Our main aim is to raise awareness of higher-order knowledge, i.e. knowledge about knowledge, as an issue in simulating realistic non-player characters in computer games. We motivate the importance of higher-order knowledge with arguments, as well as a few examples.We survey existing games and literature to show that this issue is currently neglected. We also refer to our earlier work to illustrate one approach to simulating higher-order reasoning, which we call "explicit knowledge programming". Finally we describe a number of issues which arise when carrying out such an implementation, some of which go beyond the scope of the present motivation of computer gaming, and are of more general interest
artificial intelligence, computer games, non-player characters, state of the industry. With this doc...
Do computer simulations advance our knowledge and if so, how? This paper approaches these questions ...
We present experimental evidence on two forms of iterated reasoning in games, i.e. backward inductio...
The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone ...
There is, naturally, a lot of knowledge in games. Those who mostly win some game may have more knowl...
In this paper, we propose algorithms to extract explicit concepts from general games and these conce...
Hintikka's World is a graphical and pedagogical tool that shows how artificial agents can reason abo...
This paper contains a systematic study of the foundations of knowledge representation, computation, ...
Videogame designers hope to sculpt gameplay, but actually work in the concrete medium of computation...
This article describes methods of explanation developed from the properties of constraintbased metho...
Automatic information extraction techniques for knowledge acquisition are known to produce noise, in...
Automatic information extraction techniques for knowledge acquisition are known to produce noise, in...
Computer programs now play many board games as well or better than the most expert humans. Human pla...
This paper applies the the technique of Game Logic GL! , which has recently been formulated by Kane...
Qualitative reasoning typically proceeds by instantiating type-level constraints to produce a comple...
artificial intelligence, computer games, non-player characters, state of the industry. With this doc...
Do computer simulations advance our knowledge and if so, how? This paper approaches these questions ...
We present experimental evidence on two forms of iterated reasoning in games, i.e. backward inductio...
The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone ...
There is, naturally, a lot of knowledge in games. Those who mostly win some game may have more knowl...
In this paper, we propose algorithms to extract explicit concepts from general games and these conce...
Hintikka's World is a graphical and pedagogical tool that shows how artificial agents can reason abo...
This paper contains a systematic study of the foundations of knowledge representation, computation, ...
Videogame designers hope to sculpt gameplay, but actually work in the concrete medium of computation...
This article describes methods of explanation developed from the properties of constraintbased metho...
Automatic information extraction techniques for knowledge acquisition are known to produce noise, in...
Automatic information extraction techniques for knowledge acquisition are known to produce noise, in...
Computer programs now play many board games as well or better than the most expert humans. Human pla...
This paper applies the the technique of Game Logic GL! , which has recently been formulated by Kane...
Qualitative reasoning typically proceeds by instantiating type-level constraints to produce a comple...
artificial intelligence, computer games, non-player characters, state of the industry. With this doc...
Do computer simulations advance our knowledge and if so, how? This paper approaches these questions ...
We present experimental evidence on two forms of iterated reasoning in games, i.e. backward inductio...