TEXT: x�
  Computers and Brains 
   
   
   
   
            Zirunkariish Model/5 
  Zirunkariish 
  Computer Model/1 
  Computer Model/1bis 
  Computer Model/2 
  Computer Model/2bis  
  Computer Model/3  
  Computer Model/4  
  Computer Model/5 
  Computer Model/6 
   
   
   
             Zirunkariish “Universal” Console 
  Zirunkariish 
  Display Console  
  With Touch Pad,  
  Voice Input, 
  View Screen. 
   
   
   
          Zirunkariish Robotics 
  Zirunkariish 
  P1-Positronic Brain-12 
  Organic Brain in Case 
  S1-Semi-Organic Brain-11 
   
  System Process- Electronic 
  System Process- Photonic 
  System Process- Fluidic 
   
   
  ZIRUNKARIQSH 
  Zirunkariish 
  Quality Computronics Since 143 
   
  Registration 5028-191. Authorized. 
  
   
   
  - 00 - 
   
   
  Computers and CyberSpace
   
   Cyberspace -- the computing space within computers -- is awash with operating 
  applications, maintenance activities, applets, and even occasional personalities. 
   
   Once computer and brain circuitry reaches a threshold level of sophistication, the computing space becomes an 
  environment in which packages of software move and perform their functions. 
   The internal operations of computers are (in most cases) transparent to the user. Data is input into the computer, processed 
  into information, and ultimately output.  
   Inside The Computer. The environment inside the computer becomes important with the advent of artificial intelligences 
  and recorded personalities. Personalities and artificial intelligences are basically programs that can move through circuitry and 
  networks. 
   The Cyberspace Metaphor. Given their size and sophistication, this interior computation circuitry of computers and 
  networks can be best understood as a broad space, marked off into locations and bounded by barriers.  
   
  THE CHARTS 
   The four computer-related charts show the basic structure 
  and operation of computers. 
   Chart 1. Computers. 
   Chart 2. Processes. 
   Chart 3. Applets. 
   Chart 4. Personalities.  
   
  UNDERSTANDING COMPUTERS 
   The physical device is the Computer: a set of electronic (or 
  photonic or positronic or fluidic) circuits which process data 
  according to some set of instructions. 
   A Computer has an Architecture: an internal structure of 
  cells and connections which governs its operations. 
   
  Types of Computers 
   Computers are identified by the basic principles of their 
  operation. 
   Electronic Computer. A Computer using electronic 
  circuits. Electronic Computers are by far the most commonly 
  encountered type. 
   Photonic Computer. A Computer using photonic or fiber 
  optic circuits. Photonic Computers are resistant to EMP 
  Effects, have lower power requirements, and have reduced 
  waste heat output when compared to Electronic Computers. 
   Fluidic Computer. A Computer using gas or liquid flow 
  circuits. Fluidic computers are resistant to EMP Effects, have 
  lower power requirements, and have reduced waste heat 
  output when compared to Electronic Computers. They are 
  sensitive to temperature variations. 
   
  THE ELEMENTS OF CYBERSPACE 
   Delving deeper into Computers reveals their internal 
  structure: Cyberspace. Cyberspace is a set of interconnected 
  cells (locations) for operating computer programs, processes, 
  applets, and data streams. 
   Users. People outside the computer system who use the 
  computer though control consoles are Users. 
   Cells. The foundation of Cyberspace is its structure of 
  cells. Each cell is a location for an activity within the 
  computer. A map of the cells in a computer draws each 
  location and shows connections between them. The (and 
  map draws a square (or other polygon) grid showing the 
  computer’s total number of cells; sides which touch are 
  connected.  
   Processes. Some cells are permanently occupied by 
  Processes. A process is a large-scale program dedicated to a 
  specific activity. Starship Life Support is a process in the 
  starship’s computer. 
   Applets. In contrast to Processes, Applets are small, 
  temporary, mobile programs which roam throughout the 
  computer. Applets perform many maintenance and protection 
  functions. A Courier Applet carries targeted data messages 
  between processes. A Censor evaluates data streams and 
  applets for malware. 
   Data Streams. The underlying circuitry carries a continual 
  flow of data streams between processes. This flow is 
  constant as long as the computer is operating, and for all 
  practical purposes invisible. 
   Connectors. The lines linking computers are Connectors: 
  they may be wired or wireless. 
   Programs. For terminology purposes, Processes and 
  Applets are both Programs. 
   
  Priority 
   Every Process and Applet within the computer has a 
  Priority: a number which shows its relative importance in the 
  overall hierarchy of the computer. 
   Under normal circumstances, Priority is a number from 1 to 
  6. 
   
  Moving In Cyberspace 
   Processes are immobile, being assigned more or less 
  permanent locations within the grid of cells. 
   Applets roam at will within the computer, subject to specific 
  limits: 
   Applets may move without limit through empty cells, or 
  through any Process or Applet with a lower Priority. 
   An Applet stops when it moves next to a Program with 
  equal or higher priority. Applets with equal Priority can never 
  move into the same Cell. 
   An Applet which stops in a cell with a Program with lower 
  Priority stops that Program for as long as they both occupy 
  the same cell. 
  
   
   
  - 00 - 
   
   An Applet which may move onto a Connector, at which 
  point it ends movement for the current turn. It begins its next 
  turn of movement at the other end of the connector. 
   Stacking In A Cell. A cell can contain one Process and 
  any number of Applets as long as each program has a 
  different Priority (and only the highest Priority program can be 
  functional). 
   
