Author Topic: Understanding Hal 6 Brain  (Read 4575 times)

gbrandt

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Understanding Hal 6 Brain
« on: March 06, 2006, 04:50:17 pm »
Hi All,

I'm still debating on whether or not to purchase Ultra Hal. I've had the demo for a week now and am still trying to figure out how the brain works. I want to be able to develop "brain specific" characters. One of my goals is to build an informational/instructional conversation regarding the Tasar sailboat.

1. Is there an explanation of the brain layout as seen in the editor?
2. How can I quickly "teach" Hal to respond to informational questions?
3. Am I using the best program for this?

Thanks - Gary
 

onthecuttingedge2005

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Understanding Hal 6 Brain
« Reply #1 on: March 06, 2006, 06:05:24 pm »
quote:
Originally posted by gbrandt

Hi All,

I'm still debating on whether or not to purchase Ultra Hal. I've had the demo for a week now and am still trying to figure out how the brain works. I want to be able to develop "brain specific" characters. One of my goals is to build an informational/instructional conversation regarding the Tasar sailboat.

1. Is there an explanation of the brain layout as seen in the editor?
2. How can I quickly "teach" Hal to respond to informational questions?
3. Am I using the best program for this?

Thanks - Gary



Hi gbrandt.

Yes, Hal is the best tool, But, Some things have to be customized to suit a User's needs, From the Start, HAL is a chat bot with some ability to do tasks, Customization takes it further.

If you'd like to send me some details I might just help you out when I have time.

HAL6 is worth every penny, Actually we're quite lucky HAL doesn't cost hundreds of Dollars, With the Ability HAL has through Custom Scripting, HAL would be worth it.

Jerry[8D]

gbrandt

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Understanding Hal 6 Brain
« Reply #2 on: March 06, 2006, 06:13:12 pm »
quote:
Originally posted by onthecuttingedge2005

quote:
Originally posted by gbrandt

Hi All,

I'm still debating on whether or not to purchase Ultra Hal. I've had the demo for a week now and am still trying to figure out how the brain works. I want to be able to develop "brain specific" characters. One of my goals is to build an informational/instructional conversation regarding the Tasar sailboat.

1. Is there an explanation of the brain layout as seen in the editor?
2. How can I quickly "teach" Hal to respond to informational questions?
3. Am I using the best program for this?

Thanks - Gary



Hi gbrandt.

Yes, Hal is the best tool, But, Some things have to be customized to suit a User's needs, From the Start, HAL is a chat bot with some ability to do tasks, Customization takes it further.

If you'd like to send me some details I might just help you out when I have time.

HAL6 is worth every penny, Actually we're quite lucky HAL doesn't cost hundreds of Dollars, With the Ability HAL has through Custom Scripting, HAL would be worth it.

Jerry[8D]



Thanks, Jerry.

First off, I'd like some information on what the Brain layout means. I have some experience in VB programming and considerable experience in Access DB programming. My hope is to get a feel for the Brain and try a few thing (as mentioned in my opening post) and then make a decision to purchase.

Again, thanks - Gary
 

onthecuttingedge2005

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Understanding Hal 6 Brain
« Reply #3 on: March 06, 2006, 06:35:31 pm »
Hi Gary.

For a First Start look into the HAL6.uhp
This is the default Brain file.

The Database for HAL6 is called halbrain.db
This is where all the Tables are located for HAL's default Brain.

The HalScript.dbg is a Cache File that joins all the Plug-ins and combines the Plug-ins with the default Brain to function together at their key locations.

There are a lot of custom Functions through HAL's .dll that are called from VBScript or SQL.

It is best to make plug-ins for HAL's Brain rather than insert code directly into it.

If you have any questions about what a specific Function in HAL does just post it and either I or someone will respond.

There's a lot of helpful people in this forum that can give you pointers and stuff.

If you want to copy and Paste some line of code in the forum to ask abouts it Function then please do so.

If you need some Custom Functions let me know and I'll see what I can do for you.

You can load the HAL6.uhp through the Brain Editor and the Tables can be loaded by opening up the halbrain.db within the Editor when HAL6.uhp is loaded.

Plug-ins will also have an extension of .uhp just like the default Brain.

I use a third party VBscript Editor to make Plug-ins while having the Brain Editor open as a reference, It makes things a little quicker.

Jerry[8D]
« Last Edit: March 06, 2006, 06:40:30 pm by onthecuttingedge2005 »

gbrandt

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Understanding Hal 6 Brain
« Reply #4 on: March 08, 2006, 02:52:33 pm »
Again, thanks for your information. I've four "Brains" in the Ultra Hal Assistant 6 directory and they all show up in the Brain option. Here are some questions: 1. Do they work together?, if not, 2. How does Hal know which *.uhp(s) to use?

Since all brain *.uhps use the halbrain.db, how can one create a uniqe conversational database, i.e. in my case, the ability to discuss Tasar sailboats and Tasar racing?

Thanks - Gary

quote:
Originally posted by onthecuttingedge2005

Hi Gary.

