Skip to main content

Character Mutations

Overview

The purpose of character mutations is to make agent fields mutable and give you more control over the character. This feature makes it possible to implement characters with temporary changes.

Mutations are part of the goals system. It allows you to modify the current active character as a goal action.  To enable or disable a goal using the Unity or Unreal Engine SDK, see Enable Goals.

It is possible to specify multiple actions as a part of a single goal, mutations will then be applied to the character after the remaining actions are executed in order. For example, if a goal has two actions; “greet the player”, and “set_motivation: ‘sell sword to the player’”, then the motivation field will be updated after the character greets the player.

Functional Boundaries

This section outlines the functional boundaries and characteristics of character mutations.

Variability Across Sessions

  • Mutations are currently scoped to the session.
  • You can apply various mutations to the same character across different sessions. 
  • Mutations are not retained beyond the current session. They are permanently lost when the session expires.

Mutation Application

  • Multi-Field Mutation: A single mutation within the goal may mutate multiple fields.
  • Sequential Execution: When a goal comprises multiple actions, mutations are applied after executing all other actions in the specified order. For instance, if a goal includes actions like greeting the player and then setting a motivation, the mutation affecting the motivation field will occur post-greeting.
  • Direct Values or Templates: Each mutation field must contain the exact value to set or a template. If a template is used, it is compiled using known trigger parameters. The compiled results are validated before being applied to mutate the character field.
  • Reset: There is no function to reset a field to its original value after a mutation. To reset a field to its original value, you must explicitly call a mutation with the original value.

Field References

Nametype(s)limitsComment
set_emotionString, enumNEUTRAL, DISGUST, CONTEMPT, BELLIGERENCE, DOMINEERING, CRITICISM, ANGER, TENSION, TENSE_HUMOR, DEFENSIVENESS, WHINING, SADNESS, STONEWALLING, INTEREST, VALIDATION, AFFECTION, HUMOR, SURPRISE, JOYValues are case insensitive.
set_motivationString512 chars
set_dialogue_styleStringUNSPECIFIED, DEFAULT, BUBBLY, FORMAL, BLUNT, INQUISITIVE , COMMANDING, EMPATHETIC, ENTERTAINING, HYPOCHONDRIAC, LAIDBACK, LONG_WINDED, MORAL, MYSTERIOUS, RACONTEUR, SARCASTIC, TENACIOUS, VILLAINOUS,Values are case insensitive.
set_personality: negative_positive aggressive_peaceful cautious_open introvert_extravert insecure_confidentString, numberInteger 1-9 inclusive, or strings “1”-”9”.Each field may be specified or omitted separately. If no field specified - there would be no effect.
set_mood: sadness_joy anger_fear disgust_trust anticipation_surpriseString, numberInteger 1-9 inclusive, or strings “1”-”9”.This is not a constant ‘mood’ setting it can be considered the ‘initial mood’ for the character. It is used to set up an emotional state at the start of conversation. Also it sets up ‘target emotion’. Character emotions will slowly slide towards the target emotion during the conversation.
set_mood: emotional_fluidityString, floatFloat value from -1.0 to 1.0 inclusive. Or string representation of the same value.-1 means that emotions would not change. +1 emotions change quite quickly.
set_character_nameString512 chars
set_core_descriptionString1024 chars
set_pronounsString, enumPossible values: UNSPECIFIED, SHE/HER, HE/HIM, THEY/THEM,Case insensitive. UNSPECIFIED has the same behavior as THEY/THEM
set_alternate_namesList of strings10 elements max, 512 chars max eachCharacter nicknames
set_example_dialogueString512 charsExample dialog is a single large string.
set_wikipedia_urlString512 charsNo URL validation
set_character_traitsList of strings10 elements max, 512 chars max eachIf not set - character traits will be populated automatically from ‘personality’.
set_life_stageString, enumUNSPECIFIED, INFANCY, TODDLERHOOD, PRESCHOOL, EARLY_SCHOOL, ADOLESCENCE, YOUNG_ADULTHOOD, MIDDLE_ADULTHOOD, LATE_ADULTHOOD, CHILDHOODValues are case insensitive.
set_hobbies_and_interestsList of strings10 elements max, 512 chars max each
set_character_roleString512 chars
set_custom_dialogue_style: set_adjectivesList of strings3 elements max, 512 chars max eachcustom_dialogue_style is mutually exclusive with dialogue_style. Only one of them may be used at the same time. There is a hidden variable that tells which one to use. Therefore, if mutation contains only set_custom_dialogue_style - custom_dialog_style will become ‘enabled. If only set_dialogue_style - dialogue_style will be used. If both - no modifications will be applied.
set_custom_dialogue_style: set_colloquialismString512 chars
set_flawsString512 chars
set_voice_data: set_voiceString512 charsVoice names are validated against TTS service at runtime, attempts to set up an unexisting voice will be ignored
set_voice_data: set_pitchFloat, StringFloat in range -0.5 to 1.5 inclusive, to string representation
set_voice_data: set_talking_speedFloat, StringFloat in range 0.5 to 1.5 inclusive, string representation
set_relationshipString, enumUNKNOWN, ARCHENEMY, ENEMY, ACQUAINTANCE, FRIEND, CLOSE_FRIEND, DATE, RELATIONSHIP, LIFE_PARTNERValues are case insensitive. Values are mapped back to relationship state variables. Relationship state itself is hidden and not modifiable.
set_relationship_primitives: trust, respect, familiar, flirtatious, attractionNumberInteger from -1000 to 1000 inclusive.Each field may be specified or omitted separately.
enable_goalsList of strings200 elements max, 512 char each200 - is a limit to the number of goals we can have in a single agent. enable_goals should contain goals names, case sensitive. If the goal with the given name does not exist - it will be silently ignored.
disable_goalsList of strings200 elements max, 512 char each
set_profile_variables: id valueList of objects10 elements max, 512 char on id 512 char on valueAllow only the modification of existing profile variables. Unknown variables will be silently ignored.
enable_common_knowledgeList of strings100 elements max, 512 chars eachContains common_knowledge ids, not common knowledge names. Common knowledge names are not unique.
disable_common_knowledgeList of strings100 elements max, 512 chars each
set_scene_descriptionString1024 charsReplacement for scene triggers.

