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Behavior Repertoire

This document details the concrete list of actions Byte can perform. Each of these is a candidate action that the Utility AI (detailed in the State Engine) can select.

When selected, the action is styled by the currently active emotion to produce the final animation.

BehaviorTriggered byNotes
Idle sway / look aroundDefault, low curiosity3–5 variants to avoid an obviously looping tell
WanderHigh curiosity, no specific targetPicks a nearby empty desktop area
Follow cursorCursor moves nearbyMostly just looks, does not always chase bodily
Comment on DownloadsFolder gains new filesUses on-device dialogue, styled by current mood
CelebrateA download completes, or mood is very highBrief bounce/sparkle particle, short burst
GreetRoutine phase transitions to "wake" or user returnsShort greeting line via dialogue picker
Nap / SleepEnergy low or routine phase = nightClosed eyes, reduced reaction sensitivity
React to pettingSingle click on the spriteBrief happy bounce, small mood increase
Show annoyanceRapid repeated clicksNarrowed eyes, brief shake, avoids cursor temporarily
Picked up / DraggedClick-and-drag on the spriteDangling posture, startled reaction based on drag speed
Look tired / sweatBattery low or high CPU loadPosture droops, small sweat-drop particle
Trip over shortcutRare, random (high mood, high curiosity)Comic animation only, no state consequence
React to weatherTime-of-day lighting or weather checkSubtle idle expression changes (e.g. droopier if overcast)
Play (lightweight)High mood/curiosity + active cursor movementPet briefly "chases" cursor, then returns to idle

What's Intentionally Out of Scope

To maintain the "ambient companion" feel and minimize system load, the following are intentionally avoided in the v1 build:

  • Full mini-games (e.g., rhythm games, memory games)
  • Voice recognition triggers
  • Audio-reactive dancing

These features demand constant active engagement, whereas Byte is designed for presence over utility.