An Executable Ontology for Social Simulation

Samuel Hill*, Ian Horswill

*Corresponding author for this work

Research output: Contribution to journalConference articlepeer-review

Abstract

Social simulations often need many of the same things – characters, locations, interactions, and relationships to name a few. These regular components of simulators are present in games ranging from major titles like The Sims [1]–[3], indie classics like Dwarf Fortress [4], and experimental interactive experiences such as Bad News (or at least in the simulator Bad News is build off – Talk of the Town) [5], [6]. Not only do these components need reimplementation in each sim, but they are also often difficult for anyone but original developers to modify [7]. In this paper we discuss how social simulators can be declaratively authored from an ontology-based representation while still maintaining playable framerates. We argue that an ontology for these entities allows for the expressive and flexible creation of social simulations. We present a language and ontology, Socialog, which enables one to declaratively author a simulation with these ontological statements while maintaining very good performance.

Original languageEnglish (US)
JournalCEUR Workshop Proceedings
Volume3626
StatePublished - 2023
Event10th Experimental Artificial Intelligence in Games Workshop, EXAG 2023 - Salt Lake City, United States
Duration: Oct 8 2023 → …

Keywords

  • Social simulation
  • declarative programming
  • ontology

ASJC Scopus subject areas

  • General Computer Science

Fingerprint

Dive into the research topics of 'An Executable Ontology for Social Simulation'. Together they form a unique fingerprint.

Cite this