Class EmotionAppraisalSystem

java.lang.Object
eu.iv4xr.framework.extensions.occ.EmotionAppraisalSystem

public class EmotionAppraisalSystem extends Object
  • Field Details

    • agentName

      String agentName
      The name of the agent to which this appraisal system is attached to.
    • userModel

      public UserCharacterization userModel
      A model of a user (or a type of users) in terms of e.g. how they generally appraise events towards their goals (e.g. is an event desirable, or undesirable).
    • beliefbase

      public BeliefBase beliefbase
    • emo

      public Set<Emotion> emo
    • newEmotions

      public HashSet<Emotion> newEmotions
    • ememory

      public EmotionMemory ememory
    • currentTime

      public int currentTime
  • Constructor Details

    • EmotionAppraisalSystem

      public EmotionAppraisalSystem(String agentName)
  • Method Details

    • withUserModel

      public EmotionAppraisalSystem withUserModel(UserCharacterization userModel)
    • attachEmotionBeliefBase

      public EmotionAppraisalSystem attachEmotionBeliefBase(BeliefBase bbs)
    • addGoal

      public EmotionAppraisalSystem addGoal(Goal g, int likelihood)
    • getEmotion

      public Emotion getEmotion(String goalName, Emotion.EmotionType ety)
    • applyGoalTowardsGoalRule

      void applyGoalTowardsGoalRule()
      Repeatedly applying goalTowardsGoal-rule for all pairs of goals, until goals status (well, more precisely until goals' likelihood) does not change anymore.
    • addInitialEmotions

      public void addInitialEmotions()
      This will configure the emotion-state to contain initial-emotions towards every goal in the agent's belief. Only prospect-based emotions (hope and fear) will be initialized. The rationale is that having a goal implicitly also means that the agent must have some hope of achieving it, however small this hope could be. And similarly, it would have some fear as well, that the goal might fail.
    • update

      public void update(Event e, int newtime)
      Update this Transition System state, upon receiving an event e. Also specify when the new time now.