Temporal Action Logic for Question Answering in an Adventure Game
Magnusson, Martin Doherty, Patrick 2008 (English)In: Artificial General Intelligence, AGI 2008, Amsterdam, Netherlands: IOS Press, 2008, 236-247Conference paper (Refereed)
Inhabiting the complex and dynamic environments of modern computer games with autonomous agents capable of intelligent timely behaviour is a significant research challenge. We illustrate this using Our own attempts to build a practical agent architecture on it logicist foundation. In the ANDI-Land adventure game concept players solve puzzles by eliciting information from computer characters through natural language question answering. While numerous challenges immediately presented themselves, they took on a form of concrete and accessible problems to solve, and we present some of our initial solutions. We conclude that games, due to their demand for human-like computer characters with robust and independent operation in large simulated worlds, might serve as excellent test beds for research towards artificial general intelligence.
Frontiers in Artificial Intelligence and Applications, ISSN 0922-6389 ; 15
Temporal Action Logic; computer games; natural language understanding; artificial general intelligence; natural deduction; planning; epistemic reasoning
National CategoryComputer Science
IdentifiersURN: urn:nbn:se:liu:diva-44573ISI: 000273520300020Local ID: 77116ISBN: 978-1-58603-833-5OAI: oai:DiVA.org:liu-44573DiVA: diva2:265435
First Conference on Artificial General Intelligence (AGI 2008), 1-3 March 2008, Memphis, TN, USA