RE: writing scripts

2000-12-05 Thread Bullard, Claude L \(Len\)

I agree with your assessment.  Thanks for this 
reference.  Excellent reading.

I looked at the Skotos site and 
inevitably we come back to the issues 
of text MUD vs 3D real time stories. 
Protocol and how to parse a protocol 
as always becomes the design challenge. 
We have discussed this before in terms 
of commands, gestures and even emotional 
language files and when you look at sites 
like Cybertown, you see the bare beginnings 
of commands for simple behaviors, plus they 
regularly host real time events with some 
aspects of role playing.

A text interface and a 3D interface may 
overlap.  It certainly solves the problems 
of command and control in text; OTOH, it is typing 
intensive, relies on learning a vocabulary, 
and seems to rely on guides for escapes.  This isn't ideal but 
there are lots of ideas that do transfer 
the real time 3D world well.  Interaction 
means controls and it is tough to hide them 
without real time speech and that of course, 
makes the automation of devils and angels 
extremely expensive (won't pass a turing test). 
Yet without a richer medium, the skotos experience 
seems to be a kind of interactive radioplay.

I like Kimberly's story writing articles. 
As I said before, one may want to abandon the 
inherent linearity of stories, or learn how 
to hide plot driving devices.  Much of what she 
talks about is directly text related and one 
has to figure out how to translate that into 
3D stuff.

The crux is still the illusion 
of free will and managing that by context.  She 
notes a vital point and that is the ability to 
affect globals.  Globals are key to producing 
sideeffects and uncertainty (what XSLT assiduously 
avoids for the same reason).  

Very good site.  I note they are already using 
XML.  It will be interesting to see if they 
mine the markup gold mine of the Hytime 
work and look at some of the emerging work in 
topic maps.  Being able to create and change 
these is one way to manage relationships 
among objects.  Graham Moore did a good paper 
on using groves for linking to application state.

See http://www.empolis.co.uk/products/prod_x2x.asp

>From the skotos site:

"Though we're using the basic ideas of XML, we haven't poured over the XML
specs in ultimate detail. We don't actually need to comply to the XML specs.
Thus there may well be other things we do in our system that's off-spec."
 
Looking at their file example it wouldn't be hard to do the 
right thing and make it possible take their file, using XSLT and 
spit out a 3D object that conforms.   If they persist game state 
for players, and enable modification between episodes (another 
kimberly bit was that she covers plot types; nice), then 
the XSLT can use these to initialize a 3D world, SOAP for RPC services, 
and so on.
  
An important issue for UMEL will be being able to do this kind 
of thing in a provably standard way, so the light way Skotos 
treats this issue won't work in the long run.  (yes, that's a challenge to 
the lurkers).  It does us not much good other than experience 
and bangles to create for proprietary languages and implementations. 

Thanks for the pointer, Jed.  Most enjoyable reading.

Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Jed Hartman [mailto:[EMAIL PROTECTED]]

Perhaps Lurker Par has some thoughts about how all this plays 
out in existing MUDs, such as the groundbreaking work he and his 
company are doing now at http://www.skotos.net -- I envision this 
kind of thing eventually being a back-end to interactive stories of 
the type we're talking about, with a 3D graphics display system in 
place of text descriptions -- there are a lot of ways in which the 
problems being solved are different in these two cases, but also, I 
think, a lot of similarities.)




RE: writing scripts

2000-12-05 Thread Bullard, Claude L \(Len\)

A clockwork is possible.  Just very hard.  Again, a 
"speed is money; how fast can you afford" issue of 
resources.  If a clockwork is an ultimate goal, 
set it then by degrees work to it.  I am thinking 
of a server world that maintains a modular set of 
worlds around it.  The privilege or role of a 
user that logs in determines which worlds they 
can be in, which powers (commands and data) they 
have affect over per world, and what they can 
carry from world to world.  This is something 
classical literature and many movies achieve with 
their separate realms that can send agents to 
the middle world (think Shemp Howard as the 
angel in the dream).  Except what our medium allows 
is for all of these worlds to be simultaneously 
active.  But the prime directive is still illusion 
maintenance, and so we set up the hierarchy of 
powers and rules of interface (sounds like OOP 
to me but with XSLT and XML for messaging, 
transactions, and remediation (no rollback)).

