Notes
Slide Show
Outline
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The aMazing History of Maze
- It’s a Small World After-all
  • As told by Greg Thompson
    gregt@alum.mit.edu
  • One of a number of “MazeWars” game authors
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It all started about 4000 feet from here
  • At NASA/Ames Research Center Computation Division Moffett Field California sponsored by Jim Hart
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Under a School Work/Study Program
  • Steve Colley & Howard Palmer
    • Lynbrook High School?
  • Greg Thompson
    • Homestead High School ’73
      John McCollum, electronics teacher
      • Steve Jobs ’72 and Steve Wozniak ’68 came
        from the same lab, founding Apple in 1976
    • For school credit, later via PMI»Informatics, Digital
  • plus Jim Clark and others
    • For example:  Jim was a post-graduate at the time
      • Went on to co-found SGI in 1981 and Netscape in 1994
      • SGI built the building the Computer History Museum is now in
      • SGI used in 1st cable VOD trial 1994 in Orlando by Time Warner
      • SGI now the major Super Computer supplier to NASA/Ames
4
Supporting CFD and Wind Tunnels
  • Charter of Jim Hart’s group was to provide support to the aerodynamics research at NASA/Ames including:
    • Wind Tunnel Data Acquisition and Analysis
    • Computational Fluid Dynamics (CFD) research
  • Our focus was in graphics-based visualization of results
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using Super Computers, Minicomputers,
  • IBM 1800 & duplex IBM 360/67 under TSS in 1969
  • Illiac IV in 1972 (not reliable/operational until Nov 1975)
  • CDC 6600, then a CDC 7600 in 1975, Cray 1S in 1981
  • Digital Equipment Corp PDP-11s and VAX/VMS systems
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and Graphics Subsystems
  • IBM 2250 attached to an IBM 1800
  • Dicomed D47 Color Film Recorder
  • Evans and Sutherland LDS-2
  • Tektronix 4010/4014 terminals
  • Imlac PDS-1, PDS-1D, PDS-4s
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including Imlac PDS-1, PDS-1D, PDS-4
  • 16-bit PDP-8 like minicomputer plus a fully programmable vector-based display processor
  • Developed infrastructure, WYSIWYG text editing,
    software emulating other terminals (IBM 2250, Tek)
    plus games while researching the platform’s capabilities
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Imlacs were “State-of-the-Art”
  • Imlac Corp founded 1968
    • Same year as E&S
  • Four models released:
    • PDS-1 in 1970
      • $8,300 + options, 4K words
      • 2us cycle time, 15” screen
    • PDS-1D in 1972
      • $9,970, 10% faster (1.8us)
      • 8K words, better interrupts
    • PDS-1G in 1973
      • $8,500, re-designed PDS-1D
    • PDS-4 in 1974
      • $17,300, 1us cycle time
      • 17” screen, 16 inten, 4 pgs
  • 600 PDS sold by 1977
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Imlac Hardware Internals
  • Tom Uban’s
    PDS-1D
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NASA/Ames Imlac Maze summer 1973
  • Started with Steve Colley experimenting
    with display of 3D images on the Imlac
    • Rotating wire-frame hidden-line-removed 3D cube
    • I worked on an interactive Imlac debugger/interpreter
  • Then idea of a 16x16 array of bits defining a maze
    • Absence of bits defines corridors
    • Steve worked out how to display perspective view
  • Howard Palmer and Steve developed single player Maze
    • Adding ability to move through the maze
    • Simple game: Try to find exit out of the Maze
  • Howard and Greg developed initial multi-player version
    • Two Imlacs connected with serial links
    • Soon the idea of shooting each other was added
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Imlac Maze moves to MIT in 1974
  • We headed off to college
    • Steve went to Cal Tech
    • Howard went to Stanford
    • Greg went to MIT in Fall 1973
  • I soon got involved at MIT Project MAC
    • Dynamic Modeling System (MIT-DMS)
      • 4th floor 545 Technology Square
    • Server: a PDP-10 (DEC-1040-KA) running ITS
      • With lots of Imlac PDS-1s as terminals at 50Kbps
  • Spring Semester (Feb 1974) I brought to MIT-DMS:
    • Imlac programs from NASA/Ames including Maze
