Aldebaran documentation What's new in NAOqi 2.4.3?

QiChat - Syntax

NAOqi Interaction engines - Table of Content | Introduction | Syntax | Overview | Cheat Sheet


Header keywords

concept

Syntax

concept:(name) [word1 word2 "word3 word4"]

Where:

  • word1 and word2 are isolated words,
  • “word3 word4” is a phrase, i.e. a group of several words,
  • name is the name of the static concept gathering all the items in an ordered list.

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?

dynamic

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: ~. Concept are global, setConcept will affect the concept in all topics.

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"])

include

Syntax

include: file.top

Note: include 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.

Conditions

The included file must be in the same folder than the topic that calls the include. One exception to this rule: Dialog Lexicon can be included anywhere even if it is not located in the same folder. For further details, see: use_lexicon.

Effect

An included topic has the same behavior than topic:

  • The included file is loaded as soon as the calling topic is loaded.
  • The included file is activated as soon as the calling topic is activated

Example

topic: ~ok()
language: enu
# suppose my_lexicon_enu contains concept ~confirmation and ~negation
include:my_lexicon_enu.top
u:(hello) are you ok ?
   u1:(~confirmation) yupi
   u1:(~negation) Doh !

description

Syntax

description: cook

Description must be specified just after the include.

Usage

Current focus description is in variable $Dialog/FocusDescription. If focus doesn’t have description, then variable is empty.


overload

Syntax

overload: topicName

Warning

The overload keyword must be placed before the include one (if any).

Allows you to redefine another topic. The overloaded topic will never be activated.

Example

topic: ~mysetup()
language: enu

overload: mysetup
u:(raise your volume) I don't want to make it

pronunciation

Syntax

pronunciation:(word) wordPronunciation

Changes the default speech recognition way to pronounce a word. For example “I” should be pronounced “capitalise i”.

Note: Following words pronunciation are automatically managed by dialog engine: “I” in English and “à” in French.

topic: ~play()
language: enu

pronunciation:(I) [i]
u:(I want to play) let's play

language

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: nao Dialog - List of supported Languages or pepp Dialog - List of supported Languages.

topic

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

Rules

User rule

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

User subrule

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.

  • If a User rule matches and if it has a scope, its subrules (u1:) are activated; the other User rule remain activated.
  • If one of the u1: subrule matches, then its own subrules (u2:) are activated, and the first-level rules (u1:) are deactivated.
  • At anytime, if another User rule matches, then the previous subrules are deactivated.
Scope

The subrules of a rule are called the scope of the rule.

../../../_images/dialog_scope.png

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


Proposal

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

Delimiters

Choice: [ ]

Syntax

u:([word1 word2 wordn]) answer
u:(input) [word1 word2 wordn]
u:([word1 word2 wordn]) [word1 word2 wordn] human

Where:

  • word1 to wordn are words that could substitute with each other.

Warning

Never write [{xxx}] the dialog engine will accept it but this rule will always match, whatever you write inside.

Usage

  • In a Human input: creates one rule accepting variations.
  • In a Robot output: if the rule is triggered several times, the words will be used sequentially in order to create varying responses.

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


Phrase delimiter: ” “

Syntax

u:([word1 "phrase 1"]) ["phrase 2" "phrase 3"]

Where:

  • word1 is a word that could substitute with phrase 1.
  • phrase 2 and phrase 3 are phrases used sequentially in order to create varying responses.

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

Optional part: { }

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:

  • optionalWord is a word that could appear or not in the Human input.
  • optional phrase is a phrase that could appear or not in the Human input.

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:

  • Not correct: [chocolate milk {bread}]
  • Correct: [chocolate milk “{white} bread”]

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

Special characters

Comments: #

Syntax

# comment

Comment is defined by character #. All the characters following # in the same line will be ignored.


Wildcard: *

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


Forbidden word: !

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!

Tag: %

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


Input storing: _

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 robots and all laguages, it requires a specific remote speech recognition license.

    For further details, see: Remote ASR Engine - List of supported Languages.

    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


Variable: $

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. e:variableName subscribes to ALMemory event.

Note: $user/variable=value automatically stores in a database the value for the current user. The current user is identified by ALDialogProxy::openSession method called by ALAutonomousLife.

Warning: Do not affect and read the variable in the same sentence. A variable is affected only when the sentence has been fully said.

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


Conditions: == > <> <

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:

  • triggers the rule if true,
  • blocks the rule if false.

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

Robot events: e:eventName

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)

u:(e:MyService.MySignal) answer
# will answer whenever the signal "MyService.MySignal" is raised

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.

Note: Only one event can be matched at a time. If several events are raised at the same time, other events with the same name are rejected until dialog engine answered. Other events with different names have two seconds to be matched by dialog engine or they will be rejected.

Usage

Catches an event.

Allows to catch:

  • any NAOqi Events providing information related to the robot: movement, battery information, face information,
  • any ALDialog event list providing information about the Dialog engine,
  • the events raised each time a value is assigned to a variable,
  • any signal available in NAOqi services.

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

Concept call: ~

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.

  • In Human input, the rule will match if anyone of the items of the list is recognized.
  • In Robot output, one item of the list will be said. Each call of the rule will call sequentially another item of the list.

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?

Related functions


Forbidden characters

Forbidden characters in Human input

  • Type only the words to be recognized.
  • Do not use any punctuation mark.
  • Do not use any special characters, for example:
    • instead of ‘$’, type: ‘dollar’
    • instead of ‘.’, type: ‘dot’
  • Apostrophe ( ‘ ) is allowed but not the typographic apostrophe ( ’ ).

Japanese only:

  • speech recognition does not support Fullwidth numbers [0 1 2 3 4 5 6 7 8 9]. Use Halfwidth numbers [0 1 2 3 4 5 6 7 8 9] instead.

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?

Forbidden characters in Robot output

  • like all Special characters, $ is a reserved word, type dollar instead.
  • warning: the character ‘.’ is a ponctuaction character, therefore, the robot will not read it:
    • Instead of ‘toto.png’, type: ‘toto dot png’
  • Apostrophe ( ‘ ) is allowed but not the typographic apostrophe ( ’ ).

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?

Rule functions and properties

^activate ^deactivate

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

^break

Syntax

u:(Input) Answer1 ^break answer2

Effect

Forces dialog engine to re-evaluate the rest of the sentence. Useful when data you want to say may change between begin of sentence and end of sentence. Dialog engine automatically re-evaluates data after: * ^gotoReactivate

Example

topic: ~break()
language: frf

u:(what is your position) my position after this sentence is ^break ^call(ALRobotPosture.getPosture())
c1:(_*) $1

^clear

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


^enumerate

Syntax

u:(input) ^enumerate(~conceptName)
u:(input) ^enumerate(~conceptName, 2)

Usage

Enumerates all the elements of a static or dynamic concept.

A second parameter can be used to limit the number of enumerated elements. Calling several time the function will move forward in the concept.

Example

topic: ~introduction ()
language:enu

concept:(alcohols) [beer "[red white] wine"]
u:(what are your drinks) I have ^enumerate(~alcohols)
u:(enumerate your drinks) I have ^enumerate(~alcohols, 2)

Execution

> what are your drinks
I have beer red wine white wine
> enumerate your drinks
I have beer red wine
> enumerate your drinks
I have white wine
> enumerate your drinks
I have beer red wine

Related functions


^exist ^notExist

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.

^first

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:

  • without any condition nor non-affected variable,
  • including affected variable(s),
  • including a condition tested as true.

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: == > <> <.

^goto

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


^gotoRandom

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) ^gotoRandom(hi)
proposal %hi hello
proposal: %hi welcome
proposal: %hi hey

Execution

> hello
hey
> hello
hello
> hello
welcome

Related functions


^gotoReactivate

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


^nextProposal

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


^play

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.


^previousProposal

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

^private

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

^rand

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:

  • an answer including a condition tested as true or
  • an answer including no condition at all.

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"]

^repeat

Syntax

u:(^repeat[word1 word2 word3]) answer

Note: Repeat allows you to use words or sentences from one to ten times.

Warning

This function is tricky. Avoid to start your first interaction with repeat. Avoid to use Wildcard * in repeat.

Usage

Allows 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.


^sameProposal

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


^size

Syntax

u:(input) ^size(~conceptName)

Usage

Returns the number of elements in a static of dynamic concept.

Example

topic: ~introduction ()
language:enu

dynamic:cocktails
concept:(alcohols) [beer "[red white] wine" ~cocktails]
u:(how many drinks do you have) I have ^size(~alcohols)
u:(do you have any cocktails) $size=^size(~cocktails) ["$size==0 no" "yes I have $size cocktails"]

Execution

> how many drinks do you have
I have 3
> do you have any cocktails
no

Related functions


^stayInScope

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

User info methods

^getUserInfo

Syntax

#get information
u:(input) ^getUserInfo(dataName)

Where:

dataName is the name of the data you want to get the value.

Note: The data you will get are those about the focused user (the one with which the robot is speaking) from ALUserInfo in the user-info domain.

Usage

Placed in a Human input or in a Robot output it will be replaced by the value of the data.

If the data has not been set the rule will be blocked. If the data has not been set anywhere in a quoted expression, then the expression will not be said.

Warning

If the data has not been set, a known issue blocks the robot in Dialog.

Workaround: Use ^hasUserInfo function before ^getUserInfo.

For example, in your dialog box:

topic: ~crashing-dialog()
language: enu

u:(e:onStart) hello ^first[" ^hasUserInfo(name) ^getUserInfo(name), nice to see you again! " " what is your name? "]

Example

u:(Hi) Hi ^first["^getUserInfo(name), how are you ?" "what's your name"]

Execution

#if the focused user has a name, let's say Albert
> Hi
Hi Albert, how are you ?
#if the focused user doesn't have a name
> Hi
Hi what's your name ?

^setUserInfo

Syntax

#get information
u:(input) ^setUserInfo(dataName , value)

Where:

dataName is the name of the data you want to set the value. value is the value.

Note: The data you will set are those about the focused user (the one with which the robot is speaking) from ALUserInfo in the user-info domain. The data is stored in a long term memory, it is persistant after engine restart.

Example

concept:(name) [maupassant farugia bill marceau]
u:(my name is _~name) i will remember your name ^getUserInfo(name , $1)

^hasUserInfo

Syntax

#Check if an information about the focused user exists or not
u:(input) ^first["^hasUserInfo(dataName) the dataName has a value" "the dataName
doesn't have any value"]

Where:

dataName is the name of the data you want to check

Note: The data you check are those about the focused user, the one with which the robot is speaking, from ALUserInfo in the user-info domain.

Usage

Placed in a Human input or in a Robot output:

  • triggers the rule if true,
  • blocks the rule if false.

Example

u:(What can we do) ^first["^hasUserInfo(favoriteGames) Let's play a game !" "I
can dance for you !"]

Execution

#Let's suppose that the focused user likes games
> What can we do
Let's play game
#Let's suppose that the focused user like games
> What can we do
I can dance for you

^removeUserInfo

Syntax

#get information
u:(input) ^removeUserInfo(dataName)

Where:

dataName is the name of the data you want to remove.

Note: The data you will remove are those about the focused user (the one with which the robot is speaking) from ALUserInfo in the user-info domain.

Usage

Removing a data about a user.

Example

u:(forget my name) ok ^removeUserInfo(dataName)
u:(what is my name) ^first["Your name is ^getUserInfo(dataName)" "I don't
know your name"]

Execution

#if the focused user has a name Rémy
> what is my name
Your name is Rémy
> forget my name
ok
> what is my name
I don't know your name

Call functions and program logic

%script

Calls python code from QiChat.

Syntax

topic: ~addition()
language: enu

u:(1 + 2) result is
%script
print 1+2
%script

Execution

> 1+2
result is 3

^switchFocus

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)

^call

Allows to call a Naoqi method and manages the result. The evaluation of the call is always performed at the beginning of the sentence.

Syntax

topic: ~call()
language: enu

u:(what is your position) Sure. ^call(ALRobotPosture.getPosture())
c1:(_*) $1  # say any result from call
c1:(crouch) my position is crouch.

