- Is there a logical language that could be used for a machine that can answer yes/no questions only to answer more complex questions? (Or can we create one?)
Note: I'm starting to realize the question is too vague for stackexchange. I originally put this on worldbuilding because it isnt a RPG question. Craft woundrous items works perfectly, and I known the limits of the spells involved. I was more just looking for other people's perspective on how such a logical language would work, rather than a specific question. I shall be more specific in the future.
I'm currently worldbuilding for the next pathfinder game I shall run. Mainly urban, with a focus on social encounters, investigation, pursuit, and problem solving. The setting is a (technologicaly) bronze-age civilisation that has managed to go beyond thanks to extensive use of "magic" (as defined in pathfinder/d&d).
An idea I had early on was for a guild of "Lucremagi": casters who used their magic to make money. It was founded by a group of diviners who used their talents to manipulate the market and make a fortune.
With wizard diviners of great skill, at a certain point automation could make them more efficent; to create a device/system that allowed them to tell the future better than they could, since the system could divine at will (rather than X times per day, as vancian magic dictates). This leads to what I would term a "divination engine".
You can use divination to get a yes/no answer (95% reliably, as per most divination spells)
Any complicated question could be divided into a series of simpler yes/no questions
By chaining these yes/no questions together in the right way, you could answer your more complicated question (with reliability going down as you ask more questions).
We basically have a system that, for a given question, gives a binary answer (thanks to magic). What I am currently trying to create a method to simplify longer questions into yes/no questions, as well as a way to express them to create a sort "divinatory programming language.
A few things are easy;
Overall realiability would depend on the number of questions (1 question, 95%, 10 questions, 95%^10). Complicated things would be unreliable, simple things would not.
We would need to create variable clauses, as a response (yes/no) might imply different questions as a follow up.
I've been talking with some of my mathematician/programmer friends. They suggest I start looking in AI research. I'll have to ask them for more details.
I know there are no divination spells that give a direct yes/no answer (the closest is augury, which gives weal, woe, both or neither); I'm seeing yes/no as a simplified version for initial experimentation.
I'm experimenting here (my players will probably never see a divination engine) but its a cool though experiment and I'm curious to see how far I can bring it.