    • NASA/Ames DEBUG program became GRADE at MIT
    • Dave Lebling and I decided to bring up Maze as well
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The MIT-DMS Imlac Maze System
  • I significantly enhanced the Imlac Maze code
    • Adding full multi-player, local top-down view, cheats
  • Dave Lebling wrote the PDP-10/ITS Maze Server which:
    • Downloads Maze game and
      optional personalized Maze
    • Links up to 8 players or
      generated robots in a game
    • Included text messaging and
      top-down game view on E&S
  • Players drawn using ITS userid:
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Original Maze (16 x 32)
  • Function keyboard keys were:
    • UP ARROW - Move forward 1 square
    • DOWN ARROW - Back up one square
    • LEFT ARROW - Turn 90 degrees left
    • RIGHT ARROW - Turn 90 degrees right
    • FUNCTION 4 - Turn 180 degrees around
    • PAGE XMIT - Peek around corner to the left
    • XMIT - Peek around the corner to the right
    • ESC - Fire in direction of view
    • CTRL-Z - Exit Maze game
    • FORM - Erase message text display buffer
    • TAB - Look at maze from top
    • All other keys - sent to other players as text
  • Mice buttons and Keyset keys can also be used
  • Cheats to display other player’s perspective
    and to change local definition of maze
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Original MIT Maze Protocol
  • 0018 – Player leaves game
    • <ID of player>
  • 0028 – Player moved
    • <ID of player>
    • <New direction | 100>
    • <New X location | 100>
    • <New Y location | 100>
  • 0038 – Player died
    • <ID of shooter>
    • <ID declared dead>
  • 0048 – Announce new player
    • <ID of new player 1 to 8>
    • <6 chars of ID name>
    • <2 chars number of hits 2x6 bits>
    • <2 chars # of deaths 2x6 bits>
  • 0148 – Clear text display buffer
  • other – Text to display


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Imlacs were Popular on the Arpanet
  • Imlacs were mentioned in many early RFCs (1971 to 1984):
    • 86, 101, 126, 164,
      174, 177, 190, 191,
      249, 282, 314, 321,
      372, 373, 398, 472,
      549, 553, 559, 900
  • In use at:
    • BBN, Case,
      MIT, Mitre,
      NASA/Ames,
      SRI-ARC/NIC,
      Stanford AI,
      UCLA, UCSB,
      Univ. of Illinois,
      and elsewhere
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So Maze Soon Spread to the Arpanet
  • Before long Maze games spanned across the Arpanet
    with players at USC and Stanford who also had Imlacs
    • “Legend has it that at one point during that period,
      MazeWar was banned by DARPA from the Arpanet
      because half of all the packets in a given month were
      MazeWar packets flying between Stanford and MIT.”
  • One problem was original Maze protocol didn’t take into account high latency and overhead over the Arpanet
    • Shooting Imlac decided when target player was dead
    • Ken Harrenstien and Charles Frankston fixed the problem
      using new one byte messages for indicating relative motion
      • Lower 3 bits of char is ID of originator, upper 4 bits is action:
        • 02x – ID turned right 15x – ID moved forward 1 step
        • 03x – ID turned left 16x – ID moved backward 1 step
        • 14x – ID turned around 17x – (reserved)
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MIT Hardware Maze Game in 1977
  • Fall 1977, three of us from our dorm took
    EE digital design labs
    • Course 6.111 or 6.112 (advanced)
  • We jointly proposed
    a hardware version of Maze complete with
    • Multiple robots
    • 3D using 4 floors
  • We were told it was too ambitious
    • But we didn’t let
      that stop us
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To go where none have gone before
  • I designed a custom Maze
    processor for the game
    • Using 7400 series logic
  • George Woltman wrote
    the software for it
    • In 256 16-bit words
      using 1702 PROMs
    • 128 bytes RAM to store
      a 16 x 16 x 4 Maze
    • 128 bytes RAM for state
  • Mark Horowitz designed
    the display processor
    • Human displays used 4
      Tektronix Oscilloscopes
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A System Designed to Just Run Maze
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Its Alive!
