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Message no. 1
From: Robert Hayden <rahayden@*****.WEEG.UIOWA.EDU>
Subject: Re: All this stuff about AIs and Magic (repost)
Date: Thu, 22 Oct 92 18:48:26 CET
---------- Text of forwarded message ----------
Date: Wed, 21 Oct 1992 15:59:39 -0500 (CDT)
From: Robert Hayden <rahayden@*****.weeg.uiowa.edu>
To: Shadowrun Discussion List <shadowrn@*****.bitnet>
Subject: Re: All this stuff about AIs and Magic

I can't see any reason why you couldn't get an expert system to design
spells, providing that the programming was done by someone who knows
something about spell casting. I can't see a computer achieving the
sentience required to be able to wield magic, at least not in the very
forseeable future.

Remember, people have been studying computers for over 100 years by the
time SR timeline rolls around, but only studying magic for <25 or so.

Now, what would a computer system need to be able to design spells? Well,
a library of course. And of course, the "skills" in magical theory (would
slotting a conmputer with a Magical Theory skillsoft and a complete Thoery
library be enough?)

*thinks for a moment*

I'm just throwing this out, and please understand I do not understand
magic in SR very well, being more of a technical bent.

REQUIREMENTS FOR A MAGIC DESIGNING EXPERT SYSTEM:
>Magical Theory Skillsoft
>Hermetic Library (Magic Theory)
>Expert system (like an encephalon)
>Personal computer

How it works:
>You tell the computer what you want (let's say by voice)
>The expert system consults the Library for the design
>The expert system consults the Skillsoft to run simulations
>The Expert system spits back the results (ie, here is how to do it)
>The user jumps for joy and then slags the troll with the Panther....

This is technically how I would at least START research on the concept.
As for things like costs and sizes of the expert system, I have some
thoughts being scratched out on paper and I'll try to post them as soon as
I get them entered.

Maximum force of the spell is bound by the library and the skillsoft, with the
maximum equal to the lower of the two.

Time to complete is a function of the expert system and the complexity of
the spell being designed. (Something like ((Force^2)*10)/Expert System Level
in turns).

Well that is at least my original thought. Of course, once the research
is done, the first time you use the spell you have to make a check to see
if the spell is even viable. Perhaps something like your magic theory vs
a target number of 6 minus the rating of the expert system. Thus, a
better exper system will yield viable spells more often. Of course, this
check isn't made untill you try to cast the spell. A roll of all 1s
results in something probably akin to a small nuclear detonation.

In any case, this is my original thought. Please understand that I know
NOTHING about magic except what I read on this list. I have not read the
magic protion of the rules (with reason, but don't ask) so my terminology
may be skewed of not butchered.

Comments are welcomed.

ADDENDUM:
>I worked for about 4 hours last night on working up viable rules
for expert systems. I should be posting them later today, I just have to
write up the "babble" for it.



>> Robert Hayden | rahayden@*****.weeg.uiowa.edu | aq650@****.INS.CWRU.Edu <<
>>>-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<<<
>> Quorum, n.: The requirement for a Congressional meeting to take place. <<
>> From Latin quo: "where is (the)" and rum: "alcoholic
beverage" <<

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