  IFFN Identification Friend or Foe or Neutral 
   All Programs native to a specific computer (or network) 
  carry a visible IFFN Tag which identifies them as Friend. 
  Programs with strange or unrecognized Tags are identified 
  as Foe. 
   Friends are ignored by Friends unless they initiate attacks; 
  Foes are automatically attacked. 
   Ignore. Some tags indicate the Program is Neutral and 
  should be ignored unless it starts to overload the system. 
   Neutrals normally roam freely within cyberspace. If too 
  many Neutrals are present and begin to overload the system, 
  settings may change to exclude or destroy Neutrals. This is 
  all much more Complex, with safeguards, encrypted 
  identifications, and other details. 
   
  Conflict in Cyberspace 
   Programs can come into conflict with other Programs: 
    Processes are passive; they cannot attack other 
  Processes or Applets. They depend on protective Applets to 
  defend them. 
    Some Applets can destroy Processes using their 
  available skill sets. An Applet can destroy one Program per 
  turn (as the last activity in the turn). 
    Any Applet can attack any other Applet to which it is 
  adjacent. 
   
   Applet Conflict. When applets clash, they resolve the 
  conflict through comparison of assets. The applet with the 
  greater assets prevails (tied applets are immobilized). A 
  losing applet is destroyed. 
   
   Applet1 Assets 
  vs 
  Applet2 Assets 
  C4+C5+C6+ 
  vs 
  C4+C5+C6+ 
  Priority + Skills 
   
  Priority + Skills 
   
    
  If AI or Personality: Add Good Flux. 
   
  APPLET TYPES 
  Type 
  Description 
  Cleaner 
  Clears obsolete or useless code. 
  Fixer 
  Repairs chance variations or faults. 
  Phage 
  Destroys malware. 
  Courier 
  Carries internal messages and data.. 
  Popup 
  Carries messages to outputs. 
  Censor 
  Evaluates all Applets passing through it. 
   
   
  AI AyEye 
  Artificial Intelligence. 
  Personality 
  Recorded organic personality. 
   
   
  Virus 
  Creates applets from within a Process. 
   
  UNDERSTANDING APPLETS 
   An Applet is mobile programming that performs support, 
  maintenance, and internal housekeeping functions. Applets 
  roam from location to location, cleaning out vacated 
  locations, searching and destroying malware, and 
  transporting priority data across networks.  
   Applets are rudimentary personalities with relatively low 
  intelligence and relatively simple missions.  
   
   Applets are created and erased as needed. 
   For example, a priority message must be transmitted to 
  another computer. The originating process creates (spawns?) 
  an applet around the message and sends it on its way. This 
  specific applet travels through the circuitry, attached 
  networks, as a transmission, or even in a wafer or chip, until 
  it ultimately reaches its destination. Recognition codes within 
  the applet confirm the destination and deliver the message.  
   
  THE ELEMENTS OF THE APPLET 
  C4 
  Intelligence 
  C5 
  Education or Training or Instinct 
  C6 
  Social Standing or Charisma (but not Caste) 
  CS 
  Sanity 
   
  A limited set of Skills or Knowledges or Talents 
   
  A set of unique Memories 
   
  A sense of Purpose and of Self (including IFFN). 
   
  Special Features: Priority. Expiration 
   
   Characteristics. An Applet may have one or more 
  characteristics C4 C5 C6.  
   Sanity. An Applet may malfunction if it fails a Sanity 
  Check. 
   Skills. An Applet may have one or more skills; usually a 
  specialized Applet skill. 
   Memories. An Applet has Memories and is able to interact 
  with other applets about them. 
   Purpose. An Applet has a sense of Purpose, usually 
  hardwired, associated with its activities. The Applet has a 
  sense of Self, including an ability to identify and be identified 
  as a friend or foe (or neutral). 
   Priority. An Applet has a Priority established when it is 
  created.  
   Expiration. An Applet has an Expiration and it dissolves 
  when this date is reached. 
   
  Applet Duplication 
   Applets are self-directed and self-duplicating. 
   Any Applet may make identical duplicates of itself (the 
  number it can make is equal to its Priority), but each 
  duplicate is Priority one lower. 
   
  Applet Skills 
   An Applet is created with one skill (usually no more) which 
  supports its mission or function.  
   Clean ( Cleaner, Maintenance ) is the ability to identify 
  and erase obsolete or useless code, applets, or processes. 
  Applets with Clean roam through cyberspace examining 
  applets, processes, and data streams for expiration dates 
  and faulty diagnostics. Those that it finds, it shreds, leaving 
  behind empty cells. 
   Fix ( Fixer, Repair ) is the ability to identify minor software 
  malfunctions and repair them. Applets with Fixer roam 
  through cyberspace performing diagnostics for applets, 
  processes, and data streams: when faults are found, they are 
  repaired (if possible): expiration dates are reset, checksums 
  repaired, software structures are reset to their original state. 
  
