It's easy to imagine a future VR/AI where you can relive and interact with the familiar worlds of classic fiction.
It's not so easy to point to any real milestones that have been achieved (except insofar as the classic fiction you're aiming for resembles Grand Theft Auto).
I want to look back across the history of videogames, and retrace with baby steps some overlooked models that might actually serve useful functions when applied specifically to the challenge of simulating James Joyce's Ulysses.
We might begin with the geology of Dublin, Ireland, where his story takes place. .
The significant neighborhoods of the city can be abstracted into a classic hexmap.
Every straightline path taken by any character can be measured, and the required traveltime simulated.
The Hades carriage-ride could be parodied using the 'Oregon Trail' model.
Since HTML5 now has built-in sprite animation, we can divide the book into scenes and re-enact the characters' relative movements.
Bloom looks quite a bit like Donkey Kong's Mario, traversing Dublin streets.
There are many toolkits for animated storytelling.
Doom was a breakthru in 3D graphics, and mocking up Dublin even in wireframe graphics could be educational.
Minecraft lets architecture be rendered at any scale and explored.
Second Life can approach photorealism in a giant simulacrum of 1904 Dublin.
Ulysses chapter three is being rendered with the Unreal engine.
Shifting gears, cellular automata can capture a very simple model of character dynamics.
Dublin pedestrians can be treated as idealised traffic.
Some of their abstract interactions might even be symbolised with chess pieces.
AI has a long history with path-planning algorithms.
A detailed map might be crowdsourced.
Shifting gears again, we could take some very primitive steps towards emulating Joyce's prose.
We can easily generate simplified Joycean interior monologs.
We can take on the uncanny valley of characters' facial expressions.
We can render the voices of Sirens via MIDI with appropriate timbres
We can keep one eye on the growing power of emoji to capture critical events in a handful of signs.
We can rethink Bloom's 'odyssey' as a sequence of puzzles
Friday, June 24, 2016
Sunday, May 22, 2016
Preliminaries
(could each episode get its own simulation style?) [cf]
priorities
perspective
realism
liberties
errors
unknown/ unknowable
topography
maps
vr
scale
streets
paths
polygons
thom's
contemporary photographs
streetview (walkthru)
width
sidewalks
frontage
trams and trains
schedules
carriage
traffic
neighborhoods
density
wealth
census
buildings
census
numbering
storeys
algorithmic generation
doors and windows
awnings
decorations
3d modeling
interiors
walls
stairs
chimneys
tower
eccles
deasy's
butcher's
postoffice
church
chemist
newspaper
restaurants
library
ormond
kiernans
furniture
stuff
labels
ads
people
selfguiding
pathfollowing
pets
horses
strays
home address
job
family
wealth
clothes
hair
weight, height
tobacco
alcohol
economy
government
police
church
cellular automata
simcity
Friday, May 20, 2016
Startingpoints
Where and when?
The primary argument for Dublin 1904 is that Joyce crystallised it across countless dimensions, making the unpacking of his crystal into a game that never seems to grow stale.
1900 NYC in StreetView
How many novels take place in:
Saigon: buildings, typology
1920s Berlin Project community in Second Life
NYC Hotel Chelsea [SL?]
contemporary Lisbon, Portugal [2ndLife]
contemporary San Francisco [Cities: Skylines]
Luxembourg City in Second Life
Unity3D 'Tokyo'
GTA NYC, Miami; London 1969
videogames by country of setting: [wiki] [Ireland] (mostly sports)
Irish coast 1923
present-day Doolin
present-day Castle Malloy
The primary argument for Dublin 1904 is that Joyce crystallised it across countless dimensions, making the unpacking of his crystal into a game that never seems to grow stale.
1900 NYC in StreetView
How many novels take place in:
Saigon: buildings, typology
1920s Berlin Project community in Second Life
NYC Hotel Chelsea [SL?]
