Entity Model

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classDiagram class Individual { Demographical/Demand Core Personality Attachment Mood + Event Flags Needs Disposition Mental Health Force/Resource Drives/Reputation Developmental Ecological Context } class Demographical { id age signals } class Personality { hexaco traits } class Attachment { anxiety avoidance } class Mood { valence arousal dominance fatigue stress } class Needs { loneliness purpose reciprocal_caring } class Disposition { impulse_control empathy grievance trustor_propensity } class MentalHealth { depression self_worth self_hate hopelessness } class Relationship { Shared Dimensions Directional Dimensions Trustworthiness Trust State Bonds/Schema/Stage Interaction Pattern } class SharedDimensions { affinity respect tension intimacy history } class DirectionalDimensions { warmth resentment dependence attraction jealousy fear } class Trustworthiness { competence benevolence integrity } class TrustState { task_willingness support_willingness disclosure_willingness } class Memory { Memory Entry Memory Layers } class MemoryEntry { event_id timestamp participants tags source confidence emotional_snapshot salience } class MemoryLayers { IMMEDIATE cap 10 SHORT_TERM cap 20 LONG_TERM cap 50 LEGACY unlimited } Individual "1" --> "*" Relationship : has many Relationship "1" --> "*" Memory : recorded in Individual *-- Demographical Individual *-- Personality Individual *-- Attachment Individual *-- Mood Individual *-- Needs Individual *-- Disposition Individual *-- MentalHealth Relationship *-- SharedDimensions Relationship *-- DirectionalDimensions Relationship *-- Trustworthiness Relationship *-- TrustState Memory *-- MemoryEntry Memory *-- MemoryLayers

Behavioral Pathways is a deterministic framework for modeling individual psychology and social dynamics. It unifies established psychological theories into a reusable library that applications can query at any timestamp. The system computes state deterministically from declared inputs, making it suitable for simulations, AI agent systems, and research pipelines that require reproducible results.

Scope

In Scope (Computed) Out of Scope (Consumer-Owned)
State projection/regression at any timestamp Persistence and storage format
Psychological evolution through events + time API servers and networking
Relationship dynamics + trust modeling UI, visualization, and presentation
Memory formation and retrieval bias Event orchestration and routing
Ecological and developmental context effects State comparison, hypothesis testing
Deterministic outputs for reproducibility Multi-process coordination

Usage Model

Step What Happens
Anchor an entity Each entity has exactly one known state at a timestamp.
Declare events + relationships Events carry salience, effects, and participants; relationships are explicit.
Query any timestamp The system computes forward or backward from the anchor point.
Consume deterministically Same inputs produce the same outputs. Randomness is optional at the consumer layer.

Core Entity Dimensions

Subsystem Purpose
Demographics + Demand Identity, age, and observable cues that shape first impressions.
Personality (HEXACO) Stable traits that shape interpretation and response.
Attachment Relational anxiety/avoidance patterns for bonding behavior.
Mood (PAD + fatigue/stress) Fast-moving affective state with natural decay.
Needs Drives that grow when unmet (e.g., loneliness, purpose).
Disposition Malleable tendencies (impulse control, empathy, reactance).
Mental Health Longer-term wellbeing indicators with threshold alerts.
Resources + Force Coping assets, motivation, and domain self-efficacy.
Reputation + Drives Public perception and persistent motivational pressures.
Developmental Context Life stage, plasticity, sensitive periods, cohort effects.
Ecological Context Micro/meso/exo/macro/chrono systems shaping behavior.

StateValue (Atomic Unit)

Component Meaning Why It Matters
Base Stable tendency Captures personality-like baselines.
Delta Current deviation Tracks event-driven spikes and dips.
Decay Half-Life Return-to-baseline rate Enforces natural recovery timelines.
Bounds Min/max clamps Prevents unrealistic extremes.

Two Pathways of Change

Pathway Mechanism Example
Short-Term Delta + decay A bad day lowers mood, then it recovers.
Long-Term Formative base shifts Trauma permanently raises neuroticism.
Crystallization Gradual delta → base drift Chronic stress lowers baseline resilience.

Relationship Architecture

Layer Contents
Shared Dimensions Affinity, respect, tension, intimacy, history.
Directional Dimensions Warmth, resentment, dependence, attraction, fear.
Trustworthiness Competence, benevolence, integrity perceptions.
Trust State Task, support, and disclosure willingness by direction.
Memory Relationship history stored as layered memories.

Memory Layers

Layer Purpose Capacity
Immediate Minutes to hours, high salience events 10
Short-Term Days to weeks, recent context 20
Long-Term Months to years, stable narrative 50
Legacy Milestone memories Unlimited

Capabilities Overview

Capability Outcome
Event processing + decay Realistic emotional rise/fall dynamics.
Needs growth + feedback loops Motivation shifts under stress or neglect.
Context + development updates Life stage and environment influence state.
Relationship updates Trust formation and erosion with history.
Threshold detection Deterministic alerts for risk conditions.

Deterministic by Design

Behavioral Pathways produces identical outputs for identical inputs. This makes it suitable for reproducible research, simulation debugging, and AI pipelines where deterministic behavior is required. Applications can introduce stochasticity at their layer, while the core remains stable and inspectable.