Rule Schemata for Game Artificial Intelligence

  • Flávio S. Corrêa da Silva
  • Wamberto W. Vasconcelos
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4140)


Rule-based systems are a promising means to specify interface standards for artificial intelligence tools and modules for games, as advocated by the International Game Developers Association. Rules, however, can be too flexible, allowing undisciplined and “dirty” programming styles and solutions. We advocate in this paper that although rules are a good starting point towards standardising artificial intelligence techniques in games, they must be complemented with automatically verifiable rule schemata to ensure the appropriate implementation of such techniques and theories. We illustrate our point with a specific rule-based implementation of a theory of norms for synthetic characters which enables the specification of sophisticated behaviours.


Computer Game Multiagent System Operational Semantic Deontic Logic Axiom Schema 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Flávio S. Corrêa da Silva
    • 1
  • Wamberto W. Vasconcelos
    • 2
  1. 1.Dept of Computer ScienceUniv de São PauloBrazil
  2. 2.Dept of Computing ScienceUniv of AberdeenUK

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