Anyway, the lord of such a world is not disengaged 
fully.  The restriction was illusion maintenance; 
god uses the agents and sticks to self-imposed rules. 
In this thread, I am using this metaphor because it 
is reasonably clear how roles are assigned and offers 
the potential to categorize hierarchies of agents 
that inherit capability and interface.  The thread 
is to look at the properties of a script that can 
enable it to be self-transforming.  We have to out 
the properties of self-transformation but frame 
them within the constraints of illusion maintenance. 
The theology is convenient and let's me play with  
images and characters that can be created and sustained.

However, the tech side is to point out that the X3D/XML/XSLT 
combination can be extremely powerful and give us tools 
to author that are much easier to work with than 
programming in the EAI/SAI.  While the EAI can be the 
realtime interface, the universality of the XML syntax 
enables us to build all of the other languages we 
need to persist property values across episodes and 
transform them.  That I choose in this instance of a 
storyworld to call them spells, miracles, devices, 
guises, etc. is simply to make them accessible from 
the GUI in a way that naturally leads an author to 
understand their purpose.  In reality, they are 
probably UMEL resources for that world.

For a story world to be even more interesting, one 
would sustain multiple plotlines that can intersect, 
overlap, and alter each other almost the way that 
occasionally sitcom stars cameo in each others shows.

Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Jed Hartman [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 04, 2000 8:42 PM
To: [EMAIL PROTECTED]
Subject: RE: writing scripts


As always, wish I had more time to participate in this discussion...

Also as always, I'm inclined to overlay my tabletop-RPG views on 
this.  (Perhaps Lurker Par has some thoughts about how all this plays 
out in existing MUDs, such as the groundbreaking work he and his 
company are doing now at http://www.skotos.net -- I envision this 
kind of thing eventually being a back-end to interactive stories of 
the type we're talking about, with a 3D graphics display system in 
place of text descriptions -- there are a lot of ways in which the 
problems being solved are different in these two cases, but also, I 
think, a lot of similarities.)  In most RPGs, the GM does not -- 
cannot -- just set a clockwork universe into motion and step back, 
because someone has to play the part of Len's devils and angels -- 
non-player characters, inanimate objects, all the incidents and 
accidents that interfere with or promote character goals.

[Um, it's come to my attention recently that many people these days 
use the term "RPG" to refer to video games in which you go through a 
sequence of adventures killing everything in your path.  I suppose 
this is a reasonable usage -- until a recent review in Strange 
Horizons I had no idea that these games had true storylines, and I'm 
still a bit mystified as to how that works -- but it's not how I use 
the term; I'm talking about traditional Dungeons & Dragons-style 
roleplaying games, where everything takes place in the players' and 
GM's imaginations, perhaps aided by pencils and paper and dice.]

But there are a lot of different GMing philosophies -- and a lot of 
different tricks.  Some GMs try to come as close to the clockwork 
universe as possible: they create a detailed world, they create vast 
hordes of NPCs, and then they do their best to play those NPCs as if 
they were real people with real goals.  Other GMs are trickier, 
manipulating things from behind the scenes to ensure that things go 
the way they want, changing motivations and even facts on the fly as 
long as they're not already known to the player char

RE: writing scripts

2000-12-04 Thread Jed Hartman

As always, wish I had more time to participate in this discussion...

Also as always, I'm inclined to overlay my tabletop-RPG views on 
this.  (Perhaps Lurker Par has some thoughts about how all this plays 
out in existing MUDs, such as the groundbreaking work he and his 
company are doing now at http://www.skotos.net -- I envision this 
kind of thing eventually being a back-end to interactive stories of 
the type we're talking about, with a 3D graphics display system in 
place of text descriptions -- there are a lot of ways in which the 
problems being solved are different in these two cases, but also, I 
think, a lot of similarities.)  In most RPGs, the GM does not -- 
cannot -- just set a clockwork universe into motion and step back, 
because someone has to play the part of Len's devils and angels -- 
non-player characters, inanimate objects, all the incidents and 
accidents that interfere with or promote character goals.

