dorsal/arxiv
View SchemaExecutable Ontologies in Game Development: From Algorithmic Control to Semantic World Modeling
| Authors | Alexander Boldachev |
|---|---|
| Categories | |
| ArXiv ID | 2601.07964vv1 |
| URL | https://arxiv.org/abs/2601.07964 |
| License | http://creativecommons.org/licenses/by-nc-nd/4.0/ |
Abstract
This paper examines the application of Executable Ontologies (EO), implemented through the boldsea framework, to game development. We argue that EO represents a paradigm shift: a transition from algorithmic behavior programming to semantic world modeling, where agent behavior emerges naturally from declarative domain rules rather than being explicitly coded. Using a survival game scenario (Winter Feast), we demonstrate how EO achieves prioritybased task interruption through dataflow conditions rather than explicit preemption logic. Comparison with Behavior Trees (BT) and Goal-Oriented Action Planning (GOAP) reveals that while these approaches model what agents should do, EO models when actions become possible - a fundamental difference that addresses the semantic-process gap in game AI architecture. We discuss integration strategies, debugging advantages inherent to temporal event graphs, and the potential for LLM-driven runtime model generation.
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"abstract": "This paper examines the application of Executable Ontologies (EO), implemented through the boldsea framework, to game development. We argue that EO represents a paradigm shift: a transition from algorithmic behavior programming to semantic world modeling, where agent behavior emerges naturally from declarative domain rules rather than being explicitly coded. Using a survival game scenario (Winter Feast), we demonstrate how EO achieves prioritybased task interruption through dataflow conditions rather than explicit preemption logic. Comparison with Behavior Trees (BT) and Goal-Oriented Action Planning (GOAP) reveals that while these approaches model what agents should do, EO models when actions become possible - a fundamental difference that addresses the semantic-process gap in game AI architecture. We discuss integration strategies, debugging advantages inherent to temporal event graphs, and the potential for LLM-driven runtime model generation.",
"arxiv_id": "2601.07964",
"authors": [
"Alexander Boldachev"
],
"categories": [
"cs.AI"
],
"license": "http://creativecommons.org/licenses/by-nc-nd/4.0/",
"title": "Executable Ontologies in Game Development: From Algorithmic Control to Semantic World Modeling",
"url": "https://arxiv.org/abs/2601.07964",
"version": "v1"
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"execution_id": "c43f9900-8b93-4129-bfa3-07178489611c",
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"type": "Model",
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