Programming Interactive Worlds with Linear Logic
The use of logic as a representation language for representing interactive games was pioneered by Richard Evans (AI lead on The Sims 3) over the years, and used in various of his games. The latest installment is [1], and the logic used is a peculiar modal logic whose key innovation is a lack of negation. Crazy!<p>I wonder what the relationship is between linear logic and the logic of [2].<p>[1] <a href="http://versu.com" rel="nofollow">http://versu.com</a><p>[2] <a href="http://arxiv.org/abs/1411.7158" rel="nofollow">http://arxiv.org/abs/1411.7158</a>