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Bots get boring...

Feb 5, 1999, 11:11pm
A combination of SDK construction bots could do it (if the objects were
compatible and both worlds admitted bots): have a surveyor bot make a survey of
the original site (it can survey up to a 24x24 coord site), then turn the survey
over to a builderbot at the new site (it can build up to a 24x24 coord site).
Once that is safely done, have a demolition bot erase the original site (using
the original survey).

[View Quote] > This may have already been done, and I'm just unaware of it. . .
>
> I've had several people mention that they'd like to move a site from one
> world to another, for various reasons. . .just bought a world, don't like
> the world owner, sick of the neighborhood, those darn dolphins are just too
> creepy (just kidding!)
>
> So I suspect that many builders would love a
>
> Photocopy Bot
> ---------------------
>
> Moves a designated area from one world to a designated area in another
> world.
>
> There are some serious kinks to this one. . .the worst, in my mind, being
> that of malicious use. Perhaps requiring the PS right in the target world in
> order to use the tool? Not sure.
>
> Another issue is the probability that objects used will not be available in
> the target world.
>
> Archon Manus
>
[View Quote]

Bots get boring...

Feb 8, 1999, 9:20pm
If there are EcoBots that go about "seeding" the vacant land on worlds like
AW, the bot designer had better think through the ecological consequences.
Suppose you can have a bot that periodically rebuilds an acorn into a
seedling, a seedling into a small tree, etc., and then randomly produces
acorns from that tree, and seeds them elsewhere. It won't take long for this
tree to multiply itself into a plague of trees: 1, 10, 100, 1000, 10000,
100000.... That's because there is no real ecology here: the acorns have no
squirrels to eat them, the trees have no storms to topple them, no parasites
to sap them, no lumbermen to chop them down, and no rival vegetation to shade
them into obliviion.

If you think that robobuilders are a menace because they let vandals pave
over vacant lands on worlds like AW, just wait till you have worlds overrun
with thousands of copies of a single oak object, all made by one cute little
EcoBot that had nothing to do but plant oaks. Just like the homesick
Australian who introduced rabbits to Australia, or the flower-loving
Americans who brought Swamp Loosestrife into the New World, to clog up the
remaining swamps and wetlands.

This is a great idea, but be sure to order bots that will make an ecology
that you want to live in.

[View Quote] > Make a tree bot, you can "seed" some trees somewhere, they start to grow,
> get bigger, get old, die, drop their leaves, flower, create other trees -
> and a whole forest over time!!
>
> Rolu
>
[View Quote]

Delphi (Object Pascal)

Oct 1, 1998, 1:31pm
This is a multi-part message in MIME format.
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The Aw.dll can be linked into an application created in the Delphi
visual programming environment using Object Pascal. The attached Zip
file includes a Pascal unit with a complete set of declarations and
import library for Aw.dll, plus a Delphi version of the Sample1 program,
which ran successfully earlier today. This may interest those AW
citizens who were discouraged when they heard that knowledge of C/C++
would be necessary to use the new SDK.

--------------8C2B3838D60C2273AA1E4CE2
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Delphi (Object Pascal)

Oct 2, 1998, 8:14pm
[View Quote] > Hi,
>
> Do I need the awsdk.lib file with the akawapi.pas file ?
> In order to use the dll ?
>
> thx

No; if you Use the akAWAPI unit in your form unit, and of course
compile and run the form with aw.dll in the same directory, that's all
you need. Delphi compiles the executable application, which, now that
the aw.dll is directly linked into it, will take care of your contact
with your Bot when the application runs. Except for the akAWAPI unit (it
replaces both the aw.h and aw.lib), the programs look a lot like C
programs. Of course Delphi makes it easy to design a windowed form with
controls on it, etc., and later you can make your own Bot object
classes, Avatar object classes, attach database objects, image files,
etc., which as you know is very easy to do in Delphi, and hard to do in
C or even C++.

Delphi (Object Pascal)

Oct 3, 1998, 4:51pm
Calling a DLL function from another language is always a puzzle: what is
the equivalent in the calling language (Object Pascal) for the function
in the language used by the DLL (C)? If you guess wrong, the system is
sure to punish you with a crash. The C function has one parameter that
is a pointer to a procedure ('handler'); what is the Delphi equivalent
(what will make it pass the right content, in the right way)? So I
(finally, crash..crash) declared a type of global procedure pointers
called AWEventProc, for procedures with no arguments, and then declared
AvatarAdd as just that kind of procedure. The Delphi compiler passes the
address of AvatarAdd ( at AvatarAdd) to the DLL. I hope I got it right! Let
me know if something else works better for you.

[View Quote] > Could you explain me this line in detail from you UNIT ?
>
> rc := aw_event_set(AW_EVENT_AVATAR_ADD, at AvatarAdd);
>
> thx
>
> jeanphi

Delphi (Object Pascal)

Oct 4, 1998, 12:17am
Thanks Magine. It improves things for me too. I was suddenly crashing in the
midst of aw_query CELL_OBJECT events--I thought it was due to not
understanding exactly how to use aw_query! Now progress seems possible again.

