VPI: Virtual Personality Interaction
By Derlidio Siqueira
The Main Concept
VPI stands for Virtual Personality Interaction. It is the result of a little
research I made intending to figure out a way to make a game engine able to support
each character (not player) as a unique being, having its own physical aspects,
intellectual capabilities and psychical tendencies.
VPI concept can be applied in a large variety of game styles, from adventure to
combat or simulation, from medieval to contemporary scenarios, but I think it will
work better on environments where interaction between several players controlling
individual characters is present. I have played a lot of such games myself, and I
think they are good and impressive, and they do what they are supposed to do, that
is, they give the player some fun. Sometimes, however, despite of the beauty of the
graphics and special effects pyrotechnics, I felt something was missing...
At the bottom line, even the more complex games tend to lead players in a way
their characters will all look the same at certain point of evolution. Upgrades,
armors, weapons, magic objects, all you need to make the
strongest-well-armed-magic-resistant warrior equal to those thousand ones having the
same levels and stuff. Even then, I still love my look-like-thousand-ones warrior.
But what if my warrior could be different from all others, even if he still look like
them? What if he could feature that thing that really could make him different? What
if he could have his own personality?
Well, at this point you are supposed to say: "True AI concepts are not
possible, yet. Personal computers do not have enough resources to give a mind for a
game character". I agree, and I know that if it was possible someone certainly
should have it done already.
What I'm proposing is not to create "intelligence", but give to a game character
human-like features related not only to its physical appearance. I want to give him a
personality! How to do it? With a specialist system dealing with lots of information
that makes it capable of imitating human behavior. This is what VPI is about: a
scheme for virtually imitate the human behavior trough a specialist system, and make
this a character's key-feature within a game environment.
Imagine a game where you are controlling an army. Now imagine a soldier falling in
the battlefield, in front of his partners. Some of them run to help him while others
are taken by anger and run towards the enemy. Why do this happen? Because the
programmer hard-coded that when a soldier falls some partners will help him while
others will run to fight? No, within VPI concept it happens because each of those
soldiers haves his own personality!
Is it possible? I must to believe so; otherwise I should be seeking something else
to do instead of loosing my time to write this whole thing down. I am a programmer. I
know it is possible. For many reasons I haven't had the fortune of working on games
development, but I do love the thing and I want to see game development evolve in
other way than graphics beauty and special effects pyrotechnics.
The Material
The most part of the information you'll find at the following sections came from
public-domain knowledge. As you may know, understanding people personalities is not
an easy job. There are many lines of studies, scientific or not, that tries to figure
out the way human mind works, the influences of the surrounding environment over
people actions, as well as the way they insert or set themselves apart of social
life.
VPI concept is a compilation based on scientific and metaphysic approaches of
human behavior studies, organized in form of a how-to like material intending to give
reasonable answers for problems like "how to imitate mood" in a computational
environment. As you'll see, the concepts covered on each section herein are divided
into tables containing well defined attributes that can be combined in order to
produce a huge number of possibilities; some of them can be turned into computer code
easily (indeed, the most part of them actually are computer code already) others will
demand patience and a lot of brainwork, but this is another step of the
journey...
...
This material is far from being complete. There are many issues I would like to
discuss in a more detailed way and there are lots of materials I have to collect,
organize, translate or verify before they can be added to this project. So, for
instance, what you are about to read is only the beginning.
I would like to take the opportunity to apologize for any orthographic or
grammatical error you may find while reading this document. My natural language is
Portuguese and I didn't submit this text to any English-speaker reviser, yet.
Having Fun"If I was you..."
Since we are talking about concepts for a game engine, it is supposed that the
virtual personalities (VP) be played by real persons. It would not be that fun to
stand passively observing a character playing a game by itself. So, within VPI
concept players will serve as conscience voices (CV) for VPs, egging them on in any
situation they face at the game scenario.
Playing a character this way is quite different from playing an ordinary character
on any ordinary game, since within VPI concept the characters will have their own
personality and their own will-power, meaning that they may even refuse player
directions in favor of their own needs or decisions.
The way a VP will respond to a given situation will depend on many factors,
varying from the most basic physical aspect to the most subtle psychical tendency.
These responses will be run-time calculated taking in account a bunch of variables,
including the CV directions and the scenario rules.
Within a medieval scene of robbery (as an example) the characters' options of
action may be quite different from the same scene on a contemporary scenario, as well
the risk involved in taking this or that action.
VP Creation"Happy birthday"
The construction of a VP within VPI concept is based on a set of choices made at
character's birth (CB), that is, the moment when the character is created. The
choices made at the character's birth defines its physical features, intellectual
capacities and psychical standards, as well as the temperament and behavior pattern
the character will follow when inserted within the game scenario.
The process of VP creation will be quite similar to that used on RPG character's
creation (I mean storyteller RPG), but the result will be quite different. Indeed, at
certain point of the research process, I felt tempted to choose for a RPG rules-set
and adapt it to a computational environment, but then I realized it would not be as
easy as expected since none of them was originally conceived for this purpose. So, I
decided to write something new, keeping in mind the technical needs and limitations
of the whole thing. I do not intend, however, fall deeply into technical
specifications or stand how it is supposed to be coded on any programming language.
Instead, I do prefer to show where the concepts came from and hope you can see the
things as I do. If you do have some skill on programming, I think you'll realize that
is possible to turn concepts into code, just as I did...
Basic Attribute"Who am I?"
The most basic attributes for a character creation within VPI concept figures out
at the table below. They are a synthesis of what is needed (in my point of view) to
define the basics from the most beautiful elf to the most disgusting swamp monster
(supposing, of course, that the monster can hold a minimal level of conscience).
The values applied for each of these attributes will serve only as a baseline and
define the character's standards (or initial status). It means these values can
increase or decrease (temporarily or permanently) during the game sections, depending
on a lot of conditions.
Please, do not jump to conclusions based only on the following. Keep reading, so
you'll be able to realize the true goal of the whole project.
| Character Creation Attributes |
| Physical |
Rational |
Psychical |
| Appearance |
Concentration |
Instincts |
| Strength |
Reasoning |
Sense |
| Dexterity |
Perception |
Will |
| Speed |
Creativity |
Ego |
| Vitality |
Curiosity |
Id |
| => |
=> |
=> |
| Healty |
Intelligence |
Sanity |
Physical Attributes:
- Appearance: Determines how impressive the character is to the eyes of
others. Appearance is not directly related with physical beauty or ugliness, that
is, a low level of appearance does not mean the character is ugly, instead, it
means the character will not be easily noticed among a crowd because its physical
appearance is not impressive enough to take other people attention. Indeed, when
choosing for a characters avatar the player will also define its base appearance
level. Despite of it, this level may increase or decrease during the game
sections. The simple fact of wearing a pretty clothe is a way it can happen.
- Strength: Determines how strong the character will be. Strength levels
defines the power and the amount of effort a character can accomplish for actions
varying from carry something to casting a punch. The initial limit of strength is
directly related to the physical type of character you choose to play.
- Dexterity: Determines the character's innate body abilities and tells
how easily it will accomplish tasks that demands agile moves. This attribute will
affect the way a character responds to actions varying from scratching a match to
handling a weapon.
- Speed: Determines how fast the character is and/or the speed it can
use to do something. Directly affects the time spent to move a character (without
aid of transportation) from one place to another.
- Vitality: Determines how healthy the character is, or its physical
well-being. Vitality is directly related to the way a character will face and
resist injuries, diseases and physical suffering, before gaining fatigue.
Some of the aspects related above may be fixed or even previously stated in order
to maintain accordance to the character's avatar. It means that a character that
haves huge body may come previously stated with a high levels of appearance and
strength, since it will be easily noticed among other avatars having ordinary body
proportions and will be able to easily accomplish tasks involving physical power.
Rational Attributes:
- Concentration: Determines the amount of attention a character is able
to pay when doing something. If the character is attempting to learn about things
it doesn't know, concentration will tell how focused it will be on that task. A
high level of concentration does not mean the character will learn faster neither
easily gains experience, it just means that the character will be able to focus
on the learning process more efficiently.
- Reasoning: Determines how a character reacts (with logical thoughts)
when attempting to understand something. As a sample: if a character is
attempting to learn how to drive a type of transportation and has faced something
similar in the past, it may associate things logically and achieve its goal in a
fast way.
- Perception: Determines the way a character will sense the surrounding
environment and respond to it, the way a character will perceive facts and
collect data from the situation it is involved in, and the way it will use that
information for its own good or for the good of others.
