public MainForm() { InitializeComponent(); _storage = new AssetStorage(); _loadedAsset = EmotionalAppraisalAsset.CreateInstance(_storage); OnAssetDataLoaded(); }
private void newToolStripMenuItem_Click(object sender, EventArgs e) { _currentFilePath = null; _storage = new AssetStorage(); _loadedAsset = EmotionalAppraisalAsset.CreateInstance(_storage); OnAssetDataLoaded(); }
private void openToolStripMenuItem_Click(object sender, EventArgs e) { var aux = EditorTools.OpenFileDialog("Asset Storage File (*.json)|*.json|All Files|*.*"); if (aux != null) { _currentFilePath = aux; _storage = AssetStorage.FromJson(File.ReadAllText(_currentFilePath)); _loadedAsset = EmotionalAppraisalAsset.CreateInstance(_storage); OnAssetDataLoaded(); } }
public void LoadAssociatedAssets(AssetStorage storage) { var charName = CharacterName.ToString(); m_emotionalAppraisalAsset = EmotionalAppraisalAsset.CreateInstance(storage); m_emotionalDecisionMakingAsset = EmotionalDecisionMakingAsset.CreateInstance(storage); m_socialImportanceAsset = SocialImportanceAsset.CreateInstance(storage); m_commeillFautAsset = CommeillFautAsset.CreateInstance(storage); //Dynamic properties BindToRegistry(m_kb); m_emotionalDecisionMakingAsset.RegisterKnowledgeBase(m_kb); m_commeillFautAsset.RegisterKnowledgeBase(m_kb); m_socialImportanceAsset.RegisterKnowledgeBase(m_kb); }
//This is a small console program to exemplify the main functionality of the Emotional Appraisal Asset static void Main(string[] args) { var kickEvent = Name.BuildName("Event(Action-End, John, *, *)"); EmotionalAppraisalAsset ea = EmotionalAppraisalAsset.CreateInstance(new AssetStorage()); //The following lines add an appraisal rule that will make the kickEvent be perceived as undesirable //Normally, these rules should be authored using the AuthoringTool provided with the asset but they can also be added dynamically /* var rule = new AppraisalRuleDTO {EventMatchingTemplate = (Name)"Event(Action-End, [s], *, *)", Desirability = (Name)"4"}; * ea.AddOrUpdateAppraisalRule(rule); */ var am = new AM(); var kb = new KB((Name)"John"); kb.Tell(Name.BuildName("Likes(Mary)"), Name.BuildName("John"), Name.BuildName("SELF")); var emotionalState = new ConcreteEmotionalState(); //Emotions are generated by the appraisal of the events that occur in the game world ea.AppraiseEvents(new[] { kickEvent }, emotionalState, am, kb, null); Console.WriteLine("\nMood on tick '" + am.Tick + "': " + emotionalState.Mood); Console.WriteLine("Active Emotions: " + string.Concat(emotionalState.GetAllEmotions().Select(e => e.EmotionType + "-" + e.Intensity + " "))); //Each event that is appraised will be stored in the autobiographical memory that was passed as a parameter Console.WriteLine("\nEvents occured so far: " + string.Concat(am.RecallAllEvents().Select(e => "\nId: " + e.Id + " Event: " + e.EventName.ToString()))); //The update function will increase the current tick by 1. Each active emotion will decay to 0 and the mood will slowly return to 0 for (int i = 0; i < 3; i++) { am.Tick++; emotionalState.Decay(am.Tick); Console.WriteLine("\nMood on tick '" + am.Tick + "': " + emotionalState.Mood); Console.WriteLine("Active Emotions: " + string.Concat(emotionalState.GetAllEmotions().Select(e => e.EmotionType + "-" + e.Intensity + " "))); } ea.Save(); Console.ReadKey(); }
//This is a small console program to exemplify the main functionality of the Emotional Decision Making Asset static void Main(string[] args) { //First we construct a new instance of the EmotionalDecisionMakingAsset class var storage = new AssetStorage(); var edm = EmotionalDecisionMakingAsset.CreateInstance(storage); //Then, we have to register an existing knowledge base to the asset so it can check for //beliefs are true var kb = new KB((Name)"John"); kb.Tell((Name)"LikesToFight(SELF)", (Name)"True"); edm.RegisterKnowledgeBase(kb); //create an action rule var actionRule = new ActionRuleDTO { Action = Name.BuildName("Kick"), Priority = Name.BuildName("4"), Target = (Name)"Player" }; //add the reaction rule var id = edm.AddActionRule(actionRule); var rule = edm.GetActionRule(id); edm.AddRuleCondition(id, "LikesToFight(SELF) = True"); var actions = edm.Decide(Name.UNIVERSAL_SYMBOL); var ea = EmotionalAppraisalAsset.CreateInstance(storage); edm.Save(); using (var writer = File.CreateText("D:\\test2.json")) { writer.Write(storage.ToJson()); } string aux2 = File.ReadAllText("D:\\Test2.json"); var storage2 = AssetStorage.FromJson(aux2); using (var writer = File.CreateText("D:\\test3.json")) { writer.Write(storage2.ToJson()); } Console.WriteLine("Decisions: "); foreach (var a in actions) { Console.WriteLine(a.Name.ToString() + " p: " + a.Utility); } //this is how you can load the asset from a file Console.WriteLine("Loading From File: "); edm.RegisterKnowledgeBase(kb); actions = edm.Decide(Name.UNIVERSAL_SYMBOL); foreach (var a in actions) { Console.WriteLine(a.Name.ToString() + " p: " + a.Utility); } Console.WriteLine("Decisions: "); foreach (var a in actions) { Console.WriteLine(a.Name.ToString() + " p: " + a.Utility); } Console.ReadKey(); }