Specifically, their most recent implementation.
http://www.numenta.com/htm-overview/htm-algorithms.php
Essentially, I'm asking whether non-euclidean relationships, or relationships in patterns that exceed the dimensionality of the inputs, can be effectively inferred by the algorithm in its present state?
HTM uses Euclidean geometry to determine "neighborship" when analyzing patterns. Consistently framed input causes the algorithm to exhibit predictive behavior, and sequence length is practically unlimited. This algorithm learns very well - but I'm wondering whether it has the capacity to infer nonlinear attributes from its input data.
For example, if you input the entire set of texts from Project Gutenberg, it's going to pick up on the set of probabilistic rules that comprise English spelling, grammar, and readily apparent features from the subject matter, such as gender associations with words, and so forth. These are first level "linear" relations, and can be easily defined with probabilities in a logical network.
A nonlinear relation would be an association of assumptions and implications, such as "Time flies like an arrow, fruit flies like a banana." If correctly framed, the ambiguity of the sentence causes a predictive interpretation of the sentence to generate many possible meanings.
If the algorithm is capable of "understanding" nonlinear relations, then it would be able to process the first phrase and correctly identify that "Time flies" is talking about time doing something, and "fruit flies" are a type of bug.
The answer to the question is probably a simple one to find, but I can't decide either way. Does mapping down the input into a uniform, 2d, Euclidean plane preclude the association of nonlinear attributes of the data?
If it doesn't prevent nonlinear associations, my assumption would then be that you could simply vary the resolution, repetition, and other input attributes to automate the discovery of nonlinear relations - in effect, adding a "think harder" process to the algorithm.
From what I understand of HTM's, the structure of layers and columns mimics the structure of the neocortex. See appendix B here: http://www.numenta.com/htm-overview/education/HTM_CorticalLearningAlgorithms.pdf
So the short answer would be that since the brain can understand non-linear phenomenon with this structure, so can an HTM.
Initial, instantaneous sensory input is indeed mapped to 2D regions within an HTM. This does not limit HTM's to dealing with 2D representations any more than a one dimensional string of bits is limited to representing only one dimensional things. It's just a way of encoding stuff so that sparse distributed representations can be formed and their efficiencies can be taken advantage of.
To answer your question about Project Gutenberg, I don't think an HTM will really understand language without first understanding the physical world on which language is based and creates symbols for. That said, this is a very interesting sequence for an HTM, since predictions are only made in one direction, and in a way the understanding of what's happening to the fruit goes backwards. i.e. I see the pattern 'flies like a' and assume the phrase applies to the fruit the same way it did to time. HTM's do group subsequent input (words in this case) together at higher levels, so if you used Fuzzy Grouping (perhaps) as Davide Maltoni has shown to be effective, the two halves of the sentence could be grouped together into the same high level representation and feedback could be sent down linking the two specific sentences. Numenta, to my knowledge has not done too much with feedback messages yet, but it's definitely part of the theory.
The software which runs the HTM is called NuPIC (Numenta Platform for Intelligent Computing). A NuPIC region (representing a region of neocortex) can be configured to either use topology or not, depending on the type of data it's receiving.
If you use topology, the usual setup maps each column to a set of inputs which is centred on the corresponding position in the input space (the connections will be selected randomly according to a probability distribution which favours the centre). The spatial pattern recognising component of NuPIC, known as the Spatial Pooler (SP), will then learn to recognise and represent localised topological features in the data.
There is absolutely no restriction on the "linearity" of the input data which NuPIC can learn. NuPIC can learn sequences of spatial patterns in extremely high-dimensional spaces, and is limited only by the presence (or lack of) spatial and temporal structure in the data.
To answer the specific part of your question, yes, NuPIC can learn non-Euclidean and non-linear relationships, because NuPIC is not, and cannot be modelled by, a linear system. On the other hand, it seems logically impossible to infer relationships of a dimensionality which exceeds that of the data.
The best place to find out about HTM and NuPIC, its Open Source implementation, is at NuPIC's community website (and mailing list).
Yes, It can do non-linear. Basically it is multilayer. And all multilayer neural networks can infer non linear relationships. And I think the neighborship is calculated locally. If it is calcualted locally then globally it can be piece wise non linear for example look at Local Linear Embedding.