- Creativity: Determines how inventive a character will be. Affects the
way it will use available data, experience, or material to accomplish a given
task or to face a given situation.
- Curiosity: Determines how instigated the character will be when
investigating a thing it doesn't know very well or when facing a situation it has
never seen before.
Psychical Attributes:
- Instincts: Determines how much intense are the character basic
reactions (based below its conscience level) made by impulse when facing suddenly
circumstances.
- Sense: Determines the level of discernment a character haves when
defining if something is good or bad for itself. It may affect the way a
character faces a dangerous situation or any situation that involves any kind of
risk.
- Will: Stands the character will power, or its determination to do (or
get) something it wants. It is hard to define the more efficient level of "will"
to use on each VP because it may be affected by several other features of the
character's personality as well by the surrounding environment. Low levels of
"will" can produce from easy-to-drive VPs to interest-lacking ones, while high
levels of "will" may produce from hard-to-drive VPs to interest-striving
ones.
- Ego: Determines how selfish or given a character tends to be, as well
the level of involvement it will get or stand when facing situations that may
affect its self-image or itself.
- Id: Determines how a character responds to its conscience voice (it
means the player). As lower the Id level, as low the character will respond to
player egging, and less control you will have over its actions and decisions.
Despite of the Id level (I mean, the high ones), you can't force a character to
do something it really doesn't want to do. If the overall set of conditions
involved on a given situation is not favorable for the accomplishment of the
action the player suggested, the character may refuse it, even if its Id level
has been set to max.
Sex"Pink or Blue?"
Sex is biological and refers to persons based on their anatomy (external
genitalia, chromosomes, and internal reproductive system). Within VPI concept "sex"
is supposed to define VP's avatars external appearance: Male or Female.
Gender"You are not my type."
Gender is a delicate issue and I would prefer to discuss it later at the end of
this document, intending to avoid any misunderstanding, but I'm afraid it was not be
right. It may seem strange talk about this matter within a game concept, but since
gender is a personality feature, it can't just be left aside.
In a reasonable way, gender can be defined as the One's sense of self as masculine
or feminine regardless of anatomy. It is often conflated with sex, but this is
inaccurate because sex refers to bodies and gender refers to personality
characteristics. The main reason for supporting gender within VPI concept is because
establishing some patterns we can give to VPs the ability of having interest for the
opposite sex (interest for VPs using opposite sex avatars), or in other words, the
ability to fall in love! Is it good? I don't know. I think it will depend on the game
scenario. In the real life is quite difficult to explain the ways love manifests
itself. It can be viewed from a chemical process to a spiritual need. Who truly
knows?
Under VPI concept, fall in love can be simulated with a pheromone based approach.
At the characters' creation process, each VP can receive a random Pheromone ID or
Configuration; something like a puzzle piece. Whenever a character meets another,
their Pheromone Configurations are tested to see if they fit together. As much the
two parts complete each other, as much the characters will feel attracted one
another. This technique can be easily translated to a computational environment in
form of a bit-level operation between two or more Byte-Type variables.
...
I do not intend, for now, to discuss about gender deviations. I do not hold any
prejudices on this matter, but I think that any explanation I can give may be
misunderstood and impairs the readers' vision about VPI concept. For instance, let's
say that under VPI concept it is possible to imitate any kind of gender behavior (at
psychological level).
Vocation"What do I want to know?"
Character's vocation under VPI concept is defined by three factors of interest:
Things, People and Data. The combination of these three factors will determine the
inclination a VP will show for particular activities. As you may see, there are six
well defined types of vocation a character can assume, according to the following
table:
| Stereotype |
Order of Interest |
Work
(nowadays) |
Leisure
(nowadays) |
| Realistic |
Things,
Data,
People |
Fixing things, building things, etc. |
Athletics, scouting, handicraft, etc. |
| Artistic |
Things,
People,
Data |
Music, arts, literary, dramatics, etc. |
Museums, theater, movies, etc. |
| Social |
People,
Data,
Things |
Educational, therapeutic, religious, government, etc. |
Community services, music, reading, dramatics, etc. |
| Enterprising |
People,
Things,
Data |
Sales, supervisory, leadership, etc. |
Competition games, gambling, watching sports, etc. |
| Investigative |
Data,
Things,
People |
Scientific, theoretical, algebra, foreign language, etc. |
Art, music, sculpture, etc. |
| Conventional |
Data,
People,
Things |
Managerial, computational, office business, etc. |
Shopping, traveling, collections, etc. |
Aware of the risk of misunderstanding, I did left some information of Work and
Leisure preferences at the above table. As you may have noticed, the presented
information is the synthesis of the synthesis, and does not mean to be taken as
immutable. There are no barriers for a Realistic Stereotype show interest for arts,
or an Artistic Stereotype go to a stadium. Indeed, within VPI concept only the second
column is of significance because in terms of a game scenario a VP will face those
three factors often. How much interest will it show for understanding things? How
much interest will it show on meeting and talking to people? How much interest will
it show on collecting data from surrounding environment? That is what matters,
because that can be computed.
Learning"I want to know."
Learning figures on dictionaries as "the process of acquiring knowledge". Within
VPI concept, learning is more like a "process of acquiring data". Each VP must build
its own database, regarding to all pieces of information collected from its own
experiences or observations within the game environment.
As I said before, the purpose of this project is to imitate human behavior, not
creating intelligence. Someday, part of this concept may even be used within an A.I.
project, but it is another tale for another time. So, getting back to the real world,
the VP's database is supposed to be used by the game engine core (the specialist part
of the system) for statistics calculation, data confrontation and sometimes, when
there is not enough information to deal with, make blind choices or highly consider
CV directions.
The things a VP can learn will, of course, depend on the game scenario. If there
are starships, how do they work? Considering the character's attributes, will it be
able to flight the ship? Will it be able to learn how to flight the ship? How much
time will be necessary to learn about how to flight the ship? There are many
variables, but they can be computed.
Temperament"How do I use to react?"
Within VPI concept, temperament and personality are different things. This
statement may not seem clear enough, but for instance, let's say that a VP
temperament is inborn while its personality is result of virtual interaction. There
are two interesting approaches that can be used to set a VP temperament: "The Four
Humors Theory" and "The Zodiac".
The Four Humors:
Hippocrates (Greece - 5th century BC) puts forth the view that there are four
liquids in the human body which determine a person's health. This, of course, was
before any knowledge of germs and their relation to sickness and disease. His theory
says that a man's physical health is determined by the balance of these four fluids,
and illness is a result of their imbalance. The four liquids (also called "humors")
are: blood, phlegm, chole (yellow bile), and melanchole (black bile).
It was believed that during certain seasons of the year fluid imbalance occurred,
and that disorder was supposed to be corrected by medication: a tonic, a peculiar
broth, or whatever. Although this general theory survived until the present century,
it is obviously complete medical folly and has long-since been outdated.
Galen of Pergamum (Rome - 2nd Century AD) was a physician who had a large medical
practice in Rome. His reputation was renowned and his services were even provided to
three Roman Emperors. Galen added to the Hippocratic idea the theory that imbalance
of liquids also affected the personality (that is what is interesting for VPI
concept). He gave definitions to a personality affected by this imbalance, using
Latin terms for each fluid: sanguine (blood), phlegmatic (phlegm), choleric (yellow
bile), and melancholy (black bile). The sanguine (too much blood) was supposed to be
the warm, lively type, cheerful, excited, and optimistic. The phlegmatic (too much
phlegm) was the calm, unemotional type, sluggish or slow. The choleric (too much
yellow bile) was the often angry, quick-tempered, and strong-willed extrovert.
Melancholy (too much black bile) was gloomy, depressed, and probably introverted.
Of course, I do not intend to defend or reaffirm any of those theories. What I
want from them is to establish some stereotypes that can be, somehow, computed:
| Sanguine |
Choleric |
Melancholic |
Phlegmatic |
Cheerful
Friendly
Talkative
Lively
Restless
Self-centered
Undependable
|
Optimistic
Active
Confident
Strong-willed
Quick to anger
Aggressive
Inconsiderate
|
Melancholic
Sensitive
Analytical
Perfectionist
Unsociable
Moody
Rigid
|
Calm
Dependable
Efficient
Easy-going
Passive
Stubborn
Lazy
|
The Zodiac:
Another view of man's personality and actions was given by the astrologers. They
proposed that the position of the stars at the time of birth determined a person's
temperament, actions, and fate. This system of thought, with its zodiac symbols, is
well known. Indeed, in medieval times the two views (zodiac and four-humors) were
mixed, since the relation between them seemed too much obvious.
