I've been visiting the Indianapolis Museum of Art Recently looking at the classical landscape paintings. My artificially creative time travel game is going to have pictures showing the players what they see. So I've decided I have to figure out what to show them. Looking at the classical and some modern landscapes I have come up with this samod for the computer to layout or compose pictures.
I define a samod as an ordered combinable list of characteristics. When these characteristics are placed randomly in some order they provide a description which a computer can use to at least theoretically create something. This is the first layer on the onion. The samod list of characteristics for landscape layouts is as follows:
A - Animal - display an animal prominently B - Bridge - display a bridge prominently C - Center - display some layout characteristic centered in the picture D - Display - display an object E - TBD F - Focus - display the picture with an obvious focal point G - Gap - display a gap or pass in mountains or hills H - Horizon - display a horizon prominently I - Reflect - display a reflection of something in a lake J - Mixed - foreground mixed with background K - TBD L - Left - display some layout characteristic on the left side of the picture M - Mountain - display a mountain or hill N - TBD O - Open - display some layout characteristic at the edges of the picture P - Person - display a person prominently Q - Building - display a building or buildings R - Right - display a layout characteristic on the right side of the picture S - Stream - display a path or stream T - Tree(s) - display an opaque tree or treesHere it is graphically: click to enlarge -
click
I may be able to use English Sentences as Programs in My Artificially Creative Time Travel Game. Continuing from last week's article, I am beginning to see why I have just spent 18 months developing my list of 5000 English words (6M). I am beginning to think that I can use English Sentences as little programs to identify Actions and Events in the artificial worlds. This is an area I was having trouble coming up with any model for, and yet it is critical given that history is a series of actions and events by and on people and places.
If I use the 21 characteristics as variables for all entities in the game (persons, places, countries etc.) all of the English words I have profiled will, in theory, be able to operate on them.
Update 1/6/2008
Machine 'understandable' word list updated 3/20/2008
Update 12/15/2008 - second pass finished
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