NAOqi Audio - Overview | API | QiChat | Tutorials
Table of Content | Introduction | Syntax | Overview | Cheat Sheet
Syntax
concept:(name) [word1 word2 "word3 word4"]
Where:
Note: a static concept can contain choices, optional words and phrases, concepts (static and dynamic), functions (^rand, ^first), variables and conditions.
Usage
Defines a static list of items (words and/or phrases).
Warning
Phrase means a group of word, not a sentence, be aware that any punctuation character will be automatically removed.
Static concepts are global, in other words, they are usable in different Topics.
To use a concept in a rule, see: Concept call: ~.
Example
topic: ~introduction ()
language:enu
concept:(greetings) ^rand[hi hello "hey there"]
concept:(wine) [red white] wine
concept:(alcohol) [beer ~wine]
u:(~greetings) ~greetings
u:(do you have _~drink) yes, I have $1
u:(I want to drink something) do you want ~alcohol?
Execution
> hey there
hello
> do you have white wine?
yes, I have white wine
> I want to drink something
do you want beer?
> I want to drink something
do you want red wine?
Syntax
dynamic:name
Note: a dynamic concept can only contain a list of words or phrases between a single choice [ ].
Usage
Declares a dynamic list of items (words and/or phrases). This list is local to a Topic.
Conditions
Dynamic concepts must be modified at runtime, using:
To use a concept in a rule, see: Concept call: ~.
Example
topic: ~dynamic()
language: enu
dynamic:mp3
u:({please} ["i want" play] _~mp3) let's play $1
# call it when speech recognition is running
proxy = ALProxy("ALDialog")
proxy.setConcept("mp3","enu", ["mika", "queen", "village people", "boy george"])
Troubleshooting
If there are several topics in the behavior, ALDialogProxy::setConcept() may actually not modify the concept in the right topic.
Syntax
include: file.top
Includes must be specified just after the name and the language of a topic, and before the first concept or rule.
Usage
Includes a file in the topic.
The included file must be in the same folder than the topic that calls the include. An included topic has the same behavior than topic:
topic: ~ok()
language: enu
# suppose lexicon_enu contains concept ~confirmation and ~negation
include:lexicon_enu.top
u:(hello) are you ok ?
u1:(~confirmation) yupi
u1:(~negation) Doh !
Syntax
language: enu
Usage
Defines the language of the topic.
A topic can have the same name in different languages. For example in English “cars” topic and cars topic in French. In a language, a topic mush have a unique name.
For further details see: Dialog - List of supported Languages.
Syntax
topic: ~name ()
Usage
Defines the name to the topic. A topic must have one name and can have only one.
The name of a topic must be unique in a given language.
Related functions
Syntax
u:(Input) Answer
u:(Input)
Answer
Where:
Indentation and blank lines are ignored.
Usage
Makes the robot say or do the Answer when he hears the Input.
Effect
If the Human input matches, then the topic that contains the rule takes the focus.
For further details, see: Focus.
Conditions
The topic containing the user rules must be activated to answer.
Example
topic: ~introduction ()
language:enu
u:(hello) hello human
u:(how are you) I feel tired, my batteries are low
Execution
> hello
hello human
> how are you
I feel tired, my batteries are low
Related functions
Syntax
u:(input1) answer
u1:(input2) answer
u1:(input3) answer
u2:(input4) answer
u3:(input5) answer
u2:(input6) answer
proposal: sentence
u1:(input7) answer
u1:(input8) answer
Where u1:, u2: and u3: are user subrules.
The indentation underlines the relationship between a rule and its subrules.
Usage
Allows creating several conversational contexts, making some rules activated if and only if a main User rule or Proposal has previously matched.
Activation / deactivation
At first, the User rules and Proposal are activated while subrules are deactivated.
The subrules of a rule are called the scope of the rule.
Example
topic: ~introduction ()
language:enu
u:(talk about animals) do you have a cat or a dog?
u1:(dog) is it a big dog?
u2:(yes) make sure he has enough space to run
u2:(no) it is so cute
u1:(cat) do you live in the countryside?
u2:(yes) does your cat goes outside?
u3:(yes) does he hunt mouses?
u2:(no) i hope your flat is big enough
u1:(none) neither do I
u:(talk about sport) what a good idea
proposal: Do you want to talk about sport?
u1:(yes) Cool
u1:(no) OK
Execution
> talk about animals
do you have a cat or a dog?
