/// <summary> /// Asset constructor. /// Creates a new empty Emotional Appraisal Asset. /// </summary> /// <param name="perspective">The initial perspective of the asset.</param> public EmotionalAppraisalAsset() { m_emotionDispositions = new Dictionary <string, EmotionDisposition>(); m_defaultEmotionalDisposition = new EmotionDisposition("*", 1, 0); m_occAffectDerivator = new OCCAffectDerivationComponent(); m_appraisalDerivator = new ReactiveAppraisalDerivator(); }
private ConcreteEmotionalState() { this.m_defaultEmotionalDisposition = new EmotionDisposition("*", 1, 1); this.emotionPool = new Dictionary<string, ActiveEmotion>(); this.emotionDispositions = new Dictionary<string, EmotionDisposition>(); this.mood = new Mood(); }
private ConcreteEmotionalState() { this.m_defaultEmotionalDisposition = new EmotionDisposition("*", 1, 1); this.emotionPool = new Dictionary <string, ActiveEmotion>(); this.emotionDispositions = new Dictionary <string, EmotionDisposition>(); this.mood = new Mood(); }
/// @cond DEV public void SetObjectData(ISerializationData dataHolder, ISerializationContext context) { Description = dataHolder.GetValue <string>("Description"); m_appraisalDerivator = dataHolder.GetValue <ReactiveAppraisalDerivator>("AppraisalRules"); m_occAffectDerivator = new OCCAffectDerivationComponent(); m_emotionDispositions = new Dictionary <string, EmotionDisposition>(); m_defaultEmotionalDisposition = new EmotionDisposition("*", 1, 0); }
public IActiveEmotion DetermineActiveEmotion(IEmotion potEm) { EmotionDisposition emotionDisposition = GetEmotionDisposition(potEm.EmotionType); float potential = DeterminePotential(potEm); if (potential > emotionDisposition.Threshold) { return(new ActiveEmotion(potEm, potential, emotionDisposition.Threshold, emotionDisposition.Decay, m_parent.Tick)); } return(null); }
/// <summary> /// Creates and Adds to the emotional state a new ActiveEmotion based on /// a received BaseEmotion. However, the ActiveEmotion will be created /// and added to the emotional state only if the final intensity for /// the emotion surpasses the threshold for the emotion type. /// </summary> /// <param name="emotion">the BaseEmotion that creates the ActiveEmotion</param> /// <returns>the ActiveEmotion created if it was added to the EmotionalState. /// Otherwise, if the intensity of the emotion was not enough to be added to the EmotionalState, the method returns null</returns> public IActiveEmotion AddEmotion(IEmotion emotion) { if (emotion == null) { return(null); } int decay; ActiveEmotion auxEmotion = null; bool reappraisal = false; EmotionDisposition disposition = GetEmotionDisposition(emotion.EmotionType); decay = disposition.Decay; ActiveEmotion previousEmotion; string hash = calculateHashString(emotion, m_parent.m_am); if (emotionPool.TryGetValue(hash, out previousEmotion)) { //if this test is true, it means that this is 100% a reappraisal of the same event //if not true, it is not a reappraisal, but the appraisal of a new event of the same //type if (previousEmotion.CauseId == emotion.CauseId) { reappraisal = true; } //in both cases we need to remove the old emotion. In the case of reappraisal it is obvious. //In the case of the appraisal of a similar event, we want to aggregate all the similar resulting //emotions into only one emotion emotionPool.Remove(hash); } float potential = DeterminePotential(emotion); if (potential > disposition.Threshold) { auxEmotion = new ActiveEmotion(emotion, potential, disposition.Threshold, decay, m_parent.Tick); emotionPool.Add(hash, auxEmotion); if (!reappraisal) { this.mood.UpdateMood(auxEmotion, m_parent); } auxEmotion.GetCause(m_parent.m_am).LinkEmotion(auxEmotion.EmotionType); } return(auxEmotion); }
/// @cond DEV public void SetObjectData(ISerializationData dataHolder, ISerializationContext context) { Description = dataHolder.GetValue <string>("Description"); m_appraisalDerivator = dataHolder.GetValue <ReactiveAppraisalDerivator>("AppraisalRules"); m_occAffectDerivator = new OCCAffectDerivationComponent(); if (m_emotionDispositions == null) { m_emotionDispositions = new Dictionary <string, EmotionDisposition>(); } else { m_emotionDispositions.Clear(); } var dispositions = dataHolder.GetValue <EmotionDisposition[]>("EmotionDispositions"); EmotionDisposition defaultDisposition = null; foreach (var disposition in dispositions) { if (string.Equals(disposition.Emotion, "*", StringComparison.InvariantCultureIgnoreCase)) { if (defaultDisposition == null) { defaultDisposition = disposition; } } else { m_emotionDispositions.Add(disposition.Emotion, disposition); } } if (defaultDisposition == null) { defaultDisposition = new EmotionDisposition("*", 1, 1); } m_defaultEmotionalDisposition = defaultDisposition; m_goals = new Dictionary <string, Goal>(); var goals = dataHolder.GetValue <Goal[]>("Goals"); foreach (var g in goals) { m_goals.Add(g.Name.ToString(), g); } }
