Virtual game agent - animal
3 + 4 + sin(3 ^ 4) * pi + ( 15 ^ 4)
- animals
- resources
- food / water / magic things
- interactables
- buildings
- blueprints (abstract)
- agents
- service (system) objects - vejce pro rozeni, update machines, etc
rev. 1.1 ---
function sigmoid(t) { return 1/(1+Math.pow(Math.E, -t)); }
var Lifestages = { IMMATURE:1, MATURE: 2, BREEDING: 3, DEAD: 4 }
var Classes = { PLANT:1, FUNGUS:2, INSECT:3, BIRD:4, HERBIVORE:5, CARNIVORE:6 }
var ObjectsType = { PLANT:1, ANIMAL:2, BIRD:4, BEAST:5, WATER:6, WORK_RESOURCES:6, /* field, pool with fish, woods , mines etc */ LANDSCAPING:8, BUILDING:9 };
^ Class ^ Name ^ Id ^ Type ^ Features ^ Comm Channel ^ Note ^ | INTERATIVE_OBJECT | | CLASS | | | | | PLANT | | CLASS | | | | | ANIMAL | | CLASS | | | | | RESOURCE | | CLASS | | | | | | AGENT | | CLASS | | | | | | | | | | | | |
^ Level ^ Class ^ Type ^ Name ^ Id ^ Features ^ Comm Channel ^ Note ^ | 0.0 | OBJECT | | | | | | | | 0.0 | | INTERACTIVE | | | | | | | 0.0 | | OBSTACLE | | | | | | | 0.0 | | ABSTRACT | BluePrint | | | | | | 0.0 | RESOURCE_OBJECT | | | | | | | | 0.0 | | Water | | | | | | | 0.0 | | Food | | | | | | | 0.0 | | -other work res- | | | | | | | 0.0 | | | | | | | | | 0.0 | | | | | | | | | 1.0 | PLANT | | | | | | | | 0.0 | | | | | | | | | 0.0 | | | | | | | | | 0.0 | | | | | | | | | 0.0 | | | | | | | | | 10.0 | ANIMAL | | | | | | | | 0.0 | | BIRD | | | | | | | 0.0 | | HERBIVORE | cow | | | | | | 0.0 | | HERBIVORE | sheep | | | | | | 0.0 | | HERBIVORE | tabuk | | | | | | 0.0 | | CARNIVORE | dog | | | | | | 0.0 | | CARNIVORE | wolf | | | | | | 0.0 | | CARNIVORE | cat | | | | | | 0.0 | | | boar | | | | | | 0.0 | | | | | | | | | 100.0 | AGENT | AGENT | $name | | | | | | 1000.0 | STRUCTURES | HOUSE | | | | | | | 9999.0 | SYSTEM_OBJECT | | | | | | |
- resource (food, water, field, rock-stones, fishing pool, tree, tree, forest)
- abstract (blueprint, location of mating partner, active Home pos)
- interactive objects
- animal
- structure - building
- agent
- system object
[ SL In-World touch at agent will DO ]
- agent will send his ID and info
- brain LSL
- comm LSL
- config NC
- Egg OBJECT
- genetic LSL
- Person Data:
- needs
- personality
- Sloopy <-> neat
- Shy <-> Outgoing
- Serious <-> Playful
- Lazy <-> active
- Mean <-> nice
- skills
- cooking / mechanical / logic / body / etc
- relationships
- Motive Engine:
- Physical:
- Hunger
- Comfort
- Hygiene
- Bladder
- Mental:
- Energy
- Fun
- Social
- Room (neat close enviroment)
INTERACTION TYPES:
==================
NORMAL
- advertised .. autonomous
- manual .. player selected
PUSHED
- Carpool
- Fire
FUNCTIONAL
- Clean
- Repair
- Cook
- Etc
FURrious
CALCULATION INTENSITIES OF EMOTIONS
===================================
Joy = ( 1.7 * expectation^0.5 ) + ( -0.7 * desirability )
Sad = ( 2 * expectation^2) - desirability
Dissappointment = Hope * desirability
Relief = Fear * desirability
Hope = ( 1.7 * expectation^0.5) + ( -0.7 * desirability )
Fear = ( 2 * expectation^2 ) - desirability
Happiness Happy_for, Gloating, Joy, Pride, Admiration, Love,
Hope, Satisfaction, Relief, Gratification, Gratitude
Disgust Hate
Anger Anger,Reproach, Hate
Sadness Resentment,Pity,Distress,Shame,Disappointment, Remorse
Fear Fear, Fear-confirmed
Surprise By contex
LOCAL VARIABLES:
localPos
localRot
COMMUNICATION > AGENT vs INTERACTIVE OBJECT
-----------------------------------------------------------------------
AGENT>INTERACTIVE_OBJECT
? | !
