NomicMU is a PrologMUD (A human playable Multiuser dungeon written in prolog) which implements an infinitely complex Interactive Fiction world that _may_ be used to supply data in a 3D metaverse.

What is meant by infinitely complex unlimited number of details?

Joe opens the crate using a key.

  • There is some agent that can open things called Joe.
  • That agent has use of an object called a key.
  • The key as "a key" so there is likely more keys in the world.
  • whatever a key is it can open a crate.
  • the crate must be openable.
  • the crate must be reachable with the key even if not reachable by the agent 
  • That agent in fact opens something called a crate

Bob writes "hello world " on the inside surface of the crate.

  • There is some agent that can write on things
  • There is an inside surface of the create (maybe all been-opened crate-like things have a surface inside?) 
  • Does opening the crate expose the inside surface?

Any NomicMU user can create realms and make them available for other people to play

Whatever kind of realm you make is up to you: make an open world where any number of players can wander around or go on quests, or plot out a story where players can act out the roles of the lead characters. This new medium blends the shared experience of a MUD with the narrative tools of traditional interactive fiction, and there's plenty of room to experiment with styles that haven't been tried before.  Realms can link to each other, forming a patchwork quilt of different areas by different authors. This is good for giving your realm a place in the world, but it has other uses too: you might collaborate with other authors to make a multi-episode game.


Telnet interface (simply use )

Project Goals

  1. To test and do practical Knowledge Engineering about a virtual realm of objects. (Expertly build rooms with objects based on rules.)
    Sometimes its easier to model the world as and how we see it.
  2. Perform higher level operations and model how state changes happen with our objects
  3. To animate non-player character agents from propositional rules
  4. Provide a interface for humans to involve themselves in the lives of logically created agent creatures.
  5. To represent episodic models of memory for each agent. (As well as abduction or creating ‘Beliefs’)
  6. Craft rooms in English (Similar to I7 … however there is no “compilation phase” needed)

NomicMU..  is an example of what can be done when intelligent programs and humans can work together to achieve a goal.  Since LOGICMOO is designed for handling imperfect and even non-intelligent agents (of both species),  it allows editing PrologMUD's source code while maintaining parconsistency.  The system allows for disagreement and elaboration upon rules that define the runtime characteristics and world-local daemons.  Elaboration tolerance requires nonmonotonic reasoning. The elaborations that are tolerated depend on what aspects of the phenomenon are treated non monotonically. Representing contexts as objects in a logical formalism that can express relations among contexts should also help.  The simplest kind are the addition of new formulas. We'll call these additive elaborations. Next comes changing the values of parameters. Adding new arguments to functions and predicates represents more of a change. However, elaborations not expressible as additions to the object language representation may be treatable as additions at a meta-level expression of the facts. 

Since, Telnet is a rather ugly way to connect and MUD actions might overwrite your typing we suggest you use any of

So after you connect you might see:

Here is the config file used to connect (This a MUSHClient “world config” )…

TeamLOGICMOOServer.MCL (All this fle really does is speciy a telent to:


If you’d like to see the commands available from the (NPC) interface.. Type the “help” command. you should get something that looks like..

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