-*-Python-*-
Things not yet written in D (or is this pre-D?)
0.0.8:
life:
after birth: play
after puberty: seek parter
found partner:
keep wedding:
spread announcement about it: at certain time and place
go to that place at that time
build home
do things in general todo list (0.0.7)
reproduce
death:
others announce it
some closest relative decides on funeral date
go there
rumors:
ask about where certain place is
spread wedding, death and funeral info
easier talking and understanding (=very simple language)
esay:
(Interlinguish)/WordNet:
"Eating if more important than sleeping."
"Goals of type 'A' are more important than goals of type 'B'.",
Goals-> "#goal_noun1":
1. goal, end -- \
(the state of affairs that a plan is intended to achieve and \
that (when achieved) terminates behavior intended to achieve \
it; "the ends justify the means")
of-> "#of?"
type-> "#type_noun1":
1. type -- (a subdivision of a particular kind of thing; \
"what type of sculpture do you prefer?")
are-> "#be_verb1":
1. be -- (have the quality of being; \
(copula, used with an adjective or a predicate noun); \
"John is rich"; "This is not a good answer")
more-> "#more_adv1":
1. more, to a greater extent -- \
(used to form the comparative of some adjectives and adverbs; \
"more interesting"; "more beautiful"; "more quickly")
important-> "#important_adj1":
1. important, of import -- \
(of great significance or value; "important people"; \
"the important questions of the day")
than-> "#than?"
goals: see above
of: see above
type: see above
"#be_verb1":
DONE: You own this house:
verb="own", subject="You", object="this house"
DONE: To have breakfast do this:
verb="learn", subject="breakfast",
object="imaginary('have a breakfast', 'morning', 'home')"
DONE: Smithy resides at '(20,10,305)':
verb="know", subject="smithy", object="(20,10,305)"
DONE: You can buy axes at smithy:
verb="know", subject="axe", object="smithy"
I want to buy an axe:
verb="buy", subject="I", object="axe"
I live at '(10,100,50)':
verb="live", subject="I", object='(10,100,50)'
2. occupy, reside, lodge in -- (live (in a certain place))
Where do you live?:
verb="live", type="question", subject="you"
Where does Brinor live?:
verb="live", type="question", subject="Brinor"
Miyora got girl:
verb="birth", subject="Miyora", object="girl"
I love you:
verb="love", subject="I", object="you"
Nisuf is marrying Miyora:
verb="marry", subject="Nisuf", object="Miyora"
Nisuf and Miyora have wedding at 612.01.30 12:00 in home of Brinor:
verb="wedding", type="612.01.30 12:00", subject=["Nisuf","Miyora"],
object="home of Brinor"
I want to make love to you:
verb="love", type="question", subject="I", object="you"
misc things:
DONE: copy argument for things (especially mind):
DONE: make universal: pass it to super class
DONE: use **kw for all things (implements inheritance in __init__)
filter function to filter uninteresting events avay
add goal to go into tavern in evenings:
new time names (with time/timerange)?
class human(body):
sex: "female" or "male"
when two unmarried age>=fertility_age people meet:
may say 'I love you':
if another has said same thing: organize wedding
add wedding/funeral 'event' \
(imaginary except that it happens at certain place)
add sex event (when receiving it: check some probability for birth)
add hormones (sex drive?)
rewrite/modify goal 'language'
CORBA:
new client initiates connection:
server creates counterpart and begins to send events to that counterpart
client can send further messages to that counterpart and\
gets as response all events it has gotten.
client: send these events:
bodyi: store them for next 'run_step'
client: what events in my body?:
bodyi: these events
bodyi: run_step:
store events for next client query
return stored events from client
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0.0.7:
CORBA done: see observer.py, engne.py and msg.isl
make simple graphical observer module
need different tasklist based on age
cleanup 0.0.6 (modularize more things, etc..):
DONE acquire thing goalification
DONE house destroy: destroy fire too
DONE make house: (body is enough intelligent to use import house)
DONE make build something goal:
DONE make event
DONE then change events
DONE build home: use build something (did it differently for now\
because additional restriction)
goalify make axe (build something)
DONE use const.py for constatns
DONE event.py: document all events
DONE implement events between world and things:
(between world and mind already done)
DONE make events so that they really are strings (partially done)
DONE rename noname to cyphesis
DONE add time-range to goals
DONE replace tasks with goals
DONE write mind section in cyphesis.d:
(and remove Job, Task_info, Task)
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0.0.6:
coordinates and real places:
currently places are names like 'home', 'smithy', 'forest', etc...:
how to initially define these?:
knowledge base:
home,field farmer specific
smithy,forest village specific
world shouldn\'t know those names only minds do
movement: use diff vector(s)
birth and dying:
add age (seconds)
when new character created it lives with its parents until 18:
then it search for suitable place
then it begins to build its own home:
when it\'s ready it moves there
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0.0.5:
modularize events, thinking and doing! (maybe later?):
hmm.. doing is partly already modularized
slower creation of objects (check if already have too many):
word creates 'axe' with status 0.1:
then additional "make" -events will increase status
smith remembers what he is doing!:
set task_info right before calling it task.do:
see if there is unfinished 'axe'
do not buy more than once:
memory:
remember what I did earlier
let memory age
if too old: drop it
#some future implementation: add importance
house in fire:
create some house thing
random event:
fire is 'kind of live' thing
#future: exponential (even further future: complete simulation)
fire will grow every round by 0.15
if it goes over 1.0: destroy
everybody will go and try to extinguish fire
every extinguishinger will bring it down by 0.1
Nutshell: retain status longer than just single cycle
hmm... 'axe' should generate I exist events instead of generating\
I got destroyed event #implement in future
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0.0.4:
events:
done:
farmer goes to forest
uses axe
axe deteriorates over time
Instead of describing what to do, describe goals and deduce what to do
or in other words: simulate.
Lets see:
chopping trees requires axe => need axe at forest => bring axe from home
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