A Foreign-Language Adventure Game: Progress Report on an Application of AI to Language Instruction

Authors

  • Gerald Culley
  • George Mulford
  • John Milbury-Steen

DOI:

https://doi.org/10.1558/cj.v4i2.69-87

Keywords:

adventure game, natural-language understanding, CALL, foreignlanguage teaching, Prolog, ICAI

Abstract

As an exercise for the language learner, a computerized adventure game has much to offer. Commercial examples in English exhibit impressive language- handling abilities as well as intriguing plots. Our list of the features such a program would have, if modified for instructional purposes, is followed by a description of our work to date on such a project.

References

Blank, Marc and David Lebling, Zork (an adventure game). Cambridge, MA: Infocom, 1984.

Blank, Marc and S. W. Galley, "How to Fit a Large Program into a Small Machine," Creative Computing, July 1980, 80-87.

Chester, Daniel L., "HCPRVR: A Logic Program Interpreter in LISP," Proceedings of the National Conference on Artificial Intelligence, August 1980, 93-95.

Fillmore, C.J., "The Case for Case," Universals in Linguistic Theory, eds. E. Bach and R.T. Harms. New York: Holt, Rinehart and Winston, 1968.

Leblig, David P., Marc S. Blank and Timothy A. Anderson, "Zork: A Computerized Fantasy Simulation Game," IEEE Computer, April 1979, 51-59.

Pereira, Fernando C.N. and David H.D. Warren, 'Definite Clause Grammars for Language Analysis—A Survey of the Formalism and a Comparison with Augmented Transition Networks," Artificial Intelligence 13 (1980), 231-278.

Weischedel, Ralph M., Wilfried M. Voge and Mark James, "An Artificial Intelligence Approach to Language Instruction," Artificial Intelligence 10 (1978), 225-240.

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Published

2013-01-14

Issue

Section

Articles

How to Cite

Culley, G., Mulford, G., & Milbury-Steen, J. (2013). A Foreign-Language Adventure Game: Progress Report on an Application of AI to Language Instruction. CALICO Journal, 4(2), 69-87. https://doi.org/10.1558/cj.v4i2.69-87

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