Executable Ontologies in Game Development: From Algorithmic Control to Semantic World Modeling
On the map: World models → World models for language agents
Abstract (arXiv)
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.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in World models for language agents, one of 11 directions in World models. Builds on 4 of its 15 references that are in the map. First posted on arXiv 12 Jan 2026.
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4 of 15 references.
References · 4
- 2017Behavior Trees in Robotics and AI: An Introductioncited by 105
- 2025Subject-Event Ontology Without Global Time: Foundations and Execution Semanticscited by 2
- 2025Executable Ontologies: Synthesizing Event Semantics with Dataflow Architecturecited by 1
- 2025Behavior Trees vs Executable Ontologies: a Comparative Analysis of Robot Control Paradigmscited by 1
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