So, within VPI concept Temperaments can be easily set by choosing a date of birth
for each VP (task that will be up to the players to accomplish). Keep in mind,
however, that temperament is not the core-feature for the characters' personalities.
Instead, think about temperaments as a way to tell the game engine how the characters
use to first react against situations.
The following table holds some interesting information we should take on account
for temperament settings:
| Icon |
Birth date range (Element - Quality) |
Temperament |
Phrase |
Keyword(s) |
 |
March 21 - April 19 (Fire - Cardinal)
Aries the Ram is an Autumn constellation, and can be best viewed in
the night sky during the month of November.
|
Choleric |
I Am! |
Action |
 |
April 20 - May 20 (Earth - Fixed)
Taurus the Bull is an Autumn constellation, and can be best viewed in
the night sky during the month of December.
|
Melancholic |
I Have! |
Possession, Stability |
 |
May 21 - June 21 (Air - Mutable)
Gemini the Twins is a Winter constellation, and can be best viewed in
the night sky during the month of January.
|
Sanguine |
I Think! |
Duality, Versatility |
 |
June 22 - July 22 (Water - Cardinal)
Cancer the Crab is a Winter Constellation, and can be best viewed in
the night sky during the month of February.
|
Phlegmatic |
I Feel! |
Tenacity, Devotion |
 |
July 23 - August 22 (Fire - Fixed)
Leo the Lion is a Winter constellation, and can be best viewed in the
night during the month of March.
|
Choleric |
I Will! |
Power |
 |
August 23 - September 22 (Earth - Mutable)
Virgo the Virgin is a Spring constellation, and can be best viewed
during the month of April.
|
Melancholic |
I Analyze! |
Discernment |
 |
September 23 - October 23 (Air - Cardinal)
Libra the Scales is a Spring constellation, and can be best viewed in
the night sky during the month of May.
|
Sanguine |
I Balance! |
Harmony, Justice |
 |
October 24 - November 21 (Water - Fixed)
Scorpio the Scorpion is a Spring constellation with an astronomical
name of Scorpius, and can be best viewed in the night sky during the
month of June.
|
Phlegmatic |
I Desire! |
Intensity |
 |
November 22 - December 21 (Fire - Mutable)
Sagittarius the Archer is a Summer constellation, and can be best
viewed in the night sky during the month July.
|
Choleric |
I See! |
Freedom |
 |
December 22 - January 19 (Earth - Cardinal)
Capricorn the Sea Goat is a Summer constellation with an astronomical
name of Capricornus, and can be best viewed in the night sky during the
month of August.
|
Melancholic |
I Use! |
Ambition |
 |
January 20 - February 18 (Air - Fixed)
Aquarius the Water Bearer is an Summer constellation, and can be best
viewed in the night sky during the month of September.
|
Sanguine |
I Know! |
Independence |
 |
February 19 - March 20 (Water - Mutable)
Pisces the Fishes in an Autumn constellation, and can be best viewed
in the night sky during the month of October.
|
Phlegmatic |
I Believe! |
Sensitivity |
Biorhythm"How do I feel?"
In the real life people daily experiments ups and downs in their physical,
emotional, and intellectual states. It is possible to simulate such instability
within VPI concept by using the Biorhythm scheme.
Far from a divination method (as many people may think), biorhythm is based on
scientific studies and states that human body is regulated by cycles (similar to the
cycle of sleeping) that can be easily measured and presented in form of graphics. The
biorhythm main cycles (that must be supported by the game engine) are: physical,
intellectual, and emotional, as you can see in the following graphic:

Physical Cycle: 23 days long (11.5 positive and 11.5 negative).
Regulate physical attributes.
Emotional Cycle: 28 days long (14 positive and 14 negative). Regulate
psychical attributes.
Intellectual Cycle: 33 days long (16.5 active and 16.5 passive).
Regulate rational attributes.
|
Each cycle begins at the characters' birthday on point zero of a -15 to 15 degrees
scale. So, as a consequence of choosing the character's birth date in order to define
its temperament (as explained at the previous section), we also determine its
biorhythm baseline.
The character's biorhythm can be used to establish its mood, intellectual state
and physical conditions on each game section. Indeed, the combination of the three
main cycles may be used to define the character's daily state. However, despite of
the status of one or more cycles, characters must ever be able to do any action and
cycles must be used only to define the tendency they will show to do the actions or
not.
In addition, biorhythm can be used to define the chances of success a character
will stand when doing something. We can even state that it will be much easier for a
character to accomplish intellectual tasks when its Intellectual cycle is high. It
does not mean, however, that an intellectual task can't be accomplished when the
Intellectual cycle is low, it simply means that it will be a little hard to do
it.
Enneagram Point"How I really am?"

The word Enneagram is of Greek origin and refers to a diagram with nine points or
lines. Enneagram also names an ancient teaching of mysterious origins which is said
to represent every process of creation and renewal. The Enneagram is taught as a
technology or system of human development, self-discovery, spiritual growth and
self-actualization.
Today, the Enneagram is most often presented as a system of personality types.
Each personality type is characterized by specific patterns of thought, feelings,
emotions, sensations, and belief systems which are universal to the type. So, what
better to define the core of each VP than an Enneagram point?
Based on studies and compilations of today Enneagram approach, players can quickly
make their decision for a point by examining the list bellow: Point 1: The
Good Person
Orientation: Perfectionist
Phrase: "Is this good enough? Am I doing it right?"
Point 2: The Loving Person
Orientation: Giver
Phrase: "You're nobody unless somebody loves you!"
Point 3: The Effective Person
Orientation: Performer
Phrase: "How do you suppose I might be?"
Point 4: The Original Person
Orientation: Tragic Romantic
Phrase: "A bird pissed on my head! Isn't this amazing?"
Point 5: The Wise Person
Orientation: Observer
Phrase: "May I think a little bit more?"
Point 6: The Loyal Person
Orientation: Devil's Advocate
Phrase: "Yes, Sir!"
Point 7: The Joyful Person
Orientation: Epicure
Phrase: "Once upon a time..."
Point 8: The Powerful Person
Orientation: Boss
Phrase: "Who you think you are?"
Point 9: The Peaceful Person
Orientation: Mediator
Phrase: "There are so many choices!"
(a full description of each personality style under enneagram
point of view can be found at the end of this material)
Environment Rules"What can I do?"
VPI rules-set emerges from the game scenario and each type of game scenario will
need a specific rules-set. Despite of this confusion, and as a basic way to establish
a good rules-set for a game environment, consider the following:
VP Attributes + SB Deliberations + CV Directions cause "virtual minds"
According to the American Heritage Dictionary, "mind is the consciousness that
originates in the brain and directs mental and physical behavior". Within VPI concept
we do a have very simplified brain, shared for all VPs under the game environment on
a stand-alone game basis, or driving a single VP under multi-user game environments.
That brain is supposed to be the core of the specialized system we meant to create.
For all purposes of explanation, let's refer to VPI brain concept as SB, standing for
Shared Brain. SB engine will suffer influence of a biological brain too, since we
suppose a human player will act as the VP Conscience Voice (CV). So, the sum of the
VP attributes driven by SB plus the directions given by CV will cause our virtual
"mind".
Mind cause wills:
Will is the subjective experience that each one of us has of ourselves as the
cause of our own actions. To say that we "will" something is to say that we perceive
that our desire causes our action and our action causes change. This is the way
things happen in the real life.
Under VPI concept it will work quite similarly, because each VP will have its own
needs and desires, as well the will-power to get them satisfied. In real life willed
beings claim responsibility for their actions, even when they do not desire or try to
avoid it. This is true for VPI concept too, where each VP will be responsible for its
success, as well for its failures under the game environment. For beings that are
aware that they are causes, responsibility follows any action that they chose, even
if they are virtual ones.
At the moment a given VP has a number of alternative actions to choose from, that
VP will experience "freedom".
Wills cause undertakings:
Undertakings are actions that cause a change in the world (at VPI concept, a
virtual one). Undertakings are driven by desire, by an intention to change things in
a way they satisfy the desire.
Undertakings cause risks:
A risk is the potential of a given VP undertaking interfere, diminish or even
destroy other VPs undertaking. It is the ability a VP haves to bring about changes in
its world that affects itself and other VPs.
Risks create duties:
The VP who is anticipating an action has a duty that is defined by the risks
caused by that action. The duty arises out of the risk and is dependent upon the
context of the action.
The real-world universal duty is ever to use "reasonable care" (the level of care
that a reasonable person would exercise under the same circumstances), but at the
game environment it will depend on the scenario.