[View Quote] > BTW, I having a lot of problems with stack overflow and crashing,
> until I changed all the "stdcall" declarations to "cdecl"...that seems
> to work better....
>
> -Magine
>
[View Quote]

Delphi (Object Pascal)

Oct 4, 1998, 1:46pm
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I have substituted "cdecl" for "stdcall" as the calling convention used in
the akAWAPI.Pas unit, which is included (along with the Sample1 unit) in the
attached Zip file.

[View Quote] > BTW, I having a lot of problems with stack overflow and crashing,
> until I changed all the "stdcall" declarations to "cdecl"...that seems
> to work better....
>
> -Magine
>
[View Quote]

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--------------4A04C33028FB8E5BBA1930D9--

Delphi (Object Pascal)

Nov 12, 1998, 1:35pm
To turn the attached Sample 1 into a full Delphi program, first start a new Project.
Take the empty Form and put onto it all the controls mentioned under TfrmakSample1:
two Panels, one Panel for the Memo and one Panel for the Button and the two Edit
boxes. Activate the Form's Create and Destroy methods, and the Button's Click
method. Name the Form something like "frmSample1". Save the Form unit as
"Sample1Form", and the Project as "Sample1". (You'll see that Delphi has
automatically listed each control and method under frmSample1 for you, as well as
declaring your Form as a global variable.)

Fill in the code for Button1.Click, Form.Create, and Form.Destroy, by copying from
the attached program. Declare a global procedure, AvatarAdd, and copy its
implementation from the attached program. (It's not declared as a public Form method,
because Delphi should pass a simple procedure address, at AvatarAdd, to the server, not
an object.method address.) Add the akAWAPI unit to your project, and add "akAWAPI" to
the uses clause in your Form interface. Run Project Syntax Check, Compile, and
SaveAll. You should have a working GreeterBot program.


[View Quote] > The Aw.dll can be linked into an application created in the Delphi
> visual programming environment using Object Pascal. The attached Zip
> file includes a Pascal unit with a complete set of declarations and
> import library for Aw.dll, plus a Delphi version of the Sample1 program,
> which ran successfully earlier today. This may interest those AW
> citizens who were discouraged when they heard that knowledge of C/C++
> would be necessary to use the new SDK.
>
> ------------------------------------------------------------------------
>
> Name: Sample1Form.zip
> Sample1Form.zip Type: Zip Compressed Data (application/x-zip-compressed)
> Encoding: base64

Delphi (Object Pascal)

Jan 7, 1999, 4:14pm
Later we discovered that "cdecl" should be appended to the declarations of event
handler and callback handler procedures in your program units, too. That way the
Delphi compiler will know how the aw.dll is going to call your procedure, as well as
how your program should call aw.dll functions and procedures (which we fixed right
away).

[View Quote] > I have substituted "cdecl" for "stdcall" as the calling convention used in
> the akAWAPI.Pas unit, which is included (along with the Sample1 unit) in the
> attached Zip file.
>
[View Quote]

Weather algorithm.

Feb 8, 1999, 9:00pm
If the clouds are specially designed bots, then they can go anywhere in a
world like AW that a citizen or tourist avatar can go. So the problem
becomes how to detect where the citizen or tourist avatars are hanging out.
A cloud-avatar bot can't detect other avatars more than a short distance
away. So you'd need a lot of bots out looking for crowds of tourist and
citizen avatars to rain on.

If the clouds are objects added to AW's objects list, then the
cloud-building/destroying bot can only create them above land that is owned
by the bot's owner, as Dean points out. A builder bot can build anywhere in
the world it has been admitted to, so it could make clouds appear anywhere
its owner has land to rain on, without actually being present there. But
detecting whether anybody is on that land is still a problem.

Could another way of detecting crowds on your property be devised (other
than sending a bot there to count AvatarAdded events)? This wouldn't be a
bot programming problem, it would be an object-designing problem or an
object+action+webpage building problem.

[View Quote] > I just thought of a cool programming problem to do with weather.
>
> Lets say that you want a cloudy day, not too many clouds but a few doted
> around. It may be too much of an overhead to add clouds to every zone in
> the world, especially a large world like Aw. You could come up with an
> algorithm that worked out the optimum spread of cloud objects based on
> the locations of the known avatars in the world. So you would only have
> to add cloud objects to certain parts of the world. In most cases this
> would be just around GZ but there would be an occasional smattering for
> those adventurous souls that ventured into the green beyond.
>
> I am not sure what the maximum visibility of an bot is but the cloud
> bot, sorry Eep, must call it a bot, would have to station bots at a
> number of locations around the world to ensure that everyone is seen.
> Each cloud bot would maintain the same list of avatars in the world and
> track each of their movements.
>
> Wherever you go, the clouds will follow. Sounds like a sad ending to a
> weather phenomenon.
>
> Edward Sumerfield.

Weather algorithm.

Feb 9, 1999, 4:05am
Don't give up yet. What I had in mind was a Bump action on certain key objects on
someone's land, so that a webpage and associated database was updated, in a way
that allowed that person's central bot to take a peek at it, and see how big the
current local population of Bumping citizens and tourists might be. There's a
number of reasonable complaints under this newsgroup about having to program
bots, but many of those non-programmers might be ready to install a readymade
web-action on some of their objects, assuming that the bot and database parts
will be taken care of by programmers for them. Then someone's central bot could
put clouds over that person's land whenever its Bump quota was fulfilled, and
rain on the Bumping citizens and tourists there.

