#suetum — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #suetum, aggregated by home.social.
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Working on the LSP VSCode extension for #suetum posed interesting questions, like "what is a variable definition in a logic programming language"?
Formally there's nothing like a declaration in that case, but the best way to put it is that the first time a variable is used, this is where it gets declared, and since Suetum integrates logic and imperative programming, it's been cool to notice that every reference in the imperative part must have a counterpart in the logic one to be correct!
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Working on the LSP VSCode extension for #suetum posed interesting questions, like "what is a variable definition in a logic programming language"?
Formally there's nothing like a declaration in that case, but the best way to put it is that the first time a variable is used, this is where it gets declared, and since Suetum integrates logic and imperative programming, it's been cool to notice that every reference in the imperative part must have a counterpart in the logic one to be correct!
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Well, even though I was working on Selanía too these days, I've been able to get to the end of the expansion mechanism too! Now I can write stuff like
```
Have you heard of what [Gossippee.subj] said yesterday?
No! What did [Gossippee.subj] do?
Well, you know, someone gave [Gossippee.obj] the excuse to...
```And have it expand to
```
Have you heard of what Mary said yesterday?
No! What did she do?
Well, you know, someone gave her the excuse to...
``` -
Well, even though I was working on Selanía too these days, I've been able to get to the end of the expansion mechanism too! Now I can write stuff like
```
Have you heard of what [Gossippee.subj] said yesterday?
No! What did [Gossippee.subj] do?
Well, you know, someone gave [Gossippee.obj] the excuse to...
```And have it expand to
```
Have you heard of what Mary said yesterday?
No! What did she do?
Well, you know, someone gave her the excuse to...
``` -
In order to expand strings like
"Hello, [greeting.towards.Person]."
I must know context about Person (like: do I hate them? I love them? I'm neutral?), which means that intelligent expansions must be used (context free grammars with conditions from the current state of the game, in practice), which means that they are not just syntactic replacement but need the whole machinery of the runtime engine, which means moving lots of code... AAAAA xD -
In order to expand strings like
"Hello, [greeting.towards.Person]."
I must know context about Person (like: do I hate them? I love them? I'm neutral?), which means that intelligent expansions must be used (context free grammars with conditions from the current state of the game, in practice), which means that they are not just syntactic replacement but need the whole machinery of the runtime engine, which means moving lots of code... AAAAA xD -
Since I have a little lull in the development of Selanìa, I'm advancing with #Suetum.
The system is more and more getting structured in a way that allows for parts of the project to be used independently. One can just use the fact list as a knowledge base, or just the expansion mechanism, just the instructions, or multiple parts combined into something different from Suetum (e.g.: with this architecture, one could implement a Lume-like system based on exclusion logic: https://www.researchgate.net/publication/335590895_Lume_a_system_for_procedural_story_generation )
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Since I have a little lull in the development of Selanìa, I'm advancing with #Suetum.
The system is more and more getting structured in a way that allows for parts of the project to be used independently. One can just use the fact list as a knowledge base, or just the expansion mechanism, just the instructions, or multiple parts combined into something different from Suetum (e.g.: with this architecture, one could implement a Lume-like system based on exclusion logic: https://www.researchgate.net/publication/335590895_Lume_a_system_for_procedural_story_generation )
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Ian Horswill is writing a book that is a very good introduction to formalisms around procedural generation.
I love how it is quite focused on text generation, but it shows how very similar techniques can be applied to e.g. generating environments.
Very well written, clear, to the point, without sacrificing precision.
I will definitely use lots of the elements laid out here to work on the expansion/interpolation mechanism in #Suetum .
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Ian Horswill is writing a book that is a very good introduction to formalisms around procedural generation.
I love how it is quite focused on text generation, but it shows how very similar techniques can be applied to e.g. generating environments.
Very well written, clear, to the point, without sacrificing precision.
I will definitely use lots of the elements laid out here to work on the expansion/interpolation mechanism in #Suetum .
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Fixed also the last bug regarding axiom/rules exploration. Which allows you to drill-down in axiom expansions, and sub-axiom expansions and so on.
Now, in the space between the work on Selanìa, I can get to attack (my version of) Prolog's definite clause grammars.
It will probably be a more pragmatic approach, strongly oriented towards the narrative usages, with dedicated syntax, although it will be 100% based on exclusion logic like the rest.
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Fixed also the last bug regarding axiom/rules exploration. Which allows you to drill-down in axiom expansions, and sub-axiom expansions and so on.
Now, in the space between the work on Selanìa, I can get to attack (my version of) Prolog's definite clause grammars.
It will probably be a more pragmatic approach, strongly oriented towards the narrative usages, with dedicated syntax, although it will be 100% based on exclusion logic like the rest.
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Big commit on #Suetum to improve axioms (rules). Now you can write mutually recursive rules, and Habitus is also kind-of able to show them (there are still cases in which it can't expand an axiom, in case the very first rule of the axiom already fails)!
https://codeberg.org/owofgames/suetum/commit/d90f8f4d2a5fa3db54c0a8448a28724833798874
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Big commit on #Suetum to improve axioms (rules). Now you can write mutually recursive rules, and Habitus is also kind-of able to show them (there are still cases in which it can't expand an axiom, in case the very first rule of the axiom already fails)!
https://codeberg.org/owofgames/suetum/commit/d90f8f4d2a5fa3db54c0a8448a28724833798874
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Since I'm still deep in the rewriting of the code for Selania, should I investigate deeper in definite clause grammars ( https://book.simply-logical.space/src/text/3_part_iii/7.2.html ), which brings me ideas on how to complete the parts of #Suetum that are missing?
Probably not.