Breaches of duty create rights:
The failure of a given VP to use reasonable care (under the scenario rules)
creates a right in those who are put at risk. The breach has impact not simply on the
victim but generally upon those who perceive the breach and identify with the victim,
suggesting the existence of a sense of justice. It is the breach of duty that creates
the right.
Rights demands Law:
Law depends on the game environment. What may seem right within a medieval game
scenario may not be so right for a contemporary one. Law must be defined previously
and must be cast quite clear so VPs can take it in account on making their choices
and taking actions at the game environment.
Considerations"That's it"
As you may see, it's not too much.
I hope this compilation can bring (at least) some inspiration to those who are
looking for ideas for a different concept of game engine. If you find this material
useful and believe that is possible to turn VPI concept into a real Game Project or
Artificial Intelligence research, please contact me: Derlidio Siqueira
Rua Antonio Bonporti, 120
Parque dos Bancários
São Paulo - SP - Brasil
CEP: 03923-020
MSN ID:
derlidio@msn.com
e-mail:
derlidio@superig.com.br
Any contribution to extend this material is welcome.
Best wishes...
Disclaimer
Third Party Material: Any mention to third party material, product or
trademark is made within this document solely for illustrative purposes. It is not
the author's intention to breach any right warranted by law to the owner(s) of the
product or trademark. The author enforces that all third party material, products and
trademarks mentioned herein are property of their respective owners.
Main keywords for web search: Four Humors, Zodiac, Biorhythm, and
Enneagram.
Personality Styles (According to Enneagram)
Personality Style ONE: The Good Person"Is this good
enough? Am I doing it right?"
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Core Value Tendency: ONES are attracted to and value goodness.
They desire to be good persons, seeking to make the world a better place
to live in. They want to realize all of their potentials and help others
actualize theirs. They want to be all that they can be and help others do
the same.
Life Style: Doing their best and living up to their potentials
is what life is all about.
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Adaptive Cognitive Schema: The objective vision that keeps ONES
aligned with their true nature and with reality is the realization that
becoming all that they can be, coming to completion, wholeness, and
perfection is a continually unfolding process. As long as ONES are living
in accordance with their true nature, allowing the process of
self-regulation to occur, they are perfect. They cannot be other than who
they are at the moment.
Adaptive Emotional Schema: The state that accompanies ONES'
objective paradigm is serenity, a sense of inner wholeness and self
support. Those who are serene are at ease with themselves, are relaxed
with others, and are in touch with the present moment. Serenity responds
where personal intervention is required and acquiesces when letting go is
appropriate.
Adaptive Behavioral Schemas: The actions that flow from an
understanding of perfection as a process and a state of serenity involve
a passion and habit for excellence and a desire to do things well. ONES
have high principles, high moral standards, and high performance
requirements. They are conscientious, dedicated, persevering, reliable,
hard working, and industrious. They have a highly developed and practiced
intuition for when someone or something is doing what it is supposed to
do. A being is good when it is fully itself and when it is fully doing
what it is meant to do. ONES constantly compare a present reality to its
ideal state. They know what is missing and what should be there. This
makes them natural quality control experts.
Resourceful State: When ONES are in a resourceful relaxed
state, they take themselves and the situation less seriously. They
lighten up instead of getting heavier. They get in touch with their
spontaneous playful side. They notice what's right and what's there
instead of what's wrong or what's missing. They operate from the adaptive
belief that they are OK, even though they're not perfect. They trust that
the universe is unfolding as it should. It's OK, too. Trust allows them
to go with the flow and not push the river, since it's flowing by itself.
They do what they find pleasurable and desirable, what they want to do
instead of what they should do. In a resourceful place, ONES are
optimistic, accepting and present to whatever is. "I am therefore I am
good" replaces "I'm perfect therefore I'm acceptable".
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Maladaptive Cognitive Schema: When ONES
exaggerate their good qualities, they over-identify with the idealized
self image of I am good; I am right. To compensate for a maladaptive
belief that they are not good enough, and to keep themselves immune from
criticism, they hold unrealistically high standards, trying to be perfect
and do most things perfectly in order to be acceptable to others and to
themselves. They habitually compare what is to what they think should be
and reality falls short of their ideals and absolutes.
Maladaptive Emotional Schema: As a consequence of never living
up to their idealizations, ONES experience the passion of anger and
resentment since no one (especially themselves) ever comes up to their
expectations. They are angry because nothing is as right as it ought to
be. And they are resentful because they aren't recognized or rewarded
enough for their efforts nor are they accepted for who they are. Life
isn't fair.
Maladaptive Behavioral Schemas: Perennially perceiving the
world as imperfect, and relentlessly feeling resentment about the shoddy
state of affairs, ONES are driven to make things better. They tense their
jaws, clench their teeth, bear down, and carry on. They interfere with
the natural unfolding of life and events in an effort to make things
perfect NOW. The better becomes the enemy of the good. It's a challenge
for ONES to leave things alone and just let them be.
Non-Resourceful State: When ONES are under stress, they do more
of the same, that is, they try harder, put out more effort, get more
serious, and become more frustrated and resentful. When all their efforts
still don't get them affirmed or don't satisfy their needs or fill their
emptiness, they get discouraged, give up trying to fix things, point
their criticisms toward themselves, pull the trigger, get depressed, and
lapse into melancholy. In this non-resourceful state they feel
misunderstood, victimized, taken advantage of. The world doesn't
appreciate or reward their efforts to make things better.
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What is Avoided: Because they are trying hard to be good, ONES
avoid experiencing or expressing their anger. Good boys and good girls
shouldn't be angry. They are either unaware of their anger or are
reluctant to express it directly. Since they want to be right, they avoid
and protest being wrong. They don't like to think of themselves as being
lazy, irresponsible, sloppy, etc.
Defensive Maneuvers: ONES ward off unacceptable impulses and
behaviors by doing the opposite of what they are tempted to do. This is
called reaction formation. If they are tempted to take it easy, they work
harder. If unwanted sexual desires arise, ONES become moralistic and
puritanical. If anger surfaces, they may rely on righteous indignation;
that is, they have a right to be angry. Or they may sublimate their anger
and wage the cosmic war against crud, crusading against injustice,
inexactness, tardiness, sloppiness, etc.
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Personality Style TWO: The Loving Person"You're nobody
unless somebody loves you!"
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Core Value Tendency: TWOS value and are attracted to love. They
want to be generous persons, seeking to make the world a more loving
place to live in.
Life Style: Harmonious intimate mutual relationships are what
life is all about.
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Adaptive Cognitive Schema: The proper understanding of freedom
enables TWOS to live within the natural laws and limits of reality.
Interdependence, which lies between the extremes of
dependence/codependence and an exaggerated independence, is the mature
stance of adults. Being free means TWOS can give or not give, receive or
not receive.
Adaptive Emotional Schema: The state that accompanies TWOS'
objective paradigm is humility, the virtue which realistically estimates
what kind and what amount of love another needs in contrast to giving
whatever is believed will bring approval to the giver. Acting as a
reality principle, humility acknowledges limits and sets boundaries,
enabling TWOS to say no as well as yes.
Adaptive Behavioral Schemas: The actions that follow from an
understanding that love involves an ebb and flow of giving and receiving
along with the habit of humility include an exquisite empathic attunement
not only to the needs of others but also to their own needs. TWOS have an
intuitive sense for what others need and are feeling. They are naturally
giving, generous, and helpful. They feel fulfilled being able to give to
others and are supportive, nurturing, considerate, and appreciative. TWOS
are sociable, friendly, and approachable. They naturally move toward
people with love and affection. They praise others and build them up,
giving compliments easily. TWOS are natural listeners and counselors.
They also speak up for others, especially the underprivileged and
handicapped.
Resourceful State: When TWOS are in a resourceful relaxed
state, they get in touch with their own needs, wants, and feelings. They
put their needs on the table and negotiate getting them met. They allow
others to give to them freely without doing anything to earn their love.
They can say "no" even though they feel guilty. They allow others to be
more autonomous and don't foster their dependence on them. They find
other ways of expressing themselves besides giving, such as developing
their creative, artistic, cultured self and capacities. Now able to say
to themselves I am special, they believe they are lovable just because
they are. "I am therefore I am loving" replaces "I give in order to be
accepted".
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Maladaptive Cognitive Schema: When TWOS
exaggerate their loving qualities, they over-identify with the idealized
self image of I am loving; I am helpful. To compensate for their
maladaptive belief that others will not meet their needs, they turn their
attention toward meeting other people's needs, hoping that what they do
unto others will be done unto them. They believe it is only after meeting
others' needs that their own will be taken care of.
