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# **The SLASH System: A Unified Communication Hub** | ||
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The **SLASH System** is not just about managing keys—it is a robust, asynchronous communication hub that facilitates the flow of information between components in the KLEP framework. With its **Bridge** extension, SLASH becomes the central nervous system of the framework, coordinating events, managing keys, and ensuring all components remain synchronized in real time. | ||
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## **What is SLASH?** | ||
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SLASH serves two fundamental purposes within the KLEP system: | ||
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1. **Key Management**: SLASH handles the lifecycle, properties, and persistence of keys, allowing behaviors to access and manipulate dynamic, context-sensitive data seamlessly. | ||
2. **Communication Hub**: Through its **Bridge**, SLASH acts as an event-driven middleware, enabling components to communicate asynchronously and share updates without tight coupling. | ||
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This dual role makes SLASH essential for building scalable, dynamic systems where components must adapt and interact fluidly. | ||
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## **Why SLASH Matters** | ||
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In complex systems, managing dependencies and ensuring consistent communication between components can become overwhelming. SLASH addresses these challenges by: | ||
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- **Abstracting Communication**: Components can communicate through events without directly referencing each other, reducing coupling and improving modularity. | ||
- **Centralizing Key Management**: Keys remain dynamic, extensible, and persistent, while their interactions are managed through the Bridge. | ||
- **Supporting Emergent Systems**: SLASH allows for asynchronous, event-driven behavior, paving the way for adaptive and scalable AI. | ||
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## **How SLASH Works** | ||
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### **1. The SLASH Bridge** | ||
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The **Bridge** is the backbone of SLASH’s communication capabilities. It enables components to broadcast, listen for, and respond to events asynchronously. Key features include: | ||
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- **Universal Event System (UES)**: Any component can trigger or listen for events without direct knowledge of other components. | ||
- **Per-Frame Event Tracking**: The Bridge maintains a log of all events that occur during the current frame, ensuring that decision-making processes have access to the latest data. | ||
- **Dynamic Registration**: Components can register and unregister event handlers at runtime, allowing for highly adaptive behavior. | ||
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#### **Event Workflow** | ||
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1. **Triggering Events**: Components broadcast events using the `UniversalEvent` method, optionally passing data to listeners. | ||
2. **Handling Events**: Registered listeners are invoked automatically, enabling asynchronous communication. | ||
3. **Frame Synchronization**: At the end of each frame, the Bridge clears its event log to prepare for the next update cycle. | ||
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The result is a responsive, decentralized communication system that allows components to collaborate dynamically. | ||
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### **2. Key Management** | ||
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Keys in SLASH are enriched with dynamic properties and managed through the **SLASH Key Manager**, which ensures: | ||
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- **Dynamic Properties**: Keys carry context-specific data, such as numerical values, vectors, or references to other objects. | ||
- **Lifecycle Management**: Keys are created, updated, and destroyed in response to gameplay needs. | ||
- **Persistence**: With the **SLASH Save Key** extension, keys and their properties can be saved and reloaded, supporting long-term progression systems. | ||
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Keys and their properties are shared and manipulated using the Bridge, ensuring that all components remain synchronized. | ||
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### **3. Bridging Communication and Keys** | ||
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While the Bridge enables broad communication, its integration with key management is what truly sets SLASH apart: | ||
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- **Event-Driven Key Updates**: Keys can be created, updated, or distributed in response to events. | ||
- **Behavior Agnosticism**: Behaviors interact with keys through properties, ensuring compatibility without hardcoding dependencies. | ||
- **Dynamic Ecosystems**: Multiple key ecosystems can coexist, each interacting with the Bridge to facilitate communication and decision-making. | ||
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For example, an agent navigating a problem space can broadcast an event to request input from other components. These components, in turn, use keys to provide context-sensitive data or instructions. | ||
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### **4. Persistence and State Management** | ||
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The **SLASH Save Key** extension ensures that keys and their states persist across sessions, enabling: | ||
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- **Complex Progression Systems**: Save and reload keys representing player achievements, world states, or AI goals. | ||
- **Dynamic Recovery**: Restore keys to recreate complex states without manual intervention. | ||
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With support for XML and binary formats, the save system provides flexibility while maintaining compatibility with the rest of the framework. | ||
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## **Key Features of SLASH** | ||
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### **Universal Event System** | ||
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- **Asynchronous Communication**: Decouple components and enable real-time collaboration. | ||
- **Frame-Perfect Updates**: Synchronize events and data within each frame to ensure consistency. | ||
- **Dynamic Adaptation**: Register and unregister event handlers at runtime for fluid, adaptive behavior. | ||
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### **Dynamic Key Management** | ||
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- **Properties as Data Carriers**: Keys represent dynamic, context-sensitive information. | ||
- **Lifecycle Automation**: Create, update, and destroy keys without manual intervention. | ||
- **Behavior Compatibility**: Keys only unlock behaviors if their properties meet the required conditions. | ||
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### **Persistence and Adaptability** | ||
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- **Save and Reload**: Persist keys and their states across sessions. | ||
- **Dynamic Ecosystems**: Support multiple, coexisting key ecosystems without conflict. | ||
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--- | ||
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## **Why SLASH is Essential** | ||
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SLASH elevates the KLEP framework by uniting communication and key management into a single, cohesive system. Its flexibility and extensibility allow developers to focus on building behaviors, while SLASH handles the complexities of: | ||
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- **Communication**: The Bridge ensures that all components remain synchronized and responsive. | ||
- **Data Management**: Keys evolve dynamically, adapting to gameplay needs without breaking existing systems. | ||
- **Scalability**: The event-driven design supports emergent systems, where components collaborate to solve complex problems. | ||
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## **Use Cases** | ||
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1. **Event-Driven AI Systems** | ||
- An agent navigating a dynamic environment broadcasts events to request input. | ||
- Other systems respond with keys containing context-specific data, such as available paths or environmental hazards. | ||
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2. **Complex Behavior Trees** | ||
- Behaviors interact with keys through properties, unlocking only when conditions are met. | ||
- The Bridge coordinates these interactions, ensuring smooth transitions between states. | ||
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3. **Persistent World States** | ||
- Save and reload keys to maintain AI states, environmental conditions, or player progress across sessions. | ||
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## **SLASH: A Framework for Emergence** | ||
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SLASH is more than a management system—it is the foundation for building **adaptive, scalable, and persistent systems** in KLEP. By combining dynamic key management with a robust communication hub, SLASH ensures that even the most complex interactions remain manageable and intuitive. | ||
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Whether you’re building an AI that adapts to its environment or creating a persistent world with emergent gameplay, SLASH provides the tools you need to succeed. |