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Ian Frank

To be presented at the AAAI Symposium on Artificial Intelligence and Computer Games (Stanford, March 22-24,1999). Pages 42--46, AAAI Technical Report SS-99-02

The version on these pages is an ETL Technical Report ETL-TR-99-4.

Abstract:

In research areas such as decision support systems, one of the crucial features is the ability to automatically explain decisions. However, this ability does not typically play a large role in computer games. Here, I suggest that this situation will change: research on the automatic generation of explanations will have real import for many types of computer games. I discuss four possible ways to include explanations in games, and for each of these give examples of current research projects. I make concrete suggestions of how the ideas from these projects can be applied in a wider context: that of commercial computer games.

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