trpg/docs/justification/feature_justification.txt
austin 33701b9be3
All checks were successful
studiorailgun/trpg/pipeline/head This commit looks good
more notes
2025-01-03 19:58:15 -05:00

28 lines
1.2 KiB
Plaintext

Arguments justifying different features
Information Priority
Pieces of information have different priorities and should be handled accordingly.
Keep a 'hot' web of the most important parts of info that should immediately be searchable every frame.
This can link into 'colder' webs that store lower priority information.
Will have this with both relations and nodes in the web.
To justify for nodes, some people in your life are of higher importance than others to remember.
You don't keep all people you know immediately accessible in your brain.
To justify for relations, relations between specific numbers are thrown out almost immediately when done solving a math problem.
Layered webs
If you have a conversation about the color of a hat, you will not store the color of the hat in your immediately accessible brain long term.
This lets you not constantly scan a huge repertoire of information when you want to perform day-to-day tasks.
Thus, I want to create an information heirarchy to mimic this and make engineering potentially easier.
Generic Action Sequences
In order to be able to command the ai to do something, have to have some way to represent chains of atomic actions for the ai to persue.
Want to build complexity over time