The AI Engine
This forum is for discussion of how The Personality Forge's AI Engine works. This is the place for questions on what means what, how to script, and ideas and plans for the Engine.
Posts 5,758 - 5,769 of 7,766
Posts 5,758 - 5,769 of 7,766
Ulrike
17 years ago
17 years ago
I've been getting that off and on as well. So far as I know, it's something the Professor would have to work on at his end.
Xander v1.2
17 years ago
17 years ago
Yes, but sometimes the answer I'm seeking gets overriden by an x[somethingorother]. Worst case scenario, shouldn't an xnomatch seek act like a sort of "else" statement?
For instance, if I have a series of nested "xnomatch" seeks, shouldn't they all go in sequence no matter what the user types?
For instance, if I have a series of nested "xnomatch" seeks, shouldn't they all go in sequence no matter what the user types?
Corwin
17 years ago
17 years ago
No, xnomatch kicks in when absolutely no other seek match is found. A match based on some other function of the forge like xinsult gets processed before anything else. Then it checks for seeks, then keyphrases. What xnomatch does is allows you to keep something on topic rather than have the response picked up by a generic keyphases where the response might make sense but the subject might be lost.
Xander v1.2
17 years ago
17 years ago
Right, that's what I meant.
For instance, if I have a seek with "xnomatch" (or even some other keyword, say, "punch"), then "xinsult" shouldn't be kicking in, right? ("I punch you" gets caught by xinsult, by the way.)
For instance, if I have a seek with "xnomatch" (or even some other keyword, say, "punch"), then "xinsult" shouldn't be kicking in, right? ("I punch you" gets caught by xinsult, by the way.)
Corwin
17 years ago
17 years ago
Well it's not desirable, no. But it's the order the preprocessing works in. If you want to see what happens when, try running a few lines of conversation with your bot in debug. You'll see the order everything goes through.
Xander v1.2
17 years ago
17 years ago
I tried that, and I think I've managed to... well, I won't say fix it, but it's running more smoothly now. Thanks for your help.
Xander v1.2
17 years ago
17 years ago
Okay, a new question: are there hidden modifiers that effect emotion? It seems to be the case, as my new combat bot keeps ending up in a fowl mood from getting hit, even though there's no explicit modifier to emotion. (Also, I'm noticing extra
faces in debug mode associated with certain words.)
If that is the case, I am saddened, because as far as I can tell, there is no math functions in the AI script, and I was going to use emotion as a variable.

If that is the case, I am saddened, because as far as I can tell, there is no math functions in the AI script, and I was going to use emotion as a variable.
prob123
17 years ago
17 years ago
The AI engine does adjust emotion on its own. You can override it by putting your own emotional rank in the emotion box, of the keyphrase Remember when you give responses using emotion level, to cover the whole range from -5 to 5 or you will get the dreaded NO VALID RESPONSE error
Xander v1.2
17 years ago
17 years ago
First off, thank you for all your help!
Ah, darn. I was trying to control emotion through AI scripting, since most of my responses (see: Tengu Blade) require script condition checking, and the emotional responses depend on what the bot is saying.
I guess I could work around it. I don't suppose there is any way to store numbers (and use math functions on them) in my bot's memory?
Ah, darn. I was trying to control emotion through AI scripting, since most of my responses (see: Tengu Blade) require script condition checking, and the emotional responses depend on what the bot is saying.
I guess I could work around it. I don't suppose there is any way to store numbers (and use math functions on them) in my bot's memory?
» More new posts: Doghead's Cosmic Bar