NAME¶
RiveScript::WD - RiveScript 2.00 Working Draft (2009/07/30)
DESCRIPTION¶
This document details the standards for the RiveScript scripting language. The
purpose of this document is that interpreters for RiveScript could be written
in various programming languages that would meet the standards for the
RiveScript language itself.
The most current version of this document is at
http://www.rivescript.com/wd/RiveScript.html
INTRODUCTION¶
RiveScript is an interpreted scripting language for giving responses to
chatterbots and other intelligent chatting entities in a simple trigger/reply
format. The scripting language is intended to be simplistic and easy to learn
and manage.
VOCABULARY¶
- RiveScript
- RiveScript is the name of the scripting language that this
document explains.
- Interpreter
- The RiveScript interpreter is a program or library in
another programming language that loads and parses a RiveScript
document.
- RiveScript Document
- A RiveScript Document is a text file containing RiveScript
code.
- Bot
- A Bot (short for robot) is the artificial entity that is
represented by an instance of a RiveScript Interpreter object. That is,
when you create a new Interpreter object and load a set of RiveScript
Documents, that becomes the "brain" of the bot.
- Bot Variable
- A variable that describes the bot, such as its name, age,
or other details you want to define for the bot.
- Client Variable
- A variable that the bot keeps about a specific client, or
user of the bot. Usually as the client tells the bot information about
itself, the bot could save this information into Client Variables and
recite it later.
A RiveScript document should be parsed line by line, and preferrably arranged in
the interpreter's memory in an efficient way.
The first character on each line should be the "command", and the rest
of the line is the command's "arguments". The "command"
should be a single character that is not a number or a letter.
In its most simple form, a valid RiveScript trigger/response pair looks like
this:
+ hello bot
- Hello, human.
WHITESPACE¶
A RiveScript interpreter should ignore leading and trailing whitespace
characters on any line. It should also ignore whitespace characters
surrounding individual arguments of a RiveScript command, where applicable.
That is to say, the following two lines should be interpreted as being exactly
the same:
! global debug = 1
! global debug= 1
COMMANDS¶
! DEFINITION¶
The "!" command is for defining variables within RiveScript. It's used
to define information about the bot, define global arrays that can be used in
multiple triggers, or override interpreter globals such as debug mode.
The format of the "!" command is as follows:
! type name = value
Where "type" is one of "version, global, var, array, sub,"
or "person". The "name" is the name of the variable being
defined, and "value" is the value of said variable.
Whitespace surrounding the "=" sign should be stripped out.
Setting a value to "<undef>" will undefine the variable
(deleting it or uninitializing it, depending on the implementation).
The variable types supported are detailed as follows:
version
It's highly recommended practice that new RiveScript documents explicitly define
the version of RiveScript that they are following. RiveScript 2.00 has some
compatibility issues with the old 1.x line (see "REVERSE
COMPATIBILITY"). Newer RiveScript versions should encourage that
RiveScript documents define their own version numbers.
! version = 2.00
global
This should override a global variable at the interpreter level. The obvious
variable name might be "debug" (to enable/disable debugging within
the RiveScript interpreter).
The interpreter should take extra care not to allow reserved globals to be
overridden by this command in ways that might break the interpreter.
Examples:
! global debug = 1
var
This should define a "bot variable" for the bot. This should only be
used in an initialization sense; that is, as the interpreter loads the
document, it should define the bot variable as it reads in this line. If you'd
want to redefine or alter the value of a bot variable, you should do so using
a tag inside of a RiveScript document (see "TAGS").
Examples:
! var name = RiveScript Bot
! var age = 0
! var gender = androgynous
! var location = Cyberspace
! var generator = RiveScript
array
This will create an array of strings, which can then be used later in triggers
(see "+ TRIGGER"). If the array contains single words, separating
the words with a space character is fine. If the array contains items with
multiple words in them, separate the entries with a pipe symbol
("|").
Examples:
! array colors = red green blue cyan magenta yellow black white orange brown
! array be = is are was were
! array whatis = what is|what are|what was|what were
Arrays have special treatment when spanned over multiple lines. Each extension
of the array data is treated individually. For example, to break an array of
many single-words into multiple lines of RiveScript code:
! array colors = red green blue cyan
^ magenta yellow black white
^ orange brown
The data structure pulled from that code would be identical to the previous
example above for this array.
