Key Features

Key Features of Unstable Brain Algorithm

Behavioral Translation

In the first stage predicting the emotional stats and secondly controlling the characters using those stats are the primary goal of the first version of the project. However, we will not be limited by these features since technology is not case-specific.

Emotional Translation

To achieve emotion-based behavior we need to conduct the fractal sense of micro emotions and have an understanding of how to combine them. The core layer of UnstableBrain is provided by a series of technologies that allow us to combine micro emotions(Liberated, Ecstatic, Amused and etc.) and translate them to sub(Joyful, Interested, Proud and etc.) and by proxy to primary emotions(Happy, Sad, Disgust and etc.) safely. For more information, you can refer to the emotion wheel.

Human-Like Decisions

As a result of this multi-layer technology, we can witness behaviors similar to human decisions and as a result, we can achieve a society in simulations as close to what humans would build based on their thread of thinking. This means that players will have seamless interaction with NPCs powered by this technology, and it will be a better candidate to simulate or predict any type of behavior in games. In a general sense, a human-like decision means predicting the reaction of a character based on other characters' decisions in a game.

This prediction can be based on the players' past decisions in the game, the games they played before, or any other factors which are likely to affect the player's decision and the player and character's personality. In order to predict the reaction of the characters like humans, we must know their personality types, relationships, and their moods.

By having this data, if character A punches character B, the mood and emotional status of character B will be adjusted the same way as it would affect a human, and the reaction will be according to a new set of emotions and moods that will be stored in their memory. Simulating decisions in a game is not a simple process.

Firstly, players' behaviours are not simple to predict. They have a complex decision-making process, that includes multiple factors such as their emotions, their values, and their preferences. The complexity of decision-making is not unique to human beings, but it is a common factor in the design of games. It will be extremely important to use this new technology to create the world of the future, which will be a virtual world.

After the first implementation, we will see the next generation of characters in games. AI-driven decisions based on emotions and personalities will be the next step in terms of game development or simulations.

The power of this technology comes from its simplicity. In order to implement it, we only need to make sure that the NPCs can store their information and process it. The implementation of this technology is relatively simple. NPCs will store their information in their internal memory. They will use the input device to interact with the player. In order to improve the input device, we will add the prediction engine to the input device.


From the scalability standpoint Unstable Brain is being built on multiple layers which allow users to deploy and use the technology in a matter of minutes. This also gives us a chance to upgrade modules in the system based on their performance and have a better understanding of the micro-benchmarks which will be tested regularly to guarantee the best results and performance each module and layer can provide.


One of the very useful modules under this technology is providing modified scenario-specific replies, based on emotional stats. UnstableBrain will provide an accurate emotional system that can be used to alter the values being provided to language models to generate the most accurate and realistic version of the conversation. Our mirror personality will be set and improved by this technology and, as the result, each soul will receive its own unique set of personality and emotions. This will highly affect the value of souls as they will have their own way of thinking and will improve dynamically as other characters or humans will interact with them.


All registered characters will be assigned a unique hash which will be stored on-chain to ensure the rights of owners and also, in this way, protect the owner's right to use the technology.

Designing this technology to be decentralized will also reduce the number of transactions required to complete a transfer. We have already been developing and testing the technology and infrastructure to build each of these elements.

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