Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uunet!wuarchive!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!milton!wex@dali.pws.bull.com From: wex@dali.pws.bull.com (Buckaroo Banzai) Newsgroups: sci.virtual-worlds Subject: Who says what to whom (was Re: VR Protocols.) Message-ID: <7507@milton.u.washington.edu> Date: 13 Sep 90 14:12:30 GMT References: <31304@unix.cis.pitt.edu> Sender: hlab@milton.u.washington.edu Organization: Bull Worldwide Information Systems Inc. Lines: 51 Approved: hitl@hardy.u.washington.edu In article <1990Sep9.182518.12605@watserv1.waterloo.edu> broehl@watserv1.waterlo o.edu (Bernie Roehl) writes: Some protocol thoughts... There should be an initial interchange with the building, in which: 1. The user identifies him/herself to the building 2. The building either welcomes the user or rejects them (e.g. building close d) 3. The user tells the building what attributes to send 4. The building tells the user what user attributes to send I'd like to talk about 3&4 particularly, as they raise annoying model questions. The problem is this: in order for the user to tell the building what attributes to send, the user has to know what attributes the building *might* send, which means he knows a hell of a lot about the building's structure (and probably a fair amount about the *implementation* of the building's structure, which is even worse). This problem carries along as we add more and more interacting objects, until you have a situation where a supposedly-simple object (like a baseball) has to "know" a hell of a lot about the world. We ran into this problem while trying to design a system that could model gravity and collisions by objects interacting intelligently. We had three test cases we wanted to be able to solve: - the baseball being pitched and hit; - a jet airliner taxiing to a halt at a terminal gate; - a glass of water falling off a table to the floor. Simpler versions of these problems have been solved by other approaches, such as cognitive modeling and constraint-based programming. We wanted to see if the interacting-objects model could do as well, but we got bogged down in the issue of how much knowledge objects need. We ended up with a ridiculously topheavy structure where the generic superclasses had all sorts of specialized information which was used to optimize the enormous searches that the leaf-class objects were required to perform. I had an idea for improving this by going from a pure object representation to a frames+objects representation, where the objects would handle action rules and the frames would contain "knowledge" in the AI/KR sense. However, I haven't had a chance to test out this idea. -- --Alan Wexelblat phone: (508)294-7485 Bull Worldwide Information Systems internet: wex@pws.bull.com "Politics is Comedy plus Pretense."