Artificial Intelligence in a German Adventure Game: Spion in PROLOG

Authors

  • Steven R. Molla
  • Alton F. Sanders
  • Ruth H. Sanders

DOI:

https://doi.org/10.1558/cj.v6i1.9-23

Keywords:

artificial intelligence, CALL, adventure games, parsing, natural language processing, PROLOG, ICAI, courseware

Abstract

Spion is an adventure game intended as a teaching tool for intermediate and advanced college German. It recognizes and 'understands' a small subset of German large enough to allow a student to play the game. To win the game, players are required to communicate with a fictitious agent in complete, correct German sentences. The version of the game described here was written in PROLOG as the natural outgrowth of a series of earlier programs. The program runs on an IBM-PC or compatible and is available at no cost for noncommercial purposes.

References

Culley, Gerald, George Mulford, and John Milbury-Steen. 1986. "A Foreign Language Adventure Game: Progress Report on an Application of AI to Language Instruction," CALICO Journal, 4, 2, 69-87.

Molla, Steven R. 1987. PROLOG Spion, M.S. Thesis, Computer Science, Wright State University.

Sanders, Ruth H. 1984. "Pilot-Spion: A Computer Game for German Students," Unterrichtspraxis 17, 1, 123-129.

Sanders, Alton F. and Ruth H. Sanders. 1982. "Spion: 'Intelligent' Computer Games for German Language Teaching," Proceedings of Foreign Language Instructional Technology Conference, Monterey, CA: Goethe Institute and Defense Language Institute, 141-146 (also available in microfiche as EDRS: ED 236 910).

Winograd, Terry. 1972. Understanding Natural Language, New York: Academic Press.

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Published

2013-01-14

Issue

Section

Articles

How to Cite

Molla, S. R., Sanders, A. F., & Sanders, R. H. (2013). Artificial Intelligence in a German Adventure Game: Spion in PROLOG. CALICO Journal, 6(1), 9-23. https://doi.org/10.1558/cj.v6i1.9-23