10:44am - Well a new day dawns and there's more work to be done.
Today I'll be trying to figure out all the systems I'll need for the AI characters to feel real. Part of that is the amazing ability to self-schedule and plan out their goals and future. But I also want them to have a personality. So, I have to figure out how to express that and how to model it.
Let's take a look at the Wikipedia page for Personality, and see what it says.
10:56am - Hmm... These big five personality traits seem like a good avenue to pursue. They also seem familiar; I think Dwarf Fortress models them too.
11:25am - Hmm... This HEXACO model seems pretty good too, especially for simulating people in a video game.
Alright I'll probably try to model that.
The next thing I want to consider is Friendship. Ideally I want players to make friends with the NPCs and care about them. So, what is Friendship, from a psychological standpoint?
11:37am - Alright I've read over a few Wikipedia pages on Friendship and related topics and there doesn't seem to be an easily mathable model of interpersonal relationships. Ah well, sometimes we have to make these things up. It'll probably be a measure of closeness in various regards. Like, how much do you like the person, how much do you trust the person, and how does the person feel about you. From that I could get relationships from strangers, to aquaintances, to friends, to lovers, as well as some odd ones like one-sided relationships.
11:47am - Okay so I can use the HEXACO model to quantify someone's basic personality. Their relationships with those two measurements of affection and trust.
How do I interact with that?
Ahh I just realized I'm forgetting emotions. That's an important thing to model also.
12:08pm - Geez but there's a lot of theories and models of emotion. I remember being taught one of these, once or twice, but I'm not sure which one it is... Or which one to use!
12:21pm - There's even a cube model of emotion based on three axes of three brain chemicals. Wild.
Anyways the ones I was taught were anger, disgust, fear, happiness, sadness and surprise as the six core emotions, so I'll try modeling just those to start with and see how it goes.
1:21pm - I'm taking a break because my hands are too cold.
2:29pm - I've warmed up my hands. Let's see if I can do anything more...
2:35pm - Yeah, no. I've let my impetus grind to a halt. I think I'm going to go out and get something to eat, and maybe come back to this after I get home.
Today I'll be trying to figure out all the systems I'll need for the AI characters to feel real. Part of that is the amazing ability to self-schedule and plan out their goals and future. But I also want them to have a personality. So, I have to figure out how to express that and how to model it.
Let's take a look at the Wikipedia page for Personality, and see what it says.
10:56am - Hmm... These big five personality traits seem like a good avenue to pursue. They also seem familiar; I think Dwarf Fortress models them too.
11:25am - Hmm... This HEXACO model seems pretty good too, especially for simulating people in a video game.
Alright I'll probably try to model that.
The next thing I want to consider is Friendship. Ideally I want players to make friends with the NPCs and care about them. So, what is Friendship, from a psychological standpoint?
11:37am - Alright I've read over a few Wikipedia pages on Friendship and related topics and there doesn't seem to be an easily mathable model of interpersonal relationships. Ah well, sometimes we have to make these things up. It'll probably be a measure of closeness in various regards. Like, how much do you like the person, how much do you trust the person, and how does the person feel about you. From that I could get relationships from strangers, to aquaintances, to friends, to lovers, as well as some odd ones like one-sided relationships.
11:47am - Okay so I can use the HEXACO model to quantify someone's basic personality. Their relationships with those two measurements of affection and trust.
How do I interact with that?
Ahh I just realized I'm forgetting emotions. That's an important thing to model also.
12:08pm - Geez but there's a lot of theories and models of emotion. I remember being taught one of these, once or twice, but I'm not sure which one it is... Or which one to use!
12:21pm - There's even a cube model of emotion based on three axes of three brain chemicals. Wild.
Anyways the ones I was taught were anger, disgust, fear, happiness, sadness and surprise as the six core emotions, so I'll try modeling just those to start with and see how it goes.
1:21pm - I'm taking a break because my hands are too cold.
2:29pm - I've warmed up my hands. Let's see if I can do anything more...
2:35pm - Yeah, no. I've let my impetus grind to a halt. I think I'm going to go out and get something to eat, and maybe come back to this after I get home.