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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?"

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.

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".

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.

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.

Personality Style TWO: The Loving Person

"You're nobody unless somebody loves you!"

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.

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".

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.

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.

Personality Style Three: The Effective Person

"How do you suppose I might be?"

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.

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".

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.

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.

Personality Style Four: The Original Person

"A bird pissed on my head! Isn't this amazing?"

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.

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".

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.

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.

Personality Style Five: The Wise Person

"May I think a little bit more?"

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.

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".

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.

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.

Personality Style Six: The Loyal Person

"Yes Sir!"

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.

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".

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

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.

Personality Style Seven: The Joyful Person

"Once upon a time..."

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.

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".

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.

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.

Personality Style Eight: The Powerful Person

"Who do you think you are?"

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.

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".

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.

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.

Personality Style Nine: The Peaceful Person

"There are so many options!"

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.

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?"

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.

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.

Submitted: 16/11/2004

Article content copyright © Derlidio Siqueira, 2004.
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