contemporary Lisbon, Portugal [2ndLife]
contemporary San Francisco [Cities: Skylines]
Luxembourg City in Second Life
Unity3D 'Tokyo'
GTA NYC, Miami; London 1969
videogames by country of setting: [wiki] [Ireland] (mostly sports)
Irish coast 1923
present-day Doolin
present-day Castle Malloy
Tuesday, May 17, 2016
Ontology of collectibles
fanatic fans create and collect every sort of auxiliary media tribute
book collecting
editions
translations
criticism
biography (author's own library rebuilt)
reference: maps
books mentioned re characters' libraries/reading
book fetishism: jewelry, tshirts, cover art, shelfies
media
video
theater
animation
quotes
bumperstickers
allusions
characters
characteristics
images
t-shirts
posters
ashtrays, mugs
celebrity lookalikes
photoshopped
as kids
as elders
cosplay
fan fiction (prequels, sequels, alternate timelines, lacunae)
theater/video
figurines
model railroad scales
salt/pepper, spoons, mugs
dolls (costumes)
bobbleheads
action figures (posable)
statues (garden gnomes)
cast
tarot
zodiac
pantheon
sportsteam
baseball cards
mappings to other casts (movie posters)
other genres: western, scifi, horror, reality, crime
props
charmbracelet charms
paintings
buildings
scales
dollhouses
treehouses
cities
monopoly
plot turns
boardgames
songs
lyric parodies
book collecting
editions
translations
criticism
biography (author's own library rebuilt)
reference: maps
books mentioned re characters' libraries/reading
book fetishism: jewelry, tshirts, cover art, shelfies
media
video
theater
animation
quotes
bumperstickers
allusions
characters
characteristics
images
t-shirts
posters
ashtrays, mugs
celebrity lookalikes
photoshopped
as kids
as elders
cosplay
fan fiction (prequels, sequels, alternate timelines, lacunae)
theater/video
figurines
model railroad scales
salt/pepper, spoons, mugs
dolls (costumes)
bobbleheads
action figures (posable)
statues (garden gnomes)
cast
tarot
zodiac
pantheon
sportsteam
baseball cards
mappings to other casts (movie posters)
other genres: western, scifi, horror, reality, crime
props
charmbracelet charms
paintings
buildings
scales
dollhouses
treehouses
cities
monopoly
plot turns
boardgames
songs
lyric parodies
Sunday, May 15, 2016
Topography and geology
Topographical data should be available, and just letting people wander over simulated hills and valleys might be educational. (How do you make subtle slopes obvious?) Maybe the 1909 map could be layered onto it. (Is there some toolkit that makes this easy?)
The evolution of the underlying geology might also be of interest.
U19: "He capered before them down towards the fortyfoot hole, fluttering his winglike hands, leaping nimbly, Mercury's hat quivering in the fresh wind that bore back to them his brief birdsweet cries."
U93: "The carriage climbed more slowly the hill of Rutland square."
U168: "Hidden under wild ferns on Howth. Below us bay sleeping sky... High on Ben Howth"
U236: "John Wyse Nolan, lagging behind, reading the list, came after them quickly down Cork hill."
U265: "Slower the mare went up the hill by the Rotunda,"
U328: "Tarbarrels and bonfires were lighted along the coastline of the four seas on the summits of the Hill of Howth, Three Rock Mountain, Sugarloaf, Bray Head, the mountains of Mourne, the Galtees, the Ox and Donegal and Sperrin peaks, the Nagles and the Bograghs, the Connemara hills, the reeks of M' Gillicuddy, Slieve Aughty, Slieve Bernagh and Slieve Bloom."
U624: "From Roundwood reservoir in county Wicklow of a cubic capacity of 2,400 million gallons, percolating through a subterranean aqueduct of filtre mains of single and double pipeage constructed at an initial plant cost of £ 5 per linear yard by way of the Dargle, Rathdown, Glen of the Downs and Callowhill to the 26 acre reservoir at Stillorgan, a distance of 22 statute miles, and thence, through a system of relieving tanks, by a gradient of 250 feet to the city boundary at Eustace bridge, upper Leeson street, though from prolonged summer drouth and daily supply of 12 1/2 million gallons the water had fallen below the sill of the overflow weir for which reason the borough surveyor and waterworks engineer, Mr Spencer Harty, C. E., on the instructions of the waterworks committee had prohibited the use of municipal water for purposes other than those of consumption (envisaging the possibility of recourse being had to the impotable water of the Grand and Royal canals as in 1893) particularly as the South Dublin Guardians, notwithstanding their ration of 15 gallons per day per pauper supplied through a 6 inch meter had been convicted of a wastage of 20,000 gallons per night by a reading of their meter on the affirmation of the law agent of the corporation, Mr Ignatius Rice, solicitor, thereby acting to the detriment of another section of the public, selfsupporting taxpayers, solvent, sound."
