20_a_freedoom
If you're struggling with the difficulty of the game, one option is to change to an easier skill level.
arc(r_0020_0001__If, r_0020_0003___apos_re, restriction).
arc(r_0020_0001__If, r_0020_0014__is, scope).
arc(r_0020_0003___apos_re, r_0020_0004__struggling, scope).
arc(r_0020_0004__struggling, r_0020_0002__you, arg0).
arc(r_0020_0004__struggling, r_0020_0006__the_r_0020_0007__difficulty, r_0020_0005__with_clr17).
arc(r_0020_0006__the_r_0020_0007__difficulty, r_0020_0009__the_r_0020_0010__game, r_0020_0008__of).
arc(r_0020_0014__is, r_0020_0012__one_r_0020_0013__option, arg0).
arc(r_0020_0014__is, r_0020_0015__to_r_0020_0016__change, prd).
arc(r_0020_0015__to_r_0020_0016__change, r_0020_0018__an_r_0020_0020__skill_r_0020_0021__level, r_0020_0017__to_clr47).
arc(r_0020_0015__to_r_0020_0016__change, x_000_20_a_freedoom_39, arg0).
arc(r_0020_0018__an_r_0020_0020__skill_r_0020_0021__level, r_0020_0019__easier, attrib50).
fof(formula,axiom,
! [R_0020_0003___APOS_RE_R_0020_0004__STRUGGLING,R_0020_0002__YOU,R_0020_0009__THE_R_0020_0010__GAME,R_0020_0006__THE_R_0020_0007__DIFFICULTY] :
( ( r_0020_0002__you(R_0020_0002__YOU)
& r_0020_0009__the_r_0020_0010__game(R_0020_0009__THE_R_0020_0010__GAME)
& r_0020_0003___apos_re_r_0020_0004__struggling(R_0020_0003___APOS_RE_R_0020_0004__STRUGGLING)
& has_r_0020_0005__with_clr17(R_0020_0003___APOS_RE_R_0020_0004__STRUGGLING,R_0020_0006__THE_R_0020_0007__DIFFICULTY)
& r_0020_0006__the_r_0020_0007__difficulty(R_0020_0006__THE_R_0020_0007__DIFFICULTY)
& has_r_0020_0008__of(R_0020_0006__THE_R_0020_0007__DIFFICULTY,R_0020_0009__THE_R_0020_0010__GAME)
& has_arg0(R_0020_0003___APOS_RE_R_0020_0004__STRUGGLING,R_0020_0002__YOU) )
=> ? [R_0020_0012__ONE_R_0020_0013__OPTION,R_0020_0019__EASIER,R_0020_0018__AN_R_0020_0020__SKILL_R_0020_0021__LEVEL,X_000_20_A_FREEDOOM_39,R_0020_0015__TO_R_0020_0016__CHANGE,R_0020_0014__IS] :
( r_0020_0012__one_r_0020_0013__option(R_0020_0012__ONE_R_0020_0013__OPTION)
& r_0020_0019__easier(R_0020_0019__EASIER)
& x_000_20_a_freedoom_39(X_000_20_A_FREEDOOM_39)
& r_0020_0014__is(R_0020_0014__IS)
& has_prd(R_0020_0014__IS,R_0020_0015__TO_R_0020_0016__CHANGE)
& r_0020_0015__to_r_0020_0016__change(R_0020_0015__TO_R_0020_0016__CHANGE)
& has_arg0(R_0020_0015__TO_R_0020_0016__CHANGE,X_000_20_A_FREEDOOM_39)
& has_r_0020_0017__to_clr47(R_0020_0015__TO_R_0020_0016__CHANGE,R_0020_0018__AN_R_0020_0020__SKILL_R_0020_0021__LEVEL)
& r_0020_0018__an_r_0020_0020__skill_r_0020_0021__level(R_0020_0018__AN_R_0020_0020__SKILL_R_0020_0021__LEVEL)
& has_attrib50(R_0020_0018__AN_R_0020_0020__SKILL_R_0020_0021__LEVEL,R_0020_0019__EASIER)
& has_arg0(R_0020_0014__IS,R_0020_0012__ONE_R_0020_0013__OPTION) ) ) ).
( (IP-MAT (PP-SCON (P-CONN If;{if})
(IP-ADV (NP-SBJ (PRO you;{you}))
(BEP;_cat_Vg_ <apos>re;{be})
(IP-PPL-CAT (VAG;_Ipr_ struggling;{struggle[with]})
(PP-CLR (P-ROLE with;{with})
(NP (D the;{the})
(N difficulty;{difficulty})
(PP (P-ROLE of;{of})
(NP (D the;{the})
(N game;{game}))))))))
(PUNC ,)
(NP-SBJ (D one;{one})
(N option;{option}))
(BEP;_equ_Vt_ is;{be})
(IP-INF-PRD (TO to;{to})
(VB;_Ipr_ change;{change[to]})
(PP-CLR (P-ROLE to;{to})
(NP (D an;{an})
(ADJP (ADJR easier;{easy}))
(N skill;{skill})
(N level;{level}))))
(PUNC .))
(ID 20_a_freedoom))