Representing Game Dialogue as Expressions in First-Order Logic
📜 Abstract
One of the central themes of interactive fiction is conversation between author and player, game and player. Typically this interaction has been managed through techniques borrowed from parsers, natural language understanding and finite-state machines, or even more typically, through ad hoc methods specific to a particular game. Recently, the development of more intelligent agents has seen the introduction of first-order logic for the planning and representation of in-game behavior. In this paper, we propose a framework for using first-order logic to represent game dialogue. The potential advantages include modularity, ease of alteration, and the powerful expressiveness of formal logic.
✨ Summary
This paper was published in 2004 by authors Emily Short and Graham Nelson. It explores the use of first-order logic to represent game dialogue within interactive fiction, aiming to improve modularity and expressiveness compared to traditional methods like parsers or finite-state machines. While direct citations or subsequent research specifically referring to this paper are not easily found in the public domain, the principles discussed—such as employing logical frameworks to handle in-game dialogue and interactions—are echoed in more recent works dealing with dialogue systems and AI in game development. This suggests the foundational ideas may have permeated through broader research on dialogue in computational linguistics and AI-driven game design. However, explicit mentions in academic references are lacking.