And then there are MOOs -- at least there were five years ago -- where users may be able to define new objects, with an object definition language. Natural language isn't really that suited for these high degrees of specificity computer interactions require. David Glasser wrote: > But really, IF (interactive fiction) parsers aren't anywhere near natural > language; this is regarded as a good thing. A typical question on > rec.arts.int-fiction is "Why hasn't anyone implemented adverbs?"; the > answer is that having "DROP VASE" break it but require "DROP VASE > CAUTIOUSLY" to have it work properly would be annoying for the player. The > fact that IF parsers are so restrictive allows users to know when what they > are trying is the wrong idea instead of the wrong phrasing. > > In addition, much of the work in an IF parser involves disambiguating based > on information in the game world, which isn't relevant to generic. queries. > > (Not that IF parsers haven't advanced since the days of Infocom, of course.) ==== Want to unsubscribe from Fun With Perl? Well, if you insist... ==== Send email to <fwp-request@technofile.org> with message _body_ ==== unsubscribe