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|