public EmotionDTO AddActiveEmotion(EmotionDTO emotion) { EmotionDisposition disposition = GetEmotionDisposition(emotion.Type); var activeEmotion = new ActiveEmotion(emotion, disposition.Threshold, disposition.Decay); string hash = calculateHashString(activeEmotion, m_parent.m_am); if (emotionPool.ContainsKey(hash)) { throw new Exception("Emotion already exists"); } emotionPool.Add(hash, activeEmotion); activeEmotion.GetCause(m_parent.m_am).LinkEmotion(activeEmotion.EmotionType); return(activeEmotion.ToDto(m_parent.m_am)); }
public void SetObjectData(ISerializationData dataHolder) { m_parent = dataHolder.GetValue <EmotionalAppraisalAsset>("Parent"); mood.SetMoodValue(dataHolder.GetValue <float>("Mood"), m_parent); var dispositions = dataHolder.GetValue <EmotionDisposition[]>("EmotionDispositions"); EmotionDisposition defaultDisposition = null; foreach (var disposition in dispositions) { if (string.Equals(disposition.Emotion, "*", StringComparison.InvariantCultureIgnoreCase)) { if (defaultDisposition == null) { defaultDisposition = disposition; } } else { emotionDispositions.Add(disposition.Emotion, disposition); } } if (defaultDisposition == null) { defaultDisposition = new EmotionDisposition("*", 1, 1); } m_defaultEmotionalDisposition = defaultDisposition; var seq = dataHolder.GetValueGraphNode("EmotionalPool") as ISequenceGraphNode; foreach (var n in seq) { var data = (n as IObjectGraphNode).ToSerializationData(); var emotion = new ActiveEmotion(data, m_parent.Tick); var hash = calculateHashString(emotion, m_parent.m_am); emotionPool.Add(hash, emotion); } }
public void SetObjectData(ISerializationData dataHolder, ISerializationContext context) { if(emotionPool==null) emotionPool = new Dictionary<string, ActiveEmotion>(); else emotionPool.Clear(); if(emotionDispositions==null) emotionDispositions = new Dictionary<string, EmotionDisposition>(); else emotionDispositions.Clear(); if(mood==null) mood = new Mood(); m_parent = dataHolder.GetValue<EmotionalAppraisalAsset>("Parent"); mood.SetMoodValue(dataHolder.GetValue<float>("Mood"), m_parent); var dispositions = dataHolder.GetValue<EmotionDisposition[]>("EmotionDispositions"); EmotionDisposition defaultDisposition = null; foreach (var disposition in dispositions) { if (string.Equals(disposition.Emotion, "*", StringComparison.InvariantCultureIgnoreCase)) { if (defaultDisposition == null) defaultDisposition = disposition; } else emotionDispositions.Add(disposition.Emotion, disposition); } if (defaultDisposition == null) defaultDisposition = new EmotionDisposition("*",1,1); m_defaultEmotionalDisposition = defaultDisposition; context.PushContext(); { context.Context = m_parent.Tick; var emotions = dataHolder.GetValue<ActiveEmotion[]>("EmotionalPool"); foreach (var emotion in emotions) { var hash = calculateHashString(emotion, m_parent.m_am); emotionPool.Add(hash, emotion); } } context.PopContext(); }
public void AddEmotionDisposition(EmotionDisposition emotionDisposition) { this.emotionDispositions.Add(emotionDisposition.Emotion, emotionDisposition); }
private static EmotionalAppraisalAsset BuildTestAsset() { //Emotional System Setup var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset("Agent"); m_emotionalAppraisalAsset.Perspective = "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.TriggersOnFailedActivation = true; petAppraisalRule.Desirability = 10; //petAppraisalRule.Like = 7; //m_emotionalAppraisalAsset.AddAppraisalRule(petAppraisalRule); AppraisalRule slapAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Slap,self)"); slapAppraisalRule.Desirability = -10; //slapAppraisalRule.Like = -15; //m_emotionalAppraisalAsset.AddAppraisalRule(slapAppraisalRule); AppraisalRule feedAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Feed,self)"); feedAppraisalRule.Desirability = 5; feedAppraisalRule.Praiseworthiness = 10; //m_emotionalAppraisalAsset.AddAppraisalRule(feedAppraisalRule); AppraisalRule screamMad = new AppraisalRule((Name)"Event(EventObject,*,Talk(High,Mad),self)"); screamMad.Desirability = -7; screamMad.Praiseworthiness = -15; //screamMad.Like = -4; //m_emotionalAppraisalAsset.AddAppraisalRule(screamMad); AppraisalRule talkSoftAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Talk(Low,Happy),self)"); talkSoftAppraisalRule.Praiseworthiness = 5; //talkSoftAppraisalRule.Like = 