> I have a cat
do you live in the countryside?
> no
I hope your flat is big enough
> Now I want to talk about sport
what a good idea
Related functions
Syntax
proposal: sentence
Where:
Usage
While rules are triggered by a Human input, to be said, a Proposal needs to be triggered with one of the topic progression functions:
Activation/deactivation
When a proposal is said, then it cannot be said again except if the proposal is re-activated by ^gotoReactivate.
Conditions
The Topic containing the user rules must be active.
Example
topic: ~introduction ()
language: enu
proposal: take a cup and fill it with milk
proposal: add 3 strawberries
proposal: add some vanilla ice cream
proposal: close the cup with the lid and shake it
proposal: you did it! you can enjoy your milkshake
u:(I want a milkshake)
ok, let's do it.
follow my instruction and say next when you are ready for the next step.
u:(next) ^nextProposal
Execution
> I want a milkshake
ok, let's do it.
follow my instruction and say next when you are ready for the next step.
>next
take a cup and fill it with milk
>next
add 3 strawberries
>next
add some vanilla ice cream
>next
close the cup with the lid and shake it
>next
you did it! you can enjoy your milkshake
>next
(no answer)
Related functions
Syntax
u:([word1 word2 wordn]) answer
u:(input) [word1 word2 wordn]
u:([word1 word2 wordn]) [word1 word2 wordn] human
Where:
Usage
Example
topic: ~introduction ()
language:enu
u:([hi hello]) [hello hi] human
The Human input can be ‘hello’ or ‘hi’. The Robot output can be ‘hello human’ or ‘hi human’. By default answers are in a sequential order.
Execution
> hello
hello human
> hello
hi human
> hi
hello human
Related functions
Syntax
u:([word1 "phrase 1"]) ["phrase 2" "phrase 3"]
Where:
Usage
Allows you to place a phrase instead of a single word in a choice [] or an optional part {}.
Example
topic: ~introduction ()
language:enu
u:(["hello how are you" "hello are you OK"]) ["I am fine" "I am OK"]
Execution
> hello are you OK
I am fine
> hello how are you
I am OK
Syntax
u:(beginning of the sentence {optionalWord} end of the sentence) answer
u:(beginning of the sentence {"optional phrase"} end of the sentence) answer
Where:
Usage
Optional word or phrase, at the beginning, the middle or the end of a sentence.
Conditions
Inside a Choice: [ ], optional word can only be used inside a phrase:
Example
topic: ~introduction ()
language:enu
u:(hello {buddy} how are you) hello I am fine
Execution
>hello how are you
hello I am fine
>hello buddy how are you
hello I am fine
Syntax
# comment
Comment is defined by character #. All the characters following # in the same line will be ignored.
Syntax
u:(sentence * sentence) answer
Usage
Matches any word or phrase.
Use wildcards sparingly
Too many wildcards can degrade performance of the automatic speech recognition.
Example
topic: ~introduction ()
language:enu
u:(my name is *) nice to meet you
u:(I like to * a lot) it sounds cool
Execution
> my name is David
nice to meet you
> I like to dance a lot
it sounds cool
> I like to play tennis a lot
it sounds cool
Related functions
Syntax
u:(sentence !forbiddenWord) answer
Usage
Allows you to define a forbidden word in a Human input.
Example
topic: ~introduction ()
language:enu
u:(tell me a story) OK, a new one?
u:(!don't tell me a new one) great, I'll tell you a new story!
u:(don't tell me a new one) Ok, so I'll tell you the story of Peter Pan.
Execution
> tell me a story
OK, a new one?
> tell me a new one
great, I'll tell you a new story!
Syntax
proposal: %tag sentence
u:(input) %tag answer
Usage
Allows you to identify one or several proposal(s) or rule(s) by a tag. Tags can be activated or deactivated. If a tag is deactivated, then the sentence is false and won’t be said.
Example
topic: ~introduction ()
language:enu
proposal: %weather what is the weather like today?
u:(tell me a story) %story ok, I'll tell you the story of the three bears
Related functions
Syntax
u:(sentence _[word1 word2]) answer $1
u:(sentence _~concept) answer $1
u:(sentence _*) answer $1
Where:
_[word1 word2] is the choice of words the robot will be able to catch and reuse.
$1 is the first caught word.