   
   
  - 00 - 
   Defend (Defender, Protect ) is the ability to identify Foe 
  (as defined by IFF) Applets and Processes and attack and 
  destroy them. Applets with Defender roam through 
  cyberspace examining the IFF status of applets and 
  destroying those that cannot be verified as Friendly. 
   Destination (Goal ) is the ability navigate through 
  cyberspace to an identified destination. Applets with 
  Destination travel through cyberspace to an assigned 
  Process in order to deliver a packet of information essential 
  to that Process. A destination is not necessarily in the current 
  computer or even the current network. 
   An Applet with Destination is a Courier. 
   Destination is distinct from Output, which is associated with 
  carrying information to an assigned Output device. 
   Output is the ability to navigate through cyberspace to an 
  identified output device. Applets with Output travel through 
  cyberspace to an assigned Output device to deliver a packet 
  of Output intended for display to a user. The output device is 
  not necessarily in the current computer or even the current 
  network. 
   An Applet with Output is a Popup. 
   Output is distinct from Destination, which is associated with 
  carrying information to an assigned Process. 
   Censor (Anti-Virus, Anti-Malware) is the ability to 
  evaluate all applets and data streams it encounters searching 
  for malware (and especially for viruses). 
   An Applet with Censor repeatedly cycles its Priority 6-5-4-
  3-2-1-6. 
   Stealth (Clandestine) is the ability to conceal oneself from 
  the evaluations and diagnostics of others. An Applet with 
  Stealth can ignore evaluations by Clean, Fix, Defend, or 
  Censor if its Stealth is greater than the opposing skill. 
   Programmer (Coding, Coder) is the ability to edit the 
  software elements of Processes and Applets (including the 
  elements of the Applet using the skill). Programming does not 
  allow creating new code; the specific values required must be 
  taken from (cut and pasted) other Applets in the same cell 
  (including from oneself). 
   Programmer is not a skill generally available to created 
  Applets; it is brought into an Applet through a Personality. For 
  example, Eneri Dinsha, Programmer-4, records his 
  personality; when it sends it into cyberspace, one of its 
  available skills is Programmer-4. 
   
  For Example,  
   An Applet is generated with Clean. The Applet is a Phage, 
  devoted to eating obsolete or expired code fragments. It 
  located and attacks Applets which have passed their 
  expiration date. 
   An Applet is generated with Fix. The Applet is a Fixer with 
  a minor repair function: it roams in search of minor software 
  flaws and repairs them.  
   An Applet is generated with Defend. The Applet is a 
  Defender dedicated to seeking out and destroying Applets 
  which fail an IFFN test. 
   An Astrogation Process generates an Applet with 
  Destination Jump Drive Processor and is given a packet of 
  data calculations about an upcoming Jump. The Courier 
  Applet is a courier which makes its way through the on-board 
  network to the Jump Drive Processor and delivers its packet 
  (the Jump Drive Processor may generate its own Courier with 
  an acknowledgement). 
   An Jump Drive Processor (having just received its data 
  packet about an upcoming jump) generates an Applet with 
  Output directed toward the Astrogator Display Console. The 
  Popup travels through the network to the ADC and notifies 
  the astrogator that all is ready for the upcoming jump. 
   An Applet is generated with Censor. The Applet stations 
  itself in a cell through which many Applets must pass (and 
  which cannot be bypassed). A passing Popup is forced to 
  stop when it moves adjacent to the higher priority Censor, 
  which then evaluates it for malware. The Popup passes the 
  evaluation; the Censor momentarily drops its Priority and the 
  Popup proceeds on its way. 
   
  DATA PACKETS 
   A Data Packet is an encapsulated (in an Applet) set of data 
  or information. It may be generated by a Processor or by a 
  User. 
   Internal Data is basic output from one processor intended 
  to be used as input by another processor. An Astrogation 
  Processor outputs a data packet (calculations about an 
  upcoming jump) and sends it to the Jump Drive Processor. 
   Internal Data is carried by Courier applets. 
   Console Output is information (progress reports, query 
  responses, messages, emails) intended for display on a 
  control console to be read (viewed, heard) by a User.  
   Console Output is carried by Popup Applets. 
   Virus is a set of Applet-producing instructions concealed 
  within a Data Packet. Upon delivery to a Processor, the Data 
  Packet tricks the Processor into creating the specified Applet 
  (or great numbers of the Applet, or many different Applets).  
   
  The Xmail System 
   Some versions of the Xmail System use Neutral Output 
  Applets. A message to a specific person is inserted into the 
  Applet and thousands of copies are sent into the xmail 
  system, carried by ships to hundreds of worlds.  
   When the recipient arrives on one of those worlds and 
  checks an xmail terminal, his specific message pops up on 
  the display console. 
   
  PERSONALITIES AND ARTIFICIAL INTELLIGENCES 
   A person can insert his Personality into a computer: special 
  software wraps it in an Applet which enters the computer. 
   A person can establish a feedback loop with his Recorded 
  Personality as it is run on a Computer and monitor its 
  activities. The resulting effect is that the person feels like he 
  is in the computer (the term is jacked in).  
   Jacking In. To monitor the activities of a Recorded 
  Personality being run on a Computer, a person establishes a 
  connection between his Wafer Jack and the computer. 
   When the person disconnects, the Recorded Personality 
  continues in the computer until it dissipates. 
   
  The Personality 
   A Personality accurately reflects the characteristics of the 
  User. The Applet is, in effect, the person, now inside the 
  computer. 
   
  Artificial Intelligences 
   Some Personalities are artificially created.  
   
