooms that were completely out of keeping with the rest of the environment, and, worse, added new commands that removed any spirit of exploration and adventure that the game may have had.”

At which point — around the spring of 1980 — Richard Bartle took over development from Roy Trubshaw:

“I had been helping Roy with the game-side of things for some time, starting with suggestions for version 1. Roy was mainly interested in the programming side of things, rather than the design of rooms, puzzles and so on. When he left Essex, I took over full control. At that point, there was no objective for the players, and only primitive communication. There was no points-scoring system, there were no mobiles, no containers, and even some of the infrastructure was missing (eg. two people in a dark room, one with a torch: the other still couldn't see). In terms of lines of code, Roy gave me about 25% of what was in the final program (mind you, it was the most essential 25%!). I added all the stuff about getting to be a wizard (which was previously 'debug mode' so implementors - Roy and I - could test out new room complexes we'd added.

Fun bit of trivia: Note how he describes himself as an “implementor”? This was true with the development of Zork/Dungeon as well. In fact, the small team working on Zork often referred to themselves as “imps”… for short.

Looking back on the original MUD, Roy describes the distribution of work thusly:

“Although Roy had written the basis of the system, it wasn't really a game, nor was it completely usable. Sometimes, the implication is given that I merely modified his program, or tidied up a few loose ends, whereas actually I wrote most of it (and unwrote some of it!). At other times, there's the suggestion that Roy just knocked together a basic shell devoid of anything really original or interesting; again, that's incorrect - Roy pioneered MUD programming, and had to design everything from scratch. So the writing of that first MUD was basically a team effort, and the way Roy and I expect to see it described is "MUD was created and written by Roy Trubshaw and Richard Bartle at Essex University in the UK", or words to that effect.”

By early 1980, the first trans-Atlantic, Internet, Role-Playing gaming session occurred:

"At this time, there was an experimental packet-switching system (EPSS) linking Essex University to ArpaNet in the USA. In Spring 1980, we got our first few external players logging in and trying the game out.”

This is a map of the original MUD1 (as drawn by a fan and published in the early 1980s):

That really takes me back. I recall drawing so many similar maps for other types of MUDs (many of which I played on local BBS’s). Some serious childhood memories there.

MUD1 becomes “British Legends”

In 1987, Richard Bartle struck a deal with CompuServe to bring MUD to their network. The original MUD server shut down, and the CompuServer version was launched… under a new name: “British Legends”.

In fact, British Legends is still technically accessible. Though, I’ve found the connection tends to drop regularly… making game play extremely difficult.

The Full Source Code

What’s more… the entire source code for MUD1 was released publicly in recent years.

You can find the full source code for MUD1 over on GitHub, including instructions on how to build it on a PDP-10.

MUDs live on!

Many MUDs are still going strong. Including games like Stellar Aeon:

And, on many Bulletin Board Systems, there is even one called “Door MUD”:

Considering that we are over 40 years since the creation of MUD… I’d say we’re not likely to see these sorts of games go away (at least not completely) any time soon…

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"No quarter for nazis. The only good nazi is a dead nazi."

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Open Source AI Definition: Not Open, Built by DEI, Funded by Big Tech
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The Open Source Initiative is preparing to finalize what they call "The Open Source Aritificial Intelligence Definition" -- a set of rules which A.I. systems must adhere to in order to be considered, officially, "Open Source".

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A Little Background

The Open Source Initiative's cliam to fame is that they are the steward of what is known as the "Open Source Definition" (aka "the OSD").  A set of rules which any software license must adhere to in order to be considred, officially, "Open Source".

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Fun Historical Tidbit: The Open Source Initiative likes to tell a long-debunked story about the creation of the term "Open Source" which they know is historically incorrect.  That little tidbit isn't critical to what we're talking about today... but it's just plain weird, right?

Flash forward to today, and both of the founders -- Perens and Raymond -- have been forced out or banned from the Open Source Initiative entirely.  Now the organization, free from the influence of the founders, is looking to expand into the newly exciting field of "Artificial Intelligence".

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The Anti-Racist Leadership

To create this new "OSAID", the Open Source Initiative hired Mer Joyce from the consulting agency known as "Do Big Good".

 

Mer Joyce: Process Facilitator for the Open Source AI Definition

 

Why, specifically, was Mer Joyce hired to lead the effort to create a brand new "Open Source" definition, specifically focused on Artificial Intelligence?

  • Was it her extensive background in Open Source?
  • Or her expertise in A.I. related topics?
  • Perhaps it was simply her many years of work in software, in general?

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"[Mer Joyce] has worked for over a decade at the intersection of research, policy, innovation and social change."

 

Her work experience appears to be mostly focused on Leftist political activism and working on Democrat political campaigns.

As for the consulting agancy, Do Big Good, their focus appears to be equally... non-technical.  With a focus on "creating an equitable and sustainable world" and "inclusion".

 

The "Values" of "Do Big Good".

 

When "Do Big Good" talks about what skils and expertise they bring to a project, they mention things such as:

  • Center marginalized and excluded voices.
  • Embody anti-racist, feminist, and decolonizing values.
  • Practice Cultural humility.

 

How "Do Big Good" works.

 

Note: Yes.  They wrote "decolonalizing".  Which is not a real word.  We're going to give them the benefit of the doubt and assume they meant "decolonizing".  Spelling errors happen.

Now, how does "Embodying decolonizing values" help to draft a definition of Open Source Artificial Intelligence licensing?

No clue.  But, apparently, "decolonizing" and being "anti-racist" is important to the Open Source Definition and software licensing.

