/*FUNCTION DESCRIPTION THANKS
         * simply says thanks based on which register theyre talking in
         */
        public string senseThanks(PairParamaters q, ConversationalParamaters conversationalParamaters)
        {
            String output = "";

            if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.formal_register)
            {
                output = "thankyou";
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
            {
                output = "cheers!";
            }
            else //casual
            {
                output = "thanks";
            }

            //80% chance of adding name/title
            //if (r.NextDouble() > 0.8f)
            //    output += q.respondingSpeaker.name(q.initiatingSpeaker)

            //80% chance of explamation point
            if (r.NextDouble() > 0.8f)
            {
                output += "!";
            }

            return(formatOutput(output));
        }
        //i'm well thanks
        public string senseGreetingAnswer(PairParamaters q, ConversationalParamaters conversationalParamaters)
        {
            String output = "";

            if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.formal_register)
            {
                output = vocabDictionary.generateRandom("hibye/greetingAnswer/formal");

                //% chance of using the interlocutors name
                if (conversationalParamaters.r.Next(3, 7) <= q.politeness)//greater the politeness the greater the chance of using their name/honorific
                {
                    output += " ," + senseThanks(q, conversationalParamaters);
                }
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.casual_register)
            {
                output = vocabDictionary.generateRandom("hibye/greetingAnswer/casual");
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
            {
                output = vocabDictionary.generateRandom("hibye/greetingAnswer/intimate");
            }

            return(output);
        }
        /*FUNCTION DESCRIPTION YES*/
        public string sense_response_yesNo(PairParamaters q, ConversationalParamaters conversationalParamaters, Boolean condition)
        {
            String output = "";

            if (condition)
            {
                if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
                {
                    output = "yeah";
                }
                else
                {
                    output = "yes";
                }
            }
            else
            {
                if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
                {
                    output = "nah";
                }
                else
                {
                    output = "no";
                }
            }

            return(formatOutput(output));
        }
        /*give compliment sense
         * could be complimenting:
         *  appearance of the interlocutor (entity to compliment is the interlocutor)
         *  ability of the interlocutor (something madeby/done by interlocutor)
         *  thing owned or made or chosen by the interlocutor (something owned by interlocutor)
         *
         * e.g. the cake is so good! (which you made)
         * e.g. you make great cakes! you make cakes well
         * e.g. your dog is so good!
         * e.g. you look good today!
         *
         * TODO: I like your scarf
         */
        public string sense_compliment_give(PairParamaters q, ConversationalParamaters conversationalParamaters, PhysicalEntity entityToCompliment)
        {
            String output           = "";
            String libraryDirectory = "compliments";

            //check whether we're complimenting a thing or a person
            if (entityToCompliment == q.respondingSpeaker)
            {
                libraryDirectory += "/person";
                //TODO check if its a man and woman etc.
                //TODO check if they're in love
                output = "you look good today";
            }
            else
            {
                //TODO check what the relationship is. e.g. does the interlocutor own it or did he/she make it
                //output = the/your thingToCompliment.noun is good
                //output = you thingToCompliment.verbOrigin really well (you bake cakes really well)
                output = "the " + entityToCompliment.getRandomCommonNoun() + "is really good";
            }