GIVE_ID
GIVE_TYPE
GIVE_POS
GIVE_ROT
GIVE_STATUS
GIVE_INFO
IS_AVAILABLE
IS_IN_USE?
GIVE_ACTION_LIST
GIVE_ANIMATION_LIST
GIVE_POSE_LIST
START_USING=$agentID
END_USING=$agentID
COMMUNICATION > AGENT VS RESOURCE
-----------------------------------------------------------------------
FROM=AGENT|123654; TO=OBJECT|123654; MSG(GIVE_STATUS,GIVE_POS); FROM=PET|123654; TO=OBJECT|123654; MSG(GIVE_STATUS,GIVE_POS); FROM=OBJECT|123654; TO=AGENT|123654; MSG(AVAILABLE=true,POS=<1,1,1>;FOOD_LEFT=15;); FROM=AGENT;FOOD_CONSUME;fe40bd63-bc8a-ac19-abd3-4a9cb4f9feb6;5;agentKey
AGENT^FOOD_CONSUME^fe40bd63-bc8a-ac19-abd3-4a9cb4f9feb6^5^agentKey
AGENT>RESOURCE
? | !
^GIVE_ID
^GIVE_TYPE
^GIVE_POS
^GIVE_ROT
^GIVE_STATUS
^GIVE_FOOD / ^GIVE_WATER / ^GIVE_RESOURCE_LIST
^IS_AVAILABLE
^START_USING
^END_USING
?FOOD_LOCATION
^FOOD_CONSUME
^WATER_CONSUME
COMMUNICATION > AGENT VS ANIMAL
-----------------------------------------------------------------------
COMMUNICATION > AGENT vs STRUCTURE
-----------------------------------------------------------------------
COMMUNICATION > AGENT vs AGENT
-----------------------------------------------------------------------
AGENT>ALL
AGENT>agentID
? | !
LOOKING_FOR = MATE
GIVE_POS
GIVE_ROT
ASKING_FOR = MEET, MATE, KNOWLEDGE, HELP, FOOD, WATER,
COMMUNICATION > AGENT vs SYSTEM
-----------------------------------------------------------------------
USER=key
TO= agentID / all
TYPE = ! | ORDER , ? | QUESTION
GIVE_LOCALPOS
GIVE_ID
GIVE_STATE
GIVE_INFO
GIVE_VARIABLES=
GIVE_GENOME
GIVE_NC=name of internal notecard
GIVE_VERSION
SET_STATE=
SET_AGE=
SET_HUNGER=
SET_ENERGY=
SET_MOOD=
SET_HOME_POS=
SET_RANGE=
SET_TITLE_MODE=
SET_ACTION=
SET_MATE=
SET_GENDER=
DO_POSE=
DO_ANIMATION=
DO_MOVE_TO_POS=
DO_ROT=
DO_SHOW_RANGE=
DO_SHOW_MATE=
DO_SHOW_ID=
DO_ACTIVITY=
DO_WALK_TO_POS=
agentID
age
ageAdult
ageOld
ageMax
gender
stateCurrent
stateLast
mood
moodLast
moodCurrent
energy
hunger
jobID
jobName
Intentions - Plans
plans_active
plans_done
plans_fail
plans_future
Believes - kb
kb_locations
kb_objects
kb_agents
kb_resources
kb_factBase
kb_knowledge
kb_blueprints
kb_UsersLanguage
kb_Users
kb_commands
Desires - Goals
goals_current
goals_done
goals_buffer
/////////////// BREEDING ///////////////
partnerID
partnerName
partnerLastPos
partnerAge
ageBreedingMin
ageBreedingMax
breeding_childrenCount
/////////////// MORE-LESS SYSTEM ///////////////
agentName
activeRange = 10
titleON = true
ownerID
ownerName
ownerDisplayName
homePos
homeRot
homeSim
scaleCurrent
scaleMax
scaleMin
scaleAdult // final scale
scaleChild // start scale
localPos = <1,1,1>; // CURRENT POS
localRot = <1,1,1,1>; // CURRENT AGENT ROT
globalPos
globalRot
listAnimations
listPoses
security // OWNER ONLY, FRIENDS, GROUP, EVERYONE, ESTATE GROUP
{ name: 'active', from: 'init', to: 'yellow' },
{ name: 'mining', from: 'active', to: 'red' },
{ name: 'mating', from: 'active', to: 'active' },
{ name: 'sleep', from: 'active', to: 'yellow' },
{ name: 'dead', from: '*', to: 'green' },
float GROWTH_AMOUNT = 0.10; // 10% size increase each day for MaxAge days integer MaxAge = 7; // can get pregnant in 7 days integer UNITS_OF_FOOD = 168; // food bowl food qty, used by food bowl only float secs_to_grow = 86400; // grow daily = 86400 float FOOD_BOWL_SCAN_INTERVAL = 1800.0; // look for food every 3 hours float fPregnancy = 172800.0; // how many seconds to lay an egg = 2 days or 48 hours. float fDaysToAdult = 7; // 7 days to become old enough to breed. integer SECONDS_BETWEEN_FOOD_NORMAL = 14400; // this number of seconds to get hungry integer SECONDS_BETWEEN_FOOD_HUNGRY = 3600; // this number of seconds before hunger count increases integer MAXIMUM_HUNGER = 30; // not used, just displayed