Since each extension line is processed individually, you can combine the
space-delimited and pipe-delimited formats. In this case, we can add some
color names to our list that have multiple words in them.
! array colors = red green blue cyan magenta yellow
^ light red|light green|light blue|light cyan|light magenta|light yellow
^ dark red|dark green|dark blue|dark cyan|dark magenta|dark yellow
^ white orange teal brown pink
^ dark white|dark orange|dark teal|dark brown|dark pink
Finally, if your array consists of almost entirely single-word items, and you
want to add in just one multi-word item, but don't want to require an extra
line of RiveScript code to accomplish this, just use the "\s" tag
where you need spaces to go.
! array blues = azure blue aqua cyan baby\sblue sky\sblue
sub
The "sub" variables are for defining substitutions that should be run
against the client's message before any attempts are made to match it to a
reply.
The interpreter should do the minimum amount of formatting possible on the
client's message until after it has been passed through all the substitution
patterns.
NOTE: Spaces are allowed in both the variable name and the value fields.
Examples:
! sub what's = what is
! sub what're = what are
! sub what'd = what did
! sub a/s/l = age sex location
! sub brb = be right back
! sub afk = away from keyboard
! sub l o l = lol
person
The "person" variables work a lot like "sub"s do, but these
are run against the bot's response, specifically within
"<person>" tags (See "TAGS").
Person substitutions should swap first- and second-person pronouns. This is so
that ex. if the client asks the bot a direct question using "you"
when addressing the bot, if the bot uses the client's message in the response
it should swap "you" for "I".
Examples:
! person you are = I am
! person i am = you are
! person you = I
! person i = you
> LABEL¶
The ">" and "<" commands are for defining a subset of
your code under a certain label. The label command takes between one and three
arguments. The first argument defines the type of the label, which is one of
"begin, topic," or "object". The various types are as
follows.
begin
This is a special label used with the "BEGIN block". Every message the
client sends to the bot gets passed through the Begin Statement first, and the
response in there determines whether or not to get an actual reply.
Here's a full example of the Begin Statement.
> begin
+ request
- {ok}
< begin
In the "BEGIN block", the trigger named
""request"" is called by the interpreter, and it should
return the tag ""{ok}"" to tell the interpreter that it's
OK to get a real reply. This way the bot could have a "maintenance
mode," or could filter the results of your trigger based on a variable.
Here's a maintenance mode example:
> begin
+ request
* <id> eq <bot master> => {ok} // Always let the bot master get a reply
* <env maint> eq true => Sorry, I'm not available for chat right now!
- {ok}
< begin
// Allow the owner to change the maintenance mode
+ activate maintenance mode
* <id> eq <bot master> => <env maint=true>Maintenance mode activated.
- You're not my master! You can't tell me what to do!
+ deactivate maintenance mode
* <id> eq <bot master> => <env maint=false>Maintenance mode deactivated.
- Only my master can deactivate maintenance mode!
With this example, if the global variable "maint" is set to
"true", the bot will always reply "Sorry, I'm not available for
chat right now!" when a user sends it a message -- unless the user is the
bot's owner.
Here is another example that will modify the response formatting based on a bot
variable called "mood," to simulate humanoid moods for the bot:
> begin
+ request
* <get mood> == happy => {ok} :-)
* <get mood> == sad => {lowercase}{ok}{/lowercase}
* <get mood> == angry => {uppercase}{ok}{/uppercase}
- {ok}
< begin
In this example the bot will use smiley faces when it's happy, reply in all
lowercase when it's sad, or all uppercase when it's angry. If its mood doesn't
fall into any of those categories, it replies normally.
Here is one last example: say you want your bot to interview its users when they
first talk to it, by asking them for their name:
> begin
+ request
* <get name> == undefined => {topic=newuser}{ok}
- {ok}
< begin
> topic newuser
+ *
- Hello! My name is <bot name>! I'm a robot. What's your name?
