{"id":55,"date":"2006-05-31T13:27:40","date_gmt":"2006-05-31T11:27:40","guid":{"rendered":"http:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/?p=55"},"modified":"2006-06-15T08:26:57","modified_gmt":"2006-06-15T06:26:57","slug":"everything-is-relationships","status":"publish","type":"post","link":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/?p=55","title":{"rendered":"Everything is relationships"},"content":{"rendered":"<p><strong>This follows the individualistic model of describing personality and character growth discussed <a href=\"http:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/?p=54\">here<\/a>. The idea was to lead evolution of a character&#8217;s personality by punishing and rewarding it for doing certain things. Whether an action would be rewarded or punished would be switched randomly once in a while, to avoid singlemindedness.<\/strong><\/p>\n<p><em>How about actions that involve relationships with other characters? Surely you can&#8217;t just randomly switch the approval on or off. Think of a pet dog, for instance: once a character grows fond of it, in reality, there would be no way to undo that!<\/em><br \/>\nRelationships should be excluded from this individualistic model all together, really. A relationship should be something that characters develop together.<\/p>\n<p><em>But couldn&#8217;t you consider all interactions, even those with inanimate objects, to be forms of relationships?<\/em><br \/>\nOnly to some extent because if one of the partners in the relationship is inanimate, it will not be able to perform any actions so the system can ignore it. On the other hand, even though an object is inanimate, the character might still treat it as if it were a character. People are fond of their stuff. If a character liked playing with a ball, it will hang on to the ball more than if the ball was thrown in its face.<\/p>\n<p><em>You could think of solitary behaviour as expressing a character&#8217;s relationship with the world (or at least its current environment).<\/em><br \/>\nTrue. Perhaps the focus should be exclusively on relationships, then. And it is a character&#8217;s relationships that grow and not its personality. Starting values for actions would be replaced by neutral values for all things that the character hasn&#8217;t met yet.<\/p>\n<p><em>But characters should not be blank slates like that! It&#8217;s not because Little Red Ridinghood has never met the wolf that she wouldn&#8217;t be afraid of it when she does!<\/em><br \/>\nRight. In fact, most objects would be like that. Only completely alien things would be met neutrally.<\/p>\n<p><em>It would not be very practical to pre-define initial values of all relationships in the world. It would be an immense task and it would make it difficult to add new things.<\/em><br \/>\nWe could solve this be defining a fixed number of classes or categories. And then giving an initial relationship value to each class.<\/p>\n<p><em>This would mean that Little Red Ridinghood&#8217;s response to each different Wolf would be the same, even though some might look cute to her and others frightening.<\/em><br \/>\nSuch important characters should just form a class on their own. And the initial relationship should be defined individually.<br \/>\nAt least towards other avatars. Towards a bird in the forest, all wolves can be defined by one class.<\/p>\n<p><em>But then you need at least two sets of classes.<\/em><br \/>\nWe do, anyway. In the sense that we have the classes and we have the individuals. Even though a character may start the game with a preconditioned relationship with all animals (=class), when it meets and interacts with a particular animal (=individual), it will develop a unique relationship with this animal. Henceforth, this particular animal will be excluded from the class and treated as an individual.<\/p>\n<p><em>So every character in the game walks around with an ordered list of values for relationships with individuals first, followed by a list of values for relationships with classes?<\/em><br \/>\nYep.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This follows the individualistic model of describing personality and character growth discussed here. The idea was to lead evolution of a character&#8217;s personality by punishing and rewarding it for doing certain things. Whether an action would be rewarded or punished would be switched randomly once in a while, to avoid singlemindedness. How about actions that [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-55","post","type-post","status-publish","format-standard","hentry","category-development"],"_links":{"self":[{"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=\/wp\/v2\/posts\/55","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=55"}],"version-history":[{"count":0,"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=\/wp\/v2\/posts\/55\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=55"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=55"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.tale-of-tales.com\/DramaPrincess\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=55"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}