TĚLO :
BARVY
PROPORCE
POHLAVÍ
PSYCHÉ
POVAHA
TRAITS
vLASTNOSTI
- vitalita
- energie
- hlad
- zizen
- teplota: zima / teplo
- cas: noc / den
- věk
BIOLOGICKÉ FUNGOVÁNÍ
- hormony ?
- odolnost: proti chladu, bolesti, nemocem
-
# TRAITS =============
dundant or unnecessary?
Charity: -1=greedy, +1=altruistic
Integrity: -1=treacherous, +1=loyal
Orthodoxy: -1=anarchist, +1=conformist
Violence: -1=pacifist, +1=warlike
Wit: -1=unintelligent, +1=insightful/shrewd
Those motivations are:
Grey - neutral: normal motion or sitting Pink - displaying Red - angry (fighting) Orange - frightened (screeching) Lavender - aroused Purple - mounting Blue - playing Green - grooming
grooming : want-to-groom, partner-chosen, groom, choose-grooming-partner – explore : want-new-loc, leave life D grooming C (want-to-groom) groom-gp (partner-chosen aligned-w-target) groom no-vert-gp (partner-overlap) go-to-partner-edge align-w-gp (partner-chosen very-near-target) engage get-near-gp (partner-chosen) approach choose-gp () choose-grooming-partner wandering C () get-moving (want-new-loc target-chosen touching-target) forget-target move-away (want-new-loc target-chosen) leave choose-wander (want-new-loc) choose-isolated-place sit () wait Fig. 2. Reactive plan supporting the coordination of the ALife agents. See text for explanation. – primate : aligned-w-target, go-to-partner-edge, engage, touching-target, approach, wait The behavior novelty is not monitored or controlled by this plan, and in fact has no impact in the primate behavior below
Happiness Happy-for, Gloating, Joy, Pride, Admiration, Love,
Hope, Satisfaction, Relief, Gratification, Gratitude
Disgust Hate
Anger Anger,Reproach, Hate
Sadness Resentment,Pity,Distress,Shame,Disappointment, Remorse
Fear Fear, Fear-confirmed
Surprise By contex
Zobrazuje:
- food
- water
- energy
- health
- mood
- condition
- activity
- aktuální plány/přání - myšlenky
- wandering
- watch people (woogle)
- graze
- run
- explore
- choose: wander to new location
- choose: wander to know location
- approach
- forget-target
- get-moving
- idle
- sleep
- lie
- sit
- play
- follow
- dance
- greet-other
- cheer-up
- fight
- eat
- blink
play game (follow-the-leader)
watch people (Woggles)
do the chute
fight
sleep
dance
blink
greet other
run away
cheer-up
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Example of common features
- Responds to calling
- Responds to touching
- Training the pet
- Supplies or toys for the pet
- Dressing up the pet
- Competition or trial amongst pets
- Meeting other pets
- Complaining when it needs care
[https://en.wikipedia.org/wiki/Digital_pet]
-
https://en.wikipedia.org/wiki/Creatures_%28video_game_series%29#Creatures
-
https://stevegrand.wordpress.com/2011/03/06/introduction-to-an-artificial-mind/
-
[[http://www.gamasutra.com/view/feature/3271/from_creatures_to_androids.php]]
nnn https://youtu.be/JPcbwUtSy7c http://mandara.sakura.ne.jp/Tempura-simstream2222.mp3
00: 00 //
TĚLO BARVY PROPORCE POHLAVÍ
PSYCHÉ POVAHA TRAITS
vLASTNOSTI - vitalita - energie - hlad - zizen - teplota: zima / teplo - cas: noc / den - věk
BIOLOGICKÉ FUNGOVÁNÍ
- hormony ?
- odolnost: proti chladu, bolesti, nemocem
-
dundant or unnecessary?
Charity: -1=greedy, +1=altruistic
Integrity: -1=treacherous, +1=loyal
Orthodoxy: -1=anarchist, +1=conformist
Violence: -1=pacifist, +1=warlike
Wit: -1=unintelligent, +1=insightful/shrewd
Those motivations are:
Pleasure ("kill the orcs and bring me the fine elven wine from their treasure room")
Reputation ("kill the orcs to make me look good as mayor")
Justice ("kill the orcs because they killed our mayor")
Security ("kill the orcs to keep me safe")
Conquest ("kill the orcs to clear the land for my realm's expansion")
Wealth ("kill the orcs to free up my trade route")
Guidance ("kill the orcs to learn how to become a better warrior")
{ "root": { "genom": { "version": "0-01", "Body": { "limbs": { "ID": "02", "type": "HEAD", "attackedTo": "01", "color": "blue", "params": "on_top()" }, "organ": { "ID": "05", "type": "INNER", "name": "HORMONE_CREATOR", "attackedTo": "02", "params": "ENDORFINE" } }, "Traits": { "CHARITY": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "INTEGRITY": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "VIOLENCE": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "WIT": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "motivations": [ "Pleasure", "Reputation", "Justice", "Security", "Conquest", "Wealth", "Guidance" ] }, "Personality": { "integrity": 0, "integrityGoal": 100, "happines": 0, "happinesGoal": 100, "happinesMid": 80, "happinesLow": 40, "happinesCritical": 10 }, "Needs": { "social": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "hunger": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "water": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "food": { "value": 0, "max": 0, "min": 0, "critical": 0 }, "energy": { "value": 0, "max": 0, "min": 0, "critical": 0 } }, "AgentAttributes": { "age": { "value": 1, "Adult": 4, "Old": 60, "Max": 75 }, "STATE_CONDITION": { "value": "HEALTHY", "history": 545405055, "list": [ "DEAD", "HEALTHY", "TIRED", "SICK", "INJURED" ] }, "STATE_ACTIVITY": { "value": "SLEEP", "history": 1126445005454, "list": [ "DEAD", "SLEEP", "WANDER", "PET", "EAT", "FOLLOW", "RUN", "FINDING", "LAYING", "PLAY", "POO", "FIGHT" ] }, "sex": "01", "mood": "PLAYFULL" }, "Matting": { "charismaAgent": 60, "charismaSeeking": 60, "seekingTimeout": "20m", "seekingAgeMax": "AGE_OLD", "seekingAgeMin": "AGE_ADULT", "activity": "LOW" }, "Breeding": { "breedPause": "60m", "breedChance": 1.9, "deadChange": 0.6, "countChilds": 0, "coundMax": 12, "countCritical": 8 } } } }
1 500267423060 4065 3.0 1.3428643 9.0 71.26385 1.0 44.0 4.0 0.0 0.0 1.0 0.0 0.0 2.0 2.0 3.0 2.0life cycle is modelled for the creatures: childhood, adolescence, adulthood, senescence
INSPIRATION FROM CREATURES FAMOUS GAME Norns have their own simulated biochemistry, haploid genetics, and neural network to serve as a brain. From Creatures 2 onwards, Norns also possess organs determined by their genetics;[31] mutation and injury can render these defunct, with typically fatal consequences. Each of these has grown somewhat over the course of the series, allowing the creatures to become more complex and intelligent. Norns are omnivores and eat a variety of foods, including carrots, lemons, seeds, insects, fish, honey, and other things. The Norns that the player starts with require some degree of training and discipline from the player in order to make good decisions to maintain their health; however, later on they can evolve to be more independent and hardy, with better-developed instincts and a more robust biochemistry. The player can take advantage of this to breed certain colours or traits through artificial selection, and through many generations the changes can become quite pronounced.
{
"common-info": { "female": true, "max-health": 10, "max-hunger": 10, "max-age": 10, "max-energy": 10, "max-force": 10, "adult-age": 10, "breed-pause": 10, "parents": { "father": { "ID": "24008", "name": "Joe", "genome": "498484556454984" }, "mother": { "ID": "20466", "name": "lyra", "genome": "0564054056454645640" } }, "cuteness": 77, "strike": 4, "sprint": 2 }, "creature-needs": { "energy": 100, "hunger": 100, "health": 100, "temperature": 100 }, "genome": [ 1, 2, 3 ], "body": { "tall": "b", "size": "d" }, "String": "Hello World" }
C2 COBs on Jimbo's Creatures - If you're looking for great COBs for Creatures 2, then check out Jimbo's Creatures. Jimbo seems to be updating his website almost daily with lots of new, groovy COBs created by Mr Nstuff, JayD and many others. Take a look at the Albian Cactus Critter, move buttons for submarines and rowing boats, room number locator, lava lamp, cactus organizer and many, many more.
Lummox's Nova Subterra Norns - These highly intelligent Norns are the result of Project Gemlode that has been in the works for 4 months. The Nova Subterra Norns have 14 brain lobes, that's an extra 4 lobes compared to normal C2 Norns. These new lobes are the search, sub-attention, afterdrive, and change lobes. The Norns also have two additional chemicals, SeaASH1 and SeaASH2, which are used in the search and sub-attention lobes. Although it's perfectly safe to interbreed your Nova Subterra Norns, Lummox doesn't advise you interbreed them with other third party breeds as they are likely to die before their time.
list activities = [ "wander", "idle", "play", "eat", "fight", ];
list aktivities = [ "play", "woggles", "fight", "sleep", "dance", "blink", "greet-over", "run-away", "cheer-up"];
- wandering
- watch people (woogle)
- graze
- run
- explore
- choose:
- want-new-loc: wander to new location
- choose-isolated-place
-
- approach
- forget-target
- get-moving
- idle
- sleep
- lie
- sit
- wait
- play happines++ social++ energy--
- follow
- dance
- greet-other
- cheer-up
- fight
- engage
- leave
- forget-target
- follow-target
- eat
- blink
events: onHunger activity-to: eat onHappy onLowEnergy onAttack onDetectAvatar onOrder onIntentionDone onPosition
triggers: LowEnergy lowFood lowHappines
movement-type: approach move-away want-new-loc choose-wander choose-isolated-place move-to-taget move-to-person run graze watch
Desires list: want-wander want-explore want-eat want-new-location want-dance want-follow want-greet want-sleep want-sit want-leave want-watch-people want-cheer-up
???
