The animator can influence each fish's behavior at the motivation
level by varying the relevant behavioral parameters in its mental
state variables through the behavior panel (see
Fig.
) and by changing its habits through the
habit panel (see Fig.
). Using the behavior panel,
the animator can also view the dynamics of the mental state of a
chosen fish and its current intention. A fish's habit is implemented
as a binary string with `1' representing `like' and `0' representing
`dislike'. If two conflicting features are both assigned `1', for
example, if both 'cold' and 'hot' buttons are pushed, this is taken to
mean `don't care'. The fish is a female if `sex' equals `1'.
| Xiaoyuan Tu | January 1996 |