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| is-a | <source> aggregates definition of <target> |
| isInstance | <source> is an instance of <target> |
| isComponent | <source> is a constituent component of <target> |
| isYounger | <source> is younger than <target> |
| hasGender | <source> has gender <target> |
| hasShortage | <source> has a lack of <target>. |
| hasAbundance | <source> has plenty of <target>. |
| Produces | <source> produces the commodity <target>. Implies hasAbundance. |
| ProducesLimited | <source> produces the commodity <target> but infrequently or only in low quantity. |
| isDummy | artificially adds a rank to squish the map a bit |
| Requires | <source> requires <target> |
| mayControl | <source> may control <target>. |
| supervisesAI | <source> supervises the learning AI of <target> |
| assistsAI | <source> assists the AI of <target> |
| getsEnviron | <source> gets environmental recognition/interpretation from <target> |
| Adult | 'You can't teach an old dog new tricks.' Creating characters in this age group yields stable mature characters with skill specialization but at the expense of increased difficulty in acquiring new skills competently. With adult characters the main focus for the player or agent will most likely be on roleplaying due to the reduced capacity to learn new abilities and the slow improvement rate for any existing abilities. |
| Bishoujo | The youngest possible age group for creating female characters. Characters in this group will be in the environment of a young primary schoolgirl in a young girl's social groupings. These characters encounter significant age discrimination and will often be limited socially and politically to 'little kid' events. However these characters also have the largest range of exploration in learning and skills. Only the youngest age group characters (bishoujo and bishounen) may start the game with skill neutrality. |
| Bishounen | The youngest possible age group for creating male characters. Characters in this group will be in the environment of a young primary schoolboy in a young boy's social groupings. These characters encounter significant age discrimination and will often be limited socially and politically to 'little kid' events. However these characters also have the largest range of exploration in learning and skills. Only the youngest age group characters (bishoujo and bishounen) may start the game with skill neutrality. |
| Shoujo | The typical age group for creating female characters. Characters in this group will be in the environment of a schoolgirl in middle school in corresponding social circles. Significantly less age discrimination (though still some) and good skill learning ability. Class tendency will be predetermined the time creation of a character in this age group is created. However no skills will be specialized and plenty of opportunity exists for learning new skills becuase the class tendency is still in a developmental stage. |
| Shounen | The typical age group for creating male characters. Characters in this group will be in the environment of a schoolboy in middle school in corresponding social circles. Significantly less age discrimination (though still some) and good skill learning ability. Class tendency will be predetermined the time creation of a character in this age group is created. However no skills will be specialized and plenty of opportunity exists for learning new skills becuase the class tendency is still in a developmental stage. |
| Female | Females. |
| Male | Males. |
| AgeGroup | Character's age group. Provides different levels of skill maturation and learning. Each has their strengths and weaknesses in terms of specialization, learning, skill variety, age discrimination, etc. |
| CharacterClass | The various character classes. Classes tend to tie to various skills unless a class is skill-neutral. Other classes are specializations. The choice of character age group plays an important factor to available classes when creating a new character. |
| Athlete | Characters with skills for physical prowess. Strong body and mind good for any situation requiring one, the other, or both. |
| Collector | Sometimes also called summoners. Collectors search for and collect magical entities and may call upon them to assist the collector. Such entities may have a summoned form or cause an effect specific to that entity. |
| MartialArtist | Characters skilled in honing and fine tuning actions of the body, mind and soul. Such ability is learned by a strong discipline and following to the master teaching them. |
| Mystic | Characters with established abilities in the mystic arts which allows for skills related to spells and spellcasting. Mages, for instance, are specialized Mystics. |
| Operative | Characters with established abilities in subtlety, deception, and related abilities. These are your rogues, secret agents, etc. |
