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 Ideal for Games

Anthrobotics™

 HOW ABOUT AN IDEAL OBJECT-INTERACTIVITY "ENGINE" FOR "RUNNING" VIRTUAL, GAME, AND OTHER DIGITAL WORLDS?

More and more, people in various aspects of digital-worlds businesses are
seeking efficient ways to perform interactivity between the objects in their
worlds. Such worlds will lose much of their interest if control and
realistic simulation of interactivity between and among objects (including
"dead" objects, avatars, "living" objects, etc.) does not soon become an
achievable standard for such worlds.

A little thought will quickly show that unless a system computing object
interactivity can be counted upon to deliver sufficient timely information
to the graphics systems, such realistic simulation will be not be possible,
even in theory. And a little additional thought will show that an ideal
system for computing object interactivity should, at the least, do the
following things:

Have a general-purpose capability of computing object interactivity
(including sufficient high-level graphics instructions) as an ongoing
function of a general-purpose simulation-type-computing "engine", and

Have a capability for object design and specification (for simulation-type
computability for both "living" and "dead" objects) permitting objects to be
easily "built" or modified with natural-language interfaces and easily
placed, moved, or removed in digital worlds.

And, as is seen after giving it a little more thought, these things cannot
efficiently be done without a general-purpose system for object
categorization with well-defined math-computational "concrete" to "abstract"
relations and a straightforward natural-language linking to such object
categorization.

We at Anthrobotics discovered that the same above capabilities were
necessary to build autonomous-decision-systems "brains", including for
intelligent humanoids.

And so the Anthrobotics technology already now includes the ideas and
methods needed to assist businesses using digital worlds in setting up
useful general-purpose interfaces and engines for object interactivity.

For assistance in learning how to adapt the proprietary Anthrobotics
technology to your object-interactivity needs -- with a huge head start on
using autonomous softbots in your worlds, please contact us.



                                            © 1996-2006 Anthrobotics™

  Copyright© 1996-2006 Anthrobotics

This site is owned and operated by Anthrobotics. No material from  Anthrobotics or any Web site owned, operated, licensed or controlled by Anthrobotics may be copied, reproduced, republished, uploaded, posted, transmitted, or distributed in any way, without the prior written permission of Anthrobotics, except that you may download one copy of the materials on any single computer for your personal, non-commercial home use only,  provided you keep intact all copyright and other proprietary notices.

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602 263-9200