AND YET. -
Since I'm still deep in the rewriting of the code for Selania, should I investigate deeper in definite clause grammars ( https://book.simply-logical.space/src/text/3_part_iii/7.2.html ), which brings me ideas on how to complete the parts of #Suetum that are missing?
Probably not.
AND YET. -
These next few weeks I'll put on hold my work on #suetum to help with the code infrastructure of #Selania ( https://store.steampowered.com/app/3946540/Selana/ ).
I've helped a little bit too with the new version of the graphics and effects and I'm really excited to see it all get together ^_^
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These next few weeks I'll put on hold my work on #suetum to help with the code infrastructure of #Selania ( https://store.steampowered.com/app/3946540/Selana/ ).
I've helped a little bit too with the new version of the graphics and effects and I'm really excited to see it all get together ^_^
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I kind of, sort of forgot that axioms are parts of the system, and right now they are completely opaque to the debugger.
So! Let's expand the system the allows for notifications during the unification of logic clauses to work also on axioms, and track a "stack" of the resolution.
This was quite tricky, and revealed a bug in recursive axiom applications, but: it's done! Now, how to properly display it...
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I kind of, sort of forgot that axioms are parts of the system, and right now they are completely opaque to the debugger.
So! Let's expand the system the allows for notifications during the unification of logic clauses to work also on axioms, and track a "stack" of the resolution.
This was quite tricky, and revealed a bug in recursive axiom applications, but: it's done! Now, how to properly display it...
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The work on the debugging tool for #Suetum is reaching its completion, but this is the most dense part, conceptually.
Added the possibility to see the agents' heuristics, to time travel (!) between the current and past states of the simulations, and what I'm now working on is the ability of creating "alternative" world states, where you simulate a different choice from the one picked by the game purely inside the debugging tool.
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The work on the debugging tool for #Suetum is reaching its completion, but this is the most dense part, conceptually.
Added the possibility to see the agents' heuristics, to time travel (!) between the current and past states of the simulations, and what I'm now working on is the ability of creating "alternative" world states, where you simulate a different choice from the one picked by the game purely inside the debugging tool.
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So, apparently, yes: it was a matter of an afternoon to add support for forall/exists quantification in #Suetum 😮
(also added the possibility to explore the bindings that matched the conditions, to debug problems in matching, and set an icon too)
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So, apparently, yes: it was a matter of an afternoon to add support for forall/exists quantification in #Suetum 😮
(also added the possibility to explore the bindings that matched the conditions, to debug problems in matching, and set an icon too)
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Welp, looks like "for all" and "exists" operator are indeed necessary to build logic programs like i need.
So, this afternoon will be dedicated to that... because it will be... very... simple... to add quantifiers... right? >_>
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Welp, looks like "for all" and "exists" operator are indeed necessary to build logic programs like i need.
So, this afternoon will be dedicated to that... because it will be... very... simple... to add quantifiers... right? >_>
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Sure thing, StreamJsonRpc, "An error occured during serialization" gives me exactly zero (0) clues about what's wrong, especially because it's *you* who's doing the serialization.
(and for some reason, Rider successfully connects in debug mode to #Godot, but doesn't hit breakpoints...? although it can read Godot's console output...? *sigh* I hate when I find a problem while debugging a problem caused by the debug of another problem caused by...) #Suetum #versu #praxis
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Sure thing, StreamJsonRpc, "An error occured during serialization" gives me exactly zero (0) clues about what's wrong, especially because it's *you* who's doing the serialization.
(and for some reason, Rider successfully connects in debug mode to #Godot, but doesn't hit breakpoints...? although it can read Godot's console output...? *sigh* I hate when I find a problem while debugging a problem caused by the debug of another problem caused by...) #Suetum #versu #praxis
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Although unassuming, I'm pretty excited for this (also because almost all the code for this part was right practically first try)!
Here the debugging tool is able to to see the available practice instances (and reference to the general practice), and its actions (instantiated). Each action also shows all the conditions, and most of all, whether the conditions are matched for the given Agent, including the results of the sub-conditions! This helps A LOT.
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Although unassuming, I'm pretty excited for this (also because almost all the code for this part was right practically first try)!
Here the debugging tool is able to to see the available practice instances (and reference to the general practice), and its actions (instantiated). Each action also shows all the conditions, and most of all, whether the conditions are matched for the given Agent, including the results of the sub-conditions! This helps A LOT.
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Fact list initialization and propagation towards the debugging tool is ok, displaying it is still a bit uncertain ;D.
After all, I now have to add filters, which include expressions with free bindings, so that's a part I'll definitely have to rework and expand. The important thing was to have the fact list synchronized between the application and the debugger!
Note to self: making UIs is always a PAIN.
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Fact list initialization and propagation towards the debugging tool is ok, displaying it is still a bit uncertain ;D.
After all, I now have to add filters, which include expressions with free bindings, so that's a part I'll definitely have to rework and expand. The important thing was to have the fact list synchronized between the application and the debugger!
Note to self: making UIs is always a PAIN.
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Every time I work with #Avalonia and #ReactiveUI I'm equal parts delighted and enraged. Anyway! The foundations of the debugging tool are on.
Right now I've built an (optional) server that provides the debugging tool for the data necessary to see the internal state of the game as it runs. Simple JSON/RPC over TCP connection, nothing fancy. The idea is to build two main parts: one for querying the fact list, another for the practices and actions.
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Every time I work with #Avalonia and #ReactiveUI I'm equal parts delighted and enraged. Anyway! The foundations of the debugging tool are on.
Right now I've built an (optional) server that provides the debugging tool for the data necessary to see the internal state of the game as it runs. Simple JSON/RPC over TCP connection, nothing fancy. The idea is to build two main parts: one for querying the fact list, another for the practices and actions.