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It strikes me as a very advanced successor to the PILOT programming language,

https://en.wikipedia.org/wiki/PILOT

Also I want to compare it to Inform7 which similarly offers the ability to make an ‘adventure’ game with a English language interface with a programming language that could be confused for English.



> Inform7

Open-sourced this year: https://ganelson.github.io/inform-website/


It’s almost tempting to try to build something that looks like Inform7 but that lets you express,say, the rules for air traffic control or such.


You mean as a layer on top of a rule engine, OptaPlanner or so? That would be cool.


Inform7 internally works like a very primitive rules engine. The idea we had was to replace that with a RETE engine. Here's a book about writing an adventure game off a 1980's era rules engine

https://www.amazon.com/gp/product/B09ZBN2Y4W/ref=ppx_yo_dt_b...

I tried writing an adventure game in Drools and was able to move between a few rooms but the big problem I ran into was the error messages from Drools didn't make a heck of a lot of sense since Drools mashes up the Java compiler in a complex way with its own syntax.

A really interesting system though would not just have a RETE engine but also a theorem prover. Lately, I have been doing stuff with OWL in which you can define an ontology with not-so-expressive rules and be able to prove its consistency or inconsistency, once you add math to first-order-logic all you can do is say that the prover ran for six hours and didn't find any inconsistencies.

The appeal that Inform 7 adds to this is that it does a very good job of providing a world definition language that looks like English.


I've already mentioned [Dialog](https://linusakesson.net/dialog/index.php) above; you seem primed to check it out; Dialog is a mix of ideas from Inform7 and Prolog. Crazy, and it seems to work.




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