Languages with self-reference I: foundations (or: we can have everything in first-order logic])
Artificial Intelligence
A first order theory of planning, knowledge, and action
Proceedings of the 1986 Conference on Theoretical aspects of reasoning about knowledge
The consistency of syntactical treatments of knowledge
Proceedings of the 1986 Conference on Theoretical aspects of reasoning about knowledge
The psychology of proof: deductive reasoning in human thinking
The psychology of proof: deductive reasoning in human thinking
Features and fluents (vol. 1): the representation of knowledge about dynamical systems
Features and fluents (vol. 1): the representation of knowledge about dynamical systems
CYC: a large-scale investment in knowledge infrastructure
Communications of the ACM
Combining qualitative and quantitative constraints in temporal reasoning
Artificial Intelligence
Creatures: artificial life autonomous software agents for home entertainment
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Logic-based artificial intelligence
ATAL '99 6th International Workshop on Intelligent Agents VI, Agent Theories, Architectures, and Languages (ATAL),
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
A uniform architecture for parsing and generation
COLING '88 Proceedings of the 12th conference on Computational linguistics - Volume 2
Handbook of Knowledge Representation
Handbook of Knowledge Representation
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Inhabiting the complex and dynamic environments of modern computer games with autonomous agents capable of intelligent timely behaviour is a significant research challenge. We illustrate this using our own attempts to build a practical agent architecture on a logicist foundation. In the ANDI-Land adventure game concept players solve puzzles by eliciting information from computer characters through natural language question answering. While numerous challenges immediately presented themselves, they took on a form of concrete and accessible problems to solve, and we present some of our initial solutions. We conclude that games, due to their demand for human-like computer characters with robust and independent operation in large simulated worlds, might serve as excellent test beds for research towards artificial general intelligence.