            /*
             * if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.formal_register)
             * {
             *  output = vocabDictionary.generateRandom(libraryDirectory + "/formal");
             *
             *  //% chance of using the interlocutors name
             *  if (conversationalParamaters.r.Next(3, 7) <= q.politeness)//greater the politeness the greater the chance of using their name/honorific
             *      output += " ," + senseThanks(q.respondingSpeaker.name(q.initiatingSpeaker));
             * }
             * else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.casual_register)
             * {
             *  output = vocabDictionary.generateRandom(libraryDirectory + "/casual");
             * }
             * else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
             * {
             *  output = vocabDictionary.generateRandom(libraryDirectory + "/intimate");
             * }
             *
             * //50% chance of using other persons name/title
             * if (r.NextDouble() > 0.5f)
             *  output += " " + q.respondingSpeaker.name(q.initiatingSpeaker);
             *
             * //50% chance of explamation point
             * if (r.NextDouble() > 0.5f)
             *  output += "!";
             */
            return(output);
        }
        /*SENSE DECLARE FEELINGS
         * two main production rules
         * 1 I like x because.
         * 2.X is/are great because.
         *
         * example output:
         * I like horses
         * Horses are great.
         * I like horses because x
         * I don't like horses because x
         * I like Harry because...
         *
         * Horses are great because...
         * Yes, horses are great because
         *
         * Horses are so cuddly. i like them.
         *
         * NOTES: currently unnafected by register or politeness. perhaps turn the 'isn't' into 'is not' in formal register?
         */
        //the reason for this overload is that the user may choose to override politeness when needed
        //TODO doesnt take into acount tense. would actually be perhaps the easiest place in the whole system to implement tense
        public String sense_discuss_giveFeelings(PairParamaters q, ConversationalParamaters conversationalParamaters, Opinion speakersOpinion, Opinion interlocutorsOpinion)
        {
            string output = "";

            //TODO put in a proper algorithm here, at least with registers, at best a special agree/disagree function that it can call
            if (speakersOpinion.likes == interlocutorsOpinion.likes)
            {
                output += "yes, ";
            }
            else
            {
                output += "no, ";
            }

            return(sense_discuss_giveFeelings(q, conversationalParamaters, speakersOpinion));
        }
示例#6
0
        private Queue <Turn> outputQueue;//queue of utterances


        public Conversation(World w, LinguisticDictionary.LinguisticDictionary v, ConversationalParamaters paramaters)
        {
            world                    = w;
            vocabDictionary          = v;
            conversationalParamaters = paramaters;

            r                  = new Random();
            topicQueue         = new Queue <Topic>();
            adjacencyPairRoot  = new ProductionLayers.AdjacencyPairs.AdjacencyPair();
            adjacencyPairQueue = new Queue <ProductionLayers.AdjacencyPairs.AdjacencyPair>();
            MovesQueue         = new Queue <MovesQueueItem>();
            outputQueue        = new Queue <Turn>();

            initQUD(); //place greeting sequence, if appropriate
            go();      //immediately begin processing
        }
        /*SENSE ASK INTERLOCUTOR HIS OPINION ABOUT TOPIC X
         * topic can be either a type or an entity (later events etc. can be introduced)
         * two main production rules
         * 1. is X good (only for entities, not for types)
         * 2. do you like x?
         *
         * example output:
         * Do you like horses?
         * /TODO/Is the cake good?
         * Do you like your cake?
         *
         * NOTES: currently unnafected by register or politeness. perhaps turn the 'isn't' into 'is not' in formal register?
         */
        //the reason for this overload is that the user may choose to override politeness when needed
        //TODO doesnt take into acount tense. would actually be perhaps the easiest place in the whole system to implement tense

        public String sense_discuss_askFeelings(PairParamaters q, ConversationalParamaters conversationalParamaters, Opinion thingToAskAbout)
        {
            String output = "";
            //String declaration = "";//not actually verb, more like 'is good' 'are not good'
            String punctuation = "?";
            //String constituent_one = "";
            String constituent_two = "";

            //String rendered_reason = "";
            //String isAre = "";//auxilliary verb just to distringuish plural and singular

            /*ASSEMBLE*/
            //TODO gendered pronouns he and she, and plurals e.g. they/them
            output = "Do you like " + renderConstituent(thingToAskAbout._subject, thingToAskAbout._subject.GetType() == typeof(TypeDefinition));

            return(formatOutput(output) + punctuation);
        }
        //and how are you then?
        public string senseGreetingQuestionReciprocating(PairParamaters q, ConversationalParamaters conversationalParamaters)
        {
            String output = "";

            if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.formal_register)
            {
                output = vocabDictionary.generateRandom("hibye/greetingQuestionReciprocating/formal");
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.casual_register)
            {
                output = vocabDictionary.generateRandom("hibye/greetingQuestionReciprocating/casual");
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
            {
                output = vocabDictionary.generateRandom("hibye/greetingQuestionReciprocating/intimate");
            }