[Um, it's come to my attention recently that many people these days 
use the term "RPG" to refer to video games in which you go through a 
sequence of adventures killing everything in your path.  I suppose 
this is a reasonable usage -- until a recent review in Strange 
Horizons I had no idea that these games had true storylines, and I'm 
still a bit mystified as to how that works -- but it's not how I use 
the term; I'm talking about traditional Dungeons & Dragons-style 
roleplaying games, where everything takes place in the players' and 
GM's imaginations, perhaps aided by pencils and paper and dice.]

But there are a lot of different GMing philosophies -- and a lot of 
different tricks.  Some GMs try to come as close to the clockwork 
universe as possible: they create a detailed world, they create vast 
hordes of NPCs, and then they do their best to play those NPCs as if 
they were real people with real goals.  Other GMs are trickier, 
manipulating things from behind the scenes to ensure that things go 
the way they want, changing motivations and even facts on the fly as 
long as they're not already known to the player characters.  (Think 
Schrodinger's Cat: if the PCs don't know something, that thing can 
remain undecided, in limbo, until the PCs collapse the state vector 
by determining the single true answer.)

My usual example -- no time to see if I've said this before here, 
apologies if I'm repeating myself -- is when the PCs are faced with 
three doors, and they have to choose one.  The trickster/interfering 
GM can put the adventure behind whichever door the PCs choose -- 
whereas the clockwork-universe GM has to build three adventures, one 
for each door.

I think there's room for both styles; as long as the players don't 
catch you changing things behind the scenes, as long as they can 
maintain suspension of disbelief, it doesn't matter whether the 
buildings are all facades.  (Think that old Star Trek episode, the 
gunfight at the OK Corral, with the movie-set-style building 
fronts...)

The clockwork universe makes more sense in a computer-based story in 
some ways, because you don't need a human's intervention to keep it 
running.  On the other hand, in my experience it's less likely to 
result in a dramatically satisfying story than a universe with a 
hands-on God who can push things into the paths of best narrative.

So perhaps a modification of the devils and angels approach: a 
puppetmaster God (an AI if possible, but maybe it would have to be 
one or more humans in the near term) who can push the various 
entities in the world in various ways.  Nudge them in the right 
direction when they falter, provide rescues from frustrating dead 
ends if they spend a certain amount of time pounding heads against a 
wall.

Note that MUSHes often have storylines planned by a group of players 
who more or less run the game -- a multi-headed God, who can more 
effectively deal with the multitude of players interacting.  I gather 
that Live-Action RPGS (LARPs) also run this way.

And speaking of running, must run.

--jed


Jed Hartman
Fiction Editor
Strange Horizons
http://www.strangehorizons.com/




RE: writing scripts

2000-12-04 Thread Bullard, Claude L \(Len\)

Time to inflate the shoes a bit more ...

One has to ask why there are devils 
and angels in the universe, and of course 
as we were taught by Milton, they are 
the side effect of the war in heaven 
over the creation itself.
 
Devils are angels with a different agenda 
set by an angel with an agenda.  So, one 
can say, if God is One, indivisible 
(Brahma in the Hindu myth), then these 
agents, while immortal from the limited 
viewpoint of mortals, are really limited 
to the age of a creation, and in fact, are
the product of a creation.  (Instances, 
so to speak with very long lifecycles.)

A third class of near immortals also 
came into being.  These are the angels 
that are the conscientious objectors 
of the war in heaven.  Thinking it all 
ridiculous, they would not take sides 
and sat out the war on their own clouds 
indulging themselves in the pleasures 
of heaven.
  