Maladaptive Emotional Schema: Perceiving themselves as helpers
in a needy world, TWOS believe they have unlimited resources for serving
others that never need replenishing. They are not needy, but they are
needed. The resultant disposition is pride. TWOS are proud of their
giving nature and seek to be important is people's lives in order to feel
worthwhile.
Maladaptive Behavioral Schema: Perceiving the world as needy,
and feeling proud of their self sacrificing nature, TWOS become
compulsive helpers, trying to please others to get them to like them and
meet their needs. TWOS give strokes to get strokes, doing for others what
they hope others will do for them. Habitually moving towards people, it's
hard for TWOS to move against people in anger or confrontation. It's
conflictual for them to give negative feedback because they don't want to
hurt others. It's also difficult for TWOS to move away from people,
leaving them alone to stand on their own two feet, or fall flat on their
face. The TWOS' task is to rescue.
Non-Resourceful State: When TWOS are under stress, they do more
of the same, that is, they become more helpful and travel around the
"rescue triangle." On this non-resourceful journey, they first assume the
role of rescuer. When they don't get the affirmation they need and
believe they deserve, they feel victimized and play the martyr,
reproaching others for not appreciating and caring enough for them. They
then lose touch with their gentleness and compassion and become hard and
tough to protect their self-esteem. They become bitter, jaded and
distrustful of others and become a persecutor, making others feel guilty
and desiring to get even with them.
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What is Avoided: Because they strive to be loving, TWOS avoid
their own needs. To think about themselves or to express their needs
would be selfish. They are reluctant to heed their own agendas, feelings,
and desires.
Defensive Maneuvers: TWOS avoid their needs by repressing them
so that they are not even aware of them. Or they may be aware of them,
but choose to suppress them since their job is to lighten other people's
burdens not encumber them with their own needs.
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Personality Style Three: The Effective Person"How do
you suppose I might be?"
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Core Value Tendency: THREES are attracted to and value
efficiency, industriousness, and competence. They want to be productive
persons, seeking to make the world a more efficient place to live in. The
cosmos is an orderly harmonious system and THREES work to keep it running
smoothly.
Life Style: Bringing projects to completion, accomplishing
goals, working effectively is what life is all about.
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Adaptive Cognitive Schema: Hope is the principle and attitude
THREES have to keep them living in the real world. Hope believes the
cosmos works effectively within and according to its own laws. It will
continue to run smoothly even when THREES are not working. Entropy won't
occur the instant THREES take time off. The most effective way to
function is in harmony with these natural, personal, and social norms and
processes.
Adaptive Emotional Schema: The state that accompanies THREES
objective paradigm is truthfulness, the acceptance and expression of
their inner self as it actually is without covering, exaggerating, or
marketing it with external images, roles, and personas. THREES remain
true to themselves and their commitments instead of assuming whatever
appearance they believe will make them look successful in the eyes of
others.
Adaptive Behavioral Schemas: THREES have a natural
organizational ability, easily assessing a situation, setting goals, and
working efficiently and single mindedly toward them. They know how to get
things done. They are optimistic, enthusiastic, and self confident.
THREES are motivated and motivating. Being good salespeople, they
intuitively know how to present themselves and their product. They can
translate ideas into workable saleable systems. They are good team people
and effective managers. They are pragmatic and can compromise to get
projects on line and accomplished. They have the ability to sense what
others want and expect from them and can adapt to fit that image thereby
winning people over to their side.
Resourceful State: When THREES are in a resourceful relaxed
state, they get in touch with their inner feelings, preferences, and
desires. They are honest and resist changing themselves to manipulate
others. They show their true colors. They are loyal to themselves and to
their values. They stay with what they believe in versus switching to
what is popular. They are also loyal to others. They are trustworthy as
well as competent. This combination makes them good leaders. They
cooperate with others instead of compete with them. They trust that
others will get things done in their own way and in their own time. They
embrace failure as a natural part of life. This loosens the hold of their
image and helps them connect with their true self and with others. Now
able to say to themselves "I am loyal", "I do what I ought to do", they
believe they are acceptable as themselves. "I am therefore I am active"
replaces "I perform and produce therefore I am".
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Maladaptive Cognitive Schema: When THREES
exaggerate their efficient qualities, they over-identify with the
idealized self image of I am successful. To compensate for their
maladaptive belief that they are failures and will be rejected, they
become over-programmed, overly efficient, and can become
workaholics.
Maladaptive Emotional Schema: Perceiving themselves as
successful entrepreneurs, THREES believe they are above normal protocols
and are not constrained by the laws and conventions that others live by.
They deceive themselves and others into believing how successful they
are. Their energy goes into their image, their public self, and the
persona they think others want them to be. Over identifying with their
roles and projects, they convince themselves this is who they really
are.
Maladaptive Behavioral Schemas: Perceiving the world as
disorganized, and presenting themselves as efficiency experts, THREES
become workaholics, driven to succeed and climb the ladder of status and
prestige. It's hard for THREES to stay with their own feelings, desires,
and preferences. It's important to them to look good not to feel good.
Work takes precedence over self. It's conflictual for THREES to do
something unpopular, to espouse values that get unfavorable audience
response. They are pragmatists. The end justifies the means. If it works,
it's good.
Non-Resourceful State: When THREES are under stress, they do
more of the same, that is, they become more efficient and organized, work
more frenetically, take on more projects, are on the go more, shake more
hands, and advertise themselves more. When this doesn't work, they turn
off their smooth running machine and stop. Doubting, numbing, neglecting
themselves, avoiding responsibilities, and resigning themselves to
failure, they go from exertion to exhaustion. They drop out and turn off.
In this depressed state, their belief is their efforts don't matter, so
what's the difference, why bother.
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What is Avoided: Since they strive to be successful, THREES
avoid failure. They don't undertake projects unless they sense they can
complete them. Their motto is: In life there are no failures, only
learning experiences.
Defensive Maneuvers: THREES avoid failure by identification
with their successful image, role, and projects. They change appearances,
careers, interests in a chameleon-like manner to keep up with whatever
image is currently popular.
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Personality Style Four: The Original Person"A bird
pissed on my head! Isn't this amazing?"
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Core Value Tendency: FOURS are attracted to and value
originality, authenticity, individuality, and artistic expression. They
desire to be sensitive, refined persons, seeking to make the world more
beautiful. They value the inner journey and are on the quest for the Holy
Grail, their real self.
Life Style: Honoring their uniqueness and deeply connecting to
others and to the world is what life is all about.
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Adaptive Cognitive Schema: The objective vision that keeps
FOURS aligned with their true nature and with reality is the realization
that they are already original. They already are in possession of what
they are searching for. The treasure is buried in the field of their
inner self. They are already connected to their source, the ground of
their being and so are already connected to their real self and to the
real selves of others. They realize they belong in this world and are not
missing anything essential.
Adaptive Emotional Schema: The state that accompanies the
FOURS' objective paradigm is equanimity, the experience of inner balance
and outer harmony. A person in the state of equanimity feels complete and
fulfilled in the present moment. Each moment they have everything they
need to be perfectly happy. Events are responded to in a realistic
appropriate manner without exaggeration or dramatization.
Adaptive Behavioral Schemas: The attitudes and actions that
flow from an acceptance of one's authentic inner nature and from a state
of equanimity are an exquisite sensitivity, appreciation and respect for
all that is. FOURS have an intuitive aesthetic sense and an innate sense
for quality; that is, they have good taste and class. Their sensibilities
put them in touch with their own and others' moods, being especially
attuned to pain and suffering. FOURS have a highly active imagination and
fantasy life. They are romantic, nostalgic, and poetic. FOURS like to
ritualize human experiences, making the ordinary extraordinary and the
extraordinary ordinary. They can see the universe in a grain of sand and
can turn a grain of sand into a pearl. FOURS easily attune themselves to
the mood and spirit of their surroundings.
Resourceful State: When FOURS are in a resourceful relaxed
state, they seek and find wholeness within them. They get connected to
their real feelings instead of abandoning themselves then looking for
fulfillment from someone else. They stay in the present and realize that
right now they have all they need to be perfectly happy. They aren't
missing anything. They re-own their goodness. Taking an action oriented,
problem-centered approach, they stay with the facts and don't exaggerate
their emotional response or amplify the stimuli. They maintain their
equanimity. They believe they are already original, connected, and
belong. They understand they are home and already have what they are
looking for. "I am and so I am both unique and universal" replaces "I am
special therefore I am somebody".
