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Blue Evening Sugar
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AVATAR Modification
Stage 0
>Install Behavioral Suggestion Module (mandatory, automatic)
Using the Behavioral Suggestion Module
The Behavioral Suggestion Module (BSM), a body of nanomachines implanted into four sites in the AVATAR's brain, is your first line of communication with your AVATAR. At this early stage, complex communication with the AVATAR is not possible, and so other means must be used to obtain their help instead. To facilitate this, the BSM provides access to the desire and reward mechanisms in the AVATAR's psychology. Suggestions sent via the BSM are divided into four categories; the category of a suggestion indicates which type of desire or reward will be sent, such as via the hunger urge. These categories each come with an inherent intensity, so some categories produce stronger suggestions than others; for example, hunger- or reproductive-based suggestions will confer greater urgency than a haptic-based one.
The basic workflow for using the BSM corresponds to standard operant conditioning. First use reward suggestions to create an association between an action on the AVATAR's part and a type of reward stimulus; then use desire suggestions to encourage the AVATAR to perform that action. In traditional operant conditioning, this would require repetition over many trials, but the BSM streamlines the process so that a single iteration is often enough to create the desired association. Additionally, the BSM implements an automated macro system: once an association has been created, the association can be invoked through simple imperative phrases; for example, if the BSM is used to create an association between a hunger reward and picking up the probe, sending the macro "pick up the probe" will automatically send a hunger desire signal, followed by a hunger reward signal upon completion of the task.
When using the BSM, you should be careful when choosing the category and intensity of a suggestion. Some categories are naturally more intense than others, and thus create stronger associations, but the stronger categories are also tied to biological drives (such as hunger or sexual urges) that can become temporarily sated, hampering the effectiveness of those suggestions until later. Similarly, the intensity of the signal affects the strength of the suggestion, but sending too many high-intensity suggestions (or even medium-intensity, in some cases) can create a "flooding" effect that overwhelms the AVATAR and dampens the effectiveness of suggestions. However, in some cases it may be desirable to send high-intensity signals in high-intensity categories in order to create an emotional association in the AVATAR; for example, there is obvious utility in encouraging the AVATAR to develop an emotional attachment to the probe early on, for the sake of encouraging the AVATAR to keep and safeguard the probe.
To put it more clearly, the idea here is that to get the kobold to do something you'll have to first trick him into doing it or catch him in the act of doing it, and then send a reward signal to create an association. From that point on, you can simply tell the kobold to perform that action -- although the category used when training the action will affect when and how much he will cooperate, and may result in other consequences over time.
List of BSM Suggestion Categories
>Generic: Motivates the AVATAR by producing a mild sense of euphoria. Minimal potential for flooding and satiation problems, but also minimally motivating.
>Haptic: Motivates the AVATAR by simulating pleasant, non-sexual physical sensations. Moderate potential for flooding and satiation problems, and moderately motivating.
>Hunger: Motivates the AVATAR by simulating the sensation and satisfaction of eating. Strong potential for flooding and satiation problems, but also strongly motivating. May become temporarily ineffective after AVATAR eats.
>Sexual: Motivates the AVATAR by simulating sexual pleasure. Strong potential for flooding and satiation problems, but also strongly motivating. Long-term use may result in development of strong emotional bonds.
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