Proceedings:
Artificial Intelligence and Interactive Entertainment I
Volume
Issue:
Papers from the 2001 AAAI Spring Symposium
Track:
Contents
Downloads:
Abstract:
In this paper, we describe a frame-based production rule system that works as the Artificial Intelligence Engine of an educational computer game. We discuss the need of an authoring environment clearly separated by the game in order to allow a technical staff without any skills in either AI or Computer Science to encode the "intelligence" of the game. Finally, we briefly introduce two graphical interface for authoring and testing frame hierarchies and production rules.
Spring
Papers from the 2001 AAAI Spring Symposium