“Agent seeks food.”

This section provides a step-by-step walkthrough of a simplified scenario to illustrate how the previously defined components and systems interact to produce agent behavior. Our example agent, “Herbivore-01” (H-01), will seek food.

Initial Agent State (H-01 at Tick 0)

(As defined in Section 3.4.1)

  • SustenanceNeed:
    • current_value_at_last_update: 0.7
    • last_updated_tick: 0
    • decay_rate_per_tick: 0.0001
    • goal_trigger_threshold: 0.4
    • critical_threshold: 0.1
    • _scheduled_goal_trigger_event_id: Event_A (Scheduled for Tick 3000, calculated: (0.7 - 0.4) / 0.0001 = 3000)
    • _scheduled_critical_event_id: Event_B (Scheduled for Tick 6000, calculated: (0.7 - 0.1) / 0.0001 = 6000)
  • AgentBeliefStore (Relevant Beliefs):
    • Belief(subject_type=RedBerryBush_Type, property=IS_EDIBLE, value=true, strength=0.6, confidence=0.5, source_type=INNATE)
    • Belief(subject_type=RedBerryBush_Type, property=HAS_MODERATE_SATIATION_VALUE, value=true, strength=0.5, confidence=0.4, source_type=INNATE)
    • Belief(subject_type=WolfPredator_Type, property=IS_DANGEROUS, value=true, strength=0.8, confidence=0.7, source_type=INNATE)
  • AgentMemoryStore: Starts empty.
  • CurrentPercepts: Starts empty.
  • Position: (x:10, y:5, z:0)
  • SensoryCapabilities: Assumed simple radius (e.g., 15 units).

Environmental Setup (Tick 0)

  • FoodSource_1 (RedBerryBush_Type): EntityID: FS_01, Position: (x:20, y:5, z:0), sustenance_value: 0.5. (Within H-01’s initial sensory range).
  • ThreatSource_1 (WolfPredator_Type): EntityID: TS_01, Position: (x:25, y:15, z:0). (Initially outside H-01’s sensory range, but will move closer).

Step-by-Step Walkthrough

Tick 1 - 2999: Quiescent State & Initial Perception

  • SpatialHashUpdateSystem: Updates positions of H-01, FS_01, TS_01.
  • NeedManagementSystem: No NeedThresholdReachedEvents fire yet. H-01’s SustenanceNeed is implicitly decaying.
    • Other systems can query GetCurrentNeedValue(H-01, SUSTENANCE, current_tick) which will show a decreasing value.
  • PerceptionSystem (runs each tick for H-01):
    • Tick 1: H-01 queries spatial hash. FS_01 is within range (10 units away).
    • CurrentPercepts on H-01 is updated: perceived_entities: [{entity_id: FS_01, entity_type: RedBerryBush_Type, position: (20,5,0)}].
    • Since CurrentPercepts changed from empty, NewEntityInPerceptionRangeEvent(H-01, FS_01, RedBerryBush_Type) is dispatched (assuming subscribers).
  • MemoryRecordingSystem (reacts to perception event):
    • Processes NewEntityInPerceptionRangeEvent.
    • Calculates significance (e.g., moderate, as it’s a known food type).
    • Creates MemoryEntry in H-01’s AgentMemoryStore: (timestamp:1, event_type:SAW_ENTITY, involved_entities:[{FS_01, POTENTIAL_FOOD_SOURCE}], location:(20,5,0), significance:0.3).
  • Other Systems: No goals active, so Plan/Appraise/Act phases are largely idle for H-01.
  • (This loop of perception and minor memory recording continues. TS_01 is still out of range).