Intentions: eat=|find-object:bowl|move-to: bowl|eat eat:9:{find-object(bowl)|move-to(bowl)|eat} wander:6:{choose:explore{want-new-loc,move-to-taget},watch-people{}} ? run-away
stateList: name, group, parent name, Accuracy, min-mood, from, to, affect
basic commands: move-to choose find-object go-home follow move-to-taget
knowledge-base: home:LOCATION: breezy:avatar:friend,owner karel:avatar:enemy
// FRAMES FACTS KB - QUICK SEARCH LIST // TYPE( OBJECT, RELATION ), IS, HAVE, IS-PART, SIMILAR-TO, DOMAIN-CATEGORY, DESCRIPTION, PARENT-OBJECT, ATTRIBUTES( )
var relationType = {
SIMILAR : 0,
DOMAIN_CATEGORY:1,
HAVE:3,
IS:4,
};
// FACTS - CONTS
// FACTS - RECORDS
var knowledgebase_facts = {
type : ['thing', 'feature', 'dna', 'expressions'],
cast : {
dna : Array,
expressions : Array
},
indexes : ['id', 'population_id'],
facts : [
{
dog : type(OBJECT); // TYPE( OBJECT, RELATION ), IS, HAVE, IS-PART, SIMILAR-TO, DOMAIN-CATEGORY, DESCRIPTION, PARENT-OBJECT, ATTRIBUTES( )
relation: [ IS, IS-
],
IS-PART : nature;
SIMILAR-TO : [ wolf, fox, wild-dog ]
"attributes": [
{ IS : "animal"},
{ HAVE : "fur" },
],
IS: [
{ animal, canine, being, },
{ HAVE : "fur" },
],
"sister-term" : [ {"canine"},{"wolf"},{"animal>domestic"},{"bitch"},{"wild--dog"}, ]
}
],
};
const dog = { attributes: ['graph:source', 'graph:reference', 'graph:output'], IS: ['animal:object', 'canine:object', 'live:feature', 'being', 'organism'], PART_OF: ['nature'], HAVE: ['fur', 'body', 'tail', 'head', 'legs{4}', '', '', ], SIMILAR_TO: ['graph:output', 'graph:fallacy'], DOMAIN_CATEGORY: [ 'animal','organism',],
}
being = {
attributes: [ 'existent|existing', ],
IS: [ 'life' ,'living', ]
antonym: [ 'nonbeing', 'nonexistence' ],
},
life → (alive ┌ dead)
human = {
IS|PART_OF: [world, human race, humanity, humankind, human beings, humans, mankind, man],
HAVE: [ human body, physical body, material body, aem, hand, facesoma, build, figure, physique, anatomy, shape, bod, chassis, frame, form, flesh ]
attributes: [
{ 'needs' : [ nutrition, air, food, warm, water ] },
{ ''}
],
====================================================================================================
Adventurous Aggresive Clueless Destructive Friendly Genius Hunter Hydrophobic Hyper Independent Lazy Like Swimming Loyal Noisy Non-Destructive Playful Proud Quiet Shy Skittish
be_ill chase chase chase complain_for complain_for_food cover_eyes crouch dance_with_paws eye_contact faint faint give_me_ball glad handshake head_down head_down head_down hide_head hide_head hit_dead hit_ground hug_me hug_me hurrah kick lean lie lie look_around look_around look_around look_away look_away mouth_open move_backward move_backward neat observe once_again once_again piggy piss recharge refuse resit resit rest rest roar roar roar rumple search_looking_around search_wandering search_wandering_colect shake_arm_and_leg shake_arms shake_head show_me_face show_me_face sleep snooze stop stretch touch touch tremble turn_and_ingore turn_and_ingore weep yawn
=================================================================================================================
=================================================================================================================
Genetic algorithms work by combining, mutating, and testing a set of values on a problem space. Te chromosome contains those values. In our case, a sample chromosome might look like the following:
Aggression = 0.5, LimbicBrainValue = 0.2, SpaceGain = 0.2, Seek_Pie = 1.0
Or encoded, this would be: 0.5|0.2|0.2|1.0.
Te key with encoding is to create a flexible enough data structure that makes it easy to import values into the reptile brain Because this isn’t a structure needed fsor performance compactness isn’t as important as readability and exportability. DSictionaries work well here, and a few small variables let the chromosome keep some information about itself. In our chromosome, we stored the following:
Genes (Dictionary[string, float]) → Tese values will get changed and mutated.
Best & Worst Score (Float) → Indicators of the range of ftness.
Total games (Integer) → How many games has this chromosome played.
Total Sore (Float) → Combined ftness of all games played.
Average Score (Float) → Could be calculated, but occasionally nice to have around.
several conflicting goals
Table 3. FAtiMA-PSI Goal attributes
Attributes Description
---------------------------------------------------------------------------------------------
ID The goal identifier or name
PreConditions A list of conditions that determine when the goal becomes active
SuccessConditions A list of conditions used to determine if the goal is successful
FailureConditions A list of conditions that determine the goal failure
EffectsOnDrives Specifies the effects that the goal will have on the agent’s energy,
integrity and affiliation drives if the goal succeeds