Consider them the wildcards in the 
dualities.  In the judgment, these 
angels were condemned to become the 
elementals of Earth.  Because they 
did neither good nor evil, they are 
neither good nor evil, but they are 
very powerful because other than not 
being able to reenter heaven, they 
have the power of to transform themselves 
and the elements.  They are near gods.  
Yet they are condemned to be part of 
creation, so must also take on guises 
when they manifest to mortals.  

They are in music, in the wind, in the 
fabric of the mortal world, whatever 
they want to indulge in.  They have free 
will and God does not constrain them to 
God's public agenda nor can the devil 
constrain them to his.  They can 
constrain each other by the hierarchy of 
their own society.

If they take on a human guise, 
they are sorcerers, warlocks, witches, 
and so on.  Unlike angels and devils who 
must work with an agenda, the only agenda 
these beings have is their own indulgence, 
yet because they actually are woven into 
the fabric of a creation, they evolve. 
So, they differentiate, become wicked, 
become wise, become very individual 
according to their desire, and that desire 
is the means by which they are 
known to each other.
 
They can also do what angels and devils 
cannot; they can destroy a mortal, interbreed 
with mortals, and create offspring.  They 
are part of the fabric of creation and 
so can permanently affect it directly. They  
live only so long as the part of creation 
they are in exists.  They age slowly but 
faster than angels and devils who can 
enter creation but are never part of it, 
but much more slowly than the mortals. 

They all know their spells.  We call 
them XSL transforms.  They execute 
when a world transitions into the 
next state (consider it, episodes 
divided into scenes.  No commercials 
unless you need the money...).  Episodic 
construction is the easiest way to 
drive a never-ending story.

In case anyone wonders where I get this 
stuff, it was the exercise of trying to 
figure out where Samantha, Endora and 
their race came from originally and 
how Sam became the only witch to marry a 
mortal.  Call it, PreWitched. ;-)

Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h




RE: writing scripts

2000-12-04 Thread Bullard, Claude L \(Len\)

Reading an email on the big list...

Now that is something I hadn't considered but should 
be headslap obvious.  The operating system security 
features for user authentication and access privileges 
can actually be a control in a virtual reality fiction 
because it depends on roles.

Kinda of a warped way to do it, but perfectly doable 
and exactly how we make access to information and 
modules configured in enterprise systems.


Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h




RE: writing scripts

2000-12-04 Thread Bullard, Claude L \(Len\)

Brahma is absolute.  All others are 
over a horizon so long we see an 
eternity and a universe of immortal 
deities who are yet only an age of 
the timeless one.

Now we just have to figure 
out if the Ds & As inherit 
implementations or only interfaces. :-)

Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Rev. Bob 'Bob' Crispen [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 01, 2000 7:04 PM
To: [EMAIL PROTECTED]
Subject: Re: writing scripts


The voices are telling me that Len said on Thursday, November 30, 2000:

> God has to intervene without being seen.  How does God get them to 
> go where God wants and still maintain an illusion 
> of free will?   Devils and angels.

Freakin brilliant, Len!  Bravo!

Now if I can just get the destructor to keep from blowing up on my God
object...
-- 
Rev. Bob "Bob" Crispen
crispen at hiwaay dot net

"His men would follow him anywhere, but only out of morbid curiosity."




Re: writing scripts

2000-12-01 Thread Rev. Bob 'Bob' Crispen

The voices are telling me that Len said on Thursday, November 30, 2000:

> God has to intervene without being seen.  How does God get them to 
> go where God wants and still maintain an illusion 
> of free will?   Devils and angels.

Freakin brilliant, Len!  Bravo!

Now if I can just get the destructor to keep from blowing up on my God
object...
-- 
Rev. Bob "Bob" Crispen
crispen at hiwaay dot net

"His men would follow him anywhere, but only out of morbid curiosity."





RE: writing scripts

2000-12-01 Thread Bullard, Claude L \(Len\)

Manu Len would be more honorific. :-)

We should be looking at how to create and 
animate agents in multiplayer worlds using 
XML/XSLT tech.  It is just a vocabulary 
design task.  X3D gives us the hard part. 
The rest is a set of vocabularies for 
character motivation which can be used 
to set expressions, tones, etc.

