The appearance of fresh activity after an absence interrupts the decision loop and causes the Observe-Orient-Decide phases to run again, with the new user's presence flagged as an item of interest. If Acuitas feels like talking, and isn't working on anything too urgent, he will pop his own window into the foreground and request attention. Talking fills up a "reward bank" that then makes talking uninteresting until the value decays with time.
My refactoring work focused on the Narrative module. I was trying to clean it up and make some of the known->inferred information dependencies more robust, which I hope will make future story understanding a little more flexible.
(I have also been hammering away at the Text Parser in the background, and next month I hope to have something to say about that. Sssh!)
Until the next cycle,
Jenny
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