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temporal action logic for question answering in an adventure game(时间动作冒险游戏问答逻辑)
Temporal Action Logic for Question
Answering in an Adventure Game
Martin MAGNUSSON and Patrick DOHERTY
Department of Computer and Information Science
Linköping University, 581 83 Linköping, Sweden
E-mail: {marma,patdo}@ida.liu.se
Abstract. Inhabiting the complex and dynamic environments of modern computer
games with autonomous agents capable of intelligent timely behaviour is a sig-
nificant research challenge. We illustrate this using our own attempts to build a
practical agent architecture on a logicist foundation. In the ANDI-Land adventure
game concept players solve puzzles by eliciting information from computer char-
acters 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.
Keywords. Temporal Action Logic, computer games, natural language understanding,
artificial general intelligence, natural deduction, planning, epistemic reasoning
1. Introduction
Two topics that have seen a recent boost of interest are research on artificial general in-
telligence (AGI) and the use of modern computer games as AI research test beds. There
is much to say in favour of combining these trends, though we confine ourselves to two
important observations. First, games are readily accessible both for the scientist who
can use existing games with exposed
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