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 does inform7 not fit the bill? (i have no idea, i’ve never used it, but i understand that it is a prolog style language specifically designed for text adventures)
@zensaiyuki It doesn't for me, no. Here's the library I built in it, which convinced me that Inform 7 was never going to be my friend.
@zensaiyuki The thing about Inform 7 is that it HAS Prolog-looking-like 'rules', but:
* part of them is only implemented at compile time, involving hard-coded syntax. The source code of the compiler wasn't public back when I was looking at it, this may have changed.
* the rules themselves do pattern matching but then execute imperative code procedures. They''re not safe for an AI to run.
* Data storage is VERY restricted: objects and typed tables. Some names. Whole thing aimed at 64K ram.
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