Len
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Sandy Ressler [mailto:[EMAIL PROTECTED]]
Sent: Thursday, November 30, 2000 6:28 PM
To: [EMAIL PROTECTED]
Subject: Re: writing scripts


Len now this is one helluva description you got here...or should I
say Lord Len ;-)




RE: writing scripts

2000-12-01 Thread Bullard, Claude L \(Len\)

I've taken the baby steps.   For me, and maybe others 
here, the next steps should be a lot more adventurous.

The idea is to support driving a plot forward when 
in effect maintaining an illusion of free will.  
I chose that metaphor to illustrate simple concepts 
of having an author who does not appear in the 
story.  It is the toughest kind of story to write 
because author bias is what a story is about.  The 
words chosen, the events illustrated, the characters 
all reveal the author advocacy.  Good journalists 
work like hell to get that out of their reporting 
so that the judgement of the reader is not impaired 
by the journalist's intervention in the perception 
of the facts.One might not get there, but the 
goal set determines the quality of the work.

The kind of world I describe requires some sophisticated 
but not new computer science techniques.  The use of 
XML is key to persisting and transforming state data 
that can then be fed back into an otherwise 
continuous and seamless presentation.  Yes, the 
agent appears or disappears offstage, but that is how 
point of view works anyway.  We trust the world as it is 
presented to us and because of that, both in real life 
and in the illusions we maintain, a lot of agent activity 
is hidden from us.  Are you really sure the refrigerator 
light goes off, do you check the electric meter every 
day, or do you let the world do as it will and you deal 
with it as you must?  This willingness is at the heart of 
fiction and 3D worlds are just one more medium for presenting that.

I use the devil/angel metaphor because while it is a clean 
duality, in actual use, it can become very devious.  
If the devil can read the angel's intent, then "assuming 
a pleasing shape" is a simple task.   If I were to set 
this sort of thing up as a multiplayer, I would allow 
the players to take on the devil/angel roles, without 
revealing to others that they have done so, then 
watch the strategies they evolve for manipulating the 
mortal characters.  I might even allow the Lord of 
the Game to sometimes unbeknownst to the superbeing 
characters, take on the guise of the mortal for 
a triple-cross strategy. 

What we are playing with is the plasticity of the 
worlds we create and our skill at divining and 
using the intent of the other players for them 
or against them in the context of a larger world 
strategy set up by the author.  The unexepectedness 
we seek, the shaping by uncertainty, is a by-product 
of real time interaction and enabling the world to 
be shaped (side effects) by these interactions, 
and that change in the environment to then shape 
the actions of the players, thus achieving a 
loosely coupled feedback system.

"The faith of each believer, Indian Prince, conforms 
itself to what he truly is.  Where thou shalt see a 
worshipper, that one to what he worships lives assimilate."
- Krishna to Arjuna - The Gita

A story is easy to do and in IrishSpace, we demonstrated simple 
but quite *affective* ways to present one.  We made the 
text drive the emotions with the native Irish narrators 
voices perfectly conveying that intent.  The animation 
while impressive, was playing a secondary role in 
plot driving.  The intent of the author is emblazoned like an 
LA billboard.  So, this is not much of a leap although 
it was a very big challenge.  The step beyond that 
should use the devices of the medium more actively. 
We knew it but it wasn't realizable when IS was done 
for various reasons (the tech wasn't up to it yet, 
the time was too short, the talent too raw in many 
cases, and we were spinning it out of our navels so 
to speak).

To get beyond the story, we have to re-dimensionalize the very flat 
linearity of plot and enable multi-dimensional plot, but 
if we are to entertain beyond a simple shoot-em game, 
or find the treasure, or uncover the past mystery, 
then we must enable agents that interact according 
to boundaries set by the author of the world, then 
step back and watch.  