  WHAT CYBERSPACE LOOKS LIKE 
   At its simplest, cyberspace is sparse and bare; its locations 
  filled with heaps of pulsating processes, and glowing streams 
  of data flowing between them. 
   Skins. Personalities ranging through cyberspace may 
  adopt their own favorite filters through which to view their 
  surroundings:  
  
   
   
  - 00 - 
    Prehistoric Landscapes littered with valuable gems 
  and roamed by dinosaurs. 
    Medieval landscapes filled with castles, towns, and 
  villages, and threatened by dragons, plague, and random 
  storms. 
    Contemporary Interplanetary Space populated by 
  planets and satellites and swept by stellar flares and radiation 
  storms. 
   
   But in each Skin, the elements are the same: locations 
  which process data, operating stationary processes, and 
  roaming applets performing a variety of functions. 
   
   Internal Architecture. The environment within cyberspace 
  is a broad plane of locations arranged in a regular pattern. 
  Each location has a distinct number of connections to 
  neighboring locations. This number identifies its architecture. 
   For example, Architecture-4 indicates each location has 
  four connections to adjacent locations (which is a square 
  grid). Architecture-6 indicates six connections (which is a 
  hexagon grid). Any number of connections are possible, 
  although Architecture 1 and Architecture-2 appear to be 
  impractical. 
   Many substantial variations of Architecture are possible:  
    The edges of the plane may wrap (like a cylinder) or the 
  plane may be the surface of a sphere. 
    Locations may have varying or random numbers of 
  connections. 
    Y-Connectors and X-Connectors linking locations with 
  multiple other locations 
   
   Standard Imperial Computer Architecture is a compact 
  bounded flat plane with a square grid.  
   
  POSITRONIC BRAINS 
   Positronic brains begin as blank slates. A positronic brain 
  is activated, giving it consciousness and self-awareness. It is 
  immediately connected to a flash learning system which 
  floods the brain with information and the techniques and 
  abilities to use it. 
   In a matter of weeks, the brain has reached the equivalent 
  of Life Stage 3 and is ready to be installed in a robot body.  
   Cannot Be Recorded or Overlaid. A positronic brain is 
  dependent on the random structure of the noble metal 
  sponge. Its personality can be imitated (by an expert system), 
  but it cannot be recorded. Personalities cannot be overlaid on 
  it or implanted. 
   
   
   
  MISSILE BRAINS 
   Missiles can be equipped with a variety of guidance and 
  control systems. 
   
  Hardwired (C+S)= 5 
   The Missile is hardwired with a rudimentary decision-
  making systems. It operates independently once launched. 
   Minimum Missile Size = 3. 
   
  Operator Guided (C+S)= Operator 
   The Missile is guided by a Gunner in the launching Mount. 
   The Missile takes its C+S from the Characteristic and Skill 
  of the Operator. 
   Distance Effects. Guidance by an Operator at a distance 
  ultimately declines in quality. (C+S) is modified by minus 
  World Range (R=). If (C+S)-R becomes less than 5, the 
  Missile reverts to Hardwired (C+S)=5. 
   Attention Effects. The Operator must be participating in the 
  Guidance process when the missile attacks. If not, the Missile 
  reverts to Hard-Wired (C+S)=5. 
   Minimum Missile Size = 4. 
   
  Self-Aware (C+S)= varies 
   Self-Aware missiles are equipped with a Brain (Electronic, 
  Positronic, Semi-Organic, usually not Organic) which 
  operates the missile and guides it to its target. 
   Self-Aware Brains are constantly fed sensor data about the 
  current ship’s position and the location of other ships and 
  targets in the area. When in jump, the Brains are fed random 
  situations and information. 
   The Brains are constantly gaming the information, 
  competing with each other for high scores and other rewards. 
   Although Missile Brains communicate with each other, 
  there are no communications channels with the ship or crew; 
  it is important that Brains never learn that, when actually 
  deployed, the end of the mission is final. 
   Self-Aware Missiles self-destruct if their mission is 
  unsuccessful. 
   DataCasters. One purpose of DataCasters is to 
  communicate with Self-Aware Missile Brains. Success 
  shocks the Brain into inaction or even to turning on its 
  launchers. 
   Self-Aware (C+S). C+S for a Self-Aware Missile is 
  determined at the time of Launch 
   
   C= 6 + 1D 
   S= 1D 
   Plus Flux. 
   Minimum Missile Size = 5. 
   
   DownLoad. A Missile Gunner can DownLoad his 
  Personality into a Missile (or several missiles) and send them 
  on their way. 
   Each missile is guided by the personality of the Operator 
  (which would dissipate anyway after several days). 
   Minimum Missile Size = 5. 
   
   
  Eneri Dinsha Drives Across The Continent 
   For example, Eneri Dinsha is driving a GroundCar. There 
  is a computer in place between the controls and the vehicle 
  itself. That computer may include sophisticated braking 
  features; finely tuned reactive suspension, and an array of 
  console information. Nevertheless, driving tasks are resolved 
  using Eneri’s characteristic and skill. 
   For example, Eneri Dinsha is driving a GroundCar 
  equipped with a computer which has a P0 Positronic Brain as 
  its System Process (but not a Component process). Eneri 
  starts to fall asleep at the controls; the On Board Brain 
  senses his erratic driving and speaks to him:  “Alert! Your 
  driving is erratic!”. 
   For example, Eneri Dinsha is driving a GroundCar 
  equipped with a computer which has a P0 Positronic Brain as 
  its System Process, and with a Vehicle Component Process. 
  Eneri starts to fall asleep at the controls; the On Board Brain 
  senses his erratic driving and takes over the controls. Since a 
  P0 has Int=1 and Vehicle-1D (=4), it isn’t a very good driver, 
  but it can at least pull the vehicle to the side of the road, 
  crank up the heating system, and flash the interior lights to 
  
