English

Executable Ontologies in Game Development: From Algorithmic Control to Semantic World Modeling

Artificial Intelligence 2026-01-14 v1

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.

Keywords

Cite

@article{arxiv.2601.07964,
  title  = {Executable Ontologies in Game Development: From Algorithmic Control to Semantic World Modeling},
  author = {Alexander Boldachev},
  journal= {arXiv preprint arXiv:2601.07964},
  year   = {2026}
}

Comments

25 pages, 6 figures

R2 v1 2026-07-01T09:01:34.761Z