| Pedestrian | Pedestrian is a skill-neutral class that allows for development of skills and abilities in a manner completely unique to the character. It also takes the longest to develop. As implied by its long developmental stage (the longest in the game), only the youngest age group may ever choose the skill-neutral pedestrian class. Players in a hurry to make a name for themselves are probably better off starting with a character of an established class in an older age group. |
| Senshi | A senshi is a member within a group of connected individuals. Senshi are powerful when grouped together so a primary role with any Senshi is finding their group members throughout the world and keeping them together as much as possible since separation can vastly undermine a Senshi's powers. Senshi characters tend to have a lot of story ties and a lot of roleplaying is thus possible for these characters. The main rules with senshi are to: 1. Find your friends! 2. Work together! The major Senshi quest lines are generally designed so that everyone in the group must participate to complete the quest and many senshi related skills will only develop when fighting as a group. Basically teamwork is the founding principle behind senshi characters. |
| Spiritualist | Characters with established abilities in affairs of spiritual nature. Priests and shamans are examples of specialized spiritualists. |
| Trainer | Characters with an affinity to various creatures of the world. Most of a trainer's power comes from his or her creature companions. Creatures grow with the trainer as he or she fights with--and trains with--them. Creatures and their trainer form a bond that needs to be considered for a player of this class. There is an emphasis on working together on problems and a need to provide for each creature's specific (usually social) needs. Learning to do so is the key to being a competent trainer. A strong tie to his or her creatures is a significant battle factor. A trainer with strong ties to his or her companions is always at an advantage to a trainer with less loyal companions and can be a deciding factor even in an otherwise outmatched (or even outnumbered). Loyalty does not come quickly or easily but makes a big difference that is not to be underestimated. |
| Gender | Character gender. Some quest lines may be based on social circles and gender plays a major role. |
| Acceptance | 1=Admiration 0=Neutral membership/friend/acceptance/groom/mutual-support |
| Anger | 1=Rage 0=Neutral obstacle/enemy/anger/attack/destroy-obstacle |
| Disgust | 1=Loathing 0=Neutral unpalatable/poison/disgust/vomit/ejection |
| Expectation | 1=Vigilance 0=Neutral newness/examine/expectation/map/knowledge |
| Fear | 1=Terror 0=Neutral threat/danger/fear/escape/safety |
| Joy | 1=Ecstasy 0=Neutral gain/possess/joy/retain-repeat/gain-resources |
| Sadness | 1=Grief 0=Neutral loss/abandonment/sadness/cry/reattach |
| Surprise | 1=Amazement 0=Neutral unexpected/query/surprise/stop/orientation |
| Angry | |
| Apprehensive | |
| Asleep | |
| Bewildered | |
| Celebratory | |
| Comfortable | |
| Concerned | |
| Confident | |
| Confused | |
| Coy | |
| Defiant | |
| Disappointed | |
| Doubtful | |
| Dumbstruck | |
| Embarrassed | |
| Emotional | |
| Energetic | |
| Flabbergasted | |
| Frightened | |
| Giddy | |
| Gloomy | |
| Grumpy | |
| Happy | |
| Irritable | |
| Jumpy | |
| Lovesick | |
| Malicious | |
| Nervous | |
| Perky | |
| Preoccupied | |
| Sad | |
| Satisfied | |
| Shy | |
| Sleepy | |
| Sneaky | |
| Stern | |
| Suspicious | |
| Tearful | |
| Troubled | |
| Uncomfortable | |
| Woeful | |
| EmotionVector | Emotion vectors are points in emotion space. Currently this is based on Robert Plutchik's emotional model: http://www.fractal.org/Bewustzijns-Besturings-Model/Nature-of-emotions.htm Vectors are formed by making each primary emotion a dimension of the vector. Since there are eight primary emotions this results in an eight-space. Each component of this vector has a range of [0,1]. Emotions can be identified with points in the emotion space and a nearest-neighbour (shortest distance aka Pythagorean theorem) method can be used to find the closest matching defined emotion. Used by the AI and story. |
| MoodOrFeeling | Moods and feelings. |
| PersonalValue | The various value labels that describe an automaton's value system. Values of a given NPC depend on the character, role, personality, etc. and compatibility to other values perceived in other characters. |
| Altruism | 'The good of the many outwiegh the good of the one...' |
| Caring | If it hurts you it hurts me. I want to help... |
| Charity | Give to others with nary a though of getting something in return. |
| Despotism | I own you my pretty, and your little dog too! |
| Freedom | Being able to express yourself artistically, intellectually and otherwise (not with maiclious intent however) without big brother plannig your thoughts and actions. |
| Friendship | We should all be able to help one another and get along. |
| Greed | If I think it I can have it! If you think it I should be able to get it too. |