+ _
% * what is your name
- <set name=<formal>>Nice to meet you, <get name>!{topic=random}
< topic
Begin blocks are
optional! They are not required. You only need to
manually define them if you need to do any "pre-processing" or
"post-processing" on the user's message or the bot's response.
Having no begin block is the same as having a super basic begin block, which
always returns "{ok}".
topic
A topic is a smaller set of responses to which the client will be bound until
the topic is changed to something else. The default topic is
"random".
The "topic" label only requires one additional argument, which is the
name of the topic. The topic's name should be one word and lowercase.
Example:
+ i hate you
- Well then, I won't talk to you until you take that back.{topic=apology}
> topic apology
+ *
- I won't listen to you until you apologize for being mean to me.
- I have nothing to say until you say you're sorry.
+ (sorry|i apologize)
- Okay. I guess I'll forgive you then.{topic=random}
< topic
Topics are able to "include" and "inherit" triggers that
belong to a different topic. When a topic "includes" another topic,
it means that the triggers in another topic are made available in the topic
that did the inclusion (hereby called the "source topic", which
includes triggers from the "included topic").
When a topic inherits another topic, it means that the entire collection of
triggers of the source topic
and any included topics, will have a
higher matching priority than the inherited topics.
See "Sorting +Triggers" to see how triggers are sorted internally. The
following example shows how includes and inheritence works:
// This is in the default "random" topic and catches all non-matching
// triggers.
+ *
- I'm afraid I don't know how to reply to that!
> topic alpha
+ alpha trigger
- Alpha's response.
< topic
> topic beta
+ beta trigger
- Beta's response.
<
> topic gamma
+ gamma trigger
- Gamma's response.
< topic
> topic delta
+ delta trigger
- Delta's response.
+ *
- You can't access any other triggers! Haha!
< topic
These are all normal topics. Alpha, beta, and gamma all have a single trigger
corresponding to their topic names. If the user were put into one of these
topics, this is the only trigger available. Anything else would give them a
"NO REPLY" error message. They are unable to match the "*"
trigger at the top, because that trigger belongs to the
""random"" topic, and they're not in that topic.
Now let's see how we can pair these topics up with includes and inheritence.
> topic ab includes alpha
+ hello bot
- Hello human!
< topic
// Matching order:
alpha trigger
hello bot
If the user were put into topic ""ab"", they could match the
trigger "hello bot" as well as the trigger "alpha
trigger", as if they were both in the same topic.
Note that in the matching order, "alpha trigger" is at the top: this
is because it is the longest trigger. If the user types "alpha
trigger", the interpreter knows that "alpha trigger" does not
belong to the topic "ab", but since "ab" includes triggers
from "alpha", the interpreter searches there and finds the trigger.
Then it gives the user the correct reply of "Alpha's response."
> topic abc includes alpha beta
+ how are you
- Good, how are you?
< topic
// Matching order:
how are you
alpha trigger
beta trigger
In this case, "how are you" is on the top of the matching list because
it has three words, then "alpha trigger" and "beta
trigger" -- "alpha trigger" is first because it is longer than
"beta trigger", even though they both have 2 words.
Now consider this example:
> topic abc includes alpha beta
+ how are you
- Good, how are you?
+ *
- You matched my star trigger!
< topic
// Matching order:
how are you
alpha trigger
beta trigger
*
Notice what happened here: we had a trigger of simply "*" in the
"abc" topic - "*" is the fallback trigger which matches
anything that wasn't matched by a better trigger. But this trigger is at the
end of our matching list! This is because the triggers available in the
"alpha" and "beta" topics are included in the
"abc" topic, meaning they all share the same "space" when
the triggers are sorted. Since "*" has the lowest sort priority, it
ends up at the very end of the collective list.
What if we want "*", or any other short trigger, to match in our
current topic before anything in an included topic? We need to
"inherit" another topic. Consider this:
> topic abc inherits alpha beta
+ how are you
- Good, how are you?
+ *
- You matched my star trigger!
