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.
@natecull ... erlang will do that ...
@jankoekepan Theoretically any Turing-complete language can do anything, but, ...
Ruleset - check. Have evaluation by parameter call, no problem.
Changing rules - check. Erlang can reference functions lambda-style, among other things.
AI rule reference - check, depending for sanity's sake on how you implement the rules.
Save/load - check. Easy.
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