A site like http://www.cornerhost.com/cvs/ might be a better forum for the
jousting than on this list.

----- Original Message -----
From: "pat665" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 03, 2001 1:52 PM
Subject: [REBOL] Re: A REBOL challenge - The Information World


> Go Gabrielle, Go !
>
> I am totally supportive to your challenge, however I don't see that newbie
> like me can be a part of it. Nevertheless I will enjoy seeing you all
gurus
> and Rebol jedi in  a fair and loyal joust.
>
> Patrick
>
>
>
> ----- Original Message -----
> From: "Gabriele Santilli" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, December 03, 2001 5:45 PM
> Subject: [REBOL] A REBOL challenge - The Information World
>
>
> > Hello all!
> >
> >  A REBOL challenge
> >
> > [Permission is explicitly granted to publish this document on the
> > REBOL Zine, on REBOLForces or on any other REBOL-related
> > publication/site/whatever.]
> >
> > With this message, I'm going to launch a challenge. The goal is to
> > create a peer-to-peer communication system as described below;
> > implementations will be judged by the members of the REBOL mailing
> > list, with regards to:
> >
> >   * Code elegance and simplicity
> >   * Efficiency
> >   * Usability
> >
> > If my free time will permit, I'll partecipate to the challenge
> > too; a time limit will be set in agreement with the participants.
> > The resulting code is required to be freely distributable at least
> > inside the REBOL mailing list; freely distributable software will
> > be preferred over restricted software because to be useful the
> > system has to be available to all the users of the Internet.
> >
> > [I'm quite sure Maarten will participate with a Rugby based
> > implementation; I'd like to have someone doing a REBOL/IOS based
> > implementation too...]
> >
> > If you are interested, please read the following document
> > carefully; comments or requests for clarifications will be
> > gratefully accepted. [Since this version can be considered a sort
> > of draft, I would be vert grateful to those of you that will
> > really be brave enough to read it all and offer me some comments.]
> >
> >  The "Information World"
> >
> > I want to create a sort of "virtual world". I will call it the
> > Information World (IW). This world is made of informations, from
> > static data to "live" entities able to interact with the rest of
> > the IW.
> >
> > The IW is based on three simple entities that the implementation
> > has to represent. These are "Places", "Objects" and "Agents".
> >
> >  Places
> >
> > A "Place" is a location in the IW. It can contain objects and
> > agents, and it can be connected to other places. (The connection
> > does not necessarily need to be a TCP/IP connection or something
> > like that; you can think of it as a "road" going from one place to
> > another. Also notice that if place A is connected to place B,
> > automatically place B is connected to place A.) Agents can move
> > from one place to another only using a connection (normal agents
> > cannot create a new connection).
> >
> > The implementation of a place has to provide a way for agents to
> > know what other objects and agents are present in the place. I.e.
> > the agents will have to be able to query the place where they are
> > to know what's there besides of them.
> >
> >  Objects
> >
> > "Objects" are "things", such as repositories, containers,
> > documents, and so on. An object can contain other objects; for
> > example, a book shelf object might contain book objects. By
> > themselves, objects cannot move from one place to another or
> > interact with other objects or agents. Only agents are able to
> > iteract with other agents or objects.
> >
> > The implementation should make it easy for objects to be moved
> > from a place to another (by agents); also, agents must be able to
> > query an object to know what actions it can perform on it (for
> > example, a book shelf might provide a "search" action to allow an
> > agent to search for a book, and so on).
> >
> > The implementation has to provide an easy way for users to create
> > new objects. Also, objects can be cloned.
> >
> >  Agents
> >
> > "Agents" are the most interesting entity of the IW. They are the
> > key for the communication, since they are the only entity that can
> > move from a place to another and interact with other entities.
> > They can also carry objects, but there should be a limit on the
> > size of the objects an agent can carry on a given connection.
> > Implementations have to deal with security issues raised by the
> > presence of agents.
> >
> > In particular, two categories of agents have to exist: "Residents"
> > and "Tourists". The only resident agents available should be:
> >
> >   * The "Road Builder", which creates connections with other
> >   places. It is the only entity that can create connections; of
> >   course it can destroy a connection too.
> >
> >   * The "Sentinel". A sentinel can be placed on every connection
> >   to verify the identity of coming tourists and place restrictions
> >   on them or even disallow their entrance. Each sentinel should be
> >   in communication with the one on the other side (if present) to
> >   be able to identify coming tourists. (Identifying might just
> >   mean assigning a "trust level" or something like that.)
> >
> >   * The "Mail Agent", which is responsible of sending (big)
> >   objects to other places. The mail agents can be asked by an
> >   agent to send an object to another mail agent on another place;
> >   it should also be possible for mail to be delivered to a
> >   specific agent in a place (passing thru the mail agent of that
> >   place). The implementation should provide an efficent way to
> >   transfer any amount of data. (This makes up for the limit of
> >   agents to carry objects; place-to-place connections should be
> >   optimized for the transport of tourists with rather small
> >   baggage, while mail agent-to-mail agent "connections" might be
> >   optimized for transferring big objects.)
> >
> >   * The "Banker". A place might have a banker which holds
> >   important objects. Objects available in the place can be used
> >   (and cloned) by any agent, so a banker might be needed to
> >   restrict access to some objects.
> >
> > The implementation should not allow for a tourist to become a
> > resident, unless the user explicitly wants it to (and he/she
> > should be warned that this is a security issue). Residents
> > (sentinels and mail agents in particular) should have a secure way
> > to identify themselves. (There's no reason for a resident to
> > become a tourist and to move from one place to another; anyway, if
> > an implementation allows the user to do this, it should take care
> > of any security issue that may rise.)
> >
> > Tourists can be of any kind and freely move from one place to
> > another (provided they get permission from the sentinels)
> > traveling the IW. The implementation should provide a way for the
> > user to create new tourists. Tourists can be cloned (with or
> > without their baggage :). Also, the user has to have a simple way
> > to instruct a tourist to do something (such as "Go on and search
> > for this book!").
> >
> >  But why?
> >
> > Because it looks like a lot of fun. :-) And also because our brain
> > is just a network of rather simple things... ;)
> >
> >
> > Being visionary today, ;-)
> >    Gabriele.
> > --
> > Gabriele Santilli <[EMAIL PROTECTED]> - Amigan - REBOL programmer
> > Amiga Group Italia sez. L'Aquila -- http://www.amyresource.it/AGI/
> >
> > --
> > To unsubscribe from this list, please send an email to
> > [EMAIL PROTECTED] with "unsubscribe" in the
> > subject, without the quotes.
> >
>
>
>
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