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rewardDB.cpp
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87 lines (80 loc) · 3.75 KB
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#include "rewardDB.h"
void rewardDB::load(LoadFrom loader) {
switch(loader) {
case _FLASH_: ///////////// for _achiever_ /////////////////
reward_DB[_achiever_].val[_superanger_] = -0.95;
reward_DB[_achiever_].val[_supersad_] = -0.90;
reward_DB[_achiever_].val[_scared_] = -0.85;
reward_DB[_achiever_].val[_frustrated_] = -0.75;
reward_DB[_achiever_].val[_anger_] = -0.70;
reward_DB[_achiever_].val[_annoyed_] = -0.55;
reward_DB[_achiever_].val[_sad_] = -0.45;
reward_DB[_achiever_].val[_confused_] = -0.25;
reward_DB[_achiever_].val[_shy_] = 0.15;
reward_DB[_achiever_].val[_calm_] = 0.25;
reward_DB[_achiever_].val[_curious_] = 0.60;
reward_DB[_achiever_].val[_affectionate_] = 0.65;
reward_DB[_achiever_].val[_surprised_] = 0.75;
reward_DB[_achiever_].val[_excited_] = 0.85;
reward_DB[_achiever_].val[_happy_] = 0.85;
reward_DB[_achiever_].val[_playful_] = 0.90;
reward_DB[_achiever_].val[_superhappy_] = 0.95;
////////////// for _balanced_ ///////////////
reward_DB[_balanced_].val[_superanger_] = -0.85;
reward_DB[_balanced_].val[_supersad_] = -0.75;
reward_DB[_balanced_].val[_scared_] = -0.70;
reward_DB[_balanced_].val[_frustrated_] = -0.55;
reward_DB[_balanced_].val[_anger_] = -0.50;
reward_DB[_balanced_].val[_annoyed_] = -0.40;
reward_DB[_balanced_].val[_sad_] = -0.35;
reward_DB[_balanced_].val[_confused_] = -0.20;
reward_DB[_balanced_].val[_shy_] = 0.25;
reward_DB[_balanced_].val[_calm_] = 0.35;
reward_DB[_balanced_].val[_curious_] = 0.50;
reward_DB[_balanced_].val[_affectionate_] = 0.55;
reward_DB[_balanced_].val[_surprised_] = 0.65;
reward_DB[_balanced_].val[_excited_] = 0.70;
reward_DB[_balanced_].val[_happy_] = 0.75;
reward_DB[_balanced_].val[_playful_] = 0.80;
reward_DB[_balanced_].val[_superhappy_] = 0.85;
//////////////// for _creative_ //////////////
reward_DB[_creative_].val[_superanger_] = -0.65;
reward_DB[_creative_].val[_supersad_] = -0.55;
reward_DB[_creative_].val[_scared_] = -0.50;
reward_DB[_creative_].val[_frustrated_] = -0.40;
reward_DB[_creative_].val[_anger_] = -0.35;
reward_DB[_creative_].val[_annoyed_] = -0.25;
reward_DB[_creative_].val[_sad_] = -0.20;
reward_DB[_creative_].val[_confused_] = 0.10; // Positive for creativity
reward_DB[_creative_].val[_shy_] = 0.35;
reward_DB[_creative_].val[_calm_] = 0.45;
reward_DB[_creative_].val[_curious_] = 0.80;
reward_DB[_creative_].val[_affectionate_] = 0.75;
reward_DB[_creative_].val[_surprised_] = 0.85;
reward_DB[_creative_].val[_excited_] = 0.90;
reward_DB[_creative_].val[_happy_] = 0.90;
reward_DB[_creative_].val[_playful_] = 0.95;
reward_DB[_creative_].val[_superhappy_] = 0.95;
////////////// for _distressed_ /////////////
reward_DB[_distressed_].val[_superanger_] = -1.00;
reward_DB[_distressed_].val[_supersad_] = -0.95;
reward_DB[_distressed_].val[_scared_] = -0.90;
reward_DB[_distressed_].val[_frustrated_] = -0.85;
reward_DB[_distressed_].val[_anger_] = -0.80;
reward_DB[_distressed_].val[_annoyed_] = -0.70;
reward_DB[_distressed_].val[_sad_] = -0.60;
reward_DB[_distressed_].val[_confused_] = -0.35;
reward_DB[_distressed_].val[_shy_] = 0.05;
reward_DB[_distressed_].val[_calm_] = 0.20; // Enhanced recovery
reward_DB[_distressed_].val[_curious_] = 0.35; // Enhanced recovery
reward_DB[_distressed_].val[_affectionate_] = 0.45;
reward_DB[_distressed_].val[_surprised_] = 0.55;
reward_DB[_distressed_].val[_excited_] = 0.60;
reward_DB[_distressed_].val[_happy_] = 0.65;
reward_DB[_distressed_].val[_playful_] = 0.75;
reward_DB[_distressed_].val[_superhappy_] = 0.85;
break;
default:
break;
} }
//////// Agreed range: -1.0 to +0.95 (_superhappy_ capped at 0.95)