Saturday, May 14, 2016
Nature Census
Someday you'll be able to type in "Dublin Ireland 16 June 1904" at a website and get a detailed inventory of likely species of plant and animal that could have been found there then.
Ulysses is wildlife-poor: a spiderweb, two flies, a moth, gulls, ferns...
A similar database could track people in places over time. Ireland was pretty advanced to take detailed censuses, with names and addresses and other biographical data, in 1901 and 1911.
Older times have to be estimated algorithmically.
A SimCity-like algorithm can guess neighborhoods past growth.
Thursday, May 12, 2016
Tuesday, May 10, 2016
Boardgame/hexmap
This hexmap requires six-directional navigation, but pretty accurately captures spatial relationships. It could be the reference board for a diice-rolling D&D style game. [more]
CIA boardgames
Game of Life
history
[more]
CIA boardgames
Game of Life
history
[more]
Thursday, May 5, 2016
Monday, April 25, 2016
Penn & Teller's Desert Bus
The world's worst videogame provides the lowest initial bar to scale in simulating Ulysses.
"The objective of the game is to drive a bus from Tucson, Arizona to Las Vegas, Nevada in real time at a maximum speed of 45 MPH. The feat requires eight hours of continuous play to complete, since the game cannot be paused... The bus contains no passengers, there is little scenery aside from an occasional rock or bus stop sign, and there is no traffic. The road between Tucson and Las Vegas is completely straight." [wiki] [Java port]
Let the viewer be a pedestrian and the view be an unchanging street scene. Let them choose any startingpoint-and-destination among the book's many paths, and decide when to move and when to stop. Keep track of progress and end the game when they've 'walked' as far as their chosen path demands.
Variants: Ride in a carriage, a train, or a tram. Include paths deduced for characters between episodes. Add destinations like Mullingar or Clongowes.
Complications: Add a graphic for cross street intersections that appears at appropriate times, and require the character to 'turn'. Represent different street widths and building heights.
(If someone wants to do this, it would be nice if the data files are in a format that can be repurposed for more advanced sims.)
gameplay starts at 3:53
Wednesday, April 20, 2016
Oregon Trail
Lots of text-based decisions about your path and progress, consequences like death if you don't maintain provisions. Track progress on map. Option for multiple characters in party.
[wiki]
[HTML5? port]
Simplest startingplace is probably the Hades carriage-ride with four passengers and a driver and horse.
"You have perished of inanition."
Bet on horserace?
Man in macintosh passes
Tuesday, April 19, 2016
Pioneers
http://pioneersgame.com/
strength/stamina/agility/intellect/perception: it should be interesting to differentiate the ulysses cast this way
instead of outfitting ships they could provision their pockets?
strength/stamina/agility/intellect/perception: it should be interesting to differentiate the ulysses cast this way
instead of outfitting ships they could provision their pockets?
Sunday, April 17, 2016
HTML5 animation
this category started with the whimsical notion that bloom's travels could be illustrated in 8-bit DonkeyKong style, which led to the realisation that HTML5 offers a built-in toolkit for simple sprite animations, moving characters around an x-y grid.
Bloom's (and to some extent Stephen's) paths are well-known, so simple mock-ups were easy to generate, but their detailed interactions are much subtler and it quickly becomes clear that treating them respectfully will require more detailed 'cut scenes' with much more 'theatrical' staging.
html5 has enough complexities to explore and master that it's hard to foresee what will eventually be possible.
for now, i'm thinking every human interaction that joyce describes in any detail deserves a custom 'stage' with the goal of capturing some sense of joyce's artistic intent.
the first priority is to list the sequence of events, breaking down paths into straight line segments and making sure 'instantaneous' effects are actually allowed a momentary gap so the direction of causality is clear.
joyce hides lots of little clues that help trace paths in detail.
pauses should usually include some kind of jiggling to show the character is alive. speaking probably deserves at least chin-jiggling.
characters' x-y paths can be broken down into 100 segments each, with a duration setting for the whole.
their depictions can be freely changed along the way using a delicate (and unintuitive?) technology called 'sprite sheets'. editor
or wandering rocks like:
PARADISE - A contemporary interpretation of The Garden of Earthly Delights from STUDIO SMACK on Vimeo.