Yes HTM uses euclidean geometry to connect synapses, but this is only because it is mimicking a biological system that sends out dendrites and creates connections to other nearby cells that have strong activation at that point in time.
The Cortical Learning Algorithm (CLA) is very good at predicting sequences, so it would be good at determining "Time flies like an arrow, fruit flies like a" and predict "banana" if it has encountered this sequence before or something close to it. I don't think it could infer that a fruit fly is a type of insect unless you trained it on that sequence. Thus the T for Temporal. HTMs are sequence association compressors and retrievers (a form of memory). To get the pattern out of the HTM you play in a sequence and it will match the strongest representation it has encountered to date and predict the next bits of the sequence. It seems to be very good at this and the main application for HTMs right now are predicting sequences and anomalies out of streams of data.
To get more complex representations and more abstraction you would cascade a trained HTMs outputs to another HTMs inputs along with some other new sequence based input to correlate to. I suppose you could wire in some feedback and do some other tricks to combine multiple HTMs, but you would need lots of training on primitives first, just like a baby does, before you will ever get something as sophisticated as associating concepts based on syntax of the written word.
ok guys, dont get silly, htms just copy data into them, if you want a concept, its going to be a group of the data, and then you can have motor depend on the relation, and then it all works.
our cortex, is probably way better, and actually generates new images, but a computer cortex WONT, but as it happens, it doesnt matter, and its very very useful already.
but drawing concepts from a data pool, is tricky, the easiest way to do it is by recording an invarient combination of its senses, and when it comes up, associate everything else to it, this will give you organism or animal like intelligence.
drawing harder relations, is what humans do, and its ad hoc logic, imagine a set explaining the most ad hoc relation, and then it slowly gets more and more specific, until it gets to exact motor programs... and all knowledge you have is controlling your motor, and making relations that trigger pathways in the cortex, and tell it where to go, from the blast search that checks all motor, and finds the most successful trigger.
woah that was a mouthful, but watch out dummies, you wont get no concepts from a predictive assimilator, which is what htm is, unless you work out how people draw relations in the data pool, like a machine, and if you do that, its like a program thats programming itself.
no shit.
Is it a common practice to use special naming conventions when you're denormalizing for performance?
For example, let's say you have a customer table with a date_of_birth column. You might then add an age_range column because sometimes it's too expensive to calculate that customer's age range on the fly. However, one could see this getting messy because it's not abundantly clear which values are authoritative and which ones are derived. So maybe you'd want to name that column denormalized_age_range or something.
Is it common to use a special naming convention for these columns? If so, are there established naming conventions for such a thing?
Edit: Here's another, more realistic example of when denormalization would give you a performance gain. This is from a real-life case. Let's say you're writing an app that keeps track of college courses at all the colleges in the US. You need to be able to show, for each degree, how many credits you graduate with if you choose that degree. A degree's credit count is actually ridiculously complicated to calculate and it takes a long time (more than one second per degree). If you have a report comparing 100 different degrees, it wouldn't be practical to calculate the credit count on the fly. What I did when I came across this problem was I added a credit_count column to our degree table and calculated each degree's credit count up front. This solved the performance problem.
I've seen column names use the word "derived" when they represent that kind of value. I haven't seen a generic style guide for other kinds of denormalization.
I should add that in every case I've seen, the derived value is always considered secondary to the data from which it is derived.
In some programming languages, eg Java, variable names with the _ prefix are used for private methods or variables. Private means it should not be modified/invoked by any methods outside the class.
I wonder if this convention can be borrowed in naming derived database columns.
In Postgres, column names can start with _, eg _average_product_price.
It can convey the meaning that you can read this column, but don't write it because it's derived.
I'm in the same situation right now, designing a database schema that can benefit from denormalisation of central values. For example, table partitioning requires the partition key to exist in the table. So even if the data can be retrieved by following some levels of foreign keys, I need the data right there in most tables.