For a First Start look into the HAL6.uhp
This is the default Brain file.

The Database for HAL6 is called halbrain.db
This is where all the Tables are located for HAL's default Brain.

The HalScript.dbg is a Cache File that joins all the Plug-ins and combines the Plug-ins with the default Brain to function together at their key locations.

There are a lot of custom Functions through HAL's .dll that are called from VBScript or SQL.

It is best to make plug-ins for HAL's Brain rather than insert code directly into it.

If you have any questions about what a specific Function in HAL does just post it and either I or someone will respond.

There's a lot of helpful people in this forum that can give you pointers and stuff.

If you want to copy and Paste some line of code in the forum to ask abouts it Function then please do so.

If you need some Custom Functions let me know and I'll see what I can do for you.

You can load the HAL6.uhp through the Brain Editor and the Tables can be loaded by opening up the halbrain.db within the Editor when HAL6.uhp is loaded.

Plug-ins will also have an extension of .uhp just like the default Brain.

I use a third party VBscript Editor to make Plug-ins while having the Brain Editor open as a reference, It makes things a little quicker.

Jerry[8D]

 

onthecuttingedge2005

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Understanding Hal 6 Brain
« Reply #5 on: March 08, 2006, 03:43:04 pm »
Hi gbrandt.

If you want to make a new Table base then open up the HAL6 Editor and choose New Project, you will have the option of creating a new database for your brain setup.

Usually in a Main Brain you'd see something like this:

Rem Type=Brain
Rem Name=Super Plugger Brain II Beta.
Rem Author=Zabaware, Inc., Gerald L. Blakley A.K.A OnTheCuttingEdge2005
Rem Language=VBScript
Rem DB=HalBrain.db

The Rem DB=HalBrain.db in my Super Plugger Brain II Beta tells the brain where and what that database name is.

there are two types of Brains.

A Main Brain and a Plug-in.

A plug-in brain would look something like this:

Rem Type=Plugin
Rem Name=Web Surfer
Rem Author=Gerald L. Blakley A.K.A OnTheCuttingEdge2005
Rem Host=Assistant

at the top of its file.

All plug-ins if coded right will work with the HAL6 Brain, If you desire to convert other Main Brains to work with another Main Brain then you must only have one master Main Brain and design the other Main Brains to be Plug-ins taking into account functions that need to be altered so there are no conflicts.

You can download some of my works and study them, a good start is:
http://www.zabaware.com/forum/topic.asp?TOPIC_ID=3089

and

http://www.zabaware.com/forum/topic.asp?TOPIC_ID=3026

Hope this Helps.

I hope that you decide you like HAL as product venture and all the team working with HAL, We are one.

our group has contributed to A.I coding more than any other A.I group.

I myself work 24/7 on HAL, I have built up quite a few Rabbits in my Hat.

I have been building code for HAL for over 3 years now so there may be functions your not aware of until a search is done.

You can also find some stuff at my site www.ultrahalforum.com on older versions and copy and paste codes and some newer stuff.

Here is a blank plug-in that I use as a template and build a Plug-in from scratch.

Code: [Select]

'Rem Type=Plugin
'Rem Name=Tester
'Rem Author=Gerald L. Blakley A.K.A OnTheCuttingEdge2005
'Rem Host=All

'This sub setups the plug-ins option panel in Hal's options dialog
Sub OptionsPanel()
    lblPlugin(0).Caption = "Tester, PLUG-IN VERSION 1.0, Copyright 2006 Gerald L. Blakley, Conditions of use: The use of this script is forbidden for any sale unless the owner of this code Gerald L. Blakley is allowed royalties or dividends or upon written agreement by Gerald L. Blakley that this code is free of use for any sale or sales and that Zabaware will recieve a percentage of all royalties and or dividends from any sales at their request and or permissions. Mutual Agreement must be made by said persons upon any sale of this script. Please be fair and honest."
    lblPlugin(0).Move 120, 10, 3300, 1000
    lblPlugin(0).WordWrap = True
    lblPlugin(0).Visible = True
End Sub

'Rem PLUGIN: AUTO-IDLE
'Rem PLUGIN: PRE-PROCESS
'Rem PLUGIN: POST-PROCESS
'Rem PLUGIN: CUSTOMMEM    
'Rem PLUGIN: PLUGINAREA1
'Rem PLUGIN: PLUGINAREA2    
'Rem PLUGIN: PLUGINAREA3  
'Rem PLUGIN: PLUGINAREA4  
'Rem PLUGIN: PLUGINAREA5
'Rem PLUGIN: PLUGINAREA6  
'Rem PLUGIN: PLUGINAREA7
'Rem PLUGIN: CUSTOMMEM2
'Rem PLUGIN: SCRIPT_LOAD
'Rem PLUGIN: SCRIPT_UNLOAD
'Rem PLUGIN: MINUTE_TIMER
'Rem PLUGIN: FUNCTIONS



Jerry[8D]
« Last Edit: March 08, 2006, 06:12:08 pm by onthecuttingedge2005 »