Basically, I want to create an AI that emulates emotion, even if doesn't REALLY have any emotions. The idea is to give an AI semi-random 'tasks' based on it's experiences, and have it create 'relations' with other entities. Rather than length written text, I think a graph, and a mach up of the structs should be sufficient to explain my current path. What I came here for is for ideas on what all I had forgotten.
public struct Relation
{
int trust;
int obedience;
int admiration;
int timeKnown;
int timeAway;
Entity target;
}
public struct Task;
{
bool complete;
int id;
Entity cause;
Entity target;
int timeDelayed;
int importance;
}
public struct Entity
{
gameObject root;
Relation[] relations;
int happiness;
Task currentGoal;
Task[] previousGoals;
int pain;
}
This isn't by any means supposed to be a truly intelligent, or even emotional AI. I just want it to, from an outside appearance, have around the same level of emotions as a dog, or a cat. What all things do I need to add to status' fields? Are there additional structs that should be made? Is my entire model wrong? I will gladly consider any and all feedback.