Common Knowledge ID

Unique Common Knowledge IDs can be found in URL of each Knowledge section in the Studio.

CommonKnowledgeID

Templates

Templates in mutations are similar to those used in goals, allowing for dynamic content generation. These templates are based on a syntax that uses placeholders within strings to insert variable values.

Text vs Non-Text Mutations

Mutations may impose specific restrictions on templates that vary based on the type of data being manipulated:

Text Mutations

These support complex templates with multiple variable references and no restrictions. For instance, a template might combine characters, items, and prices in a sentence.

# Example of a text mutation template:
set_motivation: "{{character}} wants to sell {{p.item}} to the player. It costs {{p.price}} gold."

Non-Text Mutations

These are limited to templates with a single variable reference, focusing on straightforward, single-value changes.

# Example of a non-text mutation template:
set_dialogue_style: "{{p.dialogue_style}}"

Validation and Runtime Handling

  • Design-Time Validation: Templates are checked for correctness during the design phase. Any templates with errors cannot be saved.

  • Runtime Processing: During execution, non-text field templates are rendered and parsed into their respective types, such as enumerations or specific value formats. Users are responsible for ensuring that parameter values are correctly set. For the example above, it is set as the example_dialog_style enum. Users are responsible for ensuring that parameter values are correctly set.

Note: If a value cannot be parsed - runtime errors will be propagated to the client.

Mutable Fields YAML

Here is the example of YAML with all mutable fields specified:

    goals:
 - name: "test"
   activation:
     trigger:
       - "trg"
   actions:
     - character_changes:
         set_emotion: AFFECTION
         set_motivation: "motivation"
         set_dialogue_style: "Bubbly"
         set_personality:
           negative_positive: 2
           aggressive_peaceful: 3
           cautious_open: 4
           introvert_extravert: 5
           insecure_confident: 6
         set_mood:
           sadness_joy: 1
           anger_fear: 2
           disgust_trust: 3
           anticipation_surprise: 4
           emotional_fluidity: 0.2
           relationship_fluidity: 1
         set_character_name: "name"
         set_core_description: "descr"
         set_pronouns: he/him
         set_alternate_names:
           - "name1"
           - "name2"
         set_example_dialogue: "hey"
         set_wikipedia_url: "url"
         set_character_traits:
           - "trait1"
           - "trait2"
         set_life_stage: EARLY_SCHOOL
         set_hobbies_and_interests:
           - "hobby1"
           - "hobby2"
         set_character_role: role
         set_custom_dialogue_style:
           set_adjectives:
             - "adj"
           set_colloquialism: "set_colloquialism"
         set_flaws: "flaws"
         set_voice_data:
           set_voice: "some voice"
           set_pitch: 1.0
           set_talking_speed: 1.1
         set_relationship: "relationship"
         set_relationship_primitives:
             trust: -100
             respect: -50
             familiar: 0
             flirtatious: 50
             attraction: 100
         enable_goals:
           - "goal1"
         disable_goals:
           - "goal2"
         set_profile_variables:
           - id: "id"
             value: "new value"
         enable_common_knowledge:
           - "id_to_add"
         disable_common_knowledge:
           - "id_to_remove"
         set_scene_description: "scene2"

Enable Goals

Remember, mutations are part of the goals system. To take advantage of the mutations feature, goals must be enabled. Below are instructions are how to enable and disable goals for the Unity SDK and Unreal Engine SDK.

Enable and disable goals in Unreal Engine SDK

To enable a goal in the Unreal Engine SDK, a trigger must be sent with the name of the goal:

TriggerDescription
inworld.goal.enable.{name-of-goal}Enables an existing goal on the server.
inworld.goal.disable.{name-of-goal}Disables an existing goal on the server.

Enable and disable goals in Unity SDK

The Unity SDK includes a wrapper function for enabling or disabling goals. This convenient wrapper automatically sends the necessary trigger, simplifying the process.

FunctionDescriptionParameter
EnableGoalEnables an existing goal on the server.goalName: The name of the goal to enable.
DisableGoalDisables an existing goal on the server.goalName: The name of the goal to disable.