5; //m_emotionalAppraisalAsset.AddAppraisalRule(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,true,KnowledgeVisibility.Self); kb.Tell((Name)"Strength(Mary)", (sbyte)3, true, KnowledgeVisibility.Self); kb.Tell((Name)"Strength(Leonidas)", (short)500, true, KnowledgeVisibility.Self); kb.Tell((Name)"Strength(Goku)", (uint)9001f, true, KnowledgeVisibility.Self); kb.Tell((Name)"Strength(SuperMan)", ulong.MaxValue, true, KnowledgeVisibility.Self); kb.Tell((Name)"Strength(Saitama)", float.MaxValue, true, KnowledgeVisibility.Self); kb.Tell((Name)"Race(Saitama)", "human", true, KnowledgeVisibility.Self); kb.Tell((Name)"Race(Superman)", "kriptonian", true, KnowledgeVisibility.Universal); kb.Tell((Name)"Race(Goku)", "sayian",true,KnowledgeVisibility.Self); kb.Tell((Name)"Race(Leonidas)", "human", true, KnowledgeVisibility.Self); kb.Tell((Name)"Race(Mary)", "human", true, KnowledgeVisibility.Self); kb.Tell((Name)"Race(John)", "human", true, KnowledgeVisibility.Self); kb.Tell((Name)"Job(Saitama)", "super-hero",false,KnowledgeVisibility.Self); kb.Tell((Name)"Job(Superman)", "super-hero", true, KnowledgeVisibility.Universal); kb.Tell((Name)"Job(Leonidas)", "Spartan", false, KnowledgeVisibility.Self); kb.Tell((Name)"AKA(Saitama)", "One-Punch_Man", true, KnowledgeVisibility.Self); kb.Tell((Name)"AKA(Superman)", "Clark_Kent", true, KnowledgeVisibility.Self); kb.Tell((Name)"AKA(Goku)", "Kakarot", true, KnowledgeVisibility.Self); kb.Tell((Name)"Hobby(Saitama)", "super-hero", false, KnowledgeVisibility.Self); kb.Tell((Name)"Hobby(Goku)", "training", true, KnowledgeVisibility.Universal); return m_emotionalAppraisalAsset; }
/// <summary> /// Creates and adds an emotional disposition to the asset. /// </summary> /// <param name="emotionDispositionDto">The dto containing the parameters to create a new emotional disposition on the asset</param> public void AddEmotionDisposition(EmotionDispositionDTO emotionDispositionDto) { var disp = new EmotionDisposition(emotionDispositionDto); this.m_emotionDispositions.Add(disp.Emotion, disp); }
private static EmotionalAppraisalAsset BuildTestAsset() { //Emotional System Setup var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset("Agent"); 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 = "Event(Action-Finished,*,Pet,self)", Desirability = 10 }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = "Event(Action-Finished,*,Slap,self)", Desirability = -10 }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = "Event(Action-Finished, *, Feed, self)", Desirability = 5, Praiseworthiness = 10 }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = "Event(Action-Finished,*,Talk(High,Mad),self)", Desirability = -7, Praiseworthiness = -15 }); m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO() { EventMatchingTemplate = "Event(Action-Finished,*,Talk(Low,Happy),self)", Praiseworthiness = 5 }); //Generate emotion m_emotionalAppraisalAsset.AppraiseEvents(new []{ "Event(Action-Finished,Player,Slap,self)" }); //Add knowledge m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Strength(John)", Perspective = "self", Value = "5" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Strength(Mary)", Perspective = "self", Value = "3" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Strength(Leonidas)", Perspective = "self", Value = "500" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Strength(Goku)", Perspective = "self", Value = "9001" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Strength(SuperMan)", Perspective = "self", Value = ulong.MaxValue.ToString() }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Strength(Saitama)", Perspective = "self", Value = double.MaxValue.ToString(CultureInfo.InvariantCulture) }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Race(Saitama)", Perspective = "self", Value = "human" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Race(Mary)", Perspective = "self", Value = "human" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Race(John)", Perspective = "self", Value = "human" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Race(Leonidas)", Perspective = "self", Value = "human" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Race(Goku)", Perspective = "self", Value = "sayian" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Race(Superman)", Perspective = "self", Value = "kriptonian" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Job(Superman)", Perspective = "self", Value = "super-hero" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Job(Jeonidas)", Perspective = "self", Value = "king" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "AKA(Saitama)", Perspective = "self", Value = "One-Punch_Man" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "AKA(Saitama)", Perspective = "self", Value = "Caped_Baldy" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "AKA(Superman)", Perspective = "self", Value = "Clark_Kent" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "AKA(Goku)", Perspective = "self", Value = "Kakarot" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Hobby(Saitama)", Perspective = "self", Value = "super-hero" }); m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO() { Name = "Hobby(Goku)", Perspective = "self", Value = "training" }); return m_emotionalAppraisalAsset; }