This is an amazing article!

Thanks to the person that recommended this: http://myrobotlab.org/content/making-zimbo-emotion-emoji-little-self-reflection

This was able to help me refine a programming solution. It greatly simplifies (and yet paradoxically make it more granular) how to how programming emotions: I guess this is why certain emotions seem weirdly similar to each sometimes.

I'm currently trying to decide if I should have a seperate variable per emotions, so I can simulate things like being both sad and happy at the same time, or if that would add to much complexity.

I've figured out how to make things based on a number persistent, which is handy for Roguelikes, but not sure if ChatBots (and thus by extension, androids like InMoov) will be the same way.

 

ex.

[code]

joy = File.read("joy_num.txt").to_s

awe = File.reaad("awe_num.txt").to_s

[/code]

 

And other little things like this. Right now most of my hurdles has to do with granular intensity, and not so much emotions in their own right.

The best example that comes to mind: in a game a character will act differently based on how much HP they've lost, it's rarely just one hit kill these days. By extension, with emotions, the intensity of their emotion changes based on the highness of a specific emotion variable.

I hope this doesn't become a wasted effort once I learn some Java.

Decision Trees are incredibly powerful sometimes, sometimes weirdly so: especially when you do your program in a modular fashion.

When I'm less tired, I might try...not really a tutorial, but showing my process.

 

UPDATE

https://github.com/LWFlouisa/Bianca/blob/master/emotionsrewrite/joy.rb

This a slight prototype of what I'm thinking of, I'm not sure if that's what the emotion article intended, but that's how I managed to solve the problem.