cc.journeyman.the-great-game.gossip.news-items
Using news items (propositions) to transfer knowledge between gossip agents.
Status
What is here is essentially working. It’s not, however, working with the rich data objects which will be needed, and it’s not yet nearly efficient enough, but it allows knowledge to propagate through the world procedurally, at a rate limited by the speed of movement of the gossip agents.
Discussion
The ideas here are based on the essay The spread of knowledge in a large game world, q.v.; they’ve advanced a little beyond that and will doubtless advance further in the course of writing and debugging this namespace.
A news item is a map with the keys:
date
- the date on which the reported event is claimed to have happened;nth-hand
- the number of agents the news item has passed through;verb
- what it is that happened (key intonews-topics
);
plus other keys taken from the keys
value associated with the verb in news-topics
.
Notes:
TODO
This namespace at present considers the :knowledge
of a gossip to be a flat list of propositions, each of which must be checked every time any new proposition is offered. This is woefully inefficient.
compatible-item?
(compatible-item? new-item known-item)
True if new-item
is identical with, or less specific than, known-item
.
If we already know ‘Bad Joe killed Sweet Daisy’, there’s no point in learning that ‘someone killed Sweet Daisy’, but there is point in learning ‘someone killed Sweet Daisy with poison’.
compatible-value?
(compatible-value? new-value known-value)
True if known-value
is the same as new-value
, or, for each key present in new-value
, has the same value for that key.
The rationale here is that if new-value
contains new or different information, it’s worth learning; otherwise, not.
degrade-character
(degrade-character gossip character)
Return a character specification like this character
, but comprising only those properties this gossip
is interested in.
degrade-location
(degrade-location gossip location)
Return a location specification like this location
, but comprising only those elements this gossip
is interested in. If none, return nil
.
interest-in-character
(interest-in-character gossip character)
Integer representation of how interesting this character
is to this gossip
. TODO: this assumes that characters are passed as keywords, but, as documented above, they probably have to be maps, to allow for degradation.
interest-in-location
(interest-in-location gossip location)
Integer representation of how interesting this location
is to this gossip
.
interesting-character?
(interesting-character? gossip character)
Boolean representation of whether this character
is interesting to this gossip
.
interesting-item?
(interesting-item? gossip item)
True if anything about this news item
is interesting to this gossip
.
interesting-location?
(interesting-location? gossip location)
True if the location of this news item
is interesting to this gossip
.
interesting-verb?
(interesting-verb? gossip verb)
Is this verb
interesting to this gossip
?
known-item?
(known-item? gossip item)
True if this news item
is already known to this gossip
.
This means that the gossip
already knows an item which identifiably has the same or more specific values for all the keys of this item
except :nth-hand
, :confidence
and :learned-from
.
learn-news-item
(learn-news-item gossip item)
(learn-news-item gossip item follow-inferences?)
Return a gossip like this gossip
, which has learned this news item
if it is of interest to them.
make-all-inferences
(make-all-inferences item)
Return a set of knowledge entries that can be inferred from this news item
.
news-topics
Topics of interest to gossip agents. Topics are keyed in this map by their verbs
. The keys
associated with each topic are the extra pieces of information required to give context to a gossip item. Generally:
actor
is the id of the character who it is reported performed the action;other
is the id of the character on whom it is reported the action was performed;location
is the place at which the action was performed;object
is an object (or possibly list of objects?) relevant to the action;price
is special to buy/sell, but of significant interest to merchants.
Characters
TODO but note that at most all the receiver can learn about a character from a news item is what the giver knows about that character, degraded by what the receiver finds interesting about them. If we just pass the id here, then either the receiver knows everything in the database about the character, or else the receiver knows nothing at all about the character. Neither is desirable. Further thought needed.
By implication, the character values passed should include all the information the giver knows about the character; that can then be degraded as the receiver stores only that segment which the receiver finds interesting.
Locations
A ‘location’ value is a list comprising at most the x/y coordinate location and the ids of the settlement and region (possibly hierarchically) that contain the location. If the x/y is not local to the home of the receiving agent, they won’t remember it and won’t pass it on; if any of the ids are not interesting So location information will degrade progressively as the item is passed along.
It is assumed that the :home
of a character is a location in this sense.
Inferences
If an agent learns that Adam has married Betty, they can infer that Betty has married Adam; if they learn that Charles killed Dorothy, that Dorothy has died. I’m not convinced that my representation of inferences here is ideal.