CHAPTER 24
Representing Events
24.1 Scenarios
We have already introduced the ideas to be presented here. An event is regarded as a set of states, each with a time-stamp.
These time-stamps are represented by parameters tI, t2, t3, etc. and they are related by expressions such as tl < t2,
which indicates that the state with time-stamp tl is (or was, or will be) perceived before the state with time-stamp t2.
We have also discussed how the causal connectivity of such a set of states might be represented.
In this chapter we shall tackle some of the outstanding problems which we have so far avoided.
24.2 Repetitive Events
We can return now to the problem of finding an appropriate representation for 'tennis ball' (see section 23.4).
We noted in section 16.5 that repetitive operations are hard to represent, and that a looping mechanism is
unsatisfactory because each state requires a separate time-stamp, and the re-use of states on an iterative
loop would make this impossible.
How might we attempt to represent the game of tennis?
The following is an illustration of a possible way to represent a single rally in the game of tennis.
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participants in game their properties and relative positions
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1. {player-I}
2. {player-2}
3. {tenniscourt}
4. {court-I}
5. {court-2}
6. {(4) and (5) are constituent parts of (3)}
7. {net}
8. {(7) separates (4) and (5»
9. {tennisball}
10. {properties of (9) }
11. {racket-I}
12. {racket-2}
13. {properties of (11) and (12) }
14. {location (1) within (4) }
15. {location (2) within (5) }
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(1) plays-a-stroke
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16. {movement of (11) } swing of racket-l
17. { (1) causes (16) } by player-l
18. { (11) contacts (9) } hit of ball
19. { (16) causes (18) } by racket-l
20. { movement of (9) } ball moves
21. { location of (9) within (5) } ball in court-2
22. { location of (9) = (ouLoLcourt) } out
23. { location of (9) = (7) } in net
24. { (18) causes (21) or (22) or (23) } three outcomes 25. { point scored by (2) } player-2 scores
26. { (22) or (23) causes (25) } if out or in net
(21) causes:
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(2) plays-a-stroke
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27. { movement of (12) } swing of racket-2
28. { (2) causes (27) } by player-2
29. { (12) contacts (9) } hit of ball
30. { NOT( (12) contacts (9) } miss
31. { (27) causes (29) or (30) } miss or strike by racket-2
32. { point scored by (I) } player-I scores
33. { (30) or (37) or (38) causes (32) }miss or net or out -} score 34. { movement of (9) } ball moves
35. { (29) causes (34) } hit causes movement of ball
36. { location of (9) within (4) } ball in court-I
37. { location of (9) = (outofcourt) } out
38. { location of (9) = (7) } net
(36) causes:
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(1) plays a stroke
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The reader is invited to trace this representation by writing in the names of entities against the numerical
references, and then translating the representation into the graphical form in order to confirm that it is a very
crude representation of a tennis rally. It omits a great deal of detail. There is no reference to the line
markings, and the additional restriction placed on the server to place the ball into a smaller area of the court.
There is no mention offoot faults or net-cords, and above all there is no mention of the motivation of the players
for carrying out this strange ritual. It is hoped that the reader will be convinced that if we had the time and
patience we could incorporate the additional rules and regulations of tennis which have been omitted.
The question we wish to address is - how do we go on? A rally in tennis is potentially infinite,
although it seldom continues beyond four or five strokes. One method is to use a form of recursion
in which the states 16-26 are bundled up and used to define the statement 'player-1 plays a stroke'.
The states from 27-38 are also bundled up and used to define the statement 'player-2 plays a stroke'.
We now append the statement 'player-2 plays a stroke' to the end of the definition of 'player-l plays a stroke', and vice-versa.
These are conditional extensions, because they depend upon the disjunction of causal connections.
The extensions act like macro expansions and generate the next section of representation as required.
The idea is similar to our proposal for the representation of plural entities, which uses a generation function
or structure to create more and more examples of an entity as required. The iterative operation is similarly
generated repeatedly, and each repetition generates a new example of the event with new time-stamps.
The process is terminated if one of the causal connection options is chosen which results in a point being scored.
In many cases, however, there will be no requirement for the representation to be exploded. It will be sufficient for the
recursive structure to indicate that repetition is present. The main problem with such a form of representation
would be that of writing appropriate patternmatching functions.
24.3 Occasional Events
In section 16.5 we also noted the problem of representing events which occur from time to time.
We say that a person 'plays tennis,' or 'He smokes' meaning that he plays a game occasionally or
that he smokes a cigarette occasionally. We do not mean that the person concerned does these
things continuously. The tense of the verb is present tense, but not present continuous.
In the case of 'He plays tennis', the representation will consist of the kind of structure described
in the previous section. The time-stamp of the states within that structure should remain
uninstantiated (or unrelated to 'now'). The difference between this representation and that of
the statement 'He is playing tennis' is that the association between the representation of the
person referred to by 'He' and that of one of the players must be given the condition value
'possible' instead of 'true'.
The implication of this (and it is an important implication) is that the association between an entity and its role
must be represented by a state in its own right, and be given a time-stamp. It is then possible for us to distinguish
between 'He plays tennis' and 'He used to play tennis'.