In this paper, we describe a frame-based production rules system that works ad 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 interfaces for authoring and testing frame hierarchies and production rules. The production rule system and the authoring tool have been developed in the context of a project funded by the European Community to develop a prototypical educational computer game
Authoring the 'Intelligence' of an Educational Game
Zancanaro, Massimo;Cappelletti, Alessandro;Strapparava, Carlo
2001-01-01
Abstract
In this paper, we describe a frame-based production rules system that works ad 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 interfaces for authoring and testing frame hierarchies and production rules. The production rule system and the authoring tool have been developed in the context of a project funded by the European Community to develop a prototypical educational computer gameI documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.