AIBO Evolution Rules |
Overview
Evolution (or "Growing") from one stage happens after a certain amount of "quality time" is spent at the old stage. If you are interacting with the dog, "quality time" passes at the same rate as real time. If you are ignoring the dog, "quality time" passes slower than real time.Evolution Diagrams
For ERS-110 (Summer 1999) and ERS-111 "A" (Winter 1999) AIBOs, the evolution rules are summarized below. The rules are the same except for the time it takes to evolve from a Youth to an Adult (it takes twice as long for an ERS-111).For ERS-111 "B" (Spring 2000 release) AIBOs, the evolution rules are much simpler.
Impact of Color
The color of your dog's room is the most significant factor in deciding its personality. If the room is mostly blue, your dog will grow up to be active. If the room is mostly orange (including red-tones and brown-tones) then your dog will probably grow up to be lazy. There are exceptions (eg: Lazy Child grows into Bad Boy). NOTE: for the ERS-111B, color has a much smaller impact on the dog's evolution.Evolving from Newborn
Evolution from Newborn to Baby occurs after 100,000 ticks of "quality time" (over 2 hours, 1 tick = 1/10 second). There are no additional choices here, all Newborns become Babies.Evolving from Baby
After 300,000 ticks as a Baby (over 8 hours), the dog will evolve into a Child. It can become a Child#1 (Lazy Child) or Child#2 (Rumble Child) depending on the following rule.
if (G_BALL > 0 AND // must have seen the ball
G_RISE > 0 AND // must have fallen down and got up
G_LIFT > 0 AND // must have gone limp after lifted or shaken
G_DOSTOP > 0 AND // must have been paused
S_Skill > 0) then // mystery???
become Rumble Child
else
become Lazy Child
NOTE: for ERS-111B the "G_LIFT" term has been removed.
The values are the values in the RHAPSODY file.
The dominant factor is the "G_LIFT". In order to raise a Rumble Child you must lift or shake the Baby dog until it goes limp, at least once (except with ERS-111B).
Evolving from Child
After 1,000,000 ticks (over 27 hours) as a Child, the dog will evolve into a Youth (or "Young" dog).If the dog was a Child#1 (Lazy Child), the rule is:
if (G_UNFAV > G_FAV AND // must have seen more ORANGE than BLUE
G_LIFT > 0 AND // must have been lifted/shaken
G_DOSTOP > 0 AND
S_Skill > 0 AND
L_Skill > 0 AND
S_sound > 0 AND
L_sound > 0) then
become Bad Boy
else
become Lazy Boy
NOTE: for ERS-111B the "G_LIFT" term has been removed.
The dominant factor is the color term "G_UNFAV > G_FAV", which means the dog must have seen "ORANGE" more than it has seen "BLUE". This is backwards from the other color rules. If the dog was a Child#2 (Rumble Child), the rule is:
if (G_FAV > G_UNFAV AND // must have seen more BLUE than ORANGE
G_BALL > 0 AND
G_RISE > 0 AND
G_LIFT > 0 AND
G_DOSTOP > 0 AND
S_Skill > 0) then
become Good Boy
else
become Bad Boy
NOTE: for ERS-111B the "G_FAV > G_UNFAV" and "G_LIFT" term has been removed.
The dominant factor is the color term "G_FAV > G_UNFAV", which means the dog must have seen "BLUE" more than it has seen "ORANGE".
In either case, seeing more "ORANGE" influences the child to be a "Bad Dog".
Evolving from Youth
The time spent as a Youth is 2,000,000 ticks (over 55 hours) for the ERS-110 and 4,000,000 ticks (over 111 hours) for the ERS-111. I'm guessing the AIBO developers wanted the newer ERS-111 to take longer to grow up, so they just doubled the time spent as a youth. Which Adult personality the dog evolves into depends on the following rules.If the dog was a Youth#1 (Lazy Boy), the rule is:
if (S_Skill >= 5 AND
L_Skill >= 3 AND
S_sound >= 5 AND
L_sound >= 3 AND
Walking >= 10 AND
Special > 0) then
become Rumble Cat
else
become Lazy Cat
In this case color doesn't matter. The dominant factor appears to be the "L_Skill" term. I haven't figured what that is, but it is usually a small number even after hours of use.
If the dog was a Youth#2 (Bad Boy), the rule is:
if (G_FAV > G_UNFAV AND
G_ON_ST > 0 AND // was on the station
G_OFF_ST > 0 AND // was off the station
G_LIFT > 0 AND
G_DOSTOP >= 3 AND
Special > 0) then
become Lazy Dog
else
become Rumble Cat (lazier than a Lazy Dog)
NOTE: for ERS-111B the "G_FAV > G_UNFAV", "G_ON_ST", "G_OFF_ST" and "G_LIFT" terms has been removed. It should be near impossible to raise a Rumble Cat from a Bad Boy.
If the dog was a Youth#3 (Good Boy), the rule is:
if (G_FAV > G_UNFAV AND
G_ON_ST > 0 AND // was on the station
G_OFF_ST > 0 AND // was off the station
G_LIFT > 0 AND
G_DOSTOP >= 3 AND
S_Skill >= 5 AND
L_Skill >= 3 AND
S_sound >= 5 AND
L_sound >= 3 AND
Walking >= 10 AND
Special > 0) then
become Rumble Dog
else
become Lazy Dog
NOTE: for ERS-111B the "G_ON_ST", "G_OFF_ST" and "G_LIFT" terms has been removed.
In these last two cases, the color term is the most dominant.
In either case, seeing more "BLUE" influences the dog to be more active, seeing more "ORANGE" influences the dog to be more lazy.
Evolving from Adult
Adults never grow up.Notes
Algorithms determined by disassembling code in the "learning" module of ERS-111.I believe these rules are the same for ERS-110.