Maybe the suffix "copy" could be used for this. Because after all, the data is just a copy of some other location where the primary data is stored. Since it's a word, it can work with all naming conventions, like .NET PascalCase which can be mapped to SQL snake_case, e. g. CompanyIdCopy and company_id_copy. And it's a short word so you don't have to write too much. And it's not an abbreviation so you don't have to spell it or ever wonder what it means. ;-)
I could also think of the suffix "cache" or "cached" but a cache is usually filled on demand and invalidated some time later, which is usually not the case with denormalised columns. That data should exist at all times and never be outdated or missing.
The word "derived" is just a bit longer than "copy". I know that one special DBMS, an expensive one, has a column name limit of 30 characters, so that could be an issue.
If all of the values required to derive the calculation are in the table already, then it is extremely unlikely that you will gain any meaningful (or even measurable) performance benefit by persisting these calculated values.
I realize this doesn't answer the question directly, but it would seem that the premise is faulty: if such conditions existed for the question to apply, then you don't need to denormalize it to begin with.
Original Question:
Hello,
I am creating very simple hobby project - browser based multiplayer game. I am stuck at designing tables for storing information about quest / skill requirements.
For now, I designed my tables in following way:
table user (basic information about users)
table stat (variety of stats)
table user_stats (connecting each user with stats)
Another example:
table monsters (basic information about npc enemies)
table monster_stats (connecting monsters with stats, using the same stat table from above)
Those were the simple cases. I must admit, that I am stuck while designing requirements for different things, e.g quests. Sample quest A might have only minimum character level requirement (and that is easy to implement) - but another one, quest B has multitude of other reqs (finished quests, gained skills, possessing specific items, etc) - what is a good way of designing tables for storing this kind of information?
In a similar manner - what is an efficient way of storing information about skill requirements? (specific character class, min level, etc).
I would be grateful for any help or information about creating database driven games.
Edit:
Thank You for the answers, yet I would like to receive more. As I am having some problems designing an rather complicated database layout for craftable items, I am starting a max bounty for this question.
I would like to receive links to articles / code snippets / anything connected with best practices of designing databases for storing game data (an good example of this kind of information is availibe on buildingbrowsergames.com).
I would be grateful for any help.
I'll edit this to add as many other pertinent issues as I can, although I wish the OP would address my comment above. I speak from several years as a professional online game developer and many more years as a hobbyist online game developer, for what it's worth.
Online games imply some sort of persistence, which means that you have broadly two types of data - one is designed by you, the other is created by the players in the course of play. Most likely you are going to store both in your database. Make sure you have different tables for these and cross-reference them properly via the usual database normalisation rules. (eg. If your player crafts a broadsword, you don't create an entire new row with all the properties of a sword. You create a new row in the player_items table with the per-instance properties, and refer to the broadsword row in the item_types table which holds the per-itemtype properties.) If you find a row of data is holding some things that you designed and some things that the player is changing during play, you need to normalise it out into two tables.
This is really the typical class/instance separation issue, and applies to many things in such games: a goblin instance doesn't need to store all the details of what it means to be a goblin (eg. green skin), only things pertinent to that instance (eg. location, current health). Some times there is a subtlety to the act of construction, in that instance data needs to be created based on class data. (Eg. setting a goblin instance's starting health based upon a goblin type's max health.) My advice is to hard-code these into your code that creates the instances and inserts the row for it. This information only changes rarely since there are few such values in practice. (Initial scores of depletable resources like health, stamina, mana... that's about it.)
Try and find a consistent terminology to separate instance data from type data - this will make life easier later when you're patching a live game and trying not to trash the hard work of your players by editing the wrong tables. This also makes caching a lot easier - you can typically cache your class/type data with impunity because it only ever changes when you, the designer, pushes new data up there. You can run it through memcached, or consider loading it all at start up time if your game has a continuous process (ie. is not PHP/ASP/CGI/etc), etc.
Remember that deleting anything from your design-side data is risky once you go live, since player-generated data may refer back to it. Test everything thoroughly locally before deploying to the live server because once it's up there, it's hard to take it down. Consider ways to be able to mark rows of such data as removed in a safe fashion - maybe a boolean 'live' column which, if set to false, means it just won't show up in the typical query. Think about the impact on players if you disable items they earned (and doubly if these are items they paid for).
