So why not just use an existing solution like Prolog? Well, first of all Prolog is relatively bloated. My language fits within under 1000 lines of code if you ignore the JSON parsing (less minus comments/whitespace). It is compiled to integer symbols so it avoids string manipulation and comparison. I only need a subset of Prolog's functionality, so it would be wasteful to include the entire thing. Moreover, Prolog is not sufficient on its own. I must carefully modify the deduction algorithms to support things like score maximization, and thus I must have a full understanding of the code involved. This would be much harder if I went in and tried to modify an existing Prolog implementation, and more error-prone due to the larger breadth Prolog has over my subset language.
The ultimate goal of this is to build an AI that can make logical deductions and perform surprising, emergent behavior based on things that are not explicitly scripted. The term I have been throwing around, as have some other games, is a "Game of Thrones" simulator - something capable of weaving together a complex plot in which every NPC has their own set of motivations.
I also added in some billboarding to show sprites in the placeholder boxes, which makes it much easier to figure out what a given object is. Also reorganized all the items and added in placeholder NPCs and monsters. Art is by 7soul and available for purchase in most game dev asset stores.