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Temporal Action Logic for Question Answering in an Adventure Game

Magnusson, Martin, 1978- (author)
Linköpings universitet,KPLAB - Laboratoriet för kunskapsbearbetning,Tekniska högskolan
Doherty, Patrick, 1957- (author)
Linköpings universitet,KPLAB - Laboratoriet för kunskapsbearbetning,Tekniska högskolan
 (creator_code:org_t)
Amsterdam, Netherlands : IOS Press, 2008
2008
English.
In: Artificial General Intelligence, AGI 2008. - Amsterdam, Netherlands : IOS Press. - 9781586038335 ; , s. 236-247
  • Conference paper (peer-reviewed)
Abstract Subject headings
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  • 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.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Computer Sciences (hsv//eng)

Keyword

Temporal Action Logic; computer games; natural language understanding; artificial general intelligence; natural deduction; planning; epistemic reasoning
Computer science
Datavetenskap

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