An NPC AI framework that uses a linguistic modeling and context-free grammars to parse sentences, store knowledge, deduce information, and plan, all using human readable sentences. I plan for it to be used in a game similar to Chris Chrawford's Siboot, but in a more interpretable language.
You can see it in action here:
And you can hear my full explanation of the system in this 5-minute video!
- Universal Grammar based parsing of sentences into the "Knowledge Graph" representation (see video)
- First order logic for determining the entailments and truth status of parsed sentences
- Parsing if-then sentences (implications) into "rules"
- Planning system (using GOAP algorithm) that can create a plan to make a sentence true using a relevant subset of known "rules"
- Utility based goal/emotional state generating system, using Mazlow's hierarchy (#1)
- Salience ratings for knowledge in the knowledge graph to determine situational relevance of knowledge
- Social behavior system that performs certain conversational acts (Informing, asking questions/seeking information, requesting favors) (#5)
- Authoring content using the system!
Paused ⏸️
Since starting grad school, I've paused work on this project to make some simpler games for my portfolio. But I'll be back to this eventually! It's a really exciting system.

