The main aim of this paper is to raise awareness of higherorder knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number of existing game genres, especially those involving social interaction, are natural fields of application for an approach we call explicit knowledge programming. We motivate the use of this approach, and describe a simple implementation based upon it. A survey of recent literature and computer games illustrates its novelty.
Andreas Witzel, Jonathan A. Zvesper, Ethan Kennerl