If there are several _, $2 is the second caught word, $3 is the third, etc. There is no limitation in variable number.
_~conceptName allows catching any word included in a concept. For further details, see: Concept call: ~.
_* allows catching any word said using the speech recognition.
Warning
_* is not available for all robot yet, it requires a specific speech recognition license.
Note: giving a choice of words to recognize eases the speech recognition.
Usage
Allows catching one or several words in the Human input and reuse it within the Robot output directly following.
Tips: if you need to reuse the value elsewhere in the dialog, store it in a variable.
u:(my name is _*) nice to meet you $1 $name=$1
Example
topic: ~introduction ()
language:enu
u:(my name is _*) nice to meet you $1
u:(I like _[chocolate cheese]) do you want to eat $1 now?
Execution
> my name is David
nice to meet you David
> I like cheese
do you want to eat cheese now?
> I like chocolate
do you want to eat chocolate now?
Related functions
Syntax
# Affect a variable
u:(input) answer $variableName=value
# Use a variable in a robot answer
u:(input) answer $variableName
Where:
variableName is the name of the variable.
Note: For each variable $variableName, an event e:variableName is also available. Variable are stored in ALMemory.
Usage
Variable can be used the same way in Human input or Robot output.
Variables are global, i.e. they can be used in several behaviors.
They don’t have a type and don’t need to be declared, they can be directly affected and used in rules.
They can be:
Example
topic: ~introduction ()
language:enu
u:(I want some _[chocolate cheese]) OK $askedFood=$1
u:(what did I ask) ^first["you asked $askedFood" "I don't know"]
Execution
> what did I ask
I don't know
> I want some chocolate
OK
> what did I ask
you asked chocolate
Related functions
Syntax
# condition on variable
u:($variableName==value) answer
# answer if variable>value
u:(input) answer $variableName>value
# answer if variable<value
u:(input) answer $variableName<value
# answer if variable different from value
u:(input) answer $variableName<>value
# condition on variable in human input
u:("input $variableName==value") answer
# condition on variable in answer
u:(input) ["answer $variableName==value" "another answer"]
Usage
Placed in a Human input or in a Robot output, a condition:
A condition based on an empty variable will be ignored.
The condition ordering does not matter.
If condition is false anywhere in quote, then the sentence in quote will not be said.
Example
topic: ~introduction ()
language:enu
u:(I want some _[chocolate cheese]) OK, you want some $1 $askedFood=$1
u:(what did I ask) ^first ["you asked $askedFood" "I don't know"]
u:(can I have more)
^first["$askedFood==chocolate sorry, too much chocolate could hurt you"
"yes, please take more $askedFood"]
See also: ^first.
Execution
> I want some chocolate
OK, you want some chocolate
> can I have more
sorry, too much chocolate could hurt you
> I want some cheese
OK, you want some cheese
> can I have more
yes, please take more cheese
Syntax
u:(e:event) answer
# will answer whenever the event "event" is raised
u:([e:event sentence]) answer
# will answer whenever the event "event" is raised or the sentence is said.
u:("e:event sentence") answer
# will answer whenever the event "event" is raised and then the sentence is said
# (the event must be raised before saying the sentence)
Note: For each event, e:eventName a variable $eventName is also available.
Note: in Choregraphe qiChat events and input/output can have the same name. If an event have the same name than box input/output, the variable is only linked to the box and is not anymore usable with ALMemory.
Usage
Catches an event.
Allows to catch:
Note
Robot output cannot occur at high frequency, both data and event are merged.
Conditions
The subscribe will only occur when the topic is activated. The unsubscribe will occur when the topic is deactivated.
Example
topic: ~introduction ()
language:enu
u:(be my puppet) ok, touch my leg or ask me
u:(e:LeftBumperPressed "move this leg") ok I move the left leg
u:(e:LeftBumperPressed "light this leg") ok I turn leds on left leg
Execution
>be my puppet
ok, touch my leg or ask me
>(user touch the left bumper)
ok I move the left leg
>(user touch the left bumper) light this leg
ok I turn leds on left leg
Syntax
u:(~conceptName) answer
u:(input) answer ~conceptName
Usage
A Concept can be used both in Human input or Robot output to replace a list of item previously declared.
Conditions
the Concept must be previously defined.
To define a concept, see: concept and dynamic.