  • Project completed weeks early
  • Programmer’s panel with
    • Address stop, Lights, &
      Single Step for debugging
  • Project required:
    • 4 rails (83 cards)
      for main processor
    • 2 rails (45 cards)
      for display processor
  • Maze loaded from
    paper tape reader
  • Clock rate controlled
    how tough robots were
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Xerox Star & Alto MazeWars in 1977
  • Developed by Jim Guyton
  • Based on MIT Imlac version
  • Re-written to
    support the
    raster-based
    displays
  • Ran over the
    3 Mbps Ethernet
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Snipes for DOS in 1982
  • Developed by Drew Major
    and Kyle Powell in Provo Utah
  • Created to test the new
    IBM PC and LAN networking and as a demo for SuperSet Software that led to Novell
  • Snipes game bundled with
    Novell Network as NLSNIPES
    starting in 1990
  • Text-based but widely
    distributed and played
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Maze Wars+ for Macintosh in 1987
  • By MacroMind
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Super MazeWars for Macintosh in 1992
  • by Callisto out of
    Natick Massachusetts
  • Bundled in with Macintoshes
    from Apple for a time
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Other Versions
  • X MazeWars by Christopher Kent of DEC in 1986
  • MIDIMaze for Atari ST by Hybrid Arts in 1987
  • Faceball 2000 for the Game Boy
    by Bullet-Proof Software in 1990
  • MazeWars for NeXTSTEP by
    Mike Kienenberger & others 1994
  • MazeWars for PalmOS v2.0
    by IndiVideo in 1998


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Oracle Maze for Interop in 1992
  • For Interop 92 Jack Haverty and others at Oracle developed a multi-platform Maze game to demo SQL*Net
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About the Maze Game
  • Jack Haverty worked at MIT-DMS while I was there
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Oracle Maze Rules and Hints
  • Same rules but better graphics
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Interop 92 Oracle Maze Participants
  • Almost over all Networks and Platforms
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Sitrick vs. Electronic Arts in 2000
  • Initiated the un-earthing of Maze history
  • Received an e-mail in March 2000
    from Charles Frankston at Microsoft
  • Attorneys
    looking to
    identify
    networked
    multi-player
    games
    prior-art
    < 1982
  • Case was
    settled out
    of court
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MazeWars now a class Assignment
  • For example: Stanford University
    Computer Science 244b: Spring 2004
    • Assignment 1 - Mazewar: A Multiplayer Computer Game
      • See http://www.stanford.edu/class/cs244b/mazewar_desc.html
      • and http://www.stanford.edu/~priyank9/projects/mazewar.pdf
  • or University of Pennsylvania class CSE480
  • A hardware MazeWars game can now probably
    be implemented in a single FPGA chip
    • A pet-project of mine I haven’t yet got to
    • Just too busy with Video-on-Demand (VOD)
      • Previously as CTO at nCUBE
      • Now as Chief Video Architect at Cisco Systems BEMRBU
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Where did other people go next?
  • Steve Colley went on to found nCUBE in 1983
    • Purchased by Larry Ellison late 1980s
    • Howard and I joined nCUBE in early 1990s
    • nCUBE became a leader in Video-On-Demand
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Where did other people go next?
  • Dave Lebling went on to form Infocom in 1979 creating
    Interactive Fiction games like Zork, Enchanter, Suspect, Starcross, Shogun, Spellbreaker Deadline, and others
  • Mark Horowitz became Yahoo Founder’s Professor and
    Director of the Computer Systems Lab at Stanford, as
    well as a co-founder of Rambus Inc. in 1990


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Where did people go next?
  • George Woltman became the author of the
    Great Internet Mersenne Prime Search
    (GIMPS) searching for Mersenne Primes (2n-1)
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So Happy Birthday MazeWars!
  - All ready for the next generation