Perceivable ClassificationExplaining how classification works, and what CDN_Categories to use
In the tutorials section we briefly explained the importance of classification, and showed the CDN_Categories available. This wasn't quite the whole story - the CDN_Categories that were shown consisted of the most used CDN_Categories. Of these CDN_Categories only 39 of them are perceivable by the creatures ... all other CDN_Categories are completely invisible to creatures (even without setting the ATTR value for invisibility).
All agents that can be seen by creatures will input into the creatures brains, allowing the creature to learn from any actions performed on them. If the object they can perceive does nothing for them then they will learn that that action wasn't particularly useful on that category of agent.
So what, you may ask, is
the point of having whole bunches of CDN_Categories that cannot be seen by the creatures?
Other examples of things that are useful being invisible to creatures include graphical effects and overlays ... such as the teleporter effect, or dust clouds, or chemical graphing displays.
The full range possible for classification is very large, with a possible 255 different families, 255 different genus' within each family and 65535 different species within each genus (roughly 4.3 billion different agents!)
BUT as stated before the creatures are only able to perceive 39 of these CDN_Categories, and as shipped these CDN_Categories are listed below:
(in case you are wondering - the splitting of the agents between 2 families (family=2 and family=3) was arbitrary and not needed. It was done this way so that it resembled Creatures and Creatures 2 more)
These CDN_Categories are not hardwired, you can change them so that in your world different CDN_Categories are perceivable (not recommended if you want to carry on being able to swap objects and creatures!). So how can you specify which CDN_Categories exactly are perceivable by the creatures?
Take a look in your catalogue folder (within either the Creatures 3
or Docking Station folder) ... and open up the file called
Creatures3.catalogue (or DockingStation.catalogue).
If these are altered then the brains of the creatures in your world will interface to the new CDN_Categories you have defined ... and any CDN_Categories not listed here will be classed as invisible to your creatures.
From comparing this list to the one in the tutorial you should see that there are 2 CDN_Categories used in the game that are not perceivable ... family=1, genus=1 and family=1, genus=2.
The category family=1,genus=1 is just named invisible to Norns (but is in fact invisible to all creatures) and is used to place all other invisible objects in (i.e. things that are not needed for the system to function, or part of the interface). It consists of such things as monitoring agents, dust clouds, special effects etc.
Topic Keywords: agent creatures3 dockingstation