Tick 3000: Sustenance Need Becomes Pressing

  • Universal Scheduler: Dispatches Event_A (NeedThresholdReachedEvent(H-01, SUSTENANCE, GOAL_TRIGGER)) for H-01.
  • NeedManagementSystem:
    • Processes Event_A. Verifies SustenanceNeed (interpolated value is now 0.7 - (0.0001 * 3000) = 0.4).
    • Clears _scheduled_goal_trigger_event_id from H-01’s SustenanceNeed.
    • Dispatches SustenanceGoalCheckRequiredEvent(H-01).
  • GoalGenerationSystem (reacts to SustenanceGoalCheckRequiredEvent):
    • H-01 has no active SeekSustenanceGoal.
    • Verifies SustenanceNeed is indeed at/below threshold (0.4).
    • Adds SeekSustenanceGoal component to H-01:
      • priority: 0.6 (calculated: 1.0 - 0.4).
  • GoalPrioritizationSystem:
    • H-01 now has one active goal: SeekSustenanceGoal.
    • Designates it as the CurrentActiveGoalFocus for H-01.
  • PerceptionSystem:
    • Continues to perceive FS_01. CurrentPercepts is stable regarding FS_01.
    • Scenario Change: Let’s say TS_01 (Wolf) has moved to (x:22, y:10, z:0) and is now also within H-01’s sensory range.
    • CurrentPercepts on H-01 is updated to include TS_01.
    • NewEntityInPerceptionRangeEvent(H-01, TS_01, WolfPredator_Type) is dispatched.
  • MemoryRecordingSystem:
    • Processes NewEntityInPerceptionRangeEvent for TS_01.
    • Significance is high due to innate belief about WolfPredator_Type being dangerous.
    • Creates MemoryEntry in AgentMemoryStore: (timestamp:3000, event_type:SAW_ENTITY, involved_entities:[{TS_01, PERCEIVED_THREAT}], location:(22,10,0), significance:0.8, emotional_valence:-0.7).
  • GoalGenerationSystem (reacts to perception of TS_01, based on belief):
    • Checks H-01’s AgentBeliefStore: Belief(subject_type=WolfPredator_Type, property=IS_DANGEROUS, value=true, strength=0.8).
    • H-01 has no active SeekSafetyGoal.
    • Adds SeekSafetyGoal component to H-01:
      • priority might be calculated based on perceived danger of Wolf (e.g., very high, 0.9).
      • threat_entity_id: TS_01.
  • GoalPrioritizationSystem (runs again due to new goal):
    • H-01 has two active goals:
      • SeekSustenanceGoal (priority: 0.6)
      • SeekSafetyGoal (threat: TS_01, priority: 0.9)
    • SeekSafetyGoal has higher effective priority due to immediate threat.
    • Updates CurrentActiveGoalFocus on H-01 to SeekSafetyGoal.

Tick 3001: Planning and Appraising Safety Actions

  • PotentialActionDerivationSystem (for CurrentActiveGoalFocus: SeekSafetyGoal):
    • Strategies for safety: “Flee from threat.”
    • CurrentPercepts shows TS_01 at (22,10,0). H-01 is at (10,5,0).
    • Derives PotentialAction candidates:
      • PA1: MoveTo(Position directly opposite TS_01, e.g., (0,0,0))
      • PA2: MoveTo(Known safe spot if any in memory) - None for H-01 yet.
  • ActionAppraisalSystem (for PA1):
    • Invokes AppraisalCriterionEvaluators:
      • EvaluateExpectedNeedSatisfaction (Safety): High (moving away from threat is good for safety).
      • EvaluateRiskToSafety (of the Flee Action): Low initially (if path is clear).
      • EvaluateTimeCost: Moderate.
      • EvaluateImpactOnOtherNeeds: SustenanceNeed will continue to decay; this action doesn’t address it. (Negative impact on Sustenance).
    • Let’s say PA1 gets a high TotalAppraisalScore.
  • ActionSelectionSystem:
    • Selects PA1.
    • Adds MoveToTargetAction to H-01:
      • target_position: (0,0,0)
      • target_entity_id: None (fleeing to a point, not an entity)
      • goal_type_driving_action: SEEK_SAFETY
      • intended_on_arrival_interaction: BECOME_SAFE_AT_LOCATION (or similar)
  • MovementSystem:
    • Begins processing MoveToTargetAction for H-01. H-01 starts moving towards (0,0,0).
    • Schedules ArrivalAtTargetEvent for a future tick (e.g., Tick 3010).

Tick 3002 - 3009: Executing Flee Action

  • MovementSystem: H-01 continues moving.
  • NeedManagementSystem: SustenanceNeed continues to decay.
  • PerceptionSystem: H-01’s CurrentPercepts updates. TS_01 might also be moving. FS_01 might go out of range. New memories are recorded if perceptions change significantly.