[View Quote] > Yes, it seems that my idea will not be feasible. So we are limited to
> generating clouds over our own land only, not so much because of the access
> restrictions but because of the problem of finding all the avatars to have
> clouds over.
>
[View Quote]

Query (Delphi)

Oct 7, 1998, 12:15pm
This is a multi-part message in MIME format.
--------------16800074A4EA905152FBA641
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

A version of Sample1 that tries to Query a Zone instead of greeting an
Avatar is attached. Maybe this is the best we can do until we have
Sample2.

--------------16800074A4EA905152FBA641
Content-Type: application/x-zip-compressed; name="Sample1bForm.zip"
Content-Transfer-Encoding: base64
Content-Disposition: inline; filename="Sample1bForm.zip"

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--------------16800074A4EA905152FBA641--

Query (Delphi)

Oct 8, 1998, 7:47pm
The program that showed how to do aw_query was the basis for a SurveyorBot that
surveyed the house at 0n 70w on Beta. Then a BuilderBot that used the SurveyorBot's
survey as its blueprint made an exact replica of that house, down the road at 0n 86w.
It took less than 2 minutes to do, with a loop of aw_object_adds. This shows that very
new and exciting things can be done with the SDK, such as building from house or hill
modules, having VR contractors that exhibit home and landscape designs and build them
(in minutes) for other AW citizens, etc. There were bot avatars on the scene when the
first Zone was surveyed and when the second Zone was built into, but they were there
because the fiction that the bot is taking notes or building objects is more fun.


[View Quote] > A version of Sample1 that tries to Query a Zone instead of greeting an
> Avatar is attached. Maybe this is the best we can do until we have
> Sample2.
>
> ------------------------------------------------------------------------
>
> Name: Sample1bForm.zip
> Sample1bForm.zip Type: Zip Compressed Data (application/x-zip-compressed)
> Encoding: base64

Query (Delphi)

Oct 10, 1998, 5:48pm
The same SurveyorBot surveyed the Zone centered at 8S 0W on Beta and produced a data file
on 5379 objects in a couple of minutes. This file was edited to eliminate the objects not
within 9W to 6E and 4S to 10S. The resulting blueprint file was given to the same
BuilderBot, which built all 725 objects in the blueprint in less than 4 minutes. You can
see the results by going to Beta 0N 78W. All of us have wanted to move entire buildings,
make copies of pieces of a hard-to-build hillside or complicated window-wall; the
SurveyorBot/BuilderBot combination lets you do those kinds of things quickly and easily,
thanks to the new access to the AW API.

[View Quote] > The program that showed how to do aw_query was the basis for a SurveyorBot that
> surveyed the house at 0n 70w on Beta. Then a BuilderBot that used the SurveyorBot's
> survey as its blueprint made an exact replica of that house, down the road at 0n 86w.
> It took less than 2 minutes to do, with a loop of aw_object_adds. This shows that very
> new and exciting things can be done with the SDK, such as building from house or hill
> modules, having VR contractors that exhibit home and landscape designs and build them
> (in minutes) for other AW citizens, etc. There were bot avatars on the scene when the
> first Zone was surveyed and when the second Zone was built into, but they were there
> because the fiction that the bot is taking notes or building objects is more fun.
>
[View Quote]

Querying while a GreeterBot is present

Oct 10, 1998, 12:56am
Normally when I call aw_query to receive data on all the cells in all
the sectors of a zone on Beta, I have no trouble, and the server
responds promptly, even when there are 100 query calls before
Query_Complete is satisfied (as when one queries the zone at or near
GZ). But if there is a Hambot present at GZ, greeting arrivals and
offering to serve citizens with a recipe of commands, the query cycle
lapses, either freezing up the queries altogether or delaying the
responses so long that you get the impression that your program has
crashed. As soon as the Hambot leaves, things return to normal speed; or
if you go to any zone on Beta that is beyond 40 N/S/E/W, there is the
normal fast server response to your query, though the Hambot is still at
GZ, and out of hearing distance. When I commanded the Hambot to explain
its Build command, it said that its owner could tell it to go to 40N 40W
so that he or she could build. Does that mean that the Bot can
monopolize communications with the SDK at GZ? or was it just empty
boasting? How long should we wait before we decide that the server has
lost touch?

Sample2 (Delphi)

Oct 13, 1998, 8:25pm
This is a multi-part message in MIME format.
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I have updated the Delphi library file for linking with Aw.dll (Build
6), and tested the Delphi version of Sample 2 (which uses Build 6). Both
are in the Zip file attached to this message. Sample 2 cleverly forces
you to study the new Properties document in order to run your own
version, even in C, because you have to substitute your own midispk
object at a location elsewhere in Beta, find it using your new knowledge
of Sectors, Zones, and how they translate into Cell coords, and replace
three lines in Sample 2. If you used the Delphi program posted on this
Newsgroup a week ago to explain how to Query property using Sectors,
Zones, and Cell coords, however, you'll find it easy to write and test a
JukeBox program, including how to turn a Cell coord into a Sector coord.
My test wavspk is at 1S 78W, on the walkway leading to the replica of
all property between 4S and 10S, 9W and 6E, built by a BuilderBot
following a Survey made by a SurveyorBot (which used the technique for
Querying property in the previously posted program).

