unity3d-opencog-game
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[Doc] Limitations on successful setups
Purpose: Document the current limitations the planner has when it comes to resolving the game world, so that we can let our users know what work has been done and what still needs to be done.
Problem
The embodiment's planner can currently solve only a limited set of spacial problems. OpenCog invites its community to help us extend and refine the planner to handle additional situations.
Staircases In particular, the embodiment will often create nonsensical plans if its target (the battery) is not currently placed on a block. In general, the robot seems to be fine at building bridges, and lackluster at building staircases.
Building on top of self While trying to build a staircase, the robot seems to have difficulty positioning itself to mount the block. Often it will build a block on top of itself. (When the map's collision mesh is re-calculated, the robot will no longer be standing on triangles and therefore will fall through the world. See #31 Infinite Falls)
Current Ideal Testing Setup for Building Capabilities
Place the battery upon a pre-existing block. Ensure there is an existing path up to the same vertical level as the battery. Leave a gap between the path and the battery; the robot will build a bridge to it.
Current Ideal Testing Setup for Psychology
Currently because of a planner error, it is not possible to test the full emergent behavior the embodiment's psychology would be able to create.
TODO: What of the psychological state should hypothetically still work? Hearths? I've written an old description here:
Place the robot down in an environment. Scatter batteries around. The robot will attempt to balance its needs for food, safety, and novelty.