Tick 3010: Flee Action Arrival & Re-evaluation

  • Universal Scheduler: Dispatches ArrivalAtTargetEvent(H-01, target_position:(0,0,0), intended_on_arrival_interaction: BECOME_SAFE_AT_LOCATION, goal_type_driving_action: SEEK_SAFETY).
  • InteractionInitiationSystem:
    • Processes event. intended_on_arrival_interaction is BECOME_SAFE_AT_LOCATION.
    • This might not add a new interaction component but directly trigger logic within a SafetyStatusUpdateSystem or generate an InteractionOutcomeEvent.
  • Let’s assume an InteractionOutcomeEvent is generated: (agent_id:H-01, interaction_type:FLEE_COMPLETED, success:true, details:{new_location:(0,0,0)}).
  • MemoryRecordingSystem: Records this successful flee action. MemoryEntry(event_type:COMPLETED_TASK, outcome:POSITIVE, details:{task:FLEE_FROM_TS_01}).
  • GoalResolutionSystem:
    • Processes outcome. Is the SeekSafetyGoal (from TS_01) resolved?
    • H-01 needs to check CurrentPercepts. If TS_01 is no longer perceived (or is very far):
      • Removes SeekSafetyGoal from H-01.
      • Generates GoalCompletedEvent(H-01, SEEK_SAFETY).
  • BeliefUpdateSystem:
    • The memory of successfully fleeing might reinforce a belief like Belief(self, property=CAN_EVADE_WOLVES, value=true, strength++, confidence++).
  • GoalPrioritizationSystem (runs again, as active goal completed):
    • SeekSafetyGoal is gone.
    • SeekSustenanceGoal (priority: now even higher as need decayed further) is the only active goal.
    • Sets CurrentActiveGoalFocus to SeekSustenanceGoal.
  • Agent is now at (0,0,0). SustenanceNeed is lower. FS_01 is likely out of perception range.

Tick 3011 onwards: Now Focus on Sustenance

  • PotentialActionDerivationSystem (for CurrentActiveGoalFocus: SeekSustenanceGoal):
    • No food in CurrentPercepts.
    • Checks AgentMemoryStore: It has a memory of FS_01 at (20,5,0) from Tick 1.
    • Strategy: “Go to known food and eat.”
    • Derives PotentialAction: PA_Food: MoveTo((20,5,0)) then Eat(FS_01).
    • Strategy: “Search for new food sources.” (This would involve different actions like ExploreArea). Let’s assume for simplicity it only derives PA_Food for now.
  • ActionAppraisalSystem (for PA_Food):
    • EvaluateExpectedNeedSatisfaction: High (based on belief about RedBerryBush).
    • EvaluateRiskToSafety: Checks memory/beliefs about location (20,5,0). If TS_01 was last seen moving away from there, risk might be assessed as low to moderate. If TS_01 was seen near there, risk is high. This appraisal is key.
    • EvaluateTimeCost: Calculates travel time to (20,5,0).
  • ActionSelectionSystem: Selects PA_Food (assuming appraisal is favorable).
    • Adds MoveToTargetAction to H-01: target_position:(20,5,0), target_entity_id:FS_01, intended_on_arrival_interaction:EAT_FOOD_INTERACTION.
  • …and the cycle continues with movement, arrival, eating, and learning from that outcome.

This illustrative example demonstrates:

  • How needs trigger goals.
  • How perception informs memory and can introduce new, conflicting goals.
  • How goal prioritization handles conflicting motivations.
  • How plans are derived from goals and knowledge (memory/beliefs).
  • How actions are selected via appraisal.
  • How actions are executed and their outcomes feed back into memory, beliefs, and goal resolution.

This is, of course, a simplified flow. Many more details, alternative paths, and failure conditions would exist in a full implementation.


This is a long section, as it’s a narrative! Please let me know your thoughts.

  • Does the flow make sense and clearly illustrate the system interactions?
  • Are there any key system interactions I missed or misrepresented for this scenario?
  • Is the level of detail appropriate for an “illustrative example”?

This section is vital for seeing if our abstract system design “works” in a practical sequence.