Glossary
Contents
Argumentation
- Canonical statement
- a proposition reworded so that the terms it shares with another statement are literally the same. See Periodic Table of Arguments.
- Character
- in debate, a non-player character the player argues with.
- Form, substance
- two of the three properties that determine an argument’s type in the Periodic Table of Arguments. Form is what the premise and conclusion share; substance is what kinds of statement they are.
- Gold map
- a human-reviewed argument map, used as game content and as the standard that automated approaches are scored against.
- Grounded extension
- the arguments that survive a debate under the most cautious reading. See Abstract argumentation.
- IAT
- Inference Anchoring Theory, a way of mapping the arguments in a text or dialogue. See Inference Anchoring Theory and xAIF.
- Lever
- the usually unstated principle by which a premise supports a conclusion, such as cause, example or analogy.
- Locution, proposition
- what was said, and what was asserted by saying it.
- PTA
- the Periodic Table of Arguments, a classification of 50 argument types.
- Thinking editor
- the planned in-game tool in which players link statements into arguments. See Debate.
- Tier
- one of three increasingly costly ways of interpreting a player’s notes. See Reading notes.
- xAIF
- ARG-tech’s JSON format for IAT maps, which Quell’s maps extend.
Research method
These terms appear mostly in the research records.
- Arm
- one way of answering a question, either a rule or a model with a given set-up. Arms are compared against each other on the same data.
- Exemplar
- an individual case, inspected before statistics are computed.
- Oracle
- a judgement that rules cannot make, answered by a model with a probability.
- Spike
- a small, quick experiment testing whether an approach works at all.
Procedural generation
- Layout
- the arrangement of landmarks and trails over fixed terrain. See Trail layout and regeneration.
- Pin
- a landmark or trail that regeneration must preserve.
- Region
- the large simulated landscape from which a board is chosen. See Terrain generation.
- Tease
- a landmark visible from a viewpoint but deliberately far to walk to.
- Terrain
- the chosen window sampled onto the board’s hex mesh.
- Window
- the board-sized part of a region chosen for play.
Engine and gameplay
- Greybox
- a rough test level built from simple shapes, used to try out movement and cameras before real art exists.
- Jackdaw
- the brush-based level editor used to author Quell’s test levels.
- Persistent
- an entity that survives a change of screen. See Screens.
- Process, program
- one running invocation, and the code it runs. See q_os: processes, terminal and shell.
- Screen
- a self-contained part of the game, with its own lifecycle and entities. See Screens.
- Service
- a Bevy plugin providing one area of game behavior, used by screens. See Quell’s application structure.
- Spring arm
- the mechanism that keeps the tracking camera behind the player and pulls it in when scenery is in the way.
- Tracking camera
- Quell’s third-person gameplay camera. See Cameras.