[MUD-Dev] OpenCyc, design implications of ontological systems?
dmiles at users.sourceforge.net
dmiles at users.sourceforge.net
Thu Apr 18 16:04:28 CEST 2002
--<cut>--
Note: This message was written via the list web archives. There is
no guarantee that the claimed author is actually the author.
--<cut>--
Original message: http://www.kanga.nu/archives/MUD-Dev-L/2002Q2/msg00200.php
Perhaps together, we can work out an ontology of a sample Mud. Here
is a start.. I list some things I don't like about it below and
welcome more critiques additions, renamings and modifications. If
it developes into a D&D pragma we can also try to see how the upper
branches could get even more generic for example a MagcialItem could
become 'SpecialOperatorItem' and subdivided into 'SupernaturalItem'
'HighTechItem'
The best way to develope an ontology is to nitpick it and keep
discovering exceptions and try to come up with a better design.
MudObject
|__AreaMudObject
|__InclosedAreaMudObject
|__GenericRoomInstance*
|__CaveInstance*
|__NonInclosedAreaMudObject
|__ForestInstance*
|__ComponentMudObject (Meaning it is a part to something)
|__AreaPartMudObject
|__GroundInstance**
|__AirInstance**
|__BodyPartMudObject
|__HeadInstance**
|__NeckInstance**
|__NonComponentMudObject
|__SentientMudObject
|__PlayerMudObject
|__PlayerInstance*
|__NPCMudObject
|__HeroInstance* (only one)
|__MobInstance* (multiple)
|__FurnitureMudObject
|__FountainInstance*
|__EntranceInstance*
|__EquipmentMudObject
|__FlaskInstance*
|__SwordInstance*
|__GhostedPlayerInstance*
|__DeadHeroInstance*
* Has Prototype Specs
** Is Reified from MudObject example: (AirInstanceFn ?Area) =>
AirInstance*
Having two ontogies is generally usefull.
One for the Objective view above and another for a Subjective view bellow:
MudObject
|__ToolMudObject
|__KeyTypeMudObject
|__LightGivingMudObject
|__MagicalItemMudObject
|__CreationMagicMudObject
|__DestructionMagicMudObject
|__ConsumableMudObject
|__DrinkableMudObject
|__ChewableMudObject
|__NonConsumableLiquidMudObject
|__WearableMudObject
|__WearableOnHeadMudObject
|__WearableOnFeetMudObject
|__MovableMudObject
|__AnnamateMudObject
|__InannamateMudObject
|__SolidMudObject
|__LiquidMudObject
As we develope a strong ontology, we can map it to an existing AI
system that can learn and experment inside our Muds.
-Douglas Miles
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list