Bloom's (and to some extent Stephen's) paths are well-known, so simple mock-ups were easy to generate, but their detailed interactions are much subtler and it quickly becomes clear that treating them respectfully will require more detailed 'cut scenes' with much more 'theatrical' staging.
html5 has enough complexities to explore and master that it's hard to foresee what will eventually be possible.
for now, i'm thinking every human interaction that joyce describes in any detail deserves a custom 'stage' with the goal of capturing some sense of joyce's artistic intent.
the first priority is to list the sequence of events, breaking down paths into straight line segments and making sure 'instantaneous' effects are actually allowed a momentary gap so the direction of causality is clear.
joyce hides lots of little clues that help trace paths in detail.
pauses should usually include some kind of jiggling to show the character is alive. speaking probably deserves at least chin-jiggling.
characters' x-y paths can be broken down into 100 segments each, with a duration setting for the whole.
their depictions can be freely changed along the way using a delicate (and unintuitive?) technology called 'sprite sheets'. editor
or wandering rocks like:
PARADISE - A contemporary interpretation of The Garden of Earthly Delights from STUDIO SMACK on Vimeo.
Friday, April 15, 2016
Donkey Kong
Is there any point to putting a little 8-bit Bloom walking sideways across Dublin? Eating sandwiches (and flirting?) for refreshment, dodging trams and apes throwing biscuit tins?
Could his route be emulated in 2.5-D?
or: a cutaway view of the 7 eccles house w/kitchen in basement and molly in 1st floor bedroom, outhouse in back garden (there's no reason the scale can't be as accurate as we know how)
and switch to some kind of streetview for his butcher trip, and then for his postoffice trip
[html5]
what the heck, let's just do the whole thang:
Could his route be emulated in 2.5-D?
or: a cutaway view of the 7 eccles house w/kitchen in basement and molly in 1st floor bedroom, outhouse in back garden (there's no reason the scale can't be as accurate as we know how)
and switch to some kind of streetview for his butcher trip, and then for his postoffice trip
[html5]
what the heck, let's just do the whole thang:
Thursday, April 14, 2016
Frogger
bloom avoiding streetcars?
U414:
"BLOOM (Halts erect stung by a spasm.) Ow.
(He looks round, darts forward suddenly. Through rising fog a dragon sandstrewer, travelling at caution, slews heavily down upon him, its huge red headlight winking, its trolley hissing on the wire. The motorman bangs his footgong.)
THE GONG Bang Bang Bla Bak Blud Bugg Bloo.
(The brake cracks violently. Bloom, raising a policeman's whitegloved hand, blunders stifflegged, out of the track. The motorman thrown forward, pugnosed, on the guidewheel, yells as he slides past over chains and keys.)
THE MOTORMAN Hey, shitbreeches, are you doing the hat trick?
(Bloom trickleaps to the curbstone and halts again. He brushes a mudflake from his cheek with a parcelled hand.)
BLOOM No thoroughfare. Close shave that but cured the stitch. Must take up Sandow's exercises again. On the hands down. Insure against street accident too. The Providential. (He feels his trouser pocket.) Poor mamma's panacea. Heel easily catch in track or bootlace in a cog. Day the wheel of the black Maria, peeled off my shoe at Leonard's corner. Third time is the charm. Shoe trick. Insolent driver. I ought to report him."
U414:
"BLOOM (Halts erect stung by a spasm.) Ow.
(He looks round, darts forward suddenly. Through rising fog a dragon sandstrewer, travelling at caution, slews heavily down upon him, its huge red headlight winking, its trolley hissing on the wire. The motorman bangs his footgong.)
THE GONG Bang Bang Bla Bak Blud Bugg Bloo.
(The brake cracks violently. Bloom, raising a policeman's whitegloved hand, blunders stifflegged, out of the track. The motorman thrown forward, pugnosed, on the guidewheel, yells as he slides past over chains and keys.)
THE MOTORMAN Hey, shitbreeches, are you doing the hat trick?
(Bloom trickleaps to the curbstone and halts again. He brushes a mudflake from his cheek with a parcelled hand.)
BLOOM No thoroughfare. Close shave that but cured the stitch. Must take up Sandow's exercises again. On the hands down. Insure against street accident too. The Providential. (He feels his trouser pocket.) Poor mamma's panacea. Heel easily catch in track or bootlace in a cog. Day the wheel of the black Maria, peeled off my shoe at Leonard's corner. Third time is the charm. Shoe trick. Insolent driver. I ought to report him."