   
   
  - 00 - 
  get Eneri’s attention: “Alert! You were driving erraticly. You 
  should get some sleep before we continue.” 
   Finally, for example, Eneri Dinsha is driving a GroundCar 
  equipped with a computer which has an S2 Semi-Organic 
  Brain (Int=2D, Skill=2D) and a Vehicle Component Process. 
  Eneri starts to fall asleep at the controls. The On Board Brain 
  senses his erratic driving and takes over the controls, driving 
  the vehicle through the night. Eneri wakes up in the morning 
  as the vehicle is just arriving at its destination. 
   
   
  CYBERSPACE AND SPACE COMBAT 
   Resolving conflict in CyberSpace during space combat is 
  overlong and distracting. Instead, use the following: 
   A Virus successfully introduced onto a ship disables the 
  Component at the Hit Location. 
   In each successive Combat Round, the Virus may attack 
  an adjacent Hit Location and succeeds if 1D < Computer + 
  Virus.  
   For example, a Virus is assigned a value = 1D = 3. It 
  attacks an adjacent Hit Location Power Plant controlled by 
  Computer/2. It must roll 1D for 2+3 or less = 5. If successful, 
  that location is disabled. 
   A Virus is isolated if all computer connections are cut 
  between the Virus disabled locations and all other hit 
  locations. 
   
  
  5�
  Computers 
  5
   
  Computers 
   Computers fill a variety of roles in the control of equipment, vehicles, and the 
  processes of industry and bureaucracy. Computers operate in a number of ways to 
  complement, supplement, supplant, or replace active intelligent control or 
  supervision. 
   
   
  THE SHIP’S COMPUTERS 
   Select a master Ship’s Computer. 
   Install it on the Bridge. 
   Note the Local Computers for each of the Major Components. 
   Create the Local Network. 
   
  COMPUTER CONCEPTS 
   Cells hold Processes. The ship’s computer network 
  needs enough cells to hold all of its software processes. 
   Free Cells enhance efficiency. Empty cells help a 
  computer process more rapidly. 
  THE SHIP’S COMPUTER 
   Every ship has a master Ship’s 
  Computer located on the Bridge. It 
  networks with the many Local 
  Computers throughout the ship. 
   Local Computers. Every major 
  component has its own Local 
  Computer managing its activities 
  and operation. 
   The Standard Local Computer is 
  a Model/2 loaded with a Console 
  System Process and the 
  appropriate Component Process. 
   
  Major Components 
   Each item in these categories is a 
  Major Components and has a Local 
  Computer. 
   
    Drives 
    Power Plants 
    Sensors 
    Weapons 
    Defenses 
   
   Computers are identified by 
  Model, and distinguished by TL, 
  Cells, and Cost. 
   Cells. Computer capacity is 
  measured in Cells. One cell can 
  contain one Process. A system 
  operates most efficiently if free 
  Cells equal installed Processes. 
   Computer Tonnage. Computers 
  are not all that big: one Cell is a 
  Lan, or about 100 Cells per ton. 
  Model/5 and lower is dwarfed by its 
  control console (which is about one 
  Deck Square). 
   Brain Tonnage. Brains are 
  installed in an existing Cell, so while 
  the Brain itself is about 1 or 2 liters, 
  it is part of a larger Cell.  
   
  COMPUTERS 
  M
  Stage 
  Model 
  TL = 
  Cells 
  KCr
  Tonnage 
  0
   
  Model/0 
  5 2^0 
  1 
  100
   
  1
   
  Model/1 
  6 2^1 
  2 
  200
  Console 
  1b
   
  Model/1 bis 
  7 2^1+1 
  3 
  300
  Console 
  2
   
  Model/2 
  7 2^2 
  4 
  400
  Console 
  2b
   
  Model/2 bis 
  8 2^2+1 
  5 
  500
  Console 
  3
   
  Model/3 
  9 2^3 
  8 
  800
  Console 
  3b
   
  Model/3 bis 
  10 2^3+1 
  9 
  900
  Console 
  4
   
  Model/4 
  10 2^4 
  16 
  1600
  Console 
  5
   
  Model/5 
  11 2^5 
  32 
  3200
  Console 
  6
   
  Model/6 
  12 2^6 
  64 
  6400
  1 ton 
  7
   
  Model/7 
  13 2^7 
  128 
  12800
  2 tons 
  8
   
  Model/8 
  14 2^8 
  256 
  25600
  3 tons 
  9
   
  Model/9 
  15 2^9 
  512 
  51200
  5 tons 
  Ex
  Experimental (= Full QREBS) 
  -3  
   
  x 10
  x 3 
  Pr
  Prototype (= 3 of 5) 
  -2  
   
  x 3
  x 2 
  Ea
  Early (= 1 of 5) 
  -1  
   
  x 2
   
  Im
  Improved (= +1 of 5) 
  +1  
   
  / 2
   
  Adv
  Advanced (= +3 of 5) 
  +2  
   
  / 2
   
   
   
   
    
   
   
   
  Fiber Optic 
  fib 
  +1  
   
  x 1.5
  x 2 
   
  Photonic 
  phot 
  +3  
   
  / 2
   
   
  Fluidic 
  flu 
  +4  
   
  x 2
  x 2 
   
  Neural Network 
  neu 
  +5  
   
  x 2
   
   M. The model number or variant suffix for the computer. 
   Stage. The technological development stage for the computer. 
   Model. The standard model name for the computer (bis = second or enhanced). 
   TL. The tech level of the computer. 
   =. Shows the formula for computing the number of cells based on Model. 
   Cells. The number of internal computer operating cells. Each cell holds a process. 
   KCr. Computer cost. 
   Tonnage. The ship tonnage requires for the computer. 
   