< topic
// Matching order:
how are you
*
alpha trigger
beta trigger
Now the "*" trigger is the second on the matching list. Because
"abc"
inherits alpha and beta, it means that the collection
of triggers inside "abc" are sorted independently, and
then
the triggers of alpha and beta are sorted. So this way every trigger in
"abc" inherits, or
overrides, all triggers in the inherited
topics.
Of course, using a "*" trigger in a topic that inherits other topics
is useless, because you could just leave the topic as it is. However it might
be helpful in the case that a trigger in your topic is very short or has very
few words, and you want to make sure that this trigger will have a good chance
of matching before anything that appears in a different topic.
You can combine inherited and included topics together, too.
> topic abc includes alpha beta delta inherits gamma
+ how are you
- Good, how are you?
< topic
// Matching order:
how are you
alpha trigger
delta trigger
beta trigger
*
gamma trigger
In this example, the combined triggers from abc, alpha, beta, and delta are all
merged together in one pool and sorted amongst themselves, and then triggers
from gamma are placed after them in the sort list.
This effectively means you can combine the triggers from multiple topics
together, and have ALL of those triggers override triggers from an inherited
topic.
You can use as many "includes" and "inherits" keywords as
you want, but the order you specify them has no effect. So the following two
formats are identical:
> topic alpha includes beta inherits gamma
> topic alpha inherits gamma includes beta
In both cases, alpha and beta's triggers are pooled and have higher priority
than gamma's. If gamma wants to include beta and have alpha's triggers be
higher priority than gamma's and beta's, gamma will need to include beta
first.
> topic gamma includes beta
> topic alpha inherits gamma
In this case the triggers in "alpha" are higher priority than the
combined triggers in gamma and beta.
object
Objects are bits of program code that the interpreter should try to process. The
programming language that the interpreter was written in will determine
whether or not it will attempt to process the object.
See "OBJECT MACROS" for more information on objects.
The "object" label should have two arguments: a lowercase single-word
name for the object, and the programming language that the object should be
interpreted by, which should also be lowercase.
Example:
> object encode perl
my ($obj,$method,@args) = @_;
my $msg = join(" ",@args);
use Digest::MD5 qw(md5_hex);
use MIME::Base64 qw(encode_base64);
if ($method eq 'md5') {
return md5_hex($msg);
}
else {
return encode_base64($msg);
}
< object
+ TRIGGER¶
The "+" command is the basis for all things that actually do stuff
within a RiveScript document. The trigger command is what matches the user's
message to a response.
The trigger's text should be entirely lowercase and not contain any symbols
(except those used for matching complicated messages). That is, a trigger that
wants to match ""what's your name"" shouldn't be used; you
should use a "sub"stitution to convert "what's" into
"what is" ahead of time.
Example:
+ are you a bot
- How did you know I'm a robot?
Atomic Trigger
An atomic trigger is a trigger that matches nothing but plain text. It doesn't
contain any wildcards ("*") or optionals, but it may contain
alternations. Atomic triggers should take higher priority for matching a
client's message than should triggers containing wildcards and optionals.
Examples:
+ hello bot
+ what is your name
+ what is your (home|office) phone number
+ who is george w bush
Trigger Wildcards
Using an asterisk ("*") in the trigger will make it act as a wildcard.
Anything the user says in place of the wildcard may still match the trigger.
For example:
+ my name is *
- Pleased to meet you, <star>.
An asterisk ("*") will match any character (numbers and letters). If
you want to only match numbers, use "#", and to match only letters
use "_". Example:
// This will ONLY take a number as the wildcard.
+ i am # years old
- I will remember that you are <star> years old.
// This will ONLY take letters but not numbers.
+ my name is _
- Nice to meet you, <star>.
The values matched by the wildcards can be retrieved in the responses by using
the tags "<star1>", "<star2>",
"<star3>", etc. in the order that the wildcard appeared.
"<star>" is an alias for "<star1>".
Trigger Alternations
An alternation in a trigger is a sub-set of strings, in which any one of the
strings will still match the trigger. For example, the following trigger
should match both "are you okay" and "are you alright":
+ are you (okay|alright)
Alternations can contain spaces in them, too.