Example
topic: ~introduction ()
language:enu
concept:(want) [want need desire like]
concept:(alcohol) [beer vodka "red wine"]
concept:(child-drink) ["orange juice" milk]
concept:(drink) [~alcohol ~child-drink]
u: (what do you do) I can help people with drinks
u:(I ~want to drink) what you ~want to drink?
u1:(* _~drink) do you want me to search $1 for you?
Execution
> what do you do
I can help people with drinks
> I need to drink
what do you want to drink?
> I want red wine
do you want me to search red wine for you?
Example
topic: ~introduction ()
language:enu
u:(have you a dollar for me) No, sorry, I have no pocket!
u:(I'm rich) good for you. Are you happy?
Example
topic: ~introduction ()
language:enu
u:(have you a dollar for me) No, sorry, I have no pocket!
u:(I'm rich) good for you. Are you happy?
Syntax
u:(input) answer ^deactivate(tag)
u:(input) answer ^activate(tag)
Usage
^deactivate function deactivates a tag, ^activate function reactivates a tag.
If a Robot output contains a deactivated tag, this Robot output cannot be triggered.
Example
topic: ~introduction()
language: enu
proposal: %greeting1 hello
proposal: nice to meet you
u:(hello) hello ^deactivate(greeting1)
u:(say something) ^nextProposal
Execution
> Hello
Hello
> say something
nice to meet you
Syntax
u:(input) ^clear(variableName)
Usage
Clears a variable. A cleared variables cannot be said. A sentence with cleared variable cannot be said. A condition with cleared variable is always false.
Example
topic: ~introduction ()
language:enu
u:(my name is _*) nice to meet you $name=$1
u:(what is my name) ^first["your name is $name" "I don't know"]
u1:(no) OK ^clear(name)
Execution
> my name is David
nice to meet you
> what is my name
your name is David
> no
OK
> what is my name
I don't know
Related functions
Syntax
topic: ~exist()
language: enu
u:(hello) ["^exist(42) the variable exist" "^notExist(42) the variable doesn't exist $42=1"]
Usage
A sentence that contains ^exist won’t be said if the variable parameter doesn’t exist or is an empty string.
Syntax
u:(input) ^first [answer1 answer2]
# Inside a choice, requires quotes
u:(input) [answer1 "^first [answer2 answer3]"]
Usage
When added before a Choice: [ ] in the Robot output part, instead of using each answer in turn, the interpreter always use the first valid Robot output.
A valid Robot output is an answer:
Using a non-affected variable in a robot output will make the rule invalid, i.e. the rule will not be said at all.
To avoid this situation, use the function ^first before a choice [ ].
This function tries to say the first valid output. If the first element of the choice is invalid because it contains a non-affected variable, it will try the second element, and so on.
Example
topic: ~introduction ()
language:enu
u:(my name is David) nice to meet you David $name=David
u:(my name is Paul) nice to meet you Paul $name=Paul
u:(what is my name) ^first["your name is $name" "I don't know"]
Execution
> what is my name
I don't know
> my name is David
nice to meet you David
> what is my name
your name is David
For further details, see : Conditions: == > <> <.
Syntax
u:(input1) %tag Answer
u:(input2) ^goto(tag)
Usage
The ^goto function allows you to:
Example
topic: ~introduction ()
language:enu
u:(hello how are you) hello ^goto(how)
u:(how you are) %how I'm fine
Execution
> how are you
I'm fine
> hello how are you
hello I'm fine
Related functions
Syntax
u:(input) ^gotoRandom(tag)
proposal: %tag answer1
proposal: %tag answer2
Usage
The ^gotoRandom function is identical to ^goto except if the tag is used in several rules, it will chose one randomly.
Example
topic: ~introduction ()
language:enu
u:(hello) ^goto(hi)
proposal %hi hello
proposal: %hi welcome
proposal: %hi hey
Execution
> hello
hey
> hello
hello
> hello
welcome
Related functions
Syntax
proposal: %tag Answer
u:(input) ^gotoReactivate(tag)
Usage
The ^gotoReactivate function allows you to jump to a deactivated Proposal and reactivate it.
Example
topic: ~introduction ()
language:enu
proposal: %love I love you
u:(do you love me) yes, ^gotoReactivate(love)
u:(are you sure) sure, ^gotoReactivate(love)
Execution
I love you
> do you love me
yes, I love you
> are you sure
sure, I love you
Related functions
Syntax
u:(input) answer ^nextProposal
Usage
The function ^nextProposal says the first activated proposal in the Topic which has the Focus.
Example
topic: ~introduction ()
language: enu
u:(hi) hello ^nextProposal
proposal: how are you?
u1:(I'm fine) cool!
u1:(I'm tired) oh, you should take a nap
proposal: again!
Execution
> hi
hello how are you?
> I'm tired
oh, you should take a nap
> hi
hello again!
Related functions
Syntax
topic: ~introduction ()
language: enu
u:(play * sound) ^play(sound)
Usage
^play is a beta function that can be removed at any version. ^play allows playing a sound with audio device soundSet instead of animated speech. See ALAudioDevice.
Syntax
u:(input) answer ^previousProposal
Usage
The function ^previousProposal repeats the Proposal said previously to the last in the same Topic.
Example
topic: ~introduction ()
language: enu
u:(hi) hello ^nextProposal
proposal: how are you?
u1:(I'm fine) cool!
u1:(I'm tired) oh ^nextProposal
proposal: do you want some tea?
u1:(yes) I'm bringing you a cup of tea.
u1:(no) okay, ^nextProposal
proposal: what about some coffee?
u1:(yes) I'm bringing you a cup of coffee.
u1:(no) okay, maybe you should just take a nap.
u1:(can you repeat please) ^sameProposal ^stayInScope
u1:(what did you say before) ^previousProposal ^stayInScope
Execution
> hi
hello how are you?
> I'm tired
do you want some tea?
> no
OK, what about coffee?
> can you repeat please
OK, what about coffee?
> what did you say before
do you want some tea?
Related functions
Syntax
u:^private(Input) Answer
Effect
Apply a private status to a rule. A private user rule is only active when its corresponding topic has the Focus.
Example
topic: ~music ()
language:enu
u:(I want to talk about music) OK!
u:^private(what are we talking about) we are talking about music
Execution
> I want to talk about music
OK!
> what are we talking about
we are talking about music
Syntax
u:(input) ^rand[answer1 answer2]
Usage
Can be added before a choice [] in the Robot output.
Instead of using each answer sequentially, the interpreter will choose randomly a valid Robot output.
A valid Robot output is:
Rand function in a choice needs to be inside quote.
For further details, see: Conditions: == > <> <.
Example
u:(hello) ^rand[hello hi "what's up" "hey there"]
Syntax
u:(^repeat[word1 word2 word3]) answer
Usage
Allow a free combination of listed words.
The Human input is recognized if one or several word(s) among the list are said, regardless of the order.
Syntax
u:(input) answer ^sameProposal
Usage
The function ^sameProposal repeats the last proposal said in the same topic.
Best practices
When using ^sameProposal, always make the robot say something like ‘Ok I’ll repeat’, ‘No problem,’ so that the user knows what to expect. It also makes the repetition clearer.
Example
topic: ~introduction ()
language: enu
u:(hi) hello ^nextProposal
proposal: how are you?
u1:(I'm fine) cool!
u1:(I'm tired) oh ^nextProposal
proposal: do you want some coffee?
u1:(yes) I'm bringing you a cup of coffee.
u1:(no) okay, maybe you should just take a nap.
u1:(can you repeat please) Ok I'll repeat. ^sameProposal
Execution
> hi
hello how are you?
> I'm tired
do you want some coffee?
> can you repeat please
Ok I'll repeat. Do you want some coffee?
> yes
I'm bringing you a cup of coffee.
Related functions
Syntax
u:(input) answer
u1:(input1) answer ^stayInScope
u1:(input2) answer
Usage
Used in a rule or subrule to stay in the current scope when the corresponding rule has matched.
Example
u:(let's talk about animals) do you have a cat or a dog?
u1:(I {also} have a dog) dogs are funny ^stayInScope
u1:(I {also} have a cat) I once met a cat ^stayInScope
Execution
> let's talk about animals
do you have a cat or a dog?
> I have a dog
I love dogs
> I also have a cat
I once met a cat
Stops dialog engine and runs a Behavior identified by application uuid and Behavior name.
Warning
If behavior is at the root of the application, then switch focus parameter is ^switchFocus(uuid/.)
Warning
Life needs to be started.
Syntax
topic: ~addition()
language: enu
# we suppose an application weather is installed on robot.
u:(start weather) ^switchFocus(weatherApplication/weatherBehavior)
Changes the body language mode for the current text.
Syntax
u:(input) answer1 "^mode(body_language_mode) word1 word2..." answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Suspends the speech, runs an animation and resumes the speech.
Syntax
u:(input) answer1 ^run(animation_full_name) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Suspends the speech, runs an animation which has the mentioned tag and resumes the speech.
Syntax
u:(input) answer1 ^runTag(tag_name) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Suspends the speech, plays a sound and resumes the speech.
Syntax
u:(input) answer1 ^runSound(soundSet/soundFile) answer2
u:(input) answer1 ^runSound(soundSet/soundFile, soundVolume) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Starts behaviors or animations.
Syntax
u:(input) answer1 ^start(behavior) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Starts an animation which has the mentioned tag.
Syntax
u:(input) answer1 ^startTag(tag_name) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Plays a sound in background.
Syntax
u:(input) answer1 ^startSound(soundSet/soundFile) answer2
u:(input) answer1 ^startSound(^startSound(soundSet/soundFile, soundVolume)) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Stops a running behavior or an animation.
Syntax
u:(input) answer1 ^stop(behavior) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Stops a running animation which has the mentioned tag.
Syntax
u:(input) answer1 ^stopTag(tag_name) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Stops a sound.
Syntax
u:(input) answer1 ^stopSound(soundSet/soundFile) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Related functions
Waits until a running behavior or an animation has finished.
Syntax
u:(input) answer1 ^wait(animation) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Suspends the speech, waits for the end of the animation which has the mentioned tag and resumes the speech.
Syntax
u:(input) answer1 ^waitTag(tag_name) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Suspends the speech, waits for the end of the sound and resumes the speech.
Syntax
u:(input) answer1 ^waitSound(soundSet/soundFile) answer2
For further details, see ALAnimatedSpeech: Annotated Text.
Syntax
topic: ~introduction ^notInEmbeddedASR ()
Usage
Prevents the automatic loading of the rules in the speech recognition engine.
By default, the user rules contained in a topic are loaded into the embedded speech recognition engine. If ^notInEmbeddedASR property is used, none of the user rules are loaded into the embedded ASR engine. Very short words or rules with many * can trigger whatever we say.
Syntax
topic: ~introduction ^noPick ()
Usage
Prevents the topic from getting randomly the Focus.
The Topic can still get the focus when a rule matches, but the Dialog engine cannot decide by itself to give the focus.
Syntax
topic: ~introduction ^noStay ()plus
Usage
Prevents the topic from keeping the Focus.
If a rule matches in the topic, the Robot output is executed, but the Focus stays on the previous topic.
Syntax
topic: ~introduction ^resetOnFocus ()
Usage
By default a proposal can be said only once.
^resetOnFocus reactivates all proposals of a Topic when:
Syntax
topic: ~introduction ^fallback ()
Usage
Give the lowest priority to the rules contained in this topic.
Its rules will be taken in consideration after the rules of:
Syntax
s:(Answer) Modifications
s:(Answer)
Modifications
Where:
Usage
When a Robot output matches a skin the robot says the Answer after Modifications are applied.
Syntax
s:(Answer) ^addword(Expression, Position, Frequency)
Where:
Usage
Add an Expression in each Robot output matching the skin.
Conditions
The rule must be active.
Example
topic: ~introduction ()
language:enu
u:(hello) hello human
u:(how are you) I am fine
s:(hello human) ^addword(I am your father, end, 1)
s:(*) ^addword(hey, start, 1)
Execution
> hello
hey hello human I am your father
> how are you
hey I am fine and you
Syntax
s:(Answer) ^replace(Expression1, Expression2, Frequency)
Where:
Usage
Replaces Expression1 with Expression2 in each Robot output matching the skin.
Conditions
The rule must be active.
Example
topic: ~introduction ()
language:enu
u:(hello) hello human
u:(what do you like to do) I like to speak with you human
u:(do you want to play) yes human we can play together
s:({*} human {*}) ^replace(human, Michael, 1)
s:({*} speak {*}) ^replace(speak, play, 1)
If you are not familiar with {*} check: Wildcard: * to under Optional part: { }.
Execution
> hello human
hello Michael
> what do you like to do
I like to play with you Michael
> do you want to play
yes Michael we can play together