Those who say they want to delve into VR fiction should step 
back and ask themselves if they really want to innovate 
in a new medium, or replicate the old ones.  While 
there is nothing wrong with that, it is a transposition 
not innovation.  What some want to describe to themselvs 
as a new fiction, is really just movie making in 
3D, and for that, turn on the TV on Saturday morning 
and you can find lots of examples.   It isn't a giant 
step to do non-linear fiction, but it is a completely 
different medium, toolset, technique, and role for 
the author, more a game design than a short story.  
It is hard to give up the role of Lord Of The Story. 
Be honest about that.

IrishSpace was "Our Town" brought to VRML: an illustrated 
narrative + a little interactivity, not an innovation, 
but a proof we could do it online, we could build complex 
long form narratives, and we could get it to work in a P200 32mb, 
just sorta barely.   It also showed, unfortunately, just 
how

Re: writing scripts

2000-11-30 Thread Sandy Ressler

Len now this is one helluva description you got here...or should I
say Lord Len ;-)
Sandy

"Bullard, Claude L (Len)" wrote:

> Close.  Let's explore the illusion management
> thing.   Exploring a world set up with devices
> is part of the answer, but it is still a bit
> too static and predictable.  Let's look at how
> God does it (ok, inflate your shoes, Bozos!).
>
> Let's say God does what some theologians think
> and sets up the universe, then walks away.  It

snip
--
..
Sandy Ressler
About.com Guide to Web3D
http://web3d.about.com
[EMAIL PROTECTED]
..
Sign up for my free newsletter at:
http://web3d.about.com/library/blnews.htm
..





RE: writing scripts

2000-11-30 Thread Miriam English

Len, your post had me chuckling away.  :-)
That episode of Bugs Bunny where Bugs is the artist screwing around with 
Daffy Duck's image, erasing his bottom half and replacing it with a 
horse's, making the frames of the "film" push him off the screen, etc, is 
one of my all-time favorites.

The ideas you are talking about are very adventurous Len... way beyond baby 
steps.  :-)

It is an interesting way to look at devices in a scene. I think consistency 
can be violated though if it is good for a kick (like the Bugs Bunny 
cartoon mentioned earlier) -- but I guess that is really just the exception 
to what is a good rule.

And there are, of course, ways to make a world appear consistent when in 
fact it is not. In goal-directed worlds and story worlds many events are 
likely to be triggered by the user rather than having an independant 
existence. A character might wander in and offer the user some nugget of 
information after the user has done something special, but after they are 
out of sight of the user this character vanishes -- they give the world the 
appearance of consistency by not vanishing in front of the user and by 
speaking as if they have more history than a couple of minutes.

I wouldn't always characterise devices (demons?) as pro or anti; some would 
simply direct the user away from the edge of the world, or keep them from 
seeing things too early for the 'plot' if there is a story. They could be 
as simple as a locked door, or a dark room, or a moving light that attracts 
attention, or an odd sound... or as complex as everyone that the user asks 
for directions tending to send them roughly the same way, or a monster near 
the edge of the world scaring the user away, or traffic lights that slow 
the user if they are getting to the next part too quickly.  Hmmm... in 
keeping with your mythological turn of phrase, I am sure there are some 
demons that are not for or against humans.

Actually, if you want to follow your mythological descriptions of agents in 
worlds further you could have whole populations of gods and demons warring 
and setting up alliances, like in the Norse legends or the Greek ones... 
Hindu mythology has oodles of gods and demons too doesn't it. One day, when 
we have really complex software and powerful machines people will be able 
to use some of these ideas for very strange worlds.

