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Creature Decisions Cos?   
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  11/21/2011

Looking at the code for the creature decisions cos, it seems that without a bhvr, creatures will learn to be disappointed?


If BHVR has a 1 in it, check if the object has an Activate 1 (push) script in it.

If the object does not have an Activate 1 script in it, stim the creature with 'I have pushed' (13) at a strength of 1. If the object already has a push script, stim the creature with 'I have pushed' at a strength of 0 - providing no learning for the action, but some chemical relief.

If the BHVR does not have a 1 in it, stim the creature with 'disappointment' at a strength of 1 - which includes learning that pushing pointless things is bad. Eventually, creatures learn to give up pushing.

This is the same as well for pull and deactivate. Similar loops are in play for eat and hit.


So, at the very least, creatures are disappointed every time they try a push, pull, hit, or eat on an agent that does not allow for it in the BHVR. If an agent allows for it in the BHVR but gives no special script for it, the creature learns 'I have pushed', 'I have pulled' 'I have hit', 'I have eaten', thus encouraging a general curiosity about the world. If an agent allows for it in the BHVR and gives a special script for it, whatever chemicals in 'I have pushed/pulled/hit/eaten' are reduced, but there is no learning, either.


Absolute best practice re. brain-friendliness for coders would be to give stims for actions. Second-best practice would be to give no special push/pull/hit/eat script, but to allow for it in the BHVR, so that creatures learn that experimenting with their world reduces their angst. A less preferable practice is to give a special push/pull/hit/eat script but omit any stims - some chemical relief is provided, but norns can't associate doing the action with their relief. Worst practice is to omit it from the BHVR, thus teaching the creature that experimenting with things is bad.

Is this right, or am I barking up a wrong tree?


My TCR Norns
 
AquaShee

AquaShee



  11/21/2011  1

The most important thing is consistency. If a Norn can't push an item of a certain category, all objects of that category should be unpushable. Norns can't tell the difference between items of the same category so it's important to have them act identically from the Norn's point of view.

Setting the BHVR is useful because it teaches Norns who are exploring that nibbling on gadgets simply doesn't do anything and they should stop trying. If you did let them nibble, it really wouldn't encourage any further exploring. They'd just keep nibbling. Norns don't have any concept of experimenting, they don't try out random things out of curiosity. At most they'll try and fix their current need with a random decision like 'eat elevator'.

Another important aspect of BHVR is that it allows Norns to be stimmed with disappointment without interrupting the object they nibbled on. If the BHVR is set and a Norn interacts with the object, the object will stop its current script and start the push/eat/hit/whatever scripts. With the BHVR set to off, the object won't even notice a Norn tried to interact with it. This is useful for complex machinery, critters or plants that run a complex timer script that can't be locked.

If it was up to me, BHVR would be a category-wide setting, since it really shouldn't be different between objects of the same category.


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Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  11/21/2011

I need to remember that creatures don't have curiosity as a drive. My hypothesis is that creatures end up as the little garbage guts that they are because food, fruit and seed are generally the most consistent objects in the world in terms of stimuli. Also, we tend to tear creatures away from whatever it is that they're doing in order to eat.

To attempt to avoid this behaviour, a more stimulating world may encourage norns that learn to do more than just eat and push norn.


My TCR Norns
 
ylukyun
Patient Pirate

ylukyun

Manager



  11/21/2011

Very useful information, I will keep it in mind when making agents from now on.

How does this apply to the earlier games, if at all?

 
AquaShee

AquaShee



  11/22/2011

Same thing for the earlier games, really. Not much has changed there.

The Community Scribble: make (y)our own metaroom!
 


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