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Stimuli and Reflexes — Mock
global id: type×1000+local
Motivational Stimuli

Linked to vitals (vitalID, shift); when activated, they influence contexts and start a chain of reflexes in the engine.

Positive Stimuli

Strengthen the “pleasant” circuit; participate in FinalImage and in genetic maps to contexts.

Negative Stimuli

Stress and “Poor” holding for some buttons; strengthen the negative branch of the image.

Neutral Stimuli

Colors, shapes, objects go into the image and semantics; they do not trigger the same fast effects on B-contexts as positive/negative (see the console).

Final Image (FinalImage) is built from active stimuli from all four sets — this is the input for the orientation reflex and conditional reflexes.
Genetic Reflexes are fixed code mappings: stimulus (type and id) → actions and influence on vitals/contexts via tables like StimulMotivarion_EffectsToBContexts and the engine genetic_reflexes_engine.js. They do not require training.
Conditional (synonym) Reflexes use the key FinalImageId + a combination of base state and contexts. After several confirmations (tryCount > threshold), the same combined image in the same context triggers the learned action via runGeneticActionFromSynonymReflex.
Orientation Reflex (OR) — competition of active stimuli by relevance (novelty × significance). After selecting the “winner”, the launch of the genetic and conditional reflexes for this choice is blocked for two pulses — a delay to avoid duplicating the reaction (see orientation_reflex.js).
OR not started (training mock)
Reflex blocked after OR: pulses remaining —

Below is an imitation: every 1.2s counts as a pulse; after “OR” the block lasts 2 pulses.