#emotion gauge thingy idea

1 messages · Page 1 of 1 (latest)

fallen sand
#

Basically quantify and make neuro's "emotions" make more sense and be consistent?

For example, a gauge of 1 to 100 with a default value somewhere between
-the ai will decide what emotions the input affects, like sadness, anger, happiness, etc
-then have it decide by what amount to increase or decrease. For example, the ai decides that "fuck you" increases anger by 20
-then it will spew out an output that considers all the gauges's values, if the anger value is too high, have the ai give a more aggressive output, could work on how the ai interprets the number or via thresholds (ex: telling it to rage next output after the value goes over 90)
-probably have the gauges slowly go back to the default value, either by time or per output
-have it influence stuff like neuro's expressions, mannerisms and possibly tone of voice

Hope atleast im cooking smth Erm

teal wolf
#

If it's 0, Neuro's calm, and if it's at 100, she's about to explode with anger?

fallen sand
#

Filtered x40

coral fossil
#

should be like telltale games to me more onminous

[ Neuro will remember that. ]

restive zephyr
#

At 100 it stops actually generating responses and she just says [filtered] [filtered] [filtered] in a mad voice for a minute before calming down

neon skiff
#

if this was possible to implement, it could be expanded by making each emotion its own gauge. each level could represent a stage of emotion like:

25% anger = fustration
and
100% anger = rage

north crater
#

How about add something that will stop her from talking just like the First collab with Miyune but improved version

#

like, whenever she's interrupted she knows and will say; can you stop interrupting me? neurOMEGALUL

#

would be nice if there's probability of interrupting her than straight up 1984 during conversation

neon skiff
fervent kernelBOT
#

@neon skiff has leveled up! (2 ➜ 3)

desert sun
uneven pumice