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Maladaptive Cognitive Schema: When FOURS
exaggerate their sensitive qualities and uniqueness, they over-identify
with the idealized self image of I am special and unique. To compensate
for a maladaptive belief that they are defective and faulty, and to
prevent themselves from being abandoned, they seek to be special. To
survive they believe they must be highly individual and make a lasting
impression on people so they won't be forgotten. They believe they must
outclass their opponents. Their habit of attention goes to "what is
missing" instead of to "what is there".
Maladaptive Emotional Schema: Constantly comparing themselves
to others and consistently coming up short, FOURS experience the passion
of envy. Others appear to have what they are missing: spontaneity,
relationships, happiness, etc. FOURS feel melancholy, apart from the
main, misunderstood. Their suffering makes them special
Maladaptive Behavioral Schema: Perceiving the world as
abandoning, and feeling envious of others' qualities and possessions,
FOURS are driven to make themselves special and uncommon. They become
dramatic, moody, misunderstood, tragic romantics, pushing themselves to
live at the edges of experience. Fantasies become more satisfying than
real life. Relationships are passionately engaged in and just as
intensely pushed away. Seeking connections, FOURS fear abandonment, and
become aloof and feel alienated.
Non-Resourceful State: When FOURS are under stress, they do
more of the same, that is, they exaggerate their moods, feel more
misunderstood and hurt, and become aristocrats in exile. They turn their
anger on themselves and get more depressed. FOURS get stuck in their
feelings instead of letting them energize them into constructive action.
Denying their own needs and helping others instead of dealing with their
own pain, they become suffering servants.
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What is Avoided: Because they want to be special, FOURS avoid
being ordinary. Being common, just like everyone else, is the worst thing
FOURS can imagine. Living within the middle range of experience, without
extreme highs and lows, is boring and deadening.
Defensive Maneuvers: FOURS steer away from being ordinary
through uncommon experiences and expressions. No one feels as deeply as
they do, no one experiences life in the same way they do. Mere words are
not enough to express their responses; they need poetry, music, dance,
painting, some kind of artistic sublimation to capture their
experience.
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Personality Style Five: The Wise Person"May I think a
little bit more?"
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Core Value Tendency: FIVES are attracted to and value wisdom,
knowledge, and learning. They want to understand the world and make it a
more reasonable place to live in.
Life Style: Having insights, learning about the nature of
things, seeing how everything fits together is what life is all
about.
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Adaptive Cognitive Schema: The objective vision that keeps
FIVES aligned with their true nature and with reality is the realization
that real understanding and wisdom come from experience, participation,
being involved with people and the world. And being known, seen, and
revealed (transparent) is just as vital as knowing, seeing, and
revealing.
Adaptive Emotional Schema: The state that accompanies the
FIVES' objective paradigm is non-attachment, which is the experience of
love as flowing in and out instead of being withheld from outside and
bottled up inside. The energy of life flows freely into and out of the
self. The detached person takes in just what is needed and lets the rest
go. The world is engaged and joined for the mutual enrichment of both
world and self.
Adaptive Behavioral Schemas: The combination of an appreciation
of wisdom as involvement and interaction along with the state of
non-attachment lead to the ability to both detach and be observant and
synthetically get the whole picture as well as analytically getting to
the heart or essence of the matter. FIVES inner observer or fair witness
is well developed allowing them dispassionately and objectively to
consider situations and events. They can put together disparate pieces of
information into a unified system and distill complex situations into
concise insights and pithy statements. FIVES can move ideas and images
around in their head facilely. They can communicate clearly and
succinctly. They are comfortable with solitude.
Resourceful State: When FIVES are in a resourceful relaxed
state, they get in touch with their personal power and energy. They say
to themselves: "I am powerful; I can do." They move down into their body
and feelings instead of up into their head and thoughts. They insert
themselves in the situation, believing they can change it. They move
towards and against others as well as away from them. They make contact
and get engaged and learn through experience. They set boundaries for
themselves directly rather than by withdrawing. They ask for what they
need and let go of what they don't need. "I am therefore I think and I am
connected" replaces "I think therefore I am and I think in order to
figure out how I'm supposed to be and how I'm supposed to get
connected".
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Maladaptive Cognitive Schema: When FIVES
exaggerate their intellectual qualities, they over-identify with the
idealized self image of I am wise and perceptive. To compensate for the
maladaptive belief that they don't know enough to act assuredly and
assertively and so are inadequate, and to keep themselves safe from
criticism, they try to be wise and invisible. FIVES don't want to look
foolish. They move away from involvement and up into their heads. They
believe if you don't know what they're thinking, you can't criticize
them. And if you don't know their position, you can't shoot them down.
FIVES are overly sensitive and may exaggerate or misperceive intrusions,
demands, being engulfed and taken over. They believe the world is
depriving and/or intrusive. FIVES don't want to look foolish.
Maladaptive Emotional Schema: As a consequence of moving away
from the world and attempting to live solely from their own resources,
FIVES experience the passion of avarice. They are greedy for knowledge
and information to keep them safe and unassailable and are stingy with
their ideas, feelings, time energy, etc. Operating from a scarcity
mentality, FIVES hold on to what they have and withhold from others lest
what they have be taken away from them.
Maladaptive Behavioral Schema: Perceiving the world as
depriving and intrusive, and feeling greedy and avaricious about this
uncaring state of affairs, FIVES are inclined to move away from the
world, retreating into the sanctuary and privacy of their minds. They
tend to be loners who view life from the sidelines. They need to
understand something completely before they make a decision and act. It
is difficult for FIVES to move against people and confront them to
protect their space and ask for what they want. It's also difficult to
move toward people and express affection. FIVES are afraid of and avoid
their feelings and go instead to their ideas. It's hard for FIVES to stay
connected or be too exposed.
Non-Resourceful State: When FIVES are under stress and do more
of the same, they remove themselves and retreat further into their heads.
They feel inadequate and unable to influence the situation and so
withdraw. They become contemptuous of others instead of reaching out to
them. They fear pain and avoid it. They rationalize or trivialize to
avoid being assertive. They get into planning instead of doing. They
distract themselves or space out instead of focusing, deciding and
acting.
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What is Avoided: Because they want to appear wise and guard
their privacy, FIVES avoid feeling empty or being emptied. FIVES avoid
situations where they don't know what they are supposed to do. Knowing
the guidelines, the rules of the game, what is expected and allowed helps
them enter the game. When they are afraid they'll be taken advantage of,
they stay out of the game.
Defensive Maneuvers: FIVES ward off uncomfortable feelings and
situations through isolation and compartmentalization. To avoid feeling
empty or drained, FIVES isolate themselves in their heads away from the
intrusions of their feelings and other people. They separate or
compartmentalize their thoughts from their feelings. That's why when you
ask FIVES what they're feeling, they tell you what they're thinking. They
also separate one time or period of their life from another. With FIVES,
out of sight tends to be out of mind instead of making the heart grow
fonder.
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Personality Style Six: The Loyal Person"Yes
Sir!"
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Core Value Tendency: SIXES are attracted to and value loyalty.
They desire to be faithful, conscientious, responsible persons, keeping
their word and honoring their commitments. They want to make the world a
safer, more secure, more reliable, trustworthy place to live in.
Life Style: Doing your duty and honoring your traditions is
what life is all about.
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Adaptive Cognitive Schema: Faith is the objective principle
that keeps SIXES connected to their true self and to reality. When SIXES
believe in themselves and in their inner authority, they have the
certitude that they are already on the right side. The Force is with
them. They believe the universe is ultimately trustworthy and is out to
do them well, not to do them in. When SIXES are in touch with their
genuine self and others' true selves, they are neither afraid nor need to
prove their strength and loyalty. Courage and commitment are naturally
present.
Adaptive Emotional Schema: The state that accompanies the SIXES
objective paradigm is courage, an inner strength that comes from being in
touch with one's inner self and with the objective laws of reality.
Courage involves taking responsibility for one's own beliefs, decisions,
and actions. It is the "courage to be" oneself. Any organism
spontaneously responds to protect itself and what it values.
Adaptive Behavioral Schemas: Faith and courage lead to being
"semper fidelis" and "semper paratus", always faithful and always
prepared. SIXES actively scan their surroundings for what might go wrong.
They have an intuitive sense for danger and so are rarely caught off
guard. SIXES respond well in emergencies because they are usually
prepared for them. When crises arise, they respond spontaneously and
effectively. Since SIXES are conscientious, responsible, and value doing
their duty, they make excellent stabilizers and maintainers in
organizations and systems. They can be trusted to be reliable leaders and
faithful followers. Because they keep their word, SIXES manifest a
stick-to-it-ness and their commitments can be counted on.
