Perceivable Classification
Explaining how classification works, and what CDN_Categories to use
In the tutorials section
we briefly explained the importance of classification, and showed the CDN_Categories
available. This wasn't quite the whole story - the CDN_Categories that were shown
consisted of the most used CDN_Categories. Of these CDN_Categories only 39 of them are
perceivable by the creatures ... all other CDN_Categories are completely invisible
to creatures (even without setting the ATTR value for invisibility).
All agents that can be seen
by creatures will input into the creatures brains, allowing the creature to
learn from any actions performed on them. If the object they can perceive does
nothing for them then they will learn that that action wasn't particularly useful
on that category of agent.
So what, you may ask, is
the point of having whole bunches of CDN_Categories that cannot be seen by the creatures?
Have a look around the world of C3 and you'll see many examples of things that
you probably don't want a creature to see ... either because you don't want
it messing around with the agent, or because you don't want it to try to learn
anything from it. A good example is the user interface down the right hand side
of the screen - there is absolutely no reason you'd want this to be seen by
a creature! Image a creature trying to activate your 'quit game' button for
you ....
Other examples of things
that are useful being invisible to creatures include graphical effects and overlays
... such as the teleporter effect, or dust clouds, or chemical graphing displays.
The full range possible
for classification is very large, with a possible 255 different families, 255
different genus' within each family and 65535 different species within each
genus (roughly 4.3 billion different agents!)
BUT as stated before the
creatures are only able to perceive 39 of these CDN_Categories, and as shipped these
CDN_Categories are listed below:
| Family |
Genus |
| 2 |
1 Hand |
|
2 Door |
|
3 Seed |
|
4 Good Plant |
|
5 Bad Plant |
|
6 Leaf |
|
7 Flower |
|
8 Good
Fruit |
|
9 Bad
Fruit |
|
10 Detritus |
|
11 Food |
|
12 Buttons
and Switches |
|
13 Good
Bug |
|
14 Bad
Bug |
|
15 Good
Critter |
|
16 Bad
Critter |
|
17 Nest |
|
18 Agent
Egg |
|
19 Weather |
|
20 Bad |
|
21 Toy |
|
22 Incubator |
|
23 Vendors |
|
24 Tools |
|
25 Potions |
| 3 |
1 Lifts |
|
2 Teleporters |
|
3 Machinery
(fixed, non-movable) |
|
4 Creature
Egg |
|
5 Norn
Home |
|
6 Grendel
Home |
|
7 Ettin
Home |
|
8 Gadgets |
|
9 Portals |
| 4 |
1 Norn |
|
2 Grendel |
|
3 Ettin |
|
4 |
(in case you are wondering
- the splitting of the agents between 2 families (family=2 and family=3) was
arbitrary and not needed. It was done this way so that it resembled Creatures
and Creatures 2 more)
These CDN_Categories are not
hardwired, you can change them so that in your world different CDN_Categories are
perceivable (not recommended if you want to carry on being able to swap objects
and creatures!). So how can you specify which CDN_Categories exactly are perceivable
by the creatures?
Take a look in your catalogue
folder (within either the Creatures 3 or Docking Station folder) ... and open up the file called Creatures3.catalogue (or DockingStation.catalogue).
In here you will find a section called "Agent CDN_Classifiers" followed
by a list of these very same category numbers :-)
If these are altered then
the brains of the creatures in your world will interface to the new CDN_Categories
you have defined ... and any CDN_Categories not listed here will be classed as invisible
to your creatures.
From comparing this list
to the one in the tutorial you should see that there are 2 CDN_Categories used in
the game that are not perceivable ... family=1, genus=1 and family=1, genus=2.
These two CDN_Categories have been given names though, and the agents within them
are still grouped by functionality. The category family=1,genus=2 is named 'User
Interface and system parts' ... and all the agents within this category are
things such as the HUD showing the current creature, the selected creature indicator,
the inventory etc.
The category family=1,genus=1
is just named invisible to Norns (but is in fact invisible to all creatures)
and is used to place all other invisible objects in (i.e. things that are not
needed for the system to function, or part of the interface). It consists of
such things as monitoring agents, dust clouds, special effects etc.
Topic Keywords: agent creatures3 dockingstation