PR for #1013: Feature: Agent "Emotional State" Simulation #1028

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Closes #1013

Objective

Add a "mood" or "emotional state" parameter to the agent to influence its narration and decision-making style.

Scope

  • Define a set of emotional states (e.g., "cautious", "adventurous", "analytical", "frustrated").
  • Update the agent's system prompts to incorporate the current mood.
  • The mood should be influenced by game events (e.g., low health → "cautious", successful quest → "adventurous").
  • Display the agent's current "Emotional Profile" on the dashboard.
Closes #1013 ## Objective Add a "mood" or "emotional state" parameter to the agent to influence its narration and decision-making style. ## Scope - Define a set of emotional states (e.g., "cautious", "adventurous", "analytical", "frustrated"). - Update the agent's system prompts to incorporate the current mood. - The mood should be influenced by game events (e.g., low health → "cautious", successful quest → "adventurous"). - Display the agent's current "Emotional Profile" on the dashboard.
Timmy closed this pull request 2026-03-23 15:03:21 +00:00
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Reference: Rockachopa/Timmy-time-dashboard#1028