The actual crafting side can't really be answered without knowing how you want to design your game. The database design must follow the game design. But I'll run through a trivial idea. Maybe you will want to be able to create a basic object and then augment it with runes or crystals or whatever. For that, you just need a one-to-many relationship between item instance and augmentation instance. (Remember, you might have item type and augmentation type tables too.) Each augmentation can specify a property of an item (eg. durability, max damage done in combat, weight) and a modifier (typically as a multiplier, eg. 1.1 to add a 10% bonus). You can see my explanation for how to implement these modifying effects here and here - the same principles apply for temporary skill and spell effects as apply for permanent item modification.
For character stats in a database driven game, I would generally advise to stick with the naïve approach of one column (integer or float) per statistic. Adding columns later is not a difficult operation and since you're going to be reading these values a lot, you might not want to be performing joins on them all the time. However, if you really do need the flexibility, then your method is fine. This strongly resembles the skill level table I suggest below: lots of game data can be modelled in this way - map a class or instance of one thing to a class or instance of other things, often with some additional data to describe the mapping (in this case, the value of the statistic).
Once you have these basic joins set up - and indeed any other complex queries that result from the separation of class/instance data in a way that may not be convenient for your code - consider creating a view or a stored procedure to perform them behind the scenes so that your application code doesn't have to worry about it any more.
Other good database practices apply, of course - use transactions when you need to ensure multiple actions happen atomically (eg. trading), put indices on the fields you search most often, use VACUUM/OPTIMIZE TABLE/whatever during quiet periods to keep performance up, etc.
(Original answer below this point.)
To be honest I wouldn't store the quest requirement information in the relational database, but in some sort of script. Ultimately your idea of a 'requirement' takes on several varying forms which could draw on different sorts of data (eg. level, class, prior quests completed, item possession) and operators (a level might be a minimum or a maximum, some quests may require an item whereas others may require its absence, etc) not to mention a combination of conjunctions and disjunctions (some quests require all requirements to be met, whereas others may only require 1 of several to be met). This sort of thing is much more easily specified in an imperative language. That's not to say you don't have a quest table in the DB, just that you don't try and encode the sometimes arbitrary requirements into the schema. I'd have a requirement_script_id column to reference an external script. I suppose you could put the actual script into the DB as a text field if it suits, too.
Skill requirements are suited to the DB though, and quite trivial given the typical game system of learning skills as you progress through levels in a certain class:
table skill_levels
{
int skill_id FOREIGN KEY;
int class_id FOREIGN KEY;
int min_level;
}
myPotentialSkillList = SELECT * FROM skill_levels INNER JOIN
skill ON skill_levels.skill_id = skill.id
WHERE class_id = my_skill
ORDER BY skill_levels.min_level ASC;
Need a skill tree? Add a column prerequisite_skill_id. And so on.
Update:
Judging by the comments, it looks like a lot of people have a problem with XML. I know it's cool to bash it now and it does have its problems, but in this case I think it works. One of the other reasons that I chose it is that there are a ton of libraries for parsing it, so that can make life easier.
The other key concept is that the information is really non-relational. So yes, you could store the data in any particular example in a bunch of different tables with lots of joins, but that's a pain. But if I kept giving you a slightly different examples I bet you'd have to modify your design ad infinitum. I don't think adding tables and modifying complicated SQL statements is very much fun. So it's a little frustrating that #scheibk's comment has been voted up.
Original Post:
I think the problem you might have with storing quest information in the database is that it isn't really relational (that is, it doesn't really fit easily into a table). That might be why you're having trouble designing tables for the data.
On the other hand, if you put your quest information directly into code, that means you'll have to edit the code and recompile each time you want to add a quest. Lame.
So if I was you I might consider storing my quest information in an XML file or something similar. I know that's the generic solution for just about anything, but in this case it sounds right to me. XML is really made for storing non-relation and/or hierarchical data, just like the stuff you need to store for your quest.
Summary: You could come up with your own schema, create your XML file, and then load it at run time somehow (or even store the XML in the database).
