Operationalizing Operational Logics:
Semiotic Knowledge Representations for Interactive Systems
Abstract
All projects in AI begin by selecting or devising
knowledge representations suitable for the project’s
functional requirements. Interactive systems (including games) have semiotic considerations on top
of their functional requirements: they must be legible to users, players, and their own designers. AI
working within or around interactive systems must
acknowledge and support the concerns of human
users. These concerns are generally phrased as inductive bias or domain knowledge and handled in
an ad hoc way; I argue that it is possible and useful
to represent them explicitly within a unifying approach. This work refines and extends operational
logics, an interpretive framework describing how
interactive systems communicate their own mechanisms to users. Making this move yields formal
notations for interactive systems that are useful for
humans and machines, with applications in modeling, verification, general game-playing, reverseengineering, and automatic self-documentation