In the meantime, it is baby steps for me.  :-)


At 03:49 PM 30/11/2000 -0600, Bullard, Claude L (Len) wrote:
>Close.  Let's explore the illusion management
>thing.   Exploring a world set up with devices
>is part of the answer, but it is still a bit
>too static and predictable.  Let's look at how
>God does it (ok, inflate your shoes, Bozos!).
>
>Let's say God does what some theologians think
>and sets up the universe, then walks away.  It
>is awfully difficult to make a story where all
>of the characters have free will.  Let's pretend
>for the moment that problems of memory management,
>loading and unloading objects, are behind us.
>Free will is a problem.  The god-endowed agent,
>ostensibly a user with free will, gets to go
>where they want to.  Since they will not necessarily
>do anything interesting or entertaining for God,
>God has to intervene without being seen.  How does God get them to
>go where God wants and still maintain an illusion
>of free will?   Devils and angels.
>
>Now despite what they wear in the nether or upper
>regions, on Earth, they have to look like something
>that belongs there or they break the illusion.  Mind you,
>an environment can be normal or phantasmagoric, but
>unless you make it consistent, the illusion falls
>apart and like Daffy Duck in the cartoon, you find
>out about Bugs.  So the first part of illusion
>maintenance is a consistent world.  If time goes
>forward, time always goes forward.  If there are
>no dragons, there are no dragons.  God sets it up
>and lets it run.  However, to keep it directed,
>God puts in Devils and angels... God cannot intervene,
>no deus ex machinas, but God makes the devils and
>angels purposeful and they can get in and out of
>the world at will.
>
>Devils try to keep a character from getting to
>the goal set by God.  Angels try to keep a
>character on track.  Both try to undo the work
>of the other.  All the time.  Spy vs Spy.
>
>So we need a world where:
>
>1.  Devils and angels can watch the estate of mortals.
>2.  Devils and angels can plan.
>3.  Devils and angels can insert themselves into the
> scene and can even set up the scene (stage offline)
> but cannot do anything outside of the rules God sets up.
>4.  Devils can set up a mortal to do themselves in and
> angels can set up a mortal to save themselves, but neither
> can kill or save a mortal directly.  Free will, or the
> illusion of free will, is the prime directive, so to speak.
>
>The idea of course, is active agents, feedback and
>the ability to prestage JIT environments.  The
>world creator has to define a consistent world and
>actually h

RE: writing scripts

2000-11-30 Thread Bullard, Claude L \(Len\)

Close.  Let's explore the illusion management 
thing.   Exploring a world set up with devices 
is part of the answer, but it is still a bit 
too static and predictable.  Let's look at how 
God does it (ok, inflate your shoes, Bozos!).

Let's say God does what some theologians think 
and sets up the universe, then walks away.  It 
is awfully difficult to make a story where all 
of the characters have free will.  Let's pretend 
for the moment that problems of memory management, 
loading and unloading objects, are behind us.  
Free will is a problem.  The god-endowed agent, 
ostensibly a user with free will, gets to go 
where they want to.  Since they will not necessarily 
do anything interesting or entertaining for God, 
God has to intervene without being seen.  How does God get them to 
go where God wants and still maintain an illusion 
of free will?   Devils and angels.

Now despite what they wear in the nether or upper 
regions, on Earth, they have to look like something 
that belongs there or they break the illusion.  Mind you, 
an environment can be normal or phantasmagoric, but 
unless you make it consistent, the illusion falls 
apart and like Daffy Duck in the cartoon, you find 
out about Bugs.  So the first part of illusion 
maintenance is a consistent world.  If time goes 
forward, time always goes forward.  If there are 
no dragons, there are no dragons.  God sets it up 
and lets it run.  However, to keep it directed, 
God puts in Devils and angels... God cannot intervene, 
no deus ex machinas, but God makes the devils and 
angels purposeful and they can get in and out of 
the world at will.

Devils try to keep a character from getting to 
the goal set by God.  Angels try to keep a 
character on track.  Both try to undo the work 
of the other.  All the time.  Spy vs Spy.   

So we need a world where:

1.  Devils and angels can watch the estate of mortals.
2.  Devils and angels can plan.
3.  Devils and angels can insert themselves into the 
scene and can even set up the scene (stage offline) 
but cannot do anything outside of the rules God sets up.
4.  Devils can set up a mortal to do themselves in and 
angels can set up a mortal to save themselves, but neither 
can kill or save a mortal directly.  Free will, or the 
illusion of free will, is the prime directive, so to speak.

