This paper proposes a new approach to non-player character (NPC) decision-making in games using a Prolog and ontologies declarative approach, addressing limitations of traditional techniques such as flexibility and maintainability. We implement a more complex Unity version of the Wumpus World to show our method’s effectiveness and its potential to facilitate game AI design and prototyping. Our approach can achieve the same results as the classical methods without having to hard-code all the transitions between each possible game situation.