Trams and trains
dublin's complex network of trams and trains would take a lot of research to get right but would flesh out lots of hints about characters' movements
and the animation could be quite simple [demo]
traffic sim
modern ireland trains sim
and the animation could be quite simple [demo]
traffic sim
modern ireland trains sim
Wednesday, April 13, 2016
Tuesday, April 12, 2016
Animated storytelling
there's lots of simple apps that let kids create animated stories
joyce has filled episode one with minute stage directions that we're honor-bound to honor
joyce has filled episode one with minute stage directions that we're honor-bound to honor
Monday, April 11, 2016
September 12tth
A little farfetched (or not?) but imagine a game where the British assassinate Irish nationalists, in the process inspiring two new nationalists for each one killed?
Sunday, April 10, 2016
Doom
Before Doom there were partial implementations including Castle Wolfenstein [survey]
Choosing a 3D game engine to attempt will take research. Dublin's streets are not all at right angles, and the sky is almost always visible.
Wireframe 3D might be more effective for the first try. Buildings would need basic dimensions in addition to streets and sidewalks.[typology of buildings] The census form 'House and Building Return (Form B1)' includes a count of windows in front.
there must have been open spaces: parks, rivers, vacant lots? calculating the view
boiling it down to a handful of standard blocks
interactive Flash demo
Friday, April 8, 2016
Emotional Street Fighter
random pedestrian interactions could be handled by Street-Fighter-like AI
instead of blows, each would have a menu of conversational gambits, including sharing gossip, trading compliments for favors, trying to end conversations quickly
visualise a panorama of dublin's streets with a full complement of pedestrians where every meeting is handled this way
Tuesday, April 5, 2016
Saturday, April 2, 2016
Restaurant Empire
challenge:
ulysses depicts dozens of ways that food and drink were sold
gamify these, to clarify the economics
- borrow money
- hire location
- decorate
- set menu
- hire employees
- advertise
- count profits
- move on up
game
starting at the very bottom:
cocklepickers
plums
apples
Banbury cakes
Simnel cakes
cabman's shelter
milkwoman
milkman
butcher
Lemon's
north city dining rooms
Red Bank
ulysses depicts dozens of ways that food and drink were sold
gamify these, to clarify the economics
- borrow money
- hire location
- decorate
- set menu
- hire employees
- advertise
- count profits
- move on up
game
starting at the very bottom:
cocklepickers
plums
apples
Banbury cakes
Simnel cakes
cabman's shelter
milkwoman
milkman
butcher
Lemon's
north city dining rooms
Red Bank
Wednesday, March 30, 2016
Civilization VI
This 12min overview (narrated by Yorkshireman Sean Bean) discusses the technological evolution of a city, and threats from invaders, but I don't think it lets you play from the pov of a rebellious colony. (Teddy Roosevelt makes a cameo c1904)
Urban Empire
math
Urban Empire
math
Friday, March 25, 2016
Second Life
The big problem here is monthly rental charges for an area big enough to map most of Dublin. If those can be guaranteed, the creative labor should be crowdsourceable.
that's 7 eccles in the distance, the tower in the foreground:
Creating all the characters should be fun.
Bloom's house will be full of detailed furniture and stuff like products in labelled packages.
that's 7 eccles in the distance, the tower in the foreground:
Creating all the characters should be fun.
Bloom's house will be full of detailed furniture and stuff like products in labelled packages.
Sunday, March 20, 2016
Unreal engine
The high resolution of this engine has the unfortunate side-effect that every detail takes much, much longer for the artist to get right.
InUlysses Game Preview from Eoghan Kidney on Vimeo.
The interactivity is minimal(cf 'Dinner Date')
Saturday, February 20, 2016
Cellular automata
The most conspicuous recurring motive in Ulysses is the urge for a drink, which can only be filled at one of the many, many drinking establishments in Dublin. One needs money, or friends one can impose on.
A simple model could let thirsty characters wander from bar to bar by very simple rules.
Complexities:
- wander home after reaching preset max
- go on random bender
- get in fights when drunk
Unrelated themes to explore:
- spotting macintosh
- avoiding Boylan
- flirting, pseudonym
- seeking/avoiding law
- tempting females
promising parallel projects
Wednesday, February 17, 2016
Traffic maps
Since we know who lived where, can we experiment with varying average-daily-travel graphs, and see how much foot traffic and/or carriage traffic would be generated and where?