--------------3CE501B84C2015DF6E6471F8
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Sample2 (Delphi)

Oct 14, 1998, 1:22pm
This is a multi-part message in MIME format.
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Content-Transfer-Encoding: 7bit

The attached Zip file corrects an error in the first version: there are 5 lines in
the Sample 2 program which must be replaced, not just 3 lines, for Sample 2 to work,
if your midispk on Beta is not at GZ (whether you write in C or Object Pascal).

[View Quote] > I have updated the Delphi library file for linking with Aw.dll (Build
> 6), and tested the Delphi version of Sample 2 (which uses Build 6). Both
> are in the Zip file attached to this message. Sample 2 cleverly forces
> you to study the new Properties document in order to run your own
> version, even in C, because you have to substitute your own midispk
> object at a location elsewhere in Beta, find it using your new knowledge
> of Sectors, Zones, and how they translate into Cell coords, and replace
> three lines in Sample 2. If you used the Delphi program posted on this
> Newsgroup a week ago to explain how to Query property using Sectors,
> Zones, and Cell coords, however, you'll find it easy to write and test a
> JukeBox program, including how to turn a Cell coord into a Sector coord.
> My test wavspk is at 1S 78W, on the walkway leading to the replica of
> all property between 4S and 10S, 9W and 6E, built by a BuilderBot
> following a Survey made by a SurveyorBot (which used the technique for
> Querying property in the previously posted program).
>
> ------------------------------------------------------------------------
>
> Name: Sample2Form.zip
> Sample2Form.zip Type: Zip Compressed Data (application/x-zip-compressed)
> Encoding: base64



--------------0D9679D4CC14AE3B8F065983
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Content-Transfer-Encoding: base64
Content-Disposition: inline; filename="Sample2Form.zip"

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Sample2 (Delphi)

Nov 24, 1998, 8:25pm
Here are more explicit instructions on how to adapt Sample 2 to finding a midispk at a
location other than 1N 1W:
In Sample Program 2, the Query is used to find a midispk object which has been
placed at 1N 1W on Beta world (this shows up in the CellX, CellZ in the first line
of handle_cell_object). These coords place it in SectorX=0, SectorZ=0 (this shows
up in the lines making calls to aw_query near the end of main and in the middle of
handle_query). SectorX=0, SectorZ=0 define the center Sector of a 9-Sector Zone,
ranging from X= -1 to +1 and Z= -1 to +1 (this shows up in the sanity-check line
in handle_cell_begin). You and the server communicate about the Zone with
reference to an array of 9 Sector-status containers, which is passed back and
forth during communications (Querying a Zone can take many communications). The
array is indexed from 0 to 2 in two dimensions, so you have to convert your 9
SectorX and 9 SectorZ coords to the corresponding array indexes: subtract your
center SectorX and SectorZ from 1, and then add the difference to the current
SectorX and SectorZ array indexes (this shows up in the last line of
handle_cell_begin: 1,1 minus 0,0 = 1,1, so you add 1 to SectorX and 1 to SectorZ
when indexing the array).
When I tested out the Delphi version of Sample Program 2, I placed a midispk at
Beta 1S 78W. So the line in my CellObject handler tests Cell_X = 78 and Cell_Z =
-1. That's in a Zone whose center Sector is at SectorX=10, SectorZ=0. So I did
aw_query(10, 0, SEQUENCE) at the end of the main procedure and in the ReQuery
handler. And the sanity-check in the CellBegin handler tests whether SectorX<9,
SectorX>11, SectorZ<-1, SectorZ>1. The line at the end of CellBegin updating the
SEQUENCE array adds the appropriate differences to the array indexes:
SEQUENCE[SectorZ + 1, SectorX - 9] finds the Sector-status container in the array
which is ready to be updated.


[View Quote] > The attached Zip file corrects an error in the first version: there are 5 lines in
> the Sample 2 program which must be replaced, not just 3 lines, for Sample 2 to work,
> if your midispk on Beta is not at GZ (whether you write in C or Object Pascal).
>
[View Quote]

dialog based bot.... questions & errors

Oct 15, 1998, 12:25pm
The Delphi programs mentioned above are all windows-based. What you describe
(edit-boxes, log-dumps, etc.) are easy to do in Delphi. I have a SurveyorBot
that takes the Owner#, Priv.Password, botname, appname, world, and X,Y,Z from
editboxes, logs the returns into one MemoBox window, and logs the queried
objects into another List, which is saved to a file of the user's choice in a
SaveDialog window before the main window closes. The user shrinks the AW Browser
window down to the medium-size version, and opens the Bot application, which is
in a bar along the top of the screen. When all the EditBoxes are filled, the
user presses a Start button, just as you suggest. It would have taken five times
as long to do this in C (or C++), as Magine noted.

