From 5e93fe9defefb0fa56f4db4cb869ca204b83f9b3 Mon Sep 17 00:00:00 2001 From: Anthony Leland Date: Wed, 28 Oct 2020 22:07:26 -0400 Subject: [PATCH] Grammer fixes to motive engine notebook --- motives.ipynb | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/motives.ipynb b/motives.ipynb index 87277a2..e74f66d 100644 --- a/motives.ipynb +++ b/motives.ipynb @@ -8,9 +8,9 @@ "\n", "![](images/v3_slide0094_image039.gif)\n", "\n", - "From [Under the Hood of The Sims](https://users.cs.northwestern.edu/~forbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/v3_document.htm)\n", + "The Motive Engine is based on opposing weights. An object signals it's presence if the Sim's need is low. The need is the motive and that drives a Sims' decision. All games in the franchise are based on this dynamic at it's core. For example, if hunger is low then the fridge's presence is high and vice versa. A Sim's mood is the sum of the current state of their motives. They will only choose the fridge if it increases it's overall mood. The ML portion comes in deciding which has the priority.\n", "\n", - "The Motive Engine is based on opposing weights. An object signals it's presence if the Sims' need is low. The need is the motive and that drives a Sims' decision. All games in the franchise are based on this dynamic at it's core. For example, if hunger is low then the fridge's presence is high and vice versa. The sum of all the Sims' needs is it's mood. A Sim will only choose the fridge if it increases it's overall mood. The sum of all the Sims' needs is it's mood. A Sim will only choose the fridge if it increases it's overall mood. The ML portion comes in deciding which has the priority." + "A Sim's motives decrease in increments and independently of each other during game play. They are randomized for this experiment. " ] }, {