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Here are some of the phenomena of playing Lemmings that are shared by
real time, real world problems and which are still not well treated in
AI systems.
- A person playing Lemmings is dealing with a process that runs
too fast to be fully observed. No-one can follow the motion of 5
lemmings, let alone the 80 common in some levels. Actually, two
lemmings is often too much if their images overlap.
- The laws of motion of the lemming world are quantitative and are
characterized by the computer program. However, the player's
knowledge of them is qualitative and partial.
- When the player looks at a lemming scene, he initially extracts
into sentences only part of the information he may eventually use to
make his decisions. Other information remains in the scene to be
used if wanted. This illustrates the partial truth of Herbert
Simon's slogan ``The world is its own best model''. The world is
its own most comprehensive model but often not its own most
intelligible model.
- The player's knowledge of a particular situation is partial.
Important parts of the scene are often out of sight.
- There are usually too many lemmings in the scene for them all to
be individuated in the player's mind. He has to refer to groups of
lemmings--even groups whose composition changes.
- Each Lemmings game has a its own geometry, and the scene must be
appropriately parsed into regions of tactical significance, e.g.
regions whose points are all accessible by walkers. Digging holes
and placing blockers both change the effective division into
regions.
- Nevertheless, successful play also requires that important
features of the scene be verbalized and that plans be made.
Projection of the effects of carrying out plans is done in a verbal
(for computers, logical) language.
- It is possible to learn from experience and try again. Here
Lemmings is easier than the real world, because the exact initial
situation is repeated when ever a play is restarted. Moreover,
Lemmings is deterministic. The same sequence of actions will always
have the same effects.
People formulate in natural language facts about the Lemmings world.
We can expect to devise formal tools of equal power. Besides facts,
people tell each other lemming stratagems, both local and global.
We will not try to formalize the physical skill of making several
moves accurately and in quick succession. In the actual game,
vigourous use of the pause facility can avoid much of the need
for practicing fast reactions.
Next: An Example of Lemming
Up: PARTIAL FORMALIZATIONS AND THE
Previous: Description of the Lemmings
John McCarthy
Mon Mar 2 16:21:50 PDT 1998