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In adventure games, a text parser takes typed input (a command) from the player and simplifies it to something the game can understand. Usually, words with the same meaning are turned into the same word (e.g. "take" and "get") and certain filler words are dropped (e.g. articles, or the "at" in "look at rock").
The parser makes it easier for the game's author to react on input. The author does not have to write special code to process the commands "get ye flask", "take ye flask", "get flask", "take flask", "take ye precious flask", etc. separately, as the parser will have stripped the input down to something like "take flask".
For the player, the game is more flexible, as the game has a larger vocabulary, and there are fewer guess-the-verb and guess-the-noun problems.
Parsers are used in early interactive fiction games like the Zork series, and more recently in games created by systems like Inform and TADS.
Forth is a procedural, stack-oriented programming language and interactive environment designed by Charles H. "Chuck" Moore and first used by other programmers in 1970. Although not an acronym, the language's name in its early years was often spelled in all capital letters as FORTH. The FORTH-79 and FORTH-83 implementations, which were not written by Moore, became de facto standards, and an official standardization of the language was published in 1994 as ANS Forth. A wide range of Forth derivatives existed before and after ANS Forth. The free software Gforth implementation is actively maintained, as are several commercially supported systems.
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphic text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
In computer science, LR parsers are a type of bottom-up parser that analyse deterministic context-free languages in linear time. There are several variants of LR parsers: SLR parsers, LALR parsers, Canonical LR(1) parsers, Minimal LR(1) parsers, and GLR parsers. LR parsers can be generated by a parser generator from a formal grammar defining the syntax of the language to be parsed. They are widely used for the processing of computer languages.
Natural language processing (NLP) is an interdisciplinary subfield of linguistics and computer science. It is primarily concerned with processing natural language datasets, such as text corpora or speech corpora, using either rule-based or probabilistic machine learning approaches. The goal is a computer capable of "understanding" the contents of documents, including the contextual nuances of the language within them. The technology can then accurately extract information and insights contained in the documents as well as categorize and organize the documents themselves.
Zork is a text-based adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titles—Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master—which were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.
In computer science, a compiler-compiler or compiler generator is a programming tool that creates a parser, interpreter, or compiler from some form of formal description of a programming language and machine.
Pictionary is a charades-inspired word-guessing game invented by Robert Angel with graphic design by Gary Everson and first published in 1985 by Angel Games Inc. Angel Games licensed Pictionary to Western Publishing. Hasbro purchased the rights in 1994 after acquiring the games business of Western Publishing. Mattel acquired ownership of Pictionary in 2001. The game is played in teams with players trying to identify specific words from their teammates.
Natural-language understanding (NLU) or natural-language interpretation (NLI) is a subtopic of natural-language processing in artificial intelligence that deals with machine reading comprehension. Natural-language understanding is considered an AI-hard problem.
Starship Titanic is an adventure game developed by The Digital Village and published by Simon & Schuster Interactive. It was released in April 1998 for Microsoft Windows and in March 1999 for Apple Macintosh. The game takes place on the eponymous starship, which the player is tasked with repairing by locating the missing parts of its control system. The gameplay involves solving puzzles and speaking with the bots inside the ship. The game features a text parser similar to those of text adventure games with which the player can talk with characters.
Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-code or Glulx virtual machines. Versions 1 through 5 were released between 1993 and 1996. Around 1996, Nelson rewrote Inform from first principles to create version 6. Over the following decade, version 6 became reasonably stable and a popular language for writing interactive fiction. In 2006, Nelson released Inform 7, a completely new language based on principles of natural language and a new set of tools based around a book-publishing metaphor.
Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games.
Parsing, syntax analysis, or syntactic analysis is the process of analyzing a string of symbols, either in natural language, computer languages or data structures, conforming to the rules of a formal grammar. The term parsing comes from Latin pars (orationis), meaning part.
In computer science, a parsing expression grammar (PEG) is a type of analytic formal grammar, i.e. it describes a formal language in terms of a set of rules for recognizing strings in the language. The formalism was introduced by Bryan Ford in 2004 and is closely related to the family of top-down parsing languages introduced in the early 1970s. Syntactically, PEGs also look similar to context-free grammars (CFGs), but they have a different interpretation: the choice operator selects the first match in PEG, while it is ambiguous in CFG. This is closer to how string recognition tends to be done in practice, e.g. by a recursive descent parser.
The Hobbit is an illustrated text adventure computer game released in 1982 for the ZX Spectrum home computer and based on the 1937 book The Hobbit, by J. R. R. Tolkien. It was developed at Beam Software by Philip Mitchell and Veronika Megler and published by Melbourne House. It was later converted to most home computers available at the time including the Commodore 64, BBC Micro, and Oric computers. By arrangement with the book publishers, a copy of the book was included with each game sold.
Pictionary, taglined The Game of Video Quick Draw, is a video board game developed by Software Creations and published by LJN for the Nintendo Entertainment System. It is based on the board game of the same name. Players may play in up to four teams of unlimited players.
Attempto Controlled English (ACE) is a controlled natural language, i.e. a subset of standard English with a restricted syntax and restricted semantics described by a small set of construction and interpretation rules. It has been under development at the University of Zurich since 1995. In 2013, ACE version 6.7 was announced.
Adventureland is the first text adventure video game for microcomputers, released by Scott Adams in 1978. The game involves searching for thirteen lost artifacts in a fantasy setting. Its success led Adams to form Adventure International, which went on to publish thirteen similar games in the Adventure series, each in different settings.
A human-based computation game or game with a purpose (GWAP) is a human-based computation technique of outsourcing steps within a computational process to humans in an entertaining way (gamification).
Family Game Night is an American television game show based on Hasbro's family of board games and EA's video game franchise of the same name. The show was hosted by Todd Newton. Burton Richardson was the announcer for the first two seasons; he was replaced by Stacey J. Aswad in the third season, and Andrew Kishino was hired for the fourth season. The 60-minute program debuted on October 10, 2010, on The Hub ; it was previewed on October 9, 2010, on its sister channel, TLC. Seasons 1 and 2 contained 26 and 30 episodes respectively. Seasons 3, 4 and 5 each contained 15 episodes. Season 2 premiered on Friday, September 2, 2011, with additional games being added. The games added to the second season included Cranium Brain Breaks, Green Scream, Ratuki Go-Round, Simon Flash, Operation Sam Dunk, Trouble Pop Quiz, and Spelling Bee. However games from the previous season were still kept.
Breakers is a science fiction-themed interactive fiction video game published in 1986 by Synapse Software, which was then a division of Broderbund. It was released for the Apple II series, Atari ST, Commodore 64, and MS-DOS. The game was the last of Broderbund's "Electronic Novels" series, and was not a commercial success. Critics complimented the complex storyline, but found the game's parser had not kept pace with other game developers.