You'll note that the only software-related skill this "Do Big Good" company appears to have is that they can "work virtually or in-person".  In other words: They know how to use Zoom.

In fact, this consulting firm only gives three examples of client projects they've worked on.  And the other two are non-technical policy documents for the government of Washington State.

 

The other work of "Do Big Good".

 

Why this agency, and this individual, was hired to lead the work on the OSAID is beyond baffling.  Just the same, this appears to be part of a larger pattern within Open Source and Big Tech: Hiring non-technical, political activist types to lead highly technical projects.  It doesn't usually go well.

The Diverse Working Groups

Considering that the leadership hired to oversee the OSAID's creation is extremely non-technical --  and almost 100% focused on "anti-racist" and "decolonizing" activism -- it's no surprise that one of the first steps taken was to create "working groups" based entirely on skin color and gender identity.

 

"The next step was the formation of four working groups to initially analyze four different AI systems and their components. To achieve better representation, special attention was given to diversity, equity and inclusion. Over 50% of the working group participants are people of color, 30% are black, 75% were born outside the US, and 25% are women, trans or nonbinary."

 

What does having "25% of the people being Trans or nonbinary" have to do with creating a rule-set for software licensing?

Your guess is as good as mine.

But, from the very start of the OSAID's drafting, the focus was not on "creating the best Open Source AI Definition possible"... it was on, and I quote, "diversity, equity and inclusion".

The best and brightest?  Not important.  Meritocracy?  Thrown out the window.

Implement highly racist "skin color quotas" in the name of "DEI"?  You bet!  Lots of that!

"No Data" = "Open Data"

With that in mind, perhaps it is no surprise that the OSAID is turning out... rather bizarre.

Case in point: The OSAID declares that the complete absence of the data used to train an A.I. system... does, in fact, qualify as "Open".  No data... is considered... open data.

If that sounds a bit weird to you, you're not alone.

Let's back up for a moment to give a higher level understanding of the components of an A.I. system:

  1. The Source Code
  2. The Training Data
  3. The Model Parameters

If you have access to all three of those items, you can re-create an A.I. system.

Now, we already have the OSD (the Open Source Definition) which covers the source code part.  Which means the whole purpose of having the OSAID (the Open Source AI Definition) is to cover the other two components: The Training Data and the Model Parameters.

Without an exact copy of the Training Data used in an A.I. system, it becomes impossible to re-create that A.I. system.  It's simply how the current generation of A.I. works.

However, the OSAID does not require that the Training Data be made available at all.  The definition simply requires that:

 

"Sufficiently detailed information about the data used to train the system, so that a skilled person can recreate a substantially equivalent system using the same or similar data."

 

At first that sounds pretty reasonable... until you really think about what it means.

This means that an A.I. system would be considered "Open Source A.I." even if it provided zero data used to train it -- it simply must be possible for someone to use the closed, proprietary data... if they should happen to obtain it.

That's like saying "My software is open source.  But I'm not going to let you have the source code.  But, if you did get the source code -- like through espionage or something -- you'd be able to use it.  Which means it's open source.  But you can't distribute or modify that source.  Because it's mine."

Now, an argument could be made that the source code for an AI system could be open even if the data is all closed... and, therefor, it would be "Open Source" under the old OSD.  Which is absolutely true.  But, in that case, why have an "OSAID" at all?  Why not simply keep the existing OSD and focus on that?

Well... I think we have a simple answer to why this OSAID is so utterly strange...

The Corporate Sponsors

The Open Source Initiative is not a huge foundation, especially when compared to some.  But it's revenue is not insignificant.  And it's growing.

In 2023, the Open Source Initiative brought in a revenue of $786,000 -- up roughly $200,000 from the year prior.

 

Source: Open Source Initaitive 2023 Annual Report

 

And who sponsors the Open Source Initiative?

Google.  Amazon.  Meta.  Microsoft (and GitHub).  Red Hat.  And many other corporations. 

 

A Sampling of the Open Source Initiative Sponsors.

 

 

Many of these companies have some noteworthy things in common:

  • They are in the A.I. business in some way.
  • They make use of "Open Source" in their A.I. products.
  • They use "Open Source" as a promotional and public relations tool.
  • They, in one way or another, work with a closed, proprietary set of A.I. training data.
  • They have significant "Diversity, Equity, and Inclusion" efforts.

When you add that all together, this "Open Source AI Definition" begins to make a lot more sense.

It is, in short:

An effort to create a "Certification" which will declare all of their A.I. systems (no matter how closed their data is) as "Open Source"... while simultaneously being run by a DEI activist organization with a focus on racial and gender identity quotas.

It checks a whole lot of check boxes.  All at once.

What Impact Will This Have?

While many may argue that this "OSAID" is simply irrelevant -- and can be ignored by the broader "Free and Open Source Software" industry -- that misses a key impact that is worth noting.

That being: The continued corruption of both the ideas and the organizations of Open Source.

Not only has the Open Source Initiative banned their founding members (and re-written their own history)... they are now seeking to create a new "Open Source Definition" which will allow for systems consisting primarily of closed, proprietary data to be considered "Open Source".  Thus making their Big Tech financiers happy.

The meaning of the term "Open Source" is being actively modified to mean "A little open, and a lot closed".  And many of the same corproations which are funding this effort are also funding things like... The Linux Foundation.

Which means this corruption and dilution of the concept of "Open Source" is likely to spread far beyond the reaches of one, small (but growing) licensing certification foundation.

Also, apparently, decolonizing values... or something.

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