Abstract
In this paper, we describe a frame-based production rules 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 skill 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 systems and the authoring tools have been developed in the context of a project funded by the European Community to develop a prototypical educational computer game.
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© 2001 Springer-Verlag Berlin Heidelberg
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Zancanaro, M., Cappelletti, A., Signorini, C., Strapparava, C. (2001). An Authoring Tool for Intelligent Educational Games. In: Balet, O., Subsol, G., Torguet, P. (eds) Virtual Storytelling Using Virtual Reality Technologies for Storytelling. ICVS 2001. Lecture Notes in Computer Science, vol 2197. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45420-9_8
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DOI: https://doi.org/10.1007/3-540-45420-9_8
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