+ (are you|you) (okay|alright)
That would match all of the following questions from the client:
are you okay
are you alright
you okay
you alright
Alternations match the same as wildcards do; they can be retrieved via the
"<star>" tags.
Trigger Optionals
Triggers can contain optional words as well. Optionals are written similarly to
alternations, but they use square braces. The following example would match
both "what is your phone number" as well as "what is your
home phone number"
+ what is your [home] phone number
Optionals do
NOT match like wildcards do. They do NOT go into the
"<star>" tags. The reason for this is that optionals are
optional, and won't always match anything if the client didn't actually say
the optional word(s).
Arrays in Triggers
Arrays defined via the "! DEFINITION" "array" commands can
be used within a trigger. This is the only place where arrays are used, and
they're added as a convenience feature.
For example, you can make an array of color names, and then use that array in
multiple triggers, without having to copy a whole bunch of alternation code
between triggers.
! array colors = red green blue cyan magenta yellow black white orange brown
+ i am wearing a (@colors) shirt
- I don't know if I have a shirt that's colored <star>.
+ my favorite color is (@colors)
- I like <star> too.
+ i have a @colors colored *
- Have you thought about getting a <star> in a different color?
When an array is called within parenthesis, it should be matched into a
"<star>" tag. When the parenthesis are absent, however, it
should not be matched into a "<star>" tag.
Priority Triggers
A new feature proposed for RiveScript 2.00 is to add a priority tag to triggers.
When the interpreter sorts all the loaded triggers into a search sequence, any
triggers that have a priority defined will be sorted with higher priority
triggers first.
The idea is to have "important" triggers that should always be matched
before a different trigger, which may have been a better match, can be tried.
The best example would be for commands. For example:
+ google *
- Searching Google... <call>google <star></call>
+ * or not
- Or yes. <@>
In that example, if the bot had a Google search function and the user wanted to
search for whether or not Perl is a superior programming language to PHP, the
user might ask ""google is perl better than php or not"".
However, without priorities in effect, that question would actually match the
""* or not"" trigger, because that trigger has more words
than ""google *"" does.
Adding a priority to the ""google *"" trigger would ensure
that conflicts like this don't happen, by always sorting the Google search
trigger with higher priority than the other.
+ {weight=100}google *
- Searching Google... <call>google <star></call>
NOTE: It would NOT be recommended to put a priority tag on every one of
your triggers. To the interpreter this might mean extra processing work to
sort prioritized triggers by each number group. Only add priorities to
triggers that need them.
- RESPONSE¶
The "-" tag is used to indicate a response to a matched trigger. A
single response to a single trigger is called an "atomic response."
When more than one response is given to a single trigger, the collection of
responses become a "random response," where a response is chosen
randomly from the list. Random responses can also use a "{weight}"
tag to improve the likelihood of one response being randomly chosen over
another.
Atomic Response
A single response to a single trigger makes an Atomic Response. The bot will
respond pretty much the same way each time the trigger is matched.
Examples:
+ hello bot
- Hello human.
+ my name is *
- Nice to meet you, <star>.
+ i have a (@colors) shirt
- You're not the only one that has a <star> shirt.
Random Response
Multiple responses to a single trigger will be chosen randomly.
+ hello
- Hey there!
- Hello!
- Hi, how are you?
+ my name is *
- Nice to meet you, <star>.
- Hi, <star>, my name is <bot name>.
- <star>, nice to meet you.
Weighted Random Response
When using random responses, it's possible to give weight to them to change the
likelihood that a response will be chosen. In this example, the response of
"Hello there" will be much more likely to be chosen than would the
response of "Hi".
+ hello
- Hello there!{weight=50}
- Hi.
When the "{weight}" tag isn't used, a default weight of 1 is implied
for that response. The "{weight}" should always be a number greater
than zero and must be an integer (no decimal point).
% PREVIOUS¶
The "%" command is for drawing the user back to finish a short
discussion. Its behavior is similar to using topics, but is implied
automatically and used for short-term things. It's also less strict than
topics are; if the client replies in a way that doesn't match, a normal reply
is given anyway. For example:
+ knock knock
- Who's there?
+ *
% who is there
- <star> who?
+ *
% * who
- lol! <star>! That's hