 Text-based adventure (quest) games, such as Dungeons and Dragons, Hunt the Wumpus (in its original version), and Advent began to be developed in the early and middle 1970s, and typically featured textual descriptions of the setting and challenges confronting the player, and allowed for simple command-line input from the player to select available actions (such as “open box”, “take sword” or “read note”). While the descriptions of the settings (often accompanied by pictures) could be quite elaborate, much as in adventure fiction, the input options available to the player were, and have largely remained, restricted to simple utterances of the sort that can be anticipated or collected in pre-release testing by the game programmers, and for which responses can be manually prepared. Certainly more flexible use of NL ( “fend off the gremlin with the sword!”, “If I give you the gold, will you open the gate for me?”) would enliven the interaction between player and the game world and the characters in it. In the 1980s and 90s text-based games declined in favor of games based primarily on graphics and animation, though an online interactive fiction community grew over the years that drove the evolution of effective interactive fiction development software. A highly touted program (in the year 2000) was Emily Short's ‘Galatea’, which enabled dialogue with an animated sculpture. However, this is still an elaborately scripted program, allowing only for inputs that can be heuristically mapped to one of various preprogrammed responses. Many games in this genre also make use of chatbot-like input-output response patterns in order to gain a measure of robustness for unanticipated user inputs. 