Names and Aliases – The Diagrams

Yesterday, I laid out a high leevel overview of a simplified way of tackling disguises and name aliases. Now following the flowchart in yesterday’s post, we’ll build up our Memotica diagram:

1 – The facial recognition part needs to be resolved first. Since the first step is determining whther the face is noticed, we’ll create a numeric condition for that and call it CharacterFaceNoticed. We’ll make it such that if the “Perception” value of the observer is greater than the arbitrary value of 10, then the character’s face was noticed.

2 – We’ll create a second condition called CharacterDisguiseSeenThrough. We’ll be lazy and say that this condition is fulfilled when the “Perception” value of the observer is greater than the arbitrary value of 50. This allows us to re-use the condition argument for checking perception.

3 – The hardest to resolve stimulus is CharacterFaceNormal, since the face must be noticed and the disguise must be seen through. It will be tried first as it has the highest priority. It must meet the requirements of both conditions above, so we’ll wrap them both into a condition set called CharacterFaceDisguisedSeenThrough_CS, which has the AND operator. What this operator means is that both child conditions must be true for the parent to be true. If it was OR, then if either was true, the set would be true and if it is NOT, then neither should be true in order for the set to be true. Strictly speaking, since both conditions are using the same attribute on Observer, only the more stringent is needed. We could do away with the set and use CharacterDisguiseSeenThrough for the same effect, but we want to demonstrate a set here. The three memes to the left of CharacterFaceDisguisedSeenThrough_CS collectively form a namespace wrapper.

4 – If CharacterDisguiseSeenThrough is unresolved, we’ll fall to CharacterFaceDisguised. This uses CharacterFaceNoticed directly.

5 – Lastly, with the lowest priority, comes CharacterFaceUnnoticed. Its condition (a condition is always required with a conditional stimulus) is Memotica.True, which is a dummy condition that is always true.

6 – These three stimuli are of course linked off a single conditional stimulus as only one can be displayed at a time.

7- Lastly we’ll add a few additional sets of aliases. Let’s presume that our character uses two different aliases in each the disguised and undisguised modes. Knowledge of the Aliases is independent of one another. The observer may know one, both or none. The two disguise aliases have CharacterFaceDisguised as an anchor, so that stimulus must be resolved for them to be resolved. The normal aliases are anchored on CharacterDisguiseSeenThrough.

The total ensemble looks thusly.

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About Dave

I’m a 38 year old American who has lived the past 9 years in Germany and India.
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2 Responses to Names and Aliases – The Diagrams

  1. Kari says:

    It looks complex, but I think this is a great example – it shows how versatile the framework is. It’s interesting to see how intricately the relationships can be developed, with many checks for different conditions, and combinations of conditions.

    When a player meets someone else, what would be the default name? Just something generic, like “Man”, and then the player is left to associate a name with the actual stimulus? Just curious about how something like this could be handled.

  2. Dave says:

    I was thinking of something along a generic in the CharacterFaceUnnoticed case. In the other two cases, if the name is not known or there is no alias assigned, we could all the player to insert a short description.

    So on first meeting, I see a “mysterious, cloaked individual” because half the server is mysterious and cloaked (:P). I don’t know the character’s name and perhaps I attach a personal tag “MCI #47”, then I’d see that in the future until I learn a better alias.

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