[View Quote] > Hi me again :)
>
> I got the errors from before off (thanks Roland) now I need to know how to
> do something :)...
>
> Here's what my bot program is like:
>
> You start it up and a "menu" comes up.. then you press the Bot button and
> another dialog box comes up. In that dialog box are 4 edit boxes for the
> botsname, citizen#, citizen pp, and the start world. After those are entered
> you his the "Start Bot" button. My problem is that I don't know how to
> "assign" (don't know the correct word for it) the botname, starting world,
> and citpp to a name besides IDC_BOTNAME_EDIT etc.. the cit# what I did was
> go to ClassWizard (I'm using VC++) then Member Variables, then assigned a
> member variable called m_citpp with the type: int. But what type (or what
> do I do) for the other 3? I need something to replace the argv parts of the
> login (using Sample #1 for start of coding). I can't use CString (I found
> out the hard way cause I didn't know how to do some of this stuff) , when I
> use any of the other types listed when I click "Add variable" under member
> variables I get an error saying it can't convert it to char *. how would I
> do this then? (I'm novice at C/C++ .. :))
>
> Also if possible is there a way to have it print the log (like the printf
> lines) to another edit box? (IDC_LOG_EDIT) and put errors into popup message
> boxes, since it's not a console app....
>
> thanx to anyone who replies :)
>
> PC Wizard (ICQ-537376)
> wizardry at home.com
> http://pcwizard.ml.org

dialog based bot.... questions & errors

Oct 21, 1998, 5:21pm
Also, for programmers trying to do a windows-based version of these bot
programs, there may be a puzzling window freeze-up when you use aw_query and
callbacks, as some of the other replies have suggested. I don't know if it has
general application, but I found that in Delphi I could break out of a callback
and event loop (as in Sample 2) by inserting an Application.ProcessMessages line
in the loop, followed by a line that tested the state of a Button-controlled
variable. Application.ProcessMessages is just a Delphi-wrapped WinAPI call, I
think. (See below under Build7-Delphi.)

[View Quote] > Hi me again :)
>
> I got the errors from before off (thanks Roland) now I need to know how to
> do something :)...
>
> Here's what my bot program is like:
>
> You start it up and a "menu" comes up.. then you press the Bot button and
> another dialog box comes up. In that dialog box are 4 edit boxes for the
> botsname, citizen#, citizen pp, and the start world. After those are entered
> you his the "Start Bot" button. My problem is that I don't know how to
> "assign" (don't know the correct word for it) the botname, starting world,
> and citpp to a name besides IDC_BOTNAME_EDIT etc.. the cit# what I did was
> go to ClassWizard (I'm using VC++) then Member Variables, then assigned a
> member variable called m_citpp with the type: int. But what type (or what
> do I do) for the other 3? I need something to replace the argv parts of the
> login (using Sample #1 for start of coding). I can't use CString (I found
> out the hard way cause I didn't know how to do some of this stuff) , when I
> use any of the other types listed when I click "Add variable" under member
> variables I get an error saying it can't convert it to char *. how would I
> do this then? (I'm novice at C/C++ .. :))
>
> Also if possible is there a way to have it print the log (like the printf
> lines) to another edit box? (IDC_LOG_EDIT) and put errors into popup message
> boxes, since it's not a console app....
>
> thanx to anyone who replies :)
>
> PC Wizard (ICQ-537376)
> wizardry at home.com
> http://pcwizard.ml.org

Changing the Owner

Oct 16, 1998, 4:57pm
Can a Bot change the Owner by using aw_object_change? I get a reason 211
for not allowing it. Can a Bot confer ownership by using aw_object_add
with a specific value for AW_OBJECT_OWNER? When I try it, this specific
value is ignored and the Bot's Owner is listed as the owner in the new
object. When would one use the aw_int_set(AW_OBJECT_OWNER)? (It would be
nice to build someone a surprise gift building.)

Changing the Owner

Oct 17, 1998, 12:11am
Then a good example of an application that needs two bots would be a citizen
that wants to deed over a valuable and complicated set of buildings to another
citizen. Till now all the first citizen can do is erase the buildings and then
rebuild them again holding a privilege password on behalf of the other citizen.
With bots, bot1 can survey, record, and then destroy each object in the set of
buildings, and bot2 can receive the description of each object from bot1, and
rebuild it exactly as before, except with the new ownership. Or is it possible
for two bots in one application to have different owners?

[View Quote] > Yeah changing object ownership is a bit of a mess. Because of the way an
> object change is handled in the world server, if there is a registry in
> effect in that world, the object winds up encroaching with itself and the
> change is rejected. So it cannot be done in worlds with a registry. If
> there is no registry however, you should be able to change the owner of the
> object, but only if the the bot instance has Eminent Domain in the world.
>
> It's theoretically possible to fix the registry problem but the solution
> would complicate the object_change operation significantly so it hasn't been
> addressed yet...
>
> AW_OBJECT_OWNER is not used by aw_object_add(). Sorry if the docs are not
> clear on this (I'm still working on updating and extending them.) All
> objects are automatically added under the ownership of the citizen doing the
> adding.
>
> In short, most of the time it is simply not possible to build as another
> person unless you know their privilege password. And I think that most of
> the time, this is arguably a good thing :)
>
> -Roland
>
[View Quote]

Build7 (Delphi)

Oct 21, 1998, 2:20pm
This is a multi-part message in MIME format.
--------------214FED21A0100088F15D14B3
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

Attached is the Delphi version of the AWAPI library, Build 7. The only
difference from Build 6 is that all PChar parameters have been changed
to const PChar parameters. I tested this Build 7 library earlier today,
using a version of Sample 2 that was written for Build 6. (Sample 2
makes a lot of use of string parameters.) It seemed to work fine.