Resourceful State: When SIXES are in a resourceful relaxed
state, they get in touch with their inner authority. They trust their
instincts and have faith in themselves. They accept the responsibility
for their own choices and act on them courageously. They believe they can
take care of themselves in an emergency. They believe the world is on
their side instead of against them. They remain calm and say to
themselves: "I am settled" instead of "I am upset". They make molehills
out of mountains instead of vice versa, realizing they tend to imagine
the worst, blow things out of proportion, and see danger and evil
intentions where there are only inconveniences and inadvertences. They
find truth in all sides of an issue versus polarizing issues into who is
on their side and who is against them. "I am therefore I am courageous"
replaces "I am loyal therefore I'm OK".
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Maladaptive Cognitive Schema: When SIXES
exaggerate their loyal qualities, they over-identify with the idealized
self image of I am loyal; I do my duty. To compensate for a set of
maladaptive beliefs that they are not strong or faithful enough, that
they may be cast out of their group, that they are likely to be harmed,
they become overly suspicious and circumspect, doubting their own
orthodoxy and ability to protect themselves and doubting the good
intentions of others. The world is seen as a dangerous place that needs
to be monitored, guarded against, and restrained.
Maladaptive Emotional Schema: As a consequence of living in an
unpredictable and hostile world, SIXES experience the passion of fear.
Mistrusting their own common sense and inner authority, they fear they
may not be up to the task or challenge, and may let others and especially
authority down. They fear the judgments and actions of authorities.
Maladaptive Behavioral Schema: Perennially perceiving the world
as threatening and dangerous, and feeling fearful most of the time, SIXES
adopt either a phobic or counter-phobic stance. From a fearful
reactionary place, they let their worries inhibit them, doubting their
decisions and delaying their actions. From a counter-fearful position,
they impulsively push through their fears, often recklessly pursuing,
attacking, or acting out the very thing they are afraid of.
Non-Resourceful State: When SIXES are under stress, they trust
themselves less and become more worrisome and indecisive. They might
become more dogmatic and orthodox to resolve their doubts. Or they might
become more suspicious of others and be more rebellious against any form
of authority. They take on more projects, get busy and run around instead
of dealing with their inner fears. They may assume a role or identify
within some group to feel more secure, becoming devoted followers or
loyal middle managers
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What is Avoided: Seeking to be safe, phobic SIXES avoid being
rebellious or devious. Counter-phobic SIXES avoid being caught off guard
with no exits. SIXES avoid ambiguous ideas, positions, relationships, and
situations. They want things clear and want to know where other people
really stand on issues. They can be dogmatic, fanatic, vigilantes, brave
and daring to compensate for feeling phobic. SIXES may avoid making their
own judgments and decisions without the confirmation of someone else.
They don't trust their spontaneous reactions.
Defensive Maneuvers: SIXES ward off unacceptable impulses and
behaviors by projecting them onto others, thereby keeping them away from
their sense of self. Instead of acknowledging their own anger at having
their inner authority encroached or disrespected, SIXES project their
anger onto others and then experience the world as hostile and
threatening. They give away their authority and then either fearfully go
along with what they are told or challenge any external authority in a
reactionary manner. SIXES may either become defenders of the faith or
conscientious objectors.
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Personality Style Seven: The Joyful Person"Once upon a
time..."
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Core Value Tendency: SEVENS are attracted to and value joy,
variety, and excitement. They desire to be happy persons, seeking to make
the world a more delightful place to live in. SEVENS want to taste and
experience all the possibilities life has to offer.
Life Style: Having fun and being positive is what life is all
about.
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Adaptive Cognitive Schema: The objective vision that keeps
SEVENS aligned with their true nature and with reality is the realization
that reality exists only in the here and now and reality unfolds through
action and work in the present. Perspiration is as important as
inspiration. Living in accordance with what is, with the objective plan
of the universe, is more satisfying than living out of one's own
unrealistic plans and fantasies.
Adaptive Emotional Schema: The condition that accompanies the
SEVENS' objective paradigm is sobriety, which involves a sense of
proportion. Sobriety means living a balanced life in the present moment.
The sober person takes in only as much as is needed and expends only as
much energy as is called for. Fulfillment comes from living a temperate
reasonable life-style. Happiness is the result of living and working in
the present.
Adaptive Behavioral Schemas: Persistent work in the present and
bringing projects to completion are behaviors that flow from responsible
action and the virtue of sobriety. Work and play become indistinguishable
when you do what you love and love what you're doing. SEVENS have a great
appreciation for life and want to celebrate and enjoy it. Able to find
some good in everything, they have a childlike responsiveness to the
world. Optimistic, vivacious, creative, and full of interesting ideas,
they have an intuition for future possibilities and are great
visionaries. They have a sense for what might go right, what will be a
happy outcome.
Resourceful State: When SEVENS are in a resourceful relaxed
state, they channel their energies and stay focused instead of scattering
and getting distracted. They say to themselves: "I am wise and
perceptive" instead of "I'm a lightweight". They put their creative
bursts and inspirations into a system and structure. They stay with a
project or interest, going deeply into it, until they really understand
and savor the experience instead of being a dilettante. Now able to be
still and observant, they appreciate silence and solitude. Practicing
detachment and sobriety, they stay in the present taking in only as much
as they need and expending only as much energy as the situation requires.
"I am therefore I delight" replaces "I have to be up to be accepted".
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Maladaptive Cognitive Schema: When SEVENS
exaggerate their joyful qualities, they over-identify with the idealized
self image of I am OK. To compensate for a maladaptive belief that their
options are limited and they are on the verge of being bored or
depressed, they overindulge the pleasure principle, seeking to maximize
enjoyment and minimize pain. They dislike having their options limited by
the reality principle that says they must accommodate to what is and
occasionally do what they have to do instead of only doing what they want
to do. They become compulsively optimistic, seeing the world through
rose-colored glasses. They become addicted to highs and only want to have
good experiences. By staying up, SEVENS try to avoid every feeling
down.
Maladaptive Emotional Schema: By believing they must stay above
and ahead of pain, SEVENS experience the passion of gluttony, if a little
pleasure is good, more enjoyment is better. SEVENS develop a hedonistic
approach to life seeking to spice up their life by having ever more
interesting and exciting experiences. They opt for a fun-filled if not a
fulfilled life.
Maladaptive Behavioral Schema: Perceiving the world as their
oyster and fostering a glutinous life style, SEVENS are driven to make
things more exciting and fun. They overindulge their imaginations, coming
up with fantastic schemes and plans. They keep proposing new options and
possibilities. They find it difficult to stay with one project or
relationship for a long period of time. They may flit from one interest
to another, filling their lives with fluff.
Non-Resourceful State: When SEVENS are under stress, they may
intellectualize, spiritualize, sublimate, and plan more to avoid
confronting painful situations. They get further into fantasy and farther
from doing. They may try to avoid work more, distract themselves, and
attempt to lighten things up. If all of the above don't work, they may
get resentful, critical, and disappointed that reality is raining on
their parade and their fantastic expectations aren't being met.
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What is Avoided: Because they are trying hard to be happy,
SEVENS avoid experiencing or expressing any pain or suffering. When
something or someone ceases to be fun, SEVENS may drop them and move on
to more novel adventures. They get nervous when they only have one thing
to attend to or only have one option available. They don't believe any
good can come from quiet and darkness and instead seek distractions and
light, whether it be light-hearted or light-headed. They avoid getting
too heavy or serious.
Defensive Maneuvers: SEVENS avoid suffering and pain through
sublimation. They program their computers for pleasant experiences and
nothing computes or reaches them that's not nice. They look for the
silver lining in dark clouds and make sure everything comes up roses.
Like alchemists, SEVENS turn dross materials and drab circumstances into
precious experiences and happenings. Even death becomes an interesting
trip.
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Personality Style Eight: The Powerful Person"Who do
you think you are?"
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Core Value Tendency: EIGHTS are attracted to and appreciate
power. They desire to be strong, independent, straightforward, assertive
persons, who use their strength and influence to make the world a more
just place to live in. They value equity, the equal distribution of
power, and show a concern for the underprivileged and
disenfranchised.
Life Style: Being their own person, doing their own thing,
protecting their own is what life is all about.
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Adaptive Cognitive Schema: The objective principle that keeps
EIGHTS aligned with their real self and with reality is the realization
that the laws of the universe are inherently just and that what goes
around, comes around. Justice means EIGHTS don't have to enforce or
vindicate the laws of the universe. Justice will out and the universe
will ultimately be fair. "Vengeance is mine, saith the Lord" instead of
"Vengeance is mine, that's what I say".
