private static EmotionalAppraisalAsset BuildTestAsset() { //Emotional System Setup var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset("Agent"); m_emotionalAppraisalAsset.UpdateKBAccordingToNewPerspective((Name)"Test"); //Setup Emotional Disposition //var loveDisposition = new EmotionDisposition(OCCEmotionType.Love.Name, 5, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(loveDisposition); //var hateDisposition = new EmotionDisposition(OCCEmotionType.Hate.Name, 5, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hateDisposition); //var hopeDisposition = new EmotionDisposition(OCCEmotionType.Hope.Name, 8, 4); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hopeDisposition); //var fearDisposition = new EmotionDisposition(OCCEmotionType.Fear.Name, 2, 1); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearDisposition); //var satisfactionDisposition = new EmotionDisposition(OCCEmotionType.Satisfaction.Name, 8, 5); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(satisfactionDisposition); //var reliefDisposition = new EmotionDisposition(OCCEmotionType.Relief.Name, 5, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(reliefDisposition); //var fearsConfirmedDisposition = new EmotionDisposition(OCCEmotionType.FearsConfirmed.Name, 2, 1); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearsConfirmedDisposition); //var disapointmentDisposition = new EmotionDisposition(OCCEmotionType.Disappointment.Name, 5, 2); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(disapointmentDisposition); var joyDisposition = new EmotionDisposition(OCCEmotionType.Joy.Name, 2, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(joyDisposition.ToDto()); var distressDisposition = new EmotionDisposition(OCCEmotionType.Distress.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(distressDisposition.ToDto()); //var happyForDisposition = new EmotionDisposition(OCCEmotionType.HappyFor.Name, 5, 2); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(happyForDisposition); //var pittyDisposition = new EmotionDisposition(OCCEmotionType.Pitty.Name, 2, 2); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(pittyDisposition); //var resentmentDisposition = new EmotionDisposition(OCCEmotionType.Resentment.Name, 2, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(resentmentDisposition); //var gloatingDisposition = new EmotionDisposition(OCCEmotionType.Gloating.Name, 8, 5); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(gloatingDisposition); var prideDisposition = new EmotionDisposition(OCCEmotionType.Pride.Name, 5, 5); m_emotionalAppraisalAsset.AddEmotionDisposition(prideDisposition.ToDto()); var shameDisposition = new EmotionDisposition(OCCEmotionType.Shame.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(shameDisposition.ToDto()); var gratificationDisposition = new EmotionDisposition(OCCEmotionType.Gratification.Name, 8, 5); m_emotionalAppraisalAsset.AddEmotionDisposition(gratificationDisposition.ToDto()); var remorseDisposition = new EmotionDisposition(OCCEmotionType.Remorse.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(remorseDisposition.ToDto()); var admirationDisposition = new EmotionDisposition(OCCEmotionType.Admiration.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(admirationDisposition.ToDto()); var reproachDisposition = new EmotionDisposition(OCCEmotionType.Reproach.Name, 8, 2); m_emotionalAppraisalAsset.AddEmotionDisposition(reproachDisposition.ToDto()); var gratitudeDisposition = new EmotionDisposition(OCCEmotionType.Gratitude.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(gratitudeDisposition.ToDto()); var angerDisposition = new EmotionDisposition(OCCEmotionType.Anger.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(angerDisposition.ToDto()); //Setup appraisal rules AppraisalRule petAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Pet,self)"); petAppraisalRule.Desirability = 10; //petAppraisalRule.Like = 7; //m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(petAppraisalRule); AppraisalRule slapAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Slap,self)"); slapAppraisalRule.Desirability = -10; //slapAppraisalRule.Like = -15; //m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(slapAppraisalRule); AppraisalRule feedAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Feed,self)"); feedAppraisalRule.Desirability = 5; feedAppraisalRule.Praiseworthiness = 10; //m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(feedAppraisalRule); AppraisalRule screamMad = new AppraisalRule((Name)"Event(EventObject,*,Talk(High,Mad),self)"); screamMad.Desirability = -7; screamMad.Praiseworthiness = -15; //screamMad.Like = -4; //m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(screamMad); AppraisalRule talkSoftAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Talk(Low,Happy),self)"); talkSoftAppraisalRule.Praiseworthiness = 5; //talkSoftAppraisalRule.Like = 5; //m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(talkSoftAppraisalRule); //Generate emotion //m_emotionalAppraisalAsset.AppraiseEvents(new []{ (Name)"Event(EventObject,*,Slap(Hard),self)" }); //Add knowledge var kb = m_emotionalAppraisalAsset.Kb; kb.Tell((Name)"Strength(John)", (byte)5); kb.Tell((Name)"Strength(Mary)", (sbyte)3); kb.Tell((Name)"Strength(Leonidas)", (short)500); kb.Tell((Name)"Strength(Goku)", (uint)9001f); kb.Tell((Name)"Strength(SuperMan)", ulong.MaxValue); kb.Tell((Name)"Strength(Saitama)", float.MaxValue); kb.Tell((Name)"Race(Saitama)", "human"); kb.Tell((Name)"Race(Superman)", "kriptonian"); kb.Tell((Name)"Race(Goku)", "sayian"); kb.Tell((Name)"Race(Leonidas)", "human"); kb.Tell((Name)"Race(Mary)", "human"); kb.Tell((Name)"Race(John)", "human"); kb.Tell((Name)"Job(Saitama)", "super-hero"); kb.Tell((Name)"Job(Superman)", "super-hero"); kb.Tell((Name)"Job(Leonidas)", "Spartan"); kb.Tell((Name)"AKA(Saitama)", "One-Punch_Man"); kb.Tell((Name)"AKA(Superman)", "Clark_Kent"); kb.Tell((Name)"AKA(Goku)", "Kakarot"); kb.Tell((Name)"Hobby(Saitama)", "super-hero"); kb.Tell((Name)"Hobby(Goku)", "training"); return(m_emotionalAppraisalAsset); }
private static EmotionalAppraisalAsset BuildTestAsset() { var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset(); var joyDisposition = new EmotionDisposition(OCCEmotionType.Joy.Name, 2, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(joyDisposition.ToDto()); var distressDisposition = new EmotionDisposition(OCCEmotionType.Distress.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(distressDisposition.ToDto()); var prideDisposition = new EmotionDisposition(OCCEmotionType.Pride.Name, 5, 5); m_emotionalAppraisalAsset.AddEmotionDisposition(prideDisposition.ToDto()); var shameDisposition = new EmotionDisposition(OCCEmotionType.Shame.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(shameDisposition.ToDto()); var gratificationDisposition = new EmotionDisposition(OCCEmotionType.Gratification.Name, 8, 5); m_emotionalAppraisalAsset.AddEmotionDisposition(gratificationDisposition.ToDto()); var remorseDisposition = new EmotionDisposition(OCCEmotionType.Remorse.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(remorseDisposition.ToDto()); var admirationDisposition = new EmotionDisposition(OCCEmotionType.Admiration.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(admirationDisposition.ToDto()); var reproachDisposition = new EmotionDisposition(OCCEmotionType.Reproach.Name, 8, 2); m_emotionalAppraisalAsset.AddEmotionDisposition(reproachDisposition.ToDto()); var gratitudeDisposition = new EmotionDisposition(OCCEmotionType.Gratitude.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(gratitudeDisposition.ToDto()); var angerDisposition = new EmotionDisposition(OCCEmotionType.Anger.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(angerDisposition.ToDto()); //Setup appraisal rules m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Pet,SELF)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"10" }, }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Slap,SELF)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"10" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Feed,SELF)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"5" }, new AppraisalVariableDTO() { Name = OCCAppraisalVariables.PRAISEWORTHINESS, Value = (Name)"10" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Talk(High,Mad),SELF)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"-7" }, new AppraisalVariableDTO() { Name = OCCAppraisalVariables.PRAISEWORTHINESS, Value = (Name)"15" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Talk(Low,Happy),SELF)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"5" } }) }); //Generate emotion //m_emotionalAppraisalAsset.AppraiseEvents(new []{ "Event(Action-Finished,Player,Slap,self)" }); //Add knowledge return(m_emotionalAppraisalAsset); }
private static EmotionalAppraisalAsset BuildTestAsset() { //Emotional System Setup var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset(); // m_emotionalAppraisalAsset.SetPerspective("Test"); //Setup Emotional Disposition //var loveDisposition = new EmotionDisposition(OCCEmotionType.Love.Name, 5, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(loveDisposition); //var hateDisposition = new EmotionDisposition(OCCEmotionType.Hate.Name, 5, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hateDisposition); //var hopeDisposition = new EmotionDisposition(OCCEmotionType.Hope.Name, 8, 4); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hopeDisposition); //var fearDisposition = new EmotionDisposition(OCCEmotionType.Fear.Name, 2, 1); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearDisposition); //var satisfactionDisposition = new EmotionDisposition(OCCEmotionType.Satisfaction.Name, 8, 5); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(satisfactionDisposition); //var reliefDisposition = new EmotionDisposition(OCCEmotionType.Relief.Name, 5, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(reliefDisposition); //var fearsConfirmedDisposition = new EmotionDisposition(OCCEmotionType.FearsConfirmed.Name, 2, 1); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearsConfirmedDisposition); //var disapointmentDisposition = new EmotionDisposition(OCCEmotionType.Disappointment.Name, 5, 2); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(disapointmentDisposition); var joyDisposition = new EmotionDisposition(OCCEmotionType.Joy.Name, 2, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(joyDisposition.ToDto()); var distressDisposition = new EmotionDisposition(OCCEmotionType.Distress.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(distressDisposition.ToDto()); //var happyForDisposition = new EmotionDisposition(OCCEmotionType.HappyFor.Name, 5, 2); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(happyForDisposition); //var pittyDisposition = new EmotionDisposition(OCCEmotionType.Pitty.Name, 2, 2); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(pittyDisposition); //var resentmentDisposition = new EmotionDisposition(OCCEmotionType.Resentment.Name, 2, 3); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(resentmentDisposition); //var gloatingDisposition = new EmotionDisposition(OCCEmotionType.Gloating.Name, 8, 5); //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(gloatingDisposition); var prideDisposition = new EmotionDisposition(OCCEmotionType.Pride.Name, 5, 5); m_emotionalAppraisalAsset.AddEmotionDisposition(prideDisposition.ToDto()); var shameDisposition = new EmotionDisposition(OCCEmotionType.Shame.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(shameDisposition.ToDto()); var gratificationDisposition = new EmotionDisposition(OCCEmotionType.Gratification.Name, 8, 5); m_emotionalAppraisalAsset.AddEmotionDisposition(gratificationDisposition.ToDto()); var remorseDisposition = new EmotionDisposition(OCCEmotionType.Remorse.Name, 2, 1); m_emotionalAppraisalAsset.AddEmotionDisposition(remorseDisposition.ToDto()); var admirationDisposition = new EmotionDisposition(OCCEmotionType.Admiration.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(admirationDisposition.ToDto()); var reproachDisposition = new EmotionDisposition(OCCEmotionType.Reproach.Name, 8, 2); m_emotionalAppraisalAsset.AddEmotionDisposition(reproachDisposition.ToDto()); var gratitudeDisposition = new EmotionDisposition(OCCEmotionType.Gratitude.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(gratitudeDisposition.ToDto()); var angerDisposition = new EmotionDisposition(OCCEmotionType.Anger.Name, 5, 3); m_emotionalAppraisalAsset.AddEmotionDisposition(angerDisposition.ToDto()); //Setup appraisal rules m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Pet,self)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"10" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Slap,self)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"10" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Feed,self)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"5" }, new AppraisalVariableDTO() { Name = OCCAppraisalVariables.PRAISEWORTHINESS, Value = (Name)"10" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Talk(High,Mad),self)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.DESIRABILITY, Value = (Name)"-7" }, new AppraisalVariableDTO() { Name = OCCAppraisalVariables.PRAISEWORTHINESS, Value = (Name)"-15" } }) }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = (Name)"Event(Action-End,*,Talk(Low,Happy),self)", AppraisalVariables = new AppraisalVariables(new List <AppraisalVariableDTO>() { new AppraisalVariableDTO() { Name = OCCAppraisalVariables.PRAISEWORTHINESS, Value = (Name)"5" } }) }); //Generate emotion //m_emotionalAppraisalAsset.AppraiseEvents(new []{ "Event(Action-Finished,Player,Slap,self)" }); //Add knowledge return(m_emotionalAppraisalAsset); }