- #1
miksu
- 2
- 0
Hi,
are there any attempts to make a machine readable definition of most common rules and actions (or a causal model) of physical world? I'm looking more a logical level of modelling, at the same level that human common sense works.
I have some experience on semantic tecnologies and ontologies, and they usually define classes and individuals with properties, for example machine readable version of Wikipedia. What I'm looking for, is a set of descriptions of what physical properties these instances can have and how to manipulate them.
Let's make an artificial example of cake. So we have a class https://en.wikipedia.org/wiki/Cake. We would then add some physical properties to is, such as size and weight (range of) and a the fact that it permanently deforms on impact (dropping it will mash it, unlike dropping a ball).
Then we can have other data, independent of the cake, such as defined action "drop object" which causes an object to change location in free fall until it hits some other object and deforms, or bounces, depending of the defined properties. With this we can then run a simulation what happens to an instance of cake if it is dropped.
So with this model it would be possible to infer what happens to objects on physical events on some logical, common sense level.
are there any attempts to make a machine readable definition of most common rules and actions (or a causal model) of physical world? I'm looking more a logical level of modelling, at the same level that human common sense works.
I have some experience on semantic tecnologies and ontologies, and they usually define classes and individuals with properties, for example machine readable version of Wikipedia. What I'm looking for, is a set of descriptions of what physical properties these instances can have and how to manipulate them.
Let's make an artificial example of cake. So we have a class https://en.wikipedia.org/wiki/Cake. We would then add some physical properties to is, such as size and weight (range of) and a the fact that it permanently deforms on impact (dropping it will mash it, unlike dropping a ball).
Then we can have other data, independent of the cake, such as defined action "drop object" which causes an object to change location in free fall until it hits some other object and deforms, or bounces, depending of the defined properties. With this we can then run a simulation what happens to an instance of cake if it is dropped.
So with this model it would be possible to infer what happens to objects on physical events on some logical, common sense level.