  NETWORK UPGRADES 
   
  Upgrade 
  Status 
  = 
   
   
  Hardwire Connections 
  Standard 
   
   
   
  Fiber Optic Connections 
  Standard for fib 
   
   
   
  Photonic Connections 
  Standard for phot 
   
   
   
  Fluidic Connections 
  Standard for flu 
   
   
   
  Neural Connections 
  Standard for neu 
   
   
   
  Specific Links Cut 
  Upgrade 
   
   
   
  Wireless Connections 
  Upgrade 
   
   
   
   
   
   
   
   
   
    
   
   Default Network. All Local Computers and the Master Computer are default 
  hardwire networked with each other. Upgrade the Network as desired. 
   
   
  
  5�
  Software 
  5
   
  Software 
   The heart of the computer is its software. Each major component and many 
  housekeeping functions are managed by computers controlled by Processes 
  dedicated software packages that relieve people of the burden of day-to-day 
  activities. 
   
   
  COMPUTER PROCESSES 
   The software that drives a computer 
  is the Process. Each Process 
  addresses a specific function and 
  manages it within the computer. 
   There are three types of Processes: 
   System. The Operating System for a 
  Computer. Every Computer requires an 
  Operating System Process. 
   Component. The governing Process 
  for a Component. 
   Service. A Process providing support 
  or information. 
   
  Redundant 
   Three identical Processes allow a 
  Computer to automatically ignore a 
  computing failure by one of the three. 
   
   Brain Tonnage. A Brain is installed 
  in an existing Cell, so while the Brain 
  itself is about 1 or 2 liters, it is part of a 
  larger Cell.  
   Free Cells. A system operates most 
  efficiently if it has free Cells equal to 
  installed Processes. If the Computer 
  has fewer than one empty cell per 
  operating Process, output is delayed 
  one Round. 
   
  TYPICAL COMPUTER MAPS 
   
  SYSTEM PROCESSES 
  M 
  Type 
  Process 
  TL  
  KCr
  C 
  S 
  3.1 
  Console 
  Process 
  7  
  50
   
   
  XP 
  Console XP 
  Process 
  8  
  50
   
   
   
  Conversational 
  Process 
  9  
  100
   
   
  XS 
  Expert System 
  Process 
  10  
  200
   
   
  SA 
  Self Aware 
  Process 
  14  
  300
   
   
  S0 
  Semi-Organic 
  Brain-0 
  10  
  100
  1 
  1 
  S1 
  Semi-Organic 
  Brain-1 
  11  
  400
  1D 
  1D 
  S2 
  Semi-Organic 
  Brain-2 
  12  
  800
  2D 
  2D 
  S3 
  Semi-Organic 
  Brain-3 
  14  
  1200
  3D 
  3D 
  P0 
  Positronic 
  Brain-0 
  11  
  400
  1 
  1D 
  P1 
  Positronic 
  Brain-1 
  12  
  900
  1D 
  1D 
  P2 
  Positronic 
  Brain-2 
  13  
  1500
  2D 
  2D 
  P3 
  Positronic 
  Brain-3 
  15  
  2000
  2D 
  3D 
  AI-16
  Artificial Intelligence 
  Process 
  16  
  2000
  1D 
  1D 
  AI-18
  Artificial Intelligence 
  Process 
  18  
  3000
  2D 
  2D 
  AI-20
  Artificial Intelligence 
  Process 
  20  
  4000
  2D 
  3D 
  AI-22
  Artificial Intelligence 
  Process 
  22  
  5000
  3D 
  3D 
   Each computer (Local or Master) requires a System Process. It must be installed 
  in the computer is controls. It occupies one Cell. 
   
  COMPONENT AND SERVICE PROCESSES 
   
  Process 
  Type 
  TL 
  Cells 
  KCr
  C 
  S 
   
  Drive 
  Component 
  =Jump 
  1 
  =TL
   
   
   
  Power Plant 
  Component 
  =PPlant 
  1 
  =TL
   
   
   
  Sensor 
  Component 
  =Sensor 
  1 
  =TL
   
   
   
  Weapon 
  Component 
  =Weapon 
  1 
  =TL
   
   
   
  Defense 
  Component 
  =Defense 
  1 
  =TL
   
   
   
  Guidance 
  Component 
    
  1 
  10
   
   
   
  Life Support 
  Service 
    
  1 
  10
   
   
   
  Data Base 
  Service 
    
  1 
  10
   
   
   
  Accounting 
  Service 
    
  1 
  10
   
   
   
  Astrogation 
  Service 
    
  1 
  10
   
   
   
  Medical 
  Service 
    
  1 
  10
  +2D 
  +1D 
   
  Entertainment 
  Service 
    
  1 
  10
   
   
   
  Library Data 
  Service 
    
  1 
  10
   
   
   
  Security 
  Service 
    
  1 
  10
   
   
   
  Maintenance 
  Service 
    
  1 
  10
   
   
   
  Damage Control 
  Service 
    
  1 
  10
  +1D 
  +1D 
   Component Processes must be installed in the Computer which controls the 
  Component. The System Process is the controlling software for the computer.  
   Distributed Processing. Service Processes may be installed in any available 
  Cell in any computer. 
   