Execution

# robot is sit
> what is your position
Sure. sit
# robot is crouch
> what is your position
Sure. My position is crouch.

^sCall

Allows to call a Naoqi method and manages the result. The evaluation of the call is performed at the sCall position in the sentence. It will interrupt the text to speech.

Syntax

topic: ~call()
language: enu

u:(go to rest) i start to go to rest now. ^sCall(ALRobotPosture.getPosture()) I am in rest position now.

^pCall

Allows to make async call of Naoqi method.

Syntax

topic: ~pcall()
language: enu

u:(go to rest) ok ^pCall(ALmotion.rest()) i am going to rest.

^mode

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.


^run

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


^runTag

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


^runSound

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


^start

Starts behaviors or animations.

Syntax

u:(input) answer1 ^start(behavior) answer2

For further details, see ALAnimatedSpeech: Annotated Text.

Related functions


^startTag

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


^startSound

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


^stop

Stops a running behavior or an animation.

Syntax

u:(input) answer1 ^stop(behavior) answer2

For further details, see ALAnimatedSpeech: Annotated Text.

Related functions


^stopTag

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


^stopSound

Stops a sound.

Syntax

u:(input) answer1 ^stopSound(soundSet/soundFile) answer2

For further details, see ALAnimatedSpeech: Annotated Text.

Related functions


^wait

Waits until a running behavior or an animation has finished.

Syntax

u:(input) answer1 ^wait(animation) answer2

For further details, see ALAnimatedSpeech: Annotated Text.


^waitTag

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.


^waitSound

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.


Topic properties

^notInEmbeddedASR

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.


^noPick

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.


^noStay

Syntax

topic: ~introduction ^noStay ()

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.


^preProcess

Syntax

topic: ~introduction ^preProcess ()

Usage

Allows a double topic match if another rule has already matched.

Example

topic: ~topic1()
language: enu

u:(hello) hello.
topic: ~topic2 ^preProcess()
language: enu

u:(e:FrontTactilTouched) you touched me.

Execution

> hello (while touching head FrontTactilTouched)
you touched me. Hello

^resetOnFocus

Syntax

topic: ~introduction ^resetOnFocus ()

Usage

By default a proposal can be said only once.

^resetOnFocus reactivates all proposals of a Topic when:

  • the topic gets the Focus and
  • all his proposals has been previously deactivated.

^fallback

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:

  1. the main section of the Topic having the focus,
  2. the main section of all Topics - ^fallback excepted,
  3. the recover sections of all topics.

^topicTag

Syntax

^topicTag(topic,tag)

Usage

Allows to go in a specific location in a topic, defined by a tag.

Example

topic: ~topic1()
language: enu

proposal: %test test
topic: ~topic2()
language: enu

u:(test) ^topicTag(topic1,test)

Related functions


Transformation rules

Skin: s:

Syntax

s:(Answer) Modifications
s:(Answer)
Modifications

Where:

  • Answer is the Robot output we want to match to apply this skin
  • Modifications the modifications ^addword or/and ^replace we want to apply to the answer

Usage

When a Robot output matches a skin the robot says the Answer after Modifications are applied.


^addword

Syntax

s:(Answer) ^addword(Expression, Position, Frequency)

Where:

  • Answer is the Robot output to be matched
  • Expression can be any string (word(s), concept...)
  • Position is the position where you want to add the expression in the sentence. This parameter can be:
    • an integer: for instance “2” if you want to put the Expression in the second position
    • “end” if you want the Expression to be added at the end of the sentence
    • “start” if you want the Expression to be added at the beginning of the sentence
  • Frequency represents the probability of the skin to be applied (1:always apply, 0:never apply)

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

^replace

Syntax

s:(Answer) ^replace(Expression1, Expression2, Frequency)

Where:

  • Answer is the Robot output to be matched
  • Expression1 can be any string (word(s), concept...) you want to replace
  • Expression2 can be any string (word(s), concept...) you want to put instead of Expression1
  • Frequency is the probability of the skin to be applied (1:always, 0:never)

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