Here, Johann 'Myrkraverk' Oskarsson <
myrkr...@yahoo.com> wrote:
>
> That is, what kind of sentence structure do modern IF players expect to
> work?
The "standard" vocabulary includes
VERB NOUN ("get thing")
VERB PREP NOUN ("get on thing")
VERB NOUN PREP NOUN ("throw thing at foo")
VERB NOUN NOUN ("give fox cheese")
Note that the last case is inherently ambiguous, since each NOUN can
be a multi-word phrase. Really that affects the previous cases too,
because a word might be acceptable as either a preposition or a noun
phrase. ("throw The Horror At Dunwich at the wall") So you see we've
already pulled in the possibility of backtracking and multiple
acceptable parsings.
I'd say it's more important to get enough abstraction in there. A
first-class IF system needs abstract actions ("get foo", "take foo",
"pick up foo" all map to the same action) and abstract objects (noun
synonyms, which may include single words and multi-word phrases with
adjectives piled in.) The author needs to be able to customize verb
phrasings, abstract actions, noun phrasings, and abstract objects as
four independent domains.
There's also the notion of scope. "take", "remember", and "say" all
have different possible ranges of nouns.
I'll repeat my usual warning: it takes a few days to build a basic IF
system, and two to four years to turn that into a high-quality one.
--Z
--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*