  COMPUTER MAPS 
   The interior of a computer can be mapped. It shows the Computer’s Cells on a 
  grid based on the computer Architecture. 
   Architecture-N. Architecture is the number of connections between cells. 
  Architecture-4 connects a cell to 4 adjacent cells; Architecture-9 indicates 
  connections to 9 adjacent cells. 
   Architecture-3 is triangles; Architecture-4 is squares; Architecture-6 is hexagons. 
   Many possible architectures exist: for example, Architecture-9 wrapped to a 
  cylinder; Architecture-5 mapped to a sphere.  
   Standard Imperial Computer Architecture is a compact bounded flat plane with a 
  square grid (Architecture-4). 
  
  5�
  Applets 
  5�
   
  Applets 
   Applets are mobile programs roaming about within computers. 
   
   
  UNDERSTANDING APPLETS 
   An Applet is a mobile program or function capable of 
  moving through the circuitry of computers (as opposed to 
  Processes, which are programs fixed in one location). 
   Most Applets are basic personalities with low intelligence 
  and simple missions. A Recorded Personality becomes an 
  Applet with the addition of Priority and Expiration. 
   
  THE ELEMENTS OF THE APPLET 
  Char 
  Details 
  C4 
  Intelligence 
  C5 
  Education or Training or Instinct 
  C6 
  Social Standing or Charisma (but not Caste) 
  CS 
  Sanity 
   
  A limited set of Skills or Knowledges or Talents 
   
  A set of unique Memories 
   
  A sense of Purpose and of Self (including IFFN). 
   
  Special Features: Priority. Expiration 
   
   
   
   Characteristics. An Applet may have one or more 
  characteristics C4 C5 C6.  
   Sanity. An Applet malfunctions if it fails a Sanity Check. 
   Skills. An Applet may have one or more skills; usually a 
  specialized Applet skill. 
   Memories. An Applet has Memories and is able to interact 
  with other applets about them. 
   Purpose. An Applet has a sense of Purpose, usually 
  hardwired, associated with its activities. The Applet has a 
  sense of Self, including an ability to identify and be identified 
  as a friend or foe. 
   Priority. Priority is established when the Applet is created.  
   Expiration. An Applet has an Expiration and it dissolves 
  when this date is reached. 
   
  MOVING IN THE CYBERSPACE EVIRONMENT 
   Applets function within Cyberspace: inside the circuitry of 
  computers. They move along connections between cells. 
   An Applet may move without limit through empty cells. 
   It may move without limit through any Process or Applet 
  with a lower Priority. It must Stop when it moves next to a 
  higher priority Process or Applet. 
   
  APPLET TYPES 
  Type 
  Description 
  Cleaner 
  Clears obsolete or useless code. 
  Fixer 
  Repairs chance variations or faults. 
  Phage 
  Destroys malware. 
  Courier 
  Carries internal messages and data.. 
  Popup 
  Carries messages to outputs. 
  Censor 
  Evaluates all Applets passing through it. 
  AI 
  Artificially Intelligent personality. 
  RP 
  Recorded organic personality. 
  Virus 
  Creates applets from within a Process. 
   
  APPLET CONFLICT 
   When applets clash, they resolve it through comparison of 
  assets. The applet with the greater assets prevails (tied 
  applets are immobilized). A losing applet is destroyed. 
   
  Applet1 Assets 
  vs 
  Applet2 Assets 
  C4+C5+C6+ 
  vs 
  C4+C5+C6+ 
  Priority + Skills 
   
  Priority + Skills 
    
  If AI or Personality: Add Good Flux. 
   
   IFF Identification Friend or Foe or Neutral. Native 
  applets (created within a computer carry an IFF code which 
  identifies them. Defenders attack Applets without the proper 
  IFF code. 
  APPLET GENERATOR 
   
  1 
  2 
  3 
  4 
  5 
  6 
  Virus 
  C4 
  1D 
  2D 
  0 
  0 
  0 
  0 
  C5 
  Edu=1D 
  Edu= 2D 
  Tra= 1D 
  Tra= 2D 
  Ins=1D 
  Ins= 2D 
  C6 
  Cha= 1D 
  Cha=2D 
  0 
  0 
  0 
  0 
  CS 
  2D 
  2D 
  1D 
  1D 
  1D 
  1D 
  Skill (=1D) 
  Clean 
  Fix 
  Anti-ware 
  Destination 
  Output 
  Censor 
  Memories 
  Temporary 
  Temporary 
  Temporary 
  Temporary 
  None 
  None 
  A Virus is a 
   
  Data Stream 
  or 
  Message 
   
  -----------------------     Priority= 1D Days.        Expiration= 1D Days.        ---------------------------- 
   
   
  SPECIAL APPLETS 
   
  AI 
  RP 
  C4 
  = 2D 
  = 2D 
  C5 
  =2D 
  = 2D 
  C6 
  Cha= 1D 
  =2D 
  CS 
  2D 
  2D 
  Skills 
  Many 
  Many 
  Memories 
  Permanent 
  Permanent 
  Priority 
  =1D 
  =1D 
  Expires 
  = 1D Days 
  1D Days 
  Or as dictated by the Sophont details 
   
