Character Mutations [Preview]
Overview
Note: This feature is currently in limited preview release, documentation is provided for early preview access of what is possible with this new feature.
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.
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.
Scope
Mutations are currently scoped to the session, that means;
- It is possible to have various mutations for the same character across different sessions.
- Mutations will be permanently lost when the session expires.
- Mutations are also planned to function alongside with unitary sessions, and will then affect the character as long as the session persists.
It is possible to specify only a single mutation in the goal, and a single mutation may mutate multiple fields.
At the moment there is no default function to reset the mutation to it's default value, if you want to restore the original value of some field - you will have to explicitly call a mutation with that original value.
Each mutation field contains the exact value that should be set, or a template. In case of a value template, the template will be compiled with the known trigger parameters, those compilation results will then be validated before those results will be used to mutate a field.
Field References
Name | type(s) | limits | Comment |
---|---|---|---|
set_emotion | String, enum | NEUTRAL , DISGUST , CONTEMPT , BELLIGERENCE , DOMINEERING , CRITICISM , ANGER , TENSION , TENSE_HUMOR , DEFENSIVENESS , WHINING , SADNESS , STONEWALLING , INTEREST , VALIDATION , AFFECTION , HUMOR , SURPRISE , JOY | Values are case insensitive. |
set_motivation | String | 512 chars | |
set_dialogue_style | String | UNSPECIFIED , 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_confident | String, number | Integer 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_surprise | String, number | Integer 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_fluidity | String, float | Float 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_name | String | 512 chars | |
set_core_description | String | 1024 chars | |
set_pronouns | String, enum | Possible values: UNSPECIFIED , SHE/HER , HE/HIM , THEY/THEM , | Case insensitive. UNSPECIFIED has the same behavior as THEY/THEM |
set_alternate_names | List of strings | 10 elements max, 512 chars max each | Character nicknames |
set_example_dialogue | String | 512 chars | Example dialog is a single large string. |
set_wikipedia_url | String | 512 chars | No URL validation |
set_character_traits | List of strings | 10 elements max, 512 chars max each | If not set - character traits will be populated automatically from ‘personality’. |
set_life_stage | String, enum | UNSPECIFIED , INFANCY , TODDLERHOOD , PRESCHOOL , EARLY_SCHOOL , ADOLESCENCE , YOUNG_ADULTHOOD , MIDDLE_ADULTHOOD , LATE_ADULTHOOD , CHILDHOOD | Values are case insensitive. |
set_hobbies_and_interests | List of strings | 10 elements max, 512 chars max each | |
set_character_role | String | 512 chars | |
set_custom_dialogue_style: set_adjectives | List of strings | 3 elements max, 512 chars max each | custom_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_colloquialism | String | 512 chars | |
set_flaws | String | 512 chars | |
set_voice_data: set_voice | String | 512 chars | Voice names are validated against TTS service at runtime, attempts to set up an unexisting voice will be ignored |
set_voice_data: set_pitch | Float, String | Float in range -0.5 to 1.5 inclusive, to string representation | |
set_voice_data: set_talking_speed | Float, String | Float in range 0.0 to 5.0 inclusive, string representation | |
set_relationship | String, enum | UNKNOWN , ARCHENEMY , ENEMY , ACQUAINTANCE , FRIEND , CLOSE_FRIEND , DATE , RELATIONSHIP , LIFE_PARTNER | Values are case insensitive. Values are mapped back to relationship state variables. Relationship state itself is hidden and not modifiable. |
enable_goals | List of strings | 200 elements max, 512 char each | 200 - 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_goals | List of strings | 200 elements max, 512 char each | |
set_profile_variables: id value | List of objects | 10 elements max, 512 char on id 512 char on value | Allow only the modification of existing profile variables. Unknown variables will be silently ignored. |
enable_common_knowledge | List of strings | 100 elements max, 512 chars each | Contains common_knowledge ids, not common knowledge names. Common knowledge names are not unique. |
disable_common_knowledge | List of strings | 100 elements max, 512 chars each | |
set_scene_description | String | 1024 chars | Replacement for scene triggers. |
Common Knowledge ID
Unique Common Knowledge IDs can be found in URL of each Knowledge section in the Studio.
Templates
Mutations use the same jinja2 templates as goals. However, mutation templates may place a stricter restriction on templates. All mutations can be divided into two groups: texts and non-text.
# For text - regular templates are allowed. Regular templates are strings that may contain references to one or more variables. For example:
set_motivation: "{{character}} wants to sell {{p.item}} to the player. It costs {{p.price}} gold.""
# Templates for non-texts fields may contain only a single reference to a parameter. For example:
set_dialogue_style: "{{p.dialogue_style}}"
Templates are validated at design time. Incorrect templates will not be able to be saved.
During the runtime templates for non-text fields, they will be rendered and parsed to the appropriate type. For the example above, it is as per the example_dialog_style enum. It is your responsibility to ensure the correct values are placed in the parameters. 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"
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"