Temporal Action Logic for Question Answering in an Adventure Game

Abstract

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 a 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.

Extracted Key Phrases

3 Figures and Tables

Cite this paper

@inproceedings{Magnusson2008TemporalAL, title={Temporal Action Logic for Question Answering in an Adventure Game}, author={Martin Magnusson and Patrick Doherty}, booktitle={AGI}, year={2008} }