I've slowly started on a new experiment related to the other posts. I've read through documents and source code describing how the original adventure games were created. The z-machine is the most well-known specification. In its most basic form, an adventure game is a blob of data intermixed with code. The z-machine, the program that runs the adventure, is nothing more but a host to the adventure game (story file) and after loading the file in, which is part data and part executable, it starts execution. In general, this causes the game to print the current location. All other things are initialized to their general value. I've said that these games also had code in a way. This code is actually pretty neat, because it is using quite simple constructs from the virtual machine execution engine located inside it.
So, the z-machine is a regular virtual machine that can execute opcodes and also find object properties and values and so forth. Because the game is more or less static, in the sense that the objects contained in the game never change, except to the observer, each object remains in the same position in memory. So, you could refer to the east door in room #3 as object 63 for example, and then use that identifier to reason with that object. Each object has a number of attributes that can be set, which allow you to specify if some door is open or closed. There are also user-definable properties per object.
My interest is mostly in the fact that this model isn't widely used in programs. I intend to write a much more basic proof of concept, where I reserve 2G of memory and start loading concepts into this space. Then I can dump the contents of this space to disk and reload it later, where it will have the same state as before (in contrast to pickling or serialization processes on a per-object basis).
Using Ragel, it should not be too difficult to set up a parsing language which can accept standard sentences in close to natural language, such that it manipulates the state of that heap. Perhaps add a property dynamically to some class, or set an attribute of a certain object instance and so forth.
The idea is that the program, which is not in the strictest sense a virtual machine because it does not yet have opcodes, can be used to insert class descriptions at runtime using language descriptions and then using more sentences you could make specific instances of those "things". Then I'd like to make it possible to load "boot programs" that declare things of a certain type and later on the opcodes as a number of simple operations that can be executed, such that the program can start reasoning on a slightly higher level, without having all capabilities of the program pre-programmed and compiled in. This probably requires dynamic compilation, address substitution and so on, but that'll only be fun :).
At the front of this large bit of memory is a large dictionary of words that it understands, just like the z-machine. The idea is that these words refer to classes, instances or relations, describing their use and their meaning. Then when a word is seen in a stream later, it should be possible to dynamically resolve what should be happening and how the environment changes by looking up the knowledge links, enforcing the restrictions by nouns (an object/class's capability) and the intention of an action (the verb). This probably requires the coding of a couple of rules, but those rules are previously declared and dynamically compiled into another base and referred to as well.
As soon as the dynamic execution environment, programmed and thus driven through natural language, encounters an error, it will report the error in a human-friendly format (because it has access to property descriptions and other natural language stuff inserted earlier). This program won't be as powerful as a real programming language, but I'm only interested in its behaviour for reasoning. If you're interested, you should have a look at Appendix A of the standard rules zip file on this page, that gives an overview how I imagine rules and code is going to be done inside this application.
So in short, the z-machine and adventure games are used as inspiration for developing an environment in which (restricted) natural language is going to drive the logic and what is happening. It will still depend on the "program" (the sentences fed to it) what the environment eventually does (well, I think?), so theoretically it can also be used as a chatbot, or perhaps even a reasoning environment for scheduling problems....? Time will tell!
New tool in town: KnowledgeGenes.com
15 years ago
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