There are lots of unnamed characters-- can we calculate how close they probably are to their homes?
How extraordinary is Patsy Dignam's trek to the butcher's?
How common are Bloom's neighborhood convenience shops?
There are lots of unnamed characters-- can we calculate how close they probably are to their homes?
How extraordinary is Patsy Dignam's trek to the butcher's?
How common are Bloom's neighborhood convenience shops?
Monday, February 15, 2016
Chess
the pieces offer faint metaphors for the characters:
Bloom = king
Molly = queen
Boylan = black knight
Conmee = white bishop?
pawns = passersby
Tower = rook?
it might be fun to create mini-dramas like knight threatens queen
Bloom = king
Molly = queen
Boylan = black knight
Conmee = white bishop?
pawns = passersby
Tower = rook?
it might be fun to create mini-dramas like knight threatens queen
Friday, February 12, 2016
SMASS et al
SMASS is a PROLOG agent-sim
eg: "Each actor tries to find a neighbour who is physically weaker, and to take away
some part of that person's wealth."
EOS: leader/follower planning (Deasy is Stephen's leader, Bella is Zoe&co's; Molly is Bloom's, at end Bloomis Stephen's and Molly's?)
"Agents decide the resources to target, the number of agents needed to acquire them, and then seek to make an agreed allocation of agents to resources. A single agent and its following may be assigned several resources to harvest. Plans have explicit estimated numerical payoffs"
"Plan execution is also complex. It involves the setting of a rendezvous point and time, and
the pooling and sharing at the rendezvous of all the resources harvested. Further complex-
ity is created by the possible failure of some or all of the agents to perform the tasks they
have agreed to undertake, and the fact that the whole process is partly recursive -- thus a
subleader will execute its part of a plan by creating and recruiting to a subplan, and so on"
"Any inter-agent relationship is expressed in the EOS model by beliefs within the social
models of the agents concerned. Thus, to say that agents X and Y are in a leader/follower
relationship means that Agent X believes that Agent Y is its leader and vice versa. After
multiple instances of cooperation between two agents (an instance of cooperation occurs
when one agent agrees to take part in another’s plan) an instance of a leader/follower rela-
tionship may come into being. This happens if cooperation is consistently ‘one-way’. If
agent X is repeatedly recruited to agent Y’s plans over a limited period of time, then both
X and Y will come to see themselves as in a leader/follower relationship with Y as the
leader. Leaders tend to generate more highly valued plans, and they attempt to recruit their
followers first to their plan. Followers supply information to their leader about their needs
and awareness of resources, and will always wait for a plan to be proposed by their leader
(but may then reject the leader’s proposal in favour of an alternative). A leader/follower
relationship may dissolve if a follower loses contact with its leader or repeatedly rejects
the leader’s plans."
"to say that agents X and Y are in a leader/follower relationship means that Agent X believes that Agent Y is its leader and vice versa"
"agents’ misbeliefs about the existence of unreal ‘pseudo-agents’, and believed
relationships with them, may inhibit agents from attempting to ‘kill’ one another which
they would otherwise do. All other things equal, the effect is a substantially larger average
population size."
PECS: "These selfish agents belong to different neediness classes, i.e. they
have, for example, different levels of wealth, they are free to choose partners for
cooperation, and they typically act with their own interest in mind." (Henry and Martha?)
eg: "Each actor tries to find a neighbour who is physically weaker, and to take away
some part of that person's wealth."
EOS: leader/follower planning (Deasy is Stephen's leader, Bella is Zoe&co's; Molly is Bloom's, at end Bloomis Stephen's and Molly's?)
