But as observed, it would take a major programming project to create the behavior logic for that
Nah, I think you could potentially prototype this with something as simple as a command prompt application (no visuals necessary, unless of course you must incorporate some animations as a visual queue, and even then those could be textually expressed)
The question is how to make it challenging, fair, not dull (i.e. requiring some thought), AND keep it fun all at the same time.
I meant to make the whole thing work 'the whole enchilada' (the logic needed to operate in the whole game with the plethora of sitations) because there would need to be many other aspects of the game that would have to warp to support it (internal states and behaviors (AI) for the NPCs .to get tehm to act out appropriately)
But yes you could prototype pieces of it just to see if there is anything in it - limit it to a few chosen situational scenarios. Something like 20 questions to classify the situation and then use different logic trees (tree customized, varying with the perp involved who has varying inclinations and motivations).
Extra credit would be generalizing the 'solver' more (more AI than narrowly choreographed)