The World Wide Mind server

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Introduction

The basic idea of the "World-Wide-Mind" is that you write a "Mind server" to run in a remote "body" which is defined at a "World server".

The World server defines a problem, such as a game of chess, or a 3-D virtual world. The Mind server defines an attempted solution to that problem. The Mind server and World server are high-speed TCP servers on the Internet which accept a series of simple commands in human-readable XML and return their output in XML.

The basic algorithm is to repeatedly:

  1. Send a "Get State" message to World server to get the state of the world, a text description of what the "body" can see.
  2. Send "Get Action" message to Mind server, with the current state of the world as argument, to get the Mind server's suggestion for what action to take in this state.
  3. Send "Take Action" message to World server, with that action as argument.
  4. Repeat the loop.
In pseudo-code:

repeat
{
  State = World.GetState();
  Action = Mind.GetAction(State);
  World.TakeAction(Action);
}	


Minds calling other Minds

A Mind server may call an existing online Mind server:

Mind.GetAction ( State s )
{
  if ( some conditions )
   return ( my own idea for an action )
  else
   return ( OtherMind.GetAction(s) )     // do whatever OtherMind does for this state
}	

The WWM architecture encourages this, to encourage re-use of other people's Minds. This is the whole point of the WWM (also here). This is called a MindM server. It may add some actions of its own, or not.

The MindM server may call multiple online Mind servers, and choose between their multiple suggested actions in order to get the action to take. This is called a MindAS server (AS standing for "Action Selection").


Types of Mind

Mind does not call another Mind
MindM calls one other Mind
MindAS calls multiple other Minds

More

Further information and documentation is at:



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