   
  STANDARD 
  APPLET SKILLS 
   
  Skill Applet Type 
   
  Clean= Phage 
   
  Fix=  Fixer 
   
  Anti-ware=  Defender 
   Destination=  Courier 
   
  Output =  Popup 
   
  Censor=  Propaganda 
   
  
  1�
  Personalities 
  1�
   
   
  Personalities 
   Every sophont (natural or artificial) has a Personality: a unique set 
  of non-corporeal elements that define and empower him independent 
  of his body. 
  I 
  For 
  T5 
   
   Through much of history, the personality has been integral 
  with the body and never independent of it. Technology has 
  made it possible to free the personality from the body. 
   Personalities can be recorded, edited, enhanced, and 
  implanted in new bodies.  
   The basic technology that allows the recording of 
  personalities in turn allows a wide variety of personality 
  manipulations. Recorded personalities can be overlaid on 
  others for a variety of purposes including mindwipes, life 
  insurance, temporary skills, and recreational personalities. 
   
   
  TYPICAL WAFER 
   
   
   
   The typical wafer is about 
  Size= 1; easily inserted into 
  the Wafer Slot present on 
  most computers. 
   Wafer Jacks. Some 
  individuals have Wafer 
  Jacks: a small implanted 
  sensor capable of reading a 
  Wafer held near it (there is 
  no slot or break in the skin).
  THE ELEMENTS OF THE PERSONALITY 
  Char 
  Details 
  C4 
  Intelligence 
  C5 
  Education or Training or Instinct 
  C6 
  Social Standing or Charisma or Caste 
  CS 
  Sanity 
   
  A set of Skills or Knowledges or Talents 
   
  A set of unique Memories 
   
  A sense of self (one’s identity). 
   
   
  Added When A Personality Becomes An Applet: 
   
  IFFN Tags. Priority = 1D. Expiration = 1D. 
   
   
   
  IDENTIFYING THE ISOLATED PERSONALITY 
   
   
   
   
   
   
   
   
   
   
   
   
   
  C4 
  C5 
  C6 
   
   
   
   
   
   
   
   
   
   
  X 
  X 
  X 
  5 
  6 
  0 
   
   
   
   
   
   
   
   
   
  Not Applicable 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Manufacturing standards and brand reputation are 
  important for skill wafers. QREBS applies. 
   
   Skill Wafer. A skill wafer contains a single skill (it’s a 
  personality edited down to a single skill). Overlaid on a 
  subject, it grants him the ability to use that skill. 
   Recreational Wafer. A recreational wafer contains an 
  interesting personality (primarily its memories). The user 
  experiences those memories, and in the process makes them 
  his own, even after the originals fade. 
   Occupation Wafer. Temporary local needs can be filled by 
  standardized Occupation Wafers: they overlay the skills 
  required for an occupation (as well as some characteristics 
  and a “loyal” identity). The Sanity risk is considered slight 
  when balanced against the needs of society. Typical 
  occupations include Enforcer, Emergency Doctor, Militia, 
  Damage Control Expert. A person under an Occupation 
  wafer is referred to as: “He’s been Programmed Police,” or 
  “He’s Programmed EMT.”
  WAFER TECHNOLOGY 
   Wafer Technology encompasses recording, editing, and 
  implanting personalities. Standard Wafer Technology is 
  available at TL-13. 
   Recording. Most medical facilities have the ability to 
  record personalities. The process is non-invasive and 
  painless. 
   More sophisticated systems can record personalities from 
  dead (recently dead) brains. 
   Editing. A Personality can be edited to remove or reduce 
  any of its elements. Elements from other Personalities can be 
  added (spliced) into a Personality. 
   Applet Conversion. The raw Personality Recording is 
  relatively useless. After conversion to an Applet, the 
  Personality can be used overlaid or implanted on subjects. 
   Overlay. A Personality can be overlaid on a person; the 
  elements of the Recorded Personality which are present 
  suppress corresponding current elements. All other original 
  elements remain. 
   Overlay is not without its dangers: Check San every Day. 
   An Overlay is temporary; it fades after the Expiration 
  period in Days (usually upon awakening the next morning). 
   Implant. A person’s own Personality can be permanently 
  implanted. If edited, the elements of the Recorded 
  Personality which are present suppress corresponding 
  current elements. All other original elements remain. 
   Jacked In. A Personality (as an Applet) can be inserted 
  into a Computer. A person can establish a feedback loop with 
  his Recorded Personality within a Computer and monitor its 
  activities. The resulting effect is that the person feels like he 
  is in the computer (the term is jacked in).  
   When the person disconnects, the Personality continues in 
  the computer until it expires. 
   
  SOME RESTRICTIONS 
   Wafer Technology has a variety of restrictions. 
   Genetic Profile. Personalities are best overlaid on an 
  individual of the same Genetic Profile. If overlaid on a 
  different Genetic Profile, Check San daily for each Genetic 
  Profile difference. 
   Element=0. If an Element is edited to Zero, it suppresses 
  the current non-zero Element. This technique is the basis for 
  Mindwipe. 
   Element Removed. If an Element is removed; the current 
  Element remains in force. 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/28 Computers .pdf