The idea of course, is active agents, feedback and 
the ability to prestage JIT environments.  The 
world creator has to define a consistent world and 
actually has to create a hierarchy if you will of such 
agents with goal seeking agendas.  How complex you can 
get depends on your imagination, and you may have to 
do some load balancing to figure out just how often 
an angel or devil can appear and in what guises.  They 
should always have guises because they are actually 
just abstractions of dualities.   By maintaining a 
complete set of all the dualities, you can make 
sure that sequences and parallel events have inputs 
which adjust intensities of events.  Guises can 
be anything from another character to a banana peel. 

Consider the way SMIL creates presentations and ask 
yourself what you could do if you could use a language 
like XSLT to create objects offline, then insert them 
into the event sets dynamically.  Use XML to persist 
states the same way coarse transaction systems persist 
states and for the same reason.   State maintenance 
using a means that enables you to send update grams 
to lots of machines is what you want in case you 
want to play this with more than one player.  Also, 
remember that you are not allowed to rollback a transaction; 
you can apply a mediating next transaction and that 
is where the devils and angels come in.  

If you really want to get wild, devils and angels 
can not only read the mortal, they can read each 
other and play tit for tat.  Again, you have to 
load balance so you will need some restrictions 
on what they can do to each other and that, 
most likely means that in accordance with the 
rules of illusion maintenance, they are subject 
to the rules of the guise they use.

Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Niclas Olofsson [mailto:[EMAIL PROTECTED]]



I agree with len here. One thing that popped up in my mind is this old
saying that "What if we had all the money in the world, all the time,
and all the developers. What kind of software couldn't we build then?"




RE: writing scripts

2000-11-29 Thread Bullard, Claude L \(Len\)

You write it based on observable behavior 
and events.  You can create internal states 
easily using node transitions.  It is not 
hard to write it; it is a matter of working 
out how to present it.  Don't write stories; 
create environments and shaping forces on 
characters.

The difficulty is in getting the author 
out of the story as an active agent.  You should 
probably abandon the terminology of "story" 
with all of its inherent linear baggage of 
monaural time and look at sequencing and 
event-based selection.  The essence of 
non-linearity in all domains is feedback.  

Explore what non-linearity is:  a gap 
or chasm in a plot which means unpredictable 
outcomes.  How do you incorporate uncertainty 
that even the author cannot dismiss?

As for VR, the bigger problems are the technical 
issues of resource management, latency, and hiding 
devices from the user, and by that, I don't mean 
simply making them invisible to the eye, but 
invisible to the experience.  Illusion maintenance 
is hard work.

Len 
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Miriam English [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, November 29, 2000 6:48 AM
To: [EMAIL PROTECTED]
Subject: writing scripts


I have been thinking about how best to script a 3d story. I have for some 
time enjoyed reading scripts and have often thought how writing 3d story 
would differ from writing a standard film script.

I started writing a story a couple of years ago with the intention of 
making it as a work of VR Fiction (gotta find a less clumsy name than 
that). I began writing it as if it was a short story. That kinda worked, 
but it is hard to keep in the mode of writing it for VR; I found it too 
easy to drift back into normal writing habits, like mentioning what is 
going on in someone's head, and you can't show people's thoughts in VR 
easily. So I figured I need to adopt some format that keeps me restricted 
to what can be shown in VR. I am rewriting it as if I was writing a film 
script. The problem is that VR is different to film, even though this is a 
pretty standard film-like story with a ghostly, non-interactive viewer. (We 
need a name for that too.)

Actually, writing it as a script seems to be working fairly well so far...

I doubt anyone else has come up with any ways to write for VR Fiction... it 
is too early yet... but does anybody have any ideas that can help? Even 
with a fairly standard linear non-interactive format. (We really do need 
names for this stuff.)

I guess ways to do this will just happen as people actually create it.

Of course the really hard stuff is the interactive, non-linear formats. Do 
you have any way of approaching this stuff Paul? Or do you just do it as it 
occurs to you in a meandering fashion? (That is how I do many of my 
drawings... and many of my stories too.) [sigh]

Cheers,

- Miriam