"Agents decide the resources to target, the number of agents needed to acquire them, and then seek to make an agreed allocation of agents to resources. A single agent and its following may be assigned several resources to harvest. Plans have explicit estimated numerical payoffs"
"Plan execution is also complex. It involves the setting of a rendezvous point and time, and
the pooling and sharing at the rendezvous of all the resources harvested. Further complex-
ity is created by the possible failure of some or all of the agents to perform the tasks they
have agreed to undertake, and the fact that the whole process is partly recursive -- thus a
subleader will execute its part of a plan by creating and recruiting to a subplan, and so on"
"Any inter-agent relationship is expressed in the EOS model by beliefs within the social
models of the agents concerned. Thus, to say that agents X and Y are in a leader/follower
relationship means that Agent X believes that Agent Y is its leader and vice versa. After
multiple instances of cooperation between two agents (an instance of cooperation occurs
when one agent agrees to take part in another’s plan) an instance of a leader/follower rela-
tionship may come into being. This happens if cooperation is consistently ‘one-way’. If
agent X is repeatedly recruited to agent Y’s plans over a limited period of time, then both
X and Y will come to see themselves as in a leader/follower relationship with Y as the
leader. Leaders tend to generate more highly valued plans, and they attempt to recruit their
followers first to their plan. Followers supply information to their leader about their needs
and awareness of resources, and will always wait for a plan to be proposed by their leader
(but may then reject the leader’s proposal in favour of an alternative). A leader/follower
relationship may dissolve if a follower loses contact with its leader or repeatedly rejects
the leader’s plans."
"to say that agents X and Y are in a leader/follower relationship means that Agent X believes that Agent Y is its leader and vice versa"
"agents’ misbeliefs about the existence of unreal ‘pseudo-agents’, and believed
relationships with them, may inhibit agents from attempting to ‘kill’ one another which
they would otherwise do. All other things equal, the effect is a substantially larger average
population size."
PECS: "These selfish agents belong to different neediness classes, i.e. they
have, for example, different levels of wealth, they are free to choose partners for
cooperation, and they typically act with their own interest in mind." (Henry and Martha?)
Wednesday, February 10, 2016
Planning paths
create a simple grid of cross streets
place a 'planner' at any point
assign them a random destination, with a schedule of rewards depending on when they reach it
let them calculate a route and realistic timeline
(ignore obstacles for now)
(could there just be a big table of distances between any two points, and you plan by looking at the points you can move to and choose the one that's closest to your goal?)
let them follow the route, checking occasionally that they're on time
add other planners
if two planners cross paths, let them stop and 'socialise'
let socialising offer substitute rewards
(is balancing different kinds of rewards tricky?)
let them monitor that they're still on time
add other distractions (alcohol, gambling)
let planners allow for different margins of delay
(generate interior monologs for each, see below)
"i have to get to XY by Z o'clock"
"to get to XY by Z i need to be at xy by z"
"i can go via xxyy and still be on time"
simulation software can optimize paths
Defects, Overproduction, Waiting, Not Utilizing Talent, Transportation, Inventory Excess, Motion Waste, Excess Processing [pdf]
spreadsheet people's days [eg]
place a 'planner' at any point
assign them a random destination, with a schedule of rewards depending on when they reach it
let them calculate a route and realistic timeline
(ignore obstacles for now)
(could there just be a big table of distances between any two points, and you plan by looking at the points you can move to and choose the one that's closest to your goal?)
let them follow the route, checking occasionally that they're on time
add other planners
if two planners cross paths, let them stop and 'socialise'
let socialising offer substitute rewards
(is balancing different kinds of rewards tricky?)
let them monitor that they're still on time
add other distractions (alcohol, gambling)
let planners allow for different margins of delay
(generate interior monologs for each, see below)
"i have to get to XY by Z o'clock"
"to get to XY by Z i need to be at xy by z"
"i can go via xxyy and still be on time"
simulation software can optimize paths
Defects, Overproduction, Waiting, Not Utilizing Talent, Transportation, Inventory Excess, Motion Waste, Excess Processing [pdf]
spreadsheet people's days [eg]
Monday, January 25, 2016
Building a master map
We badly need a sort of wiki that lets us gradually correlate the 1901 census data to the 1909 map.
We have to expect lots of missteps, and make sure it's easy to re-align sections.
This means first of all matching streetnames (which often vary), then matching map-properties to street numbers.
When we get a Thom's we can start putting in businesses too.
To make it practical (and free) we could do a block at a time starting with Eccles. [demo]
The censuses include a handy but untranscribed 'House and Building Return (Form B1)' [eg] that includes an exact count of how many windows each building has in front.
We have to expect lots of missteps, and make sure it's easy to re-align sections.
This means first of all matching streetnames (which often vary), then matching map-properties to street numbers.
When we get a Thom's we can start putting in businesses too.
To make it practical (and free) we could do a block at a time starting with Eccles. [demo]
The censuses include a handy but untranscribed 'House and Building Return (Form B1)' [eg] that includes an exact count of how many windows each building has in front.
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