emotion-engine / emotion_engine.py
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Update: fix username links to PremC1F and premxai/emotion_engine
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"""
emotion_engine.py — HuggingFace Datasets loading script
Registered as the dataset builder for the emotion-engine HF repo.
Supports loading by condition name or "all" for the full dataset.
Usage:
from datasets import load_dataset
# Single condition
ds = load_dataset("PremC1F/emotion-engine", "condition_d")
# All conditions concatenated
ds = load_dataset("PremC1F/emotion-engine", "all")
"""
import datasets
_CITATION = """
@article{kanaparthi2026emotion,
author = {Kanaparthi, Prem Babu},
title = {Emergent Emotional Appraisal in Generative Agents
via Predictive World Modeling},
year = {2026},
}
"""
_DESCRIPTION = """
204,520 agent-step records from a five-condition controlled experiment comparing
emotion-engine architectures in a 12-agent ghost-survival simulation (Ghost Town).
Five conditions:
baseline_0 — no emotion system
condition_a — hand-coded OCC appraisal rules
condition_b — behavioral cloning from condition_a
condition_c — emotion dynamics model
condition_d — predictive world modeling (proposed)
Six scenarios per condition:
standard_night, high_ghost_pressure, storm_scarcity,
ally_death, betrayal_refusal, crowded_shelter
8 random seeds per scenario.
Each record contains: full 14-dim observation, 6-dim emotion vector,
8-dim latent representation, 12 future-event predictions (Condition D),
action taken, and outcome metadata.
"""
_HOMEPAGE = "https://github.com/PremC1F/emotion-engine"
_LICENSE = "MIT"
_CONDITIONS = [
"baseline_0",
"condition_a",
"condition_b",
"condition_c",
"condition_d",
]
_FEATURES = datasets.Features({
# Identity
"run_id": datasets.Value("string"),
"step": datasets.Value("int32"),
"agent_id": datasets.Value("string"),
"condition": datasets.Value("string"),
"seed": datasets.Value("int32"),
"scenario": datasets.Value("string"),
# Observation (14 dims)
"obs_visible_ghosts": datasets.Value("int32"),
"obs_visible_deaths": datasets.Value("int32"),
"obs_nearby_allies": datasets.Value("int32"),
"obs_trusted_allies": datasets.Value("int32"),
"obs_supplies_seen": datasets.Value("int32"),
"obs_in_shelter": datasets.Value("bool"),
"obs_nearest_refuge_distance": datasets.Value("float32"),
"obs_steps_since_ghost_seen": datasets.Value("int32"),
"obs_steps_since_ally_died": datasets.Value("int32"),
"obs_steps_since_betrayal": datasets.Value("int32"),
"obs_ally_deaths_witnessed": datasets.Value("int32"),
"obs_betrayals_received": datasets.Value("int32"),
"obs_average_trust": datasets.Value("float32"),
"obs_graph_tension": datasets.Value("float32"),
# Affect / emotion
"affect_fear": datasets.Value("float32"),
"affect_grief": datasets.Value("float32"),
"affect_trust": datasets.Value("float32"),
"affect_stress": datasets.Value("float32"),
"affect_relief": datasets.Value("float32"),
"affect_suspicion": datasets.Value("float32"),
# Latent representation (8 dims)
"latent_0": datasets.Value("float32"),
"latent_1": datasets.Value("float32"),
"latent_2": datasets.Value("float32"),
"latent_3": datasets.Value("float32"),
"latent_4": datasets.Value("float32"),
"latent_5": datasets.Value("float32"),
"latent_6": datasets.Value("float32"),
"latent_7": datasets.Value("float32"),
# Future-event predictions (Condition D; zero for others)
"pred_ghost_nearby_t3": datasets.Value("float32"),
"pred_my_death_t5": datasets.Value("float32"),
"pred_health_drop_t3": datasets.Value("float32"),
"pred_nearby_death_t5": datasets.Value("float32"),
"pred_help_success_t5": datasets.Value("float32"),
"pred_refusal_received_t5": datasets.Value("float32"),
"pred_tie_increase_t5": datasets.Value("float32"),
"pred_shelter_achieved_t2": datasets.Value("float32"),
"pred_storm_onset_t3": datasets.Value("float32"),
"pred_scarcity_t5": datasets.Value("float32"),
"pred_graph_tension_t3": datasets.Value("float32"),
"pred_valence_t5": datasets.Value("float32"),
# Action & outcome
"action": datasets.Value("string"),
"goal": datasets.Value("string"),
"reward_survival": datasets.Value("float32"),
"reward_shelter": datasets.Value("float32"),
"reward_health": datasets.Value("float32"),
"reward_social": datasets.Value("float32"),
"total_reward": datasets.Value("float32"),
"alive": datasets.Value("bool"),
"health": datasets.Value("float32"),
"sheltered": datasets.Value("bool"),
"time_of_day": datasets.Value("string"),
})
class EmotionEngineConfig(datasets.BuilderConfig):
def __init__(self, condition="all", **kwargs):
super().__init__(**kwargs)
self.condition = condition
class EmotionEngine(datasets.GeneratorBasedBuilder):
"""Ghost Town emotion engine dataset — 204,520 agent-step records."""
VERSION = datasets.Version("1.0.0")
BUILDER_CONFIG_CLASS = EmotionEngineConfig
BUILDER_CONFIGS = [
EmotionEngineConfig(
name="all",
version=VERSION,
description="All five conditions concatenated (204,520 records)",
condition="all",
),
] + [
EmotionEngineConfig(
name=c,
version=VERSION,
description=f"Condition {c} only (~40k records, 6 scenarios, 8 seeds)",
condition=c,
)
for c in _CONDITIONS
]
DEFAULT_CONFIG_NAME = "condition_d"
def _info(self):
return datasets.DatasetInfo(
description=_DESCRIPTION,
features=_FEATURES,
homepage=_HOMEPAGE,
license=_LICENSE,
citation=_CITATION,
)
def _split_generators(self, dl_manager):
if self.config.condition == "all":
files = {
c: dl_manager.download(f"data/{c}.parquet")
for c in _CONDITIONS
}
return [
datasets.SplitGenerator(
name=datasets.Split.TRAIN,
gen_kwargs={"filepaths": list(files.values())},
)
]
else:
filepath = dl_manager.download(
f"data/{self.config.condition}.parquet"
)
return [
datasets.SplitGenerator(
name=datasets.Split.TRAIN,
gen_kwargs={"filepaths": [filepath]},
)
]
def _generate_examples(self, filepaths):
import pandas as pd
idx = 0
for path in filepaths:
df = pd.read_parquet(path)
for _, row in df.iterrows():
yield idx, row.to_dict()
idx += 1