--------------214FED21A0100088F15D14B3
Content-Type: application/x-zip-compressed; name="Build7AWAPI.zip"
Content-Transfer-Encoding: base64
Content-Disposition: inline; filename="Build7AWAPI.zip"

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Build7 (Delphi)

Oct 21, 1998, 5:11pm
Sample 2 uses an infinite loop, with aw_wait providing the time interval for the
callbacks to aw_query and the CellBegin and CellObject events. The Delphi sample
program leaves it open how to break out of the loop. The best method is to make
Button2 a 'Stop' button. But Button2 doesn't work in the usual way, giving you the
false impression that the Aw.dll is preventing the window from regaining control,
because as soon as you wait for the callback events to occur, the Sample 2 window no
longer responds to your mouse and keyboard. Enabling the Form's Boolean Stop field,
and placing a 'break' test inside the loop isn't enough. You must also put
'Application.ProcessMessages' in the loop ahead of the 'if Stop then break' test. Now
pressing the Stop button stops the endless replaying of the 10 midi files.

[View Quote] > Attached is the Delphi version of the AWAPI library, Build 7. The only
> difference from Build 6 is that all PChar parameters have been changed
> to const PChar parameters. I tested this Build 7 library earlier today,
> using a version of Sample 2 that was written for Build 6. (Sample 2
> makes a lot of use of string parameters.) It seemed to work fine.
>
> ------------------------------------------------------------------------
>
> Name: Build7AWAPI.zip
> Build7AWAPI.zip Type: Zip Compressed Data (application/x-zip-compressed)
> Encoding: base64

Photocopy Bot Demo

Mar 1, 1999, 2:52pm
The Photocopy Bot is a great idea. And you deserve extra praise for taking its
power seriously. In the wrong hands, a BuilderBot can do great harm; in the
right hands, it is a great tool for virtual architects and building owners, as
you say. If you look around Beta, you'll see buildings built by other SDK bots,
going back to October. Hamfon had a BuilderBot that could archive buildings
before there ever was an SDK. I think everybody held back from distributing them
because it was so hard to control how they would be used, especially in the
public building worlds, where most ActiveWorlds people visit and build.

I guess it is up to the world owners to control runaway construction (the
easiest and fairest way mentioned so far is to put a limit on the number of
cells anyone's bots can build in a day, because you can automate the scan of the
log). So the issue of respect for intellectual property is the one that bot
programmers have to face: till now, anyone could laboriously copy anyone else's
building ideas, and that was a great way to learn; but now, with SDK builder
bots available, anyone can copy whole building complexes in a flash, as you say,
and still know nothing more about models, textures, and animation design.

During the SDK Beta period, I used to get my Beta testers to promise not to copy
anything with their BuilderBots unless they got permission from the owner.
Still, I was bothered by all the same questions you are asking: how can we get
all the incredible benefits of BuilderBots without encouraging the obvious
misuses? Anyone I give a BuilderBot to can give a copy of the program to anyone
else, and sooner or later, somebody down the line is using it to do the worst
kind of things. So, what to do?

Here's the best solution I could think of so far: there's an InventoryBot
program that only surveys the Bot-owner's property; and a BuilderBot program
that only builds surveys made by an InventoryBot. If your friends want to survey
their property with an InventoryBot and give you a copy of their survey, your
BuilderBot program can build that survey too. The outcome is, you can't copy
someone else's property without getting their permission.

And I've got a second idea for encouraging the positive use of BuilderBots. Most
people will want BuilderBots to do certain particularly hard but useful building
tasks, and then those people will take over from there, and put together a
complete site in the old way. I'm going to offer BuilderBot Modules for those
building tasks. Instead of getting a generalized BuilderBot program, people can
get a Module program that builds just one building or just one building part. On
AlphaWorld, citizens can download Modules for flower gardens, fountains,
automobiles, billiard rooms, business offices, homes, patios, etc.; on Mars,
citizens can download Modules for railway lines, craters, glass domes, etc. (You
can see these Modules in Demo form at AW 9876s 5432e 10, and at Mars 23N 500W.)
A Module program contains an edited-down survey of just one building, and can
only build that building. You pick out the building you want from a Building
Yard, download the Module program from a website at the Building Yard, and run
the Module Bot at your own building site. You know you've got a building that
was designed for copying.

