Memory

Memory is an important concept to the game. It will allow more realism since each Entity will be allowed to keep track of its deeds and history. Moreover, it should simplify interactions by introducing concepts such as short-term memory. Characterization levels have a great influence on memory. Each CL will introduce its own memory that will be shared by all entities affected by a given CL. CLs will act like a pool of concepts, modifiers and memories that will be shared by all member entities. Sharing memory with a community allows to simplify Entity design by factoring out commonality. Moreover, it will allow the possibility of making the world evolve by operating on CL memories. When a shared memory is changed, all entities sharing it benefit from the change. Thus, we can represent knowledge evolution, rumors, etc. by several kinds of processing on Characterization Pools. A particular short-term memory will be used to store an Entity's context to allow it to act depending on its context. The most obvious application of this is for basic interactions since this short-term memory will allow an Entity to directly act on objects in its context without having to have to identify each other Entity before acting on it.

Examples of CPs memories:

Example 2. General level

We can imagine that each Entity will have a specific set of actions that will model physical law of the world. This set of physical will manage how entities interact (unconsciously) with their environment. As an example, if an Entity is pushed by another, the action representing the related physical law will be used. For more information, see Interactions-RFC.

Example 3. Type level

"Races" memory could simulate cultural knowledge or specific abilities.

Example 4. Geographic level

Memory of home town history.

Example 5. Community level

Knowledge of rumors, name of the local baker...

Example 6. Professional level

Specific Skills given by the Entity's profession if any.

Example 7. Personal level

Personal Skills, history, discoveries, knowledge, relationships with other entities (friends, enemies...)

It should be possible for a Character to explicitly query its own memory. => explain