| Hatred | I hate your guts! If looks could kill your caboose would be grass and I would be the lawn mower. |
| Innocence | A delicate state of not having any ill will, evil, etc... |
| Justice | Quest for what is fair, true and truly right. |
| Love | Everyone deserves to be loved and the world would be better off if everyone felt this way too! |
| Revenge | You gouge my eye and I'll have to do the same to you! |
| Selfishness | The expense of others is of no concern to my own comfort... |
| Spirituality | There's something more to this world than we can ever explain physically. Something beyond our existence... |
| Vengeance | Grr! If you so much as scratch my eye I'll have to completely REMOVE one of yours--and make sure it hurts! A lot!!! |
| Personality | Composite of factors determining an automaton's personality |
| Character | A character in the game world whether or not applied by an automaton. |
| Commodity | Trade goods. Commodities may be traded between areas of varying price (thus varying supply and demand) resulting in net profit. CHOP tithes make this a more perilous activity hence why, in recent times, only very few actively transport commodities. |
| Food | A basic essential commodity. |
| Harukaze | An important valley town south of the Seikon mountain range. |
| Purururu | Cozy mining town high in the Seikon mountains. |
| Murahan | Small farming community to the southwest of Harukaze. |
| Ore | A basic manufacturing commodity. |
| PreciousOre | Precious metals are somewhat more rare. |
| Gold | By far the most commonly known precious metal. |
| Diamond | A hard clear faceted gem which also has industrial uses. |
| Gem | Another rarish commodities found in rocks. |
| Town | Typical moderately-sized urban center. |
| Village | Somewhat small urban area. |
| Metropolis | Very large urban center. |
| Umibaku | Major coastal port town in southeast part of starting island. |
| ElectroParts | Technological raw material commodity. |
| Race | Physilogical background of a character. |
| Human | Most common character race. |
| Cyberhumanoid | Race of beings initially created by ESMC believed to be merely machines with no meaning of life. |
| Elf | Much lesser knwon race believed by many not to exist. |
| Jealous | Hey! You're supposed to be MY boyfriend (or girlfriend)! |
| DummyConcept | A dummy concept used to add a rank to squish the map a bit |
| Skill | Activity requiring skill that a character may learn to do. |
| Fishing | Harvesting living things (occasionally nonliving) from a body of water. |
| FirstAid | Field medicine and injury management. |
| Blacksmithing | Skill of crafting metallic implements. |
| Cooking | Preparing food and making whatever (raw) food into cooked eatable food. |
| Tracking | Finding something, determining, then following its path. |
| Survival | Ah, ah, ah, ah. Staying alive. Staying alive. |
| Navigation | Getting from point A to point B wihtout getting lost. |
| Pathfinding | Scouting a path to your destination using the lay of the land. |
| Wood | Raw material harvested from trees. |
| Barabara | Forestry town at the edge of mid-woods east of Murahan and south of Harukaze. |
| Pikupiku | Northern fishing town east of Harukaze. |
| Fish | Harvested from bodies of water. |
| Automaton | AI (computer-controlled) player. |
| HumanPlayer | Normal (ie: Human) player. |
| genRecognizer | This is the general SVM recognizer that all automatons use to recognize things commonly needed by all characters in the game. |
| indRecognizer | This is the individual SVM recognizer. Every automaton has one. The individual recognizer learns to recognize additional things in the environment but in a more character-specific (ie: in-character) context. |
| SVM | Support Vector Machines (SVM) are classification systems and provide pattern recognition. They will recognize something in the environment and give it a 'name'. |
| poMDP | A (PO)MDP learns to perform actions based on feedback by approximating what is called a 'reward function'. From feedback a plan is built by the (PO)MDP on how to best yield maximum returns given the current environment (changes in the environment represent different domain subsections of the 'reward function'). A (PO)MDP learns to act appropriately as the environment changes but also tries to explore alternative policy in previously encountered environmental state to possibly improve the policy. Policy that improves feedback is kept over policy that reduces feedback. |
| GeneralHeuristics | Provided by the game's designers, the general heuristics govern actions common to all automatons. This is related to the GeneralRecognizer (which is trained by the game's designers as well). |
| Teranoku | Major crossroads city in western highlands. |
| Gurassinaru | Small ranching community on eastern side of highlands. (And no someone named JFK was not shot here) |
| Akikuma | Trading outpost in south part of highlands. |
| Sukasuka | Small community on north edge of highland swamp. |
| Karamaru | Port town west of the highlands. |
