I talk a lot about Prolog but really what I want is just a language I can write an Infocom / SHRDLU style adventure game / text-based AI simulation in.

My problem is I have high expectations for a language because I want to do what seems to me to be very simple things:

* have the world obey rules, so all actions cause consequences

* rules that can be changed at runtime

* game AIs can read these rules and make plans

* save/ load the game state to/from disk

Turns out getting these is HARD.

@jim All things are possible in Lisp, yes, given sufficient effort

Unfortunately the 'sufficient effort' part just to get to 'can literally type text into a box and save and load from a disk file' is 'quite a lot'

@natecull I wrote a infocom-ish thing in lisp for college many many years ago, and it wasn't too hard ... *but* I never attempted to serialise state to disk (i.e. saved gamed) and there wasn't any internal structure for an in-game agent/ai to get a handle on that wouldn't have required a lot of hard coding of knowledge about the actual game/world and therefore would not be an 'infocomish' game.

But text from a box -> in-game state wasn't as bad as you

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@jim Yep, it's the serialization that's a big killer. It's so awful a problem that most IF engines skip it completely and just make it something the emulator does as a machine instruction, cos user code *can't* do it.

Which is great! Until you're running a generic VM and you don't have that facility.

Or you literally emulate an IF engine (Z-machine, Glulx, TADS) in Javascript.

This all just strikes me as... odd.

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