            return(output + "?");
        }
        /*### END HELPER FUNCTIONS ###*/

        /*##### SENSE FUNCTIONS #####*/

        /*BEGIN GREETING AND FAREWELL SENSES*/

        //Hi!
        public string senseGreeting(PairParamaters q, ConversationalParamaters conversationalParamaters)
        {
            String output = "";

            if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.formal_register)
            {
                output = vocabDictionary.generateRandom("hibye/greeting/formal");

                //% chance of using the interlocutors name
                if (conversationalParamaters.r.Next(3, 7) <= q.politeness)//greater the politeness the greater the chance of using their name/honorific
                {
                    output += " ," + senseThanks(q, conversationalParamaters);
                }
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.casual_register)
            {
                output = vocabDictionary.generateRandom("hibye/greeting/casual");
            }
            else if (conversationalParamaters.registerType == ConversationalParamaters.RegisterType.intimate_register)
            {
                output = vocabDictionary.generateRandom("hibye/greeting/intimate");
            }

            //50% chance of using other persons name/title
            if (r.NextDouble() > 0.5f)
            {
                output += " " + q.respondingSpeaker.name(q.initiatingSpeaker);
            }

            //50% chance of explamation point. if its not formal
            if (r.NextDouble() > 0.5f && conversationalParamaters.registerType != ConversationalParamaters.RegisterType.formal_register)
            {
                output += "!";
            }

            return(output);
        }
        public String sense_discuss_giveFeelings(PairParamaters q, ConversationalParamaters conversationalParamaters, Opinion speakersOpinion)
        {
            String output          = "";
            String declaration     = "";       //not actually verb, more like 'is good' 'are not good'
            String punctuation     = ".";
            String constituent_one = "";
            String constituent_two = "";
            String rendered_reason = "";
            String isAre           = "";                                      //auxilliary verb just to distringuish plural and singular

            if (speakersOpinion._subject.GetType() == typeof(PhysicalEntity)) //specific entity -> singular
            {
                isAre = "is";
            }
            else //type ==
            {
                isAre = "are";
            }

            int productionRule = conversationalParamaters.r.Next(1, 2);

            if (productionRule == 1)
            {
                constituent_one = "I ";

                if (speakersOpinion.likes)
                {
                    declaration = " like ";
                }
                else
                {
                    declaration = " don't like ";
                }

                constituent_two = renderConstituent(speakersOpinion._subject, false);
            }
            else //if productoin rule == 2
            {
                //if talking about a type rather than a singular, render it in plural
                if (speakersOpinion._subject.GetType() == typeof(PhysicalEntity))
                {
                    constituent_one = renderConstituent(speakersOpinion._subject, false);
                }
                else
                {
                    constituent_one = renderConstituent(speakersOpinion._subject, true);
                }


                if (speakersOpinion.likes)
                {
                    declaration = isAre + " good ";
                }
                else //doesnt like
                {
                    declaration = isAre + "n't good ";
                }
            }

            //will almost always explain why they have an opinion
            if (speakersOpinion.reason != null)
            {
                rendered_reason = " " + renderOpinionReason(speakersOpinion, q.initiatingSpeaker, q.respondingSpeaker);
            }

            /*ASSEMBLE*/
            //reason can either come before or after the declaration. e.g. 'horses are cuddly. i love them' vs 'i love horses. they are cuddly'
            if (productionRule == 2)  //I like horses because x
            {
                output = constituent_one + declaration + rendered_reason;
            }
            else //production rule == 1 //horses are great because x
            {
                output = constituent_one + declaration + constituent_two + rendered_reason;
            }

            return(formatOutput(output) + punctuation);
        }
 public void newConversation(ConversationalParamaters paramaters)
 {
     conversation = new Conversation(worldManager.world, vocabDictionary, paramaters);
     //conversation.getOutput();
 }