Adaptive Emotional Schema: Innocence is the attitude that flows
from the EIGHTS' objective paradigm and keeps EIGHTS connected to their
better self, to others, and to reality. Innocence is the disposition of
not harming, expressed by the attitude of why would you want to harm
anyone and why would anyone want to harm you. Innocence experiences each
moment freshly, approaching life and expressing love as a childlike
response to the current situation without cynical judgments or jaded
expectations.
Adaptive Behavioral Schemas: Forceful actions that follow from
a proper understanding of justice and from an attitude of innocence are
tempered by a compassionate concern for oneself and others. EIGHTS can
tell the truth, tell it like it is, in a way that is challenging and
up-building while not being punitive or tearing down. They are self
confident, self-assured, magnanimous, good leaders, energized by a
challenge and appreciating a good contest. EIGHTS can move against others
to get what they need and to protect their territory. They can take
charge, act on their own, and get things done. They enjoy exerting
energy, protecting the weak, and empowering the disenfranchised.
Resourceful State: When EIGHTS are in a resourceful relaxed
state, they believe that the world is just and that justice will come
about without their having to seek vengeance. They trust others and
respect their rights as much as they demand respect for their own rights.
Assuming an attitude of innocence, they use their power to build others
up and help them instead of intimidating or debunking them. In touch with
their tender gentle side, they are compassionate toward themselves and
others. They personify the saying: "There is nothing stronger than true
gentleness and nothing gentler than true strength". "I am therefore I am
powerfully present" replaces "Yeah, though I walk through the Valley of
Darkness, I shall fear no evil, cos I am the meanest SOB in the
valley".
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Maladaptive Cognitive Schema: When EIGHTS
exaggerate their powerful qualities, they over-identify with the
idealized self image of I am powerful; I can do. To compensate for the
maladaptive beliefs that they are going to be neglected, not listened to,
and not have their needs met, and that they are going to be affronted and
taken advantage of, they become overly offensive. On the lookout for
challenges and injustices, they survive by being strong, tough, and
fierce.
Maladaptive Emotional Schema: As a consequence of perceiving
the world as hard, hostile, and uncaring, EIGHTS experience the passion
of lust. For fear they are not going to get what is their due, they grab
as much as they can. You only go around once in life, so live it with all
the gusto you can. EIGHTS do everything with intensity. They work hard,
play hard, love hard, etc.
Maladaptive Behavioral Schema: Perceiving the world as hostile,
and feeling lustful and intense much of the time, EIGHTS develop a
forceful, grabbing, take charge attitude toward the world. They use their
power to protect and aggrandize themselves instead of building up their
community. Going beyond assertion, they move against others in aggressive
intimidating behaviors. Becoming overbearing and intimidating to get
heard and get their way, they can become bullies.
Non-Resourceful State: When EIGHTS are under stress, they try
to be tougher, more aggressive, more in control. If their influence
doesn't work on others, they may turn their power against themselves,
beat up on themselves, get depressed, and withdraw. Instead of exploding,
they implode their energy and isolate themselves. They may feel
inadequate and unable to influence the situation. They may
intellectualize instead of sympathize. They may exaggerate their
independence even more and not let others support or comfort them.
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What is Avoided: Since they need to feel and appear strong,
EIGHTS avoid any kind of weakness. To show weakness or inadequacy would
give others power over them. They are slow to show their feminine,
compassionate, kindly, gentle side. While it is easy for EIGHTS to
express their anger, they find it difficult to express their tender warm
emotions or their fragile feelings like fear, sadness, and embarrassment.
Being comfortable with moving against others, they find it difficult to
move towards or away from others.
Defensive Maneuvers: EIGHTS ward off any tender feelings or
manifestations of weakness by denial. They simply deny any presence of
what they consider to be weakness, such as kindness, considerateness,
sensitivity, etc. They debunk and put down any show of sentimentality,
suffering, error, etc.
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Personality Style Nine: The Peaceful Person"There are
so many options!"
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Core Value Tendency: NINES are attracted to and value peace,
harmony, and unity. They desire to make the world an ecumenical,
harmonious, conflict-free place to live in. They like being peaceful,
calm, and ordered and prefer to go with the flow. The universe is
unfolding as it should and they see no need to push the river since its
flowing fine by itself.
Life Style: Being at one with yourself and your surroundings is
what life is all about.
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Adaptive Cognitive Schema: The objective vision that keeps
NINES aligned with their true nature and with reality is the realization
of their unity with the universe and their functioning according to the
same laws that govern everyone else. This gives them their sense of
peace, harmony, integration, and oneness with all reality. They further
believe that the laws of the universe are warm and loving (instead of
cold and indifferent) since they have given birth to organic, living,
warm creatures. Teleology is built right into the laws of the cosmos.
There is a value and meaning, a purpose and direction that's manifest in
all that is.
Adaptive Emotional Schema: The state that accompanies the
NINES' objective paradigm is action, love wishing to pass itself on.
Action flows naturally from a sense of gratitude for being loved, from
the recognition that one is capable of loving, and from the desire to do
something in return. Action arises when individuals want to actualize and
transcend themselves by connecting with other people and with the Source
of the universe.
Adaptive Behavioral Schemas: Behavior that flows from a
realization of being loved and loving, responding gratefully, and
appreciating harmony, includes the abilities to reconcile opposites, find
agreement, be diplomatic and allowing, and have an intuitive sense for
when things fit together. NINES are easy going, calm, reassuring,
non-pretentious, and relaxed focused.
Resourceful State: When NINES are in a resourceful relaxed
state, they focus and differentiate instead of distracting themselves or
merging and becoming confluent. They stay awake and are aware. They are
prompt and act decisively. They don't put off until tomorrow what they
can do today. They express their own opinion, feeling, preference. They
believe they are loved and cared for and start caring for themselves.
They think of themselves as being successful, professional, efficient,
and competent. They believe they do matter and their actions in the world
make a difference. Unblocking their feelings, they let their own energy
flow into action instead of living off of others' energy. They assume an
active stance, allowing their love to pass itself on through action. "I
am therefore I matter" replaces "I don't matter, so what's the big
deal?"
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Maladaptive Cognitive Schema: When NINES
exaggerate their peaceful qualities, they over-identify with the
idealized self image of I am settled. To compensate for a maladaptive
belief that they are not important enough to be cared about or don't
matter enough to be listened to, and to keep themselves from feeling
neglected, NINES develop an attitude of resignation: "What's the big
deal? Why get upset? Nothing is that important. We're not around that
long anyway. Whatever we do will be undone eventually so why exert so
much effort?" NINES settle in for the duration and go on automatic pilot.
They neglect what is most important to them and fidget with
distractions.
Maladaptive Emotional Schema: Along with the disposition to
neglect what is essential, NINES experience the passion of indolence.
They turn down their energy, settle into a comfortable routine,
procrastinate, diffuse their attention, and don't take care of
business.
Maladaptive Behavioral Schema: Perceiving the world as
neglectful and indifferent, and feeling indolent about what matters most
to them, NINES merge with the identities and agendas of others and forget
about their own goals and desires. They lose themselves in the opinions,
feelings, and aims of others. What others are thinking and pursuing
become more compelling than what they want. Postponing decisions and
actions, NINES let their life take its course or let life happen to them.
They become inattentive and fall asleep to their deepest desires.
Non-Resourceful State: When NINES are under stress, they become
more resigned, more shut down, more asleep, and avoid their issues even
more. They put off doing what needs to be done, engage themselves with
inconsequential activities, daydream or sleep more. If that doesn't work,
they may become obsessive and compulsive about the work they're doing.
They may become overly responsible, dutiful, scrupulous, fearful,
ruminative, worrying. They doubt themselves and seek the affirmation of
some outside authority.
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What is Avoided: Because they are trying to be settled, NINES
avoid any kind of conflict. They don't allow themselves to get too
enthusiastic about anything important. They avoid differences and
highlight sameness and agreement. It's difficult enough for NINES to
locate their own ideas, feelings, and ambitions, let alone to assert them
and act on them. NINES avoid focusing, discriminating, and prioritizing.
If everything is the same, it's difficult to make a decision. At the same
time any decision they make has equal merit or weight.
Defensive Maneuvers: NINES ward off conflictual impulses and
situations by numbing themselves and those around them. This is called
narcoticization. When NINES say it doesn't matter, they are also implying
they don't matter and you don't matter. One way to avoid disappointment
is to lower or eliminate your expectations. Nothing can hurt you if you
don't let anything matter or get to you.
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Article content copyright © Derlidio Siqueira, 2004.
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