Jim is the current incarnation of the emotion-based character. He doesn't have a pretty 3D interface, but he does use emotions and also demonstrates learning, at least to some degree.
If you want to give him a try, you can download a windows version or a pre-compiled linux version.
I'm keeping the code under wraps, for the time being. At least until I've finished most of the demonstrations etc. related to the project.
Version 0.1 (the version released so far) comes with a relatively untrained character, so you will need to train it yourself. Brief instructions are included in the downloads.
Showing posts with label Milestone. Show all posts
Showing posts with label Milestone. Show all posts
Friday, 7 March 2008
Conference Paper
Today my conference paper has been submitted. This will be published, and also I'll be presenting it later in May!
For your reading pleasure, you may view the PDF version of my conference paper here.
For your reading pleasure, you may view the PDF version of my conference paper here.
Tuesday, 4 March 2008
Character Brain Working
Well the brains of the character seems to be working OK, I'm currently going through a process of trying to train it what actions are appropriate responses for the different user actions. It's getting there.
At present only a Linux version exists, and the last time I tried it wouldn't compile on Windows (something to do with the enormous arrays used to hold the "appropriateness" data...)
Something I have also thought of doing is introducing long-term memory. Using an external file the emotional state could be saved at the end of a session and loaded at the beginning of the next one... this could be an interesting addition.
At the moment the character doesn't really display any goals, but I'm not sure how to factor this into the current algorithms. It may be impossible at this stage.
I'm still upset that the visual aspects have had to be ignored. Unless a miracle happens, it seems unlikely that this will be able to be integrated before the end of the project. Still, the investigation into use of emotion as a decision making tool has been quite interesting!!
At present only a Linux version exists, and the last time I tried it wouldn't compile on Windows (something to do with the enormous arrays used to hold the "appropriateness" data...)
Something I have also thought of doing is introducing long-term memory. Using an external file the emotional state could be saved at the end of a session and loaded at the beginning of the next one... this could be an interesting addition.
At the moment the character doesn't really display any goals, but I'm not sure how to factor this into the current algorithms. It may be impossible at this stage.
I'm still upset that the visual aspects have had to be ignored. Unless a miracle happens, it seems unlikely that this will be able to be integrated before the end of the project. Still, the investigation into use of emotion as a decision making tool has been quite interesting!!
Labels:
Character,
Emotion,
Milestone,
Programming
Thursday, 17 January 2008
Emotion Engine Complete
The emotion engine has gone through some changes, both to make it more efficient and also to make it slightly less predictable.
The emotion engine now includes a randomisation effect to increase or decrease all of the emotions whenever the system is running without input. The idea is, if nothing is happening to the character the emotions should continue to fluctuate and change. If no one talks to you, you still manage to get happier or sadder, don't you?
If you are particularly mean to the test character (called "Larry") he gets extremely sad and struggles to get out of this rut. It seems the emotion engine I've designed may suffer from depression... However, this is probably quite acceptable - if someone kept repeatedly kicking me, I would get quite upset and it would take a lot to make me happier.
Test out "Larry" here. Please comment on this blog if there are any problems!
A quick note for future versions:
It may be interesting for some actions to have longer lasting effects. Such that if something really good/bad happens, it continues to affect the emotions after the initial action. This would be something to work into the overlying program, rather than the emotion engine itself.
The emotion engine now includes a randomisation effect to increase or decrease all of the emotions whenever the system is running without input. The idea is, if nothing is happening to the character the emotions should continue to fluctuate and change. If no one talks to you, you still manage to get happier or sadder, don't you?
If you are particularly mean to the test character (called "Larry") he gets extremely sad and struggles to get out of this rut. It seems the emotion engine I've designed may suffer from depression... However, this is probably quite acceptable - if someone kept repeatedly kicking me, I would get quite upset and it would take a lot to make me happier.
Test out "Larry" here. Please comment on this blog if there are any problems!
A quick note for future versions:
It may be interesting for some actions to have longer lasting effects. Such that if something really good/bad happens, it continues to affect the emotions after the initial action. This would be something to work into the overlying program, rather than the emotion engine itself.
Monday, 7 January 2008
Emotion Engine Functional!
The emotion engine is partially functional - the emotion object code has been tested in a very small (and extremely basic) program and the functions to run the emotions all seem to work.
However, during testing it seems that if you are particularly horrible to Larry (the test emotional character) he can get very hateful very quickly and not come out of it particularly fast. Therefore a new set of rules will be added which state:
However, during testing it seems that if you are particularly horrible to Larry (the test emotional character) he can get very hateful very quickly and not come out of it particularly fast. Therefore a new set of rules will be added which state:
This marks an important milestone. Now that the emotions work, the character can use this engine to begine to appear intelligent!17 - hate wears off naturally (only a little bit)
18 - love wears off (again, limited as above)
Thursday, 25 October 2007
Project Specification
Well, since I last blogged I've been working hard on the Project Specification to get that handed in. Obviously I've returned to Uni, and so that's why there has been a lack of posts recently.
I've decided to make all of my documents available online, so a link is included below. The most interesting part is Section B, the "Overall Programme" which is supposed to give an overview of my project. At the advice of my supervisor I have made this fairly vague.
www.twinklebob.f2s.com/files/project_spec.pdf
I've decided to make all of my documents available online, so a link is included below. The most interesting part is Section B, the "Overall Programme" which is supposed to give an overview of my project. At the advice of my supervisor I have made this fairly vague.
www.twinklebob.f2s.com/files/project_spec.pdf
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