[View Quote] > A Photocopy bot now exists. A demo of its work can be seen in Beta at 60S
> 85E.
>
> The Bot can examine a large area, and archive (propdump) the info.
>
> It's great for backing up your work in various worlds. A reasonable
> anti-vandalism tool.
>
> Then based on the archive, it can re-build enormous areas either in the same
> place, or in a different place.
>
> If moving between worlds, as long as the new world supports all the objects,
> then
> it can move stuff between worlds. Its easy to move stuff off of AlphaWorld
> as most
> worlds have all its objects.
>
> Now that this bot exists, perhaps some questions.
>
> Is *anything* copyrighted on AlphaWorld? On other worlds? What can and
> cannot be copied.
> Can people somehow indicate copyrighted work so the bot won't copy it? How?
> Is this even
> a concern? Will it do any good, as other photocopy bots are sure to follow.
> Will this just
> ban all bots everywhere?
>
> Should the building capabilities of this bot be tightly restricted in its
> distribution?
> Citizens only? PS only? Radius? Perhaps making it cost non-trivial
> amounts of money?
>
> Am I too worried? The demo in beta was the result to two commands to the
> bot.
>
> The first, at GZ was ".remember". Then at 60S 85E ".replicate 150" to tell
> the bot to
> replicate up to 150 meters out. It did about 5500 objects in about 5
> minutes.
>
> AKA Howland

Marketing research(sort of)

Nov 9, 1998, 2:30pm
There is a kind of in-world stuff that AW citizens might want to pay for--bots. Virtual money
could be used to rent or buy bots from bot agencies or bot makers. You'll ask, why rent a bot
when you can write or d/l a bot program? The problem is that AW worlds are rapidly being closed
to all SDK bots except those belonging to the world-proprietors and the few names that the
world-proprietors put on their AW_WORLD_BOTS_RIGHT lists. If you're an ordinary citizen without
the RW money and leisure to buy and maintain a VR world, you may be able to write or get bot
programs, but you won't be able to use them anywhere (except maybe Beta).
The world-proprietors have a reason to exclude all but a few bots from their worlds. The SDK
is an extremely powerful tool, and can be used to program wonderful, friendly bots or obnoxious,
hateful bots. The obnoxious bots fall into two classes, as far as I can see: obnoxious avatars
and obnoxious builders. You can program deer avatars that wander about your forested land and
flee approaching hikers; or you can program demon avatars that station themselves on some
victim's land and do or say rude things to anyone who happens to pass by. You can program mover
bots that help people extricate themselves from a site that turns out to be too small by moving
an entire building and landscape from there to a larger site, or you can program a paver bot
that covers vast tracts of open land with raw concrete. Obnoxious avatars can be obnoxious
anywhere; obnoxious builders need land open to building.
The only solution that I can think of is to have world-owners license bot-owners. A bot owner
that operates obnoxious bots loses the bot-license. If you want deer on your VR estate, you get
a license or you rent them from a bot agency, that has built up a reputation for clever and
non-obnoxious bots and so has a bot-license. If you want to build a under a dome on Mars, you
get a license for a builder bot from the owner of Mars, or you go to a contractor that has a
builder-bot license for Mars construction, and select a dome from the domes on the contractor's
Module Yard (you give the contractor a privilege password so that you end up owning the dome).
The contractor wants the VR money because
it can be used to rent deer bots from a bot agency. A VR economy, backed up by a VR legal
system.

[View Quote] > An interesting concept, not your dead body, but the idea of making money non financial. I
> guess I would have to ask why because I can't see any in-world stuff that I would want to
> purchase with it. Unless you wanted to start a poker league maybe.
>
> Edward Sumerfield
>
[View Quote]

AWCPP - C++ release v0.2

Oct 25, 1998, 11:16pm
Thanks for the C++ code, especially the movement classes. Like Walter Knupe, I
was scrambling to learn trigonometry all over again, though I my goal was to
have a builder bot that can extend property that is at an arbitary yaw, and
though I program in Object Pascal. The process is a lot easier when someone else
has already figured it out, even in another language! :) I wonder if the AW SDK
could provide support functions in this area; it's surely a basic part of the AW
code, and support functions would save everybody from having to program it into
their bot code. One support function ought to let us convert a pair of X, Z
coords, a distance travelled, and the Yaw of the object, into the X, Z coords of
the object's destination. A second support function ought to let us rotate
objects around a pivot point, by converting the X, Z coords of the pivot point,
the distance of an object from the pivot point, and the degrees in the rotation,
into the X, Z coords (and Yaw) of the object after it has travelled its arc.
Otherwise, we're all going to spend a lot of time individually reviewing old
math textbooks!

[View Quote] > This is version 0.2 of the C++ wrapper for the Active Worlds SDK.
>
> The coolest change is the movement classes. I have removed the need to use
> x,y and z coordinates and in their place you can rotate left, rigth, up and
> down and then move forward.
>
> With the up and down it is even supporting pitch so you can set the robot
> position as 0 x coord, 0 z coord, 0 altitude, 0 yaw and 45 pitch. Now if you
> call the forward method the avatar will ascend into the sky at a 45 degree
> angle for the distance specified.
>
> It makes it very easy to do things like move the robot round in circles:
>
> for (int a = 0; a < 24;a++) {
>
> rotate_left(15); // 15 degrees
> forward(1); // 1 meter
> }
>
> I standardized all the units to degrees and meters so there are no ugle
> translations anywhere.
>
> Here is the web page where you can download it from:
>
> http://members.xoom.com/esumerfd/ActiveWorlds/AWSDK.htm
>
> I have split the source and binaries up since the total download was getting
> a little large.
>
> The next steps are:
>
> 1. Add guesture support to the movement class.
> 2. Add more functionality to the avatar_add callback so you get more
> informtation about the avatar added.
> 3. Look at building a Movement derivitive that works in conjunction with
> avatar_add and allows a robot to see someone and run away.
>
> Every day, in every way, I get closer to my field of deer. Though I guess I
> am going to be limited to 3 to begin with. Doh. Maybe thats a herdette of
> deer.
>
> Edward Sumerfield.

