Each class inherits all the slots of all its ancestors in the hierarchy. Notice that not every class in the hierarchy has slots which are unique to it. For instance, Primary and Secondary Pursuers have all the same slots, but they need to be distinguished in the hierarchy because of the qualitative differences between the two. The a priori data slots reflect knowledge gained previously about a player's behavior and abilities. The sensory data slots store the dynamic information received by the Identifier.
Spatial data relate to the location and movements of a player.
Descriptive data pertain to a player's dynamic behavior and capabilities. A contact report is given for each entity detected by the evader's sensors. The data contained in these contact reports are shown in Figure 5. If not, a new instance is created in the appropriate class. At each step, OwnShip was given the choice of using one of the above control algorithms or heading directly toward his destination.