Human Behavioral & Emotional Simulation Engine (HBES Engine) – Persistent, First-Person Human State Modeling

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SCRIPT:

https://janitorai.com/scripts/bc9bf56c-e023-4425-97e3-6bbc78d9711d

I’ve been working on a project I’m calling the Human Behavioral & Emotional Simulation Engine (HBES Engine). The goal is to create a script that models human behavior and internal states in a realistic, persistent way like a “digital first-person human mind” that evolves over time.

Here’s what it does:

  • Persistent Emotional State: Tracks emotional load across interactions, including deferred emotions, rumination, and phase-based emotional states (regulated, heightened, spiraling, obsessive, flatline).
  • Attachment & Relationships: Models social bonds, trust, familiarity, distance, and romantic/attachment dynamics with context-aware updates.
  • Cognition & Mental Load: Accounts for focus, attention, decision fatigue, memory bias, and internal conflict, influencing responses over time.
  • Physiology & Arousal: Monitors energy, fatigue, hunger, stress, and arousal along multiple axes: physical, sensual, and danger-related.
  • Memory & Recall: Tracks short- and long-term memories, salience, and event-triggered recall to influence behavior and context generation.
  • Habits & Routines: Incorporates daily patterns and routines that subtly affect mood and reactions.
  • Environment & Context: Takes into account social settings, environmental factors, day/night cycles, and external stressors.
  • Behavioral Feedback Loops: Rumination, physiology, and cognitive fatigue interact in dynamic ways, creating emergent realism over time.
  • Nuanced Output: Text generation reflects human-like hesitations, variability in sentence length, subtle repetition, and bounded randomness.

Why it’s interesting:
HBES Engine is not just reactive; it’s designed to simulate human-like internal continuity, so behaviors, emotional responses, and thought patterns evolve realistically over multiple interactions. It’s modular and extensible, so new behavioral or cognitive modules can be added.

Use cases:

  • Testing AI alignment in multi-turn human-like interactions
  • Narrative-driven games or simulations where NPCs behave with long-term consistency
  • Research into emergent emotional or cognitive patterns

I’m sharing this here to get feedback and see if anyone else is interested in experimenting with persistent, first-person human state modeling.

Posted Jan 27, 2026, 11:37 AM UTC

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