Example XML:
<quests>
<quest name="Return Ring to Mordor">
<characterReqs>
<level>60</level>
<finishedQuests>
<quest name="Get Double Cheeseburger" />
<quest name="Go to Vegas for the Weekend" />
</finishedQuests>
<skills>
<skill name="nunchuks" />
<skill name="plundering" />
</skills>
<items>
<item name="genie's lamp" />
<item name="noise cancelling headphones for robin williams' voice />
</items>
</characterReqs>
<steps>
<step number="1">Get to Mordor</step>
<step number="2">Throw Ring into Lava</step>
<step number="3">...</step>
<step number="4">Profit</step>
</steps>
</quest>
</quests>
It sounds like you're ready for general object oriented design (OOD) principles. I'm going to purposefully ignore the context (gaming, MMO, etc) because that really doesn't matter to how you do a design process. And me giving you links is less useful than explaining what terms will be most helpful to look up yourself, IMO; I'll put those in bold.
In OOD, the database schema comes directly from your system design, not the other way around. Your design will tell you what your base object classes are and which properties can live in the same table (the ones in 1:1 relationship with the object) versus which to make mapping tables for (anything with 1:n or n:m relationships - for exmaple, one user has multiple stats, so it's 1:n). In fact, if you do the OOD correctly, you will have zero decisions to make regarding the final DB layout.
The "correct" way to do any OO mapping is learned as a multi-step process called "Database Normalization". The basics of which is just as I described: find the "arity" of the object relationships (1:1, 1:n,...) and make mapping tables for the 1:n's and n:m's. For 1:n's you end up with two tables, the "base" table and a "base_subobjects" table (eg. your "users" and "user_stats" is a good example) with the "foreign key" (the Id of the base object) as a column in the subobject mapping table. For n:m's, you end up with three tables: "base", "subobjects", and "base_subobjects_map" where the map has one column for the base Id and one for the subobject Id. This might be necessary in your example for N quests that can each have M requirements (so the requirement conditions can be shared among quests).
That's 85% of what you need to know. The rest is how to handle inheritance, which I advise you to just skip unless you're masochistic. Now just go figure out how you want it to work before you start coding stuff up and the rest is cake.
The thread in #Shea Daniel's answer is on the right track: the specification for a quest is non-relational, and also includes logic as well as data.
Using XML or Lua are examples, but the more general idea is to develop your own Domain-Specific Language to encode quests. Here are a few articles about this concept, related to game design:
The Whimsy Of Domain-Specific Languages
Using a Domain Specific Language for Behaviors
Using Domain-Specific Modeling towards Computer Games Development Industrialization
You can store the block of code for a given quest into a TEXT field in your database, but you won't have much flexibility to use SQL to query specific parts of it. For instance, given the skills a character currently has, which quests are open to him? This won't be easy to query in SQL, if the quest prerequisites are encoded in your DSL in a TEXT field.
You can try to encode individual prerequisites in a relational manner, but it quickly gets out of hand. Relational and object-oriented just don't go well together. You can try to model it this way:
Chars <--- CharAttributes --> AllAttributes <-- QuestPrereqs --> Quests
And then do a LEFT JOIN looking for any quests for which no prereqs are missing in the character's attributes. Here's pseudo-code:
SELECT quest_id
FROM QuestPrereqs
JOIN AllAttributes
LEFT JOIN CharAttributes
GROUP BY quest_id
HAVING COUNT(AllAttributes) = COUNT(CharAttributes);
But the problem with this is that now you have to model every aspect of your character that could be a prerequisite (stats, skills, level, possessions, quests completed) as some kind of abstract "Attribute" that fits into this structure.
This solves this problem of tracking quest prerequisites, but it leaves you with another problem: the character is modeled in a non-relational way, essentially an Entity-Attribute-Value architecture which breaks a bunch of relational rules and makes other types of queries incredibly difficult.
Not directly related to the design of your database, but a similar question was asked a few weeks back about class diagram examples for an RPG
I'm sure you can find something useful in there :)
Regarding your basic structure, you may (depending on the nature of your game) want to consider driving toward convergence of representation between player character and non-player characters, so that code that would naturally operate the same on either doesn't have to worry about the distinction. This would suggest, instead of having user and monster tables, having a character table that represents everything PCs and NPCs have in common, and then a user table for information unique to PCs and/or user accounts. The user table would have a character_id foreign key, and you could tell a player character row by the fact that a user row exists corresponding to it.