AWCPP - C++ release v0.2

Oct 28, 1998, 12:48pm
Have you thought about using trig functions for the full 360 degrees? In
Movement.C, you give an example of an avatar which is going to travel 10 meters
while facing 5 degrees east of N. Your system calculates 10*sin(5) = 10*.08716
for the change in the avatar's X coord, and 10*cos(5) = 10*.99619 for the change
in the avatar's Z coord. If I understand correctly, a 360-degree approach would
integrate better into the AW system coords, which use signed values.
You can use the Avatar's Yaw as is, 355 degrees. Calculate the avatar's X and
Z coords based on the 355 degree angle: 10*sin(355) = 10*-.08716, and
10*cos(355) = 10*+.99619. This is nice, because adding -.08716 puts the avatar
further east in the AW system, and adding +.99619 puts the avatar further north
in the AW system.In the NW quadrant (0-90 degrees), sin and cos are positive; in
the SW quadrant, sin is positive and cos negative; in the SE quadrant, sin and
cos are negative; in the NE quadrant, sin is negative and cos is positive. I
think most built-in trig functions will give ratios for the full 360 degrees.



[View Quote] > I agree that the SDK should be enhanced with this kind of stuff, but I would
> like to see it migrated to an OO solution if possible. It is so much easier
> to program in that environment.
>
> Early days yet though, Roland is just stabalizing the current SDK at the
> moment. It may be a while before these kind of extensions are released.
>
> If we can come up with a list of algorithms that can be implemented maybe we
> should dedicate a web page to it.
>
> Edward Sumerfield.
>
[View Quote]

AWCPP - C++ release v0.2

Oct 28, 1998, 1:01pm
Or maybe that is what Movement.C is doing already, and I've misinterpreted your
diagram, which seems to show the avatar moving NE at an angle of 5 degrees.

[View Quote] > Have you thought about using trig functions for the full 360 degrees? In
> Movement.C, you give an example of an avatar which is going to travel 10 meters
> while facing 5 degrees east of N. Your system calculates 10*sin(5) = 10*.08716
> for the change in the avatar's X coord, and 10*cos(5) = 10*.99619 for the change
> in the avatar's Z coord. If I understand correctly, a 360-degree approach would
> integrate better into the AW system coords, which use signed values.
> You can use the Avatar's Yaw as is, 355 degrees. Calculate the avatar's X and
> Z coords based on the 355 degree angle: 10*sin(355) = 10*-.08716, and
> 10*cos(355) = 10*+.99619. This is nice, because adding -.08716 puts the avatar
> further east in the AW system, and adding +.99619 puts the avatar further north
> in the AW system.In the NW quadrant (0-90 degrees), sin and cos are positive; in
> the SW quadrant, sin is positive and cos negative; in the SE quadrant, sin and
> cos are negative; in the NE quadrant, sin is negative and cos is positive. I
> think most built-in trig functions will give ratios for the full 360 degrees.
>
[View Quote]

AWCPP - C++ release v0.2

Oct 29, 1998, 7:54pm
Yes, I can now see that your code does allow for all angles, and is certainly the model
for the rest of us to follow. I think it should work in any world quadrant, too; I was
trying to picture the avatar as the center of a circle with four quadrants. I noticed that
AW yaw places the first quadrant on the NW of the avatar, which is different from standard
trig, but blends well with AW practice making S and E negative directions.
I want my builder bot to be able to rotate an entire building (including landscape, etc.)
to suit the needs of a particular site, working from a standard blueprint. I was trying to
relate my trig problem to your avatar solution. Instead of one avatar, it's like I'm
choreographing a lot of avatars, who are all moving 5 degrees around concentric circles at
various distances from the center of the dance performance. Each avatar has its own
n-meter hypotenuse from the center; the problem is working out the sines and cosines for
their initial (blueprint) positions and final (constructed) positions. I'll try to post
the code as soon as I have a version that works.

[View Quote] > I am not sure if this is a problem.
>
> It does take 360 degrees into account. Any angle from 0 to 360 is allowed. The various
> angles of the circle returning numbers from -1 to 1 as you pointed out. This times the
> distance gives an appropriate delta.
>
> However, I did all my testing at 100n 100w quadrant of the world so I don't know if it
> would work in the SE for example where the x, z coords are -10000, -10000. It would
> seem like it would work just be cause the axis are going in the same direction. That
> is, there is no reversal of direction around zero it just goes negative. I store
> everything as int but interface with float to achieve the approprate units and each of
> these can handle the -32767 that is required in a AW world.
>
> I guess I will have to test it. Thanks for the hint.
>
> Edward Sumerfield
>
[View Quote]

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