Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!wex@dali.pws.bull.com From: wex@dali.pws.bull.com (Buckaroo Banzai) Newsgroups: sci.virtual-worlds Subject: Re: Who says what to whom (was Re: VR Protocols.) Message-ID: <7569@milton.u.washington.edu> Date: 14 Sep 90 18:14:34 GMT References: <31304@unix.cis.pitt.edu> <7507@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Bull Worldwide Information Systems Inc. Lines: 51 Approved: hitl@hardy.u.washington.edu In article <7523@milton.u.washington.edu> brucec%phoebus.phoebus.labs.tek.com@RE LAY.CS. (Bruce Cohen;;50-662;LP=A;) writes: 1) The object and the building negotiate the list(s) of attributes they will communicate. This is the technique used in standard interfaces which Right - we tried this. The theory is good, but the problem is that the implementation required a *lot* of message interchanges. Think of the baseball-approaching-the-bat vs. the airplane-approaching-the-gate. At what distance do you communicate what information? I suppose with faster machines we'd be able to do more of this, but I'm not happy with the "negotiation" approach. One requirement of this approach is that there be a bounded list of possible attributes, and that there be some minimal list of attributes that can be relied upon to be present. Then the party Right - this is how we got topheavy superclasses. You have to play this balancing game between having all objects know a lot about objects' structure or you have to have a very intelligent way of handling missing attributes. If the possible number of optional attributes is large, the number of such emulation strategies can also be large, and that's where this scheme can break down. Number of strategies? I'd be hard-pressed to come up with *one* general strategy. I don't see how to make the knowledge sets in two separate frames impinging on each other for the first time mesh. I guess I'm not sure how you mean to relate the objects and the frames. OK - the idea was not to have each object have KR frames, but to have there be a system of knowledge about the world to which all objects could refer. That is, if I'm a ball object and I'm about to impinge on a bat object, I know that this object is of type T (or one of its subclasses) and I know where to look in the knowledge net for information about objects like that. Once I've inferred some things about this type of object, I can construct a request of the bat. The idea of this sort of implementation is to prevent what is essentially "real-world" knowledge from having to be part of objects' structures and also to avoid having objects know too much about how other objects are implemented. -- --Alan Wexelblat phone: (508)294-7485 Bull Worldwide Information Systems internet: wex@pws.bull.com "Politics is Comedy plus Pretense."