For representing quests in a model like yours, the way I would do it would look like:
quest_model
===============
id
name ['Quest for the Holy Grail', 'You Killed My Father', etc.]
etc.
quest_model_req_type
===============
id
name ['Minimum Level', 'Skill', 'Equipment', etc.]
etc.
quest_model_req
===============
id
quest_id
quest_model_req_type_id
value [10 (for Minimum Level), 'Horseback Riding' (for Skill), etc.]
quest
===============
id
quest_model_id
user_id
status
etc.
So a quest_model is the core definition of the quest structure; each quest_model can have 0..n associated quest_model_req rows, which are requirements specific to that quest model. Every quest_model_req is associated with a quest_model_req_type, which defines the general type of requirement: achieving a Minimum Level, having a Skill, possessing a piece of Equipment, and so on. The quest_model_req also has a value, which configures the requirement for this specific quest; for example, a Minimum Level type requirement might have a value of 20, meaning you must be at least level 20.
The quest table, then, is individual instances of quests that players are undertaking or have undertaken. The quest is associated with a quest_model and a user (or perhaps character, if you ever want NPCs to be able to do quests!), and has a status indicating where the progress of the quest stands, and whatever other tracking turns out useful.
This is a bare-bones structure that would, of course, have to be built out to accomodate the needs of particular games, but it should illustrate the direction I'd recommend.
Oh, and since someone else threw around their credentials, mine are that I've been a hobbyist game developer on live, public-facing projects for 16 years now.
I'd be extremely careful of what you actually store in a DB, especially for an MMORPG. Keep in mind, these things are designed to be MASSIVE with thousands of users, and game code has to execute excessively quickly and send a crap-ton of data over the network, not only to the players on their home connections but also between servers on the back-end. You're also going to have to scale out eventually and databases and scaling out are not two things that I feel mix particularly well, particularly when you start sharding into different regions and then adding instance servers to your shards and so on. You end up with a whole lot of servers talking to databases and passing a lot of data, some of which isn't even relevant to the game at all (SQL text going to a SQL server is useless network traffic that you should cut down on).
Here's a suggestion: Limit your SQL database to storing only things that will change as players play the game. Monsters and monster stats will not change. Items and item stats will not change. Quest goals will not change. Don't store these things in a SQL database, instead store them in the code somewhere.
Doing this means that every server that ever lives will always know all of this information without ever having to query a database. Now, you don't store quests at all, you just store accomplishments of the player and the game programatically determines the affects of those quests being completed. You don't waste data transferring information between servers because you're only sending event ID's or something of that nature (you can optimize the data you pass by only using just enough bits to represent all the event ID's and this will cut down on network traffic. May seem insignificant but nothing is insignificant in massive network apps).
Do the same thing for monster stats and item stats. These things don't change during gameplay so there's no need to keep them in a DB at all and therefore this information NEVER needs to travel over the network. The only thing you store is the ID of the items or monster kills or anything like that which is non-deterministic (i.e. it can change during gameplay in a way which you can't predict). You can have dedicated item servers or monster stat servers or something like that and you can add those to your shards if you end up having huge numbers of these things that occupy too much memory, then just pass the data that's necessary for a particular quest or area to the instance server that is handling that thing to cut down further on space, but keep in mind that this will up the amount of data you need to pass down the network to spool up a new instance server so it's a trade-off. As long as you're aware of the consequences of this trade-off, you can use good judgement and decide what you want to do. Another possibility is to limit instance servers to a particular quest/region/event/whatever and only equip it with enough information to the thing it's responsible for, but this is more complex and potentially limits your scaling out since resource allocation will become static instead of dynamic (if you have 50 servers of each quest and suddenly everyone goes on the same quest, you'll have 49 idle servers and one really swamped server). Again, it's a trade-off so be sure you understand it and make good choices for your application.
Once you've identified exactly what information in your game is non-deterministic, then you can design a database around that information. That becomes a bit easier: players have stats, players have items, players have skills, players have accomplishments, etc, all fairly easy to map out. You don't need descriptions for things like skills, accomplishments, items, etc, or even their effects or names or anything since the server can determine all that stuff for you from the ID's of those things at runtime without needing a database query.
Now, a lot of this probably sounds like overkill to you. After all, a good database can do queries very rapidly. However, your bandwidth is extremely precious, even in the data center, so you need to limit your use of it to only what is absolutely necessary to send and only send that data when it's absolutely necessary that it be sent.
Now, for representing quests in code, I would consider the specification pattern (http://en.wikipedia.org/wiki/Specification_pattern). This will allow you to easily build up quest goals in terms of what events are needed to ensure that the specification for completing that quest is met. You can then use LUA (or something) to define your quests as you build the game so that you don't have to make massive code changes and rebuild the whole damn thing to make it so that you have to kill 11 monsters instead of 10 to get the Sword of 1000 truths in a particular quest. How to actually do something like that I think is beyond the scope of this answer and starts to hit the edge of my knowledge of game programming so maybe someone else on here can help you out if you choose to go that route.
Also, I know I used a lot of terms in this answer, please ask if there are any that you are unfamiliar with and I can explain them.
Edit: didn't notice your addition about craftable items. I'm going to assume that these are things that a player can create specifically in the game, like custom items. If a player can continually change these items, then you can just combine the attributes of what they're crafted as at runtime but you'll need to store the ID of each attribute in the DB somewhere. If you make a finite number of things you can add on (like gems in Diablo II) then you can eliminate a join by just adding that number of columns to the table. If there are a finite number of items that can be crafted and a finite number of ways that differnet things can be joined together into new items, then when certain items are combined, you needn't store the combined attributes; it just becomes a new item which has been defined at some point by you already. Then, they just have that item instead of its components. If you clarify the behavior your game is to have I can add additional suggestions if that would be useful.
I would approach this from an Object Oriented point of view, rather than a Data Centric point of view. It looks like you might have quite a lot of (poss complex) objects - I would recommend getting them modeled (with their relationships) first, and relying on an ORM for persistence.
When you have a data-centric problem, the database is your friend. What you have done so far seems to be quite right.
On the other hand, the other problems you mention seem to be behaviour-centric. In this case, an object-oriented analisys and solution will work better.
For example:
Create a quest class with specificQuest child classes. Each child should implement a bool HasRequirements(Player player) method.
Another option is some sort of rules engine (Drools, for example if you are using Java).
If i was designing a database for such a situation, i might do something like this:
Quest
[quest properties like name and description]
reqItemsID
reqSkillsID
reqPlayerTypesID
RequiredItems
ID
item
RequiredSkills
ID
skill
RequiredPlayerTypes
ID
type
In this, the ID's map to the respective tables then you retrieve all entries under that ID to get the list of required items, skills, what have you. If you allow dynamic creation of items then you should have a mapping to another table that contains all possible items.
Another thing to keep in mind is normalization. There's a long article here but i've condensed the first three levels into the following more or less:
first normal form means that there are no database entries where a specific field has more than one item in it
second normal form means that if you have a composite primary key all other fields are fully dependent on the entire key not just parts of it in each table
third normal is where you have no non-key fields that are dependent on other non-key fields in any table
[Disclaimer: i have very little experience with SQL databases, and am new to this field. I just hope i'm of help.]
I've done something sort of similar and my general solution was to use a lot of meta data. I'm using the term loosely to mean that any time I needed new data to make a given decision(allow a quest, allow using an item etc.) I would create a new attribute. This was basically just a table with an arbitrary number of values and descriptions. Then each character would have a list of these types of attributes.
Ex: List of Kills, Level, Regions visited, etc.
The two things this does to your dev process are:
1) Every time there's an event in the game you need to have a big old switch block that checks all these attribute types to see if something needs updating
2) Everytime you need some data, check all your attribute tables BEFORE you add a new one.
I found this to be a good rapid development strategy for a game that grows organically(not completely planned out on paper ahead of time) - but it's one big limitation is that your past/current content(levels/events etc) will not be compatible with future attributes - i.e. that map won't give you a region badge because there were no region badges when you coded it. This of course requires you to update past content when new attributes are added to the system.
just some little points for your consideration :
1) Always Try to make your "get quest" requirements simple.. and "Finish quest" requirements complicated..
Part1 can be done by "trying to make your quests in a Hierarchical order":
example :
QuestA : (Kill Raven the demon) (quest req: Lvl1)
QuestA.1 : Save "unkown" in the forest to obtain some info.. (quest req : QuestA)
QuestA.2 : Craft the sword of Crystal ... etc.. (quest req : QuestA.1 == Done)
QuestA.3 : ... etc.. (quest req : QuestA.2 == Done)
QuestA.4 : ... etc.. (quest req : QuestA.3 == Done)
etc...
QuestB (Find the lost tomb) (quest req : ( QuestA.statues == Done) )
QuestC (Go To the demons Hypermarket) ( Quest req: ( QuestA.statues == Done && player.level== 10)
etc....
Doing this would save you lots of data fields/table joints.
ADDITIONAL THOUGHTS:
if you use the above system, u can add an extra Reward field to ur quest table called "enableQuests" and add the name of the quests that needs to be enabled..
Logically.. you'd have an "enabled" field assigned to each quest..
2) A minor solution for Your crafting problem, create crafting recipes, Items that contains To-be-Crafted-item crafting requirements stored in them..
so when a player tries to craft an item.. he needs to buy a recipe 1st.. then try crafting..
a simple example of such item Desc would be:
ItemName: "Legendary Sword of the dead"
Craftevel req. : 75
Items required:
Item_1 : Blade of the dead
Item_2 : A cursed seal
item_3 : Holy Gemstone of the dead
etc...
and when he presses the "craft" Action, you can parse it and compare against his inventory/craft box...
so Your Crafting DB will have only 1 field (or 2 if u want to add a crafting LvL req. , though it will already be included in the recipe.
ADDITIONAL THOUGHTS:
Such items, can be stored in xml format in the table .. which would make it much easier to parse...
3) A similar XML System can be applied to Your quest system.. to implement quest-ending requirements..
I am designing a laboratory database. Several products, samples, etc are identified by a composite number with multiple parts which indicate different values such as: origin, date, type, id today, etc. Examples of composite numbers might include a driver's license number (X44-555-3434), lot number (XBR-A26-500-2).
How should composite numbers be stored in a database? Should they be stored as a string or should each component of the composite number be stored (or derived) separately?
NOTE: Use Oracle if the question cannot be answered generally.
In my experience, if there are elements of a string that have meaning, it's best to put them in their own field. The gymnastics we go through trying to tease out the meaning are complex and error-prone; also it is easier to do data validation when we deal with each field explicitly. It's easy to construct the composite string, easy to search on the constructed string (albeit sometimes difficult to index). Fine-grained storage has always worked best for me.
It depends on what you eventually want to query. If you want to look for parts of the string separately, save it separately. If you want to look for the whole code (with or without the dashes, that can be dealt with), store it as a single string.
Also, if you decide to store them in separate columns, it would be a good idea to make a unique key out of them (unique key containing all the columns).
I would store each coded piece of the composite number separately, possibly as the actual value the code is meant to represent (i.e. instead of storing "XBR" store "January 12, 2007" as a timestamp). But that would depend on whether you expect to look up items by coded composite numbers more often, or by their actual semantics.
Then I would keep the mapping between the codes and the actual values somewhere in the database as well. So I'd have a few small tables that store two columns each, one representing codes and one representing, for example, timestamps.
Is the derivation of these numbers likely to change and how would expect that to impact the application ?
For example, years ago car registration plates in Britain started with three letters (which I think indicated a region), followed by three digits, followed by another letter which indicated the year of registration.
Eventually they ran out of letters for the suffix, and switched the ordering round so rather than having "ABC 123 A", you may have "A 123 ABC", and it would have been possible to have two cars registered at the same time, one with "ABC 123 A" and the other "A 123 ABC".
Oh, and then they 'sped' up the use of the single letter year indicator (as lots of people were waiting until the new letter came into effect before buying a car), so it not longer indicated a year.
If you were just interested in registration plates, then you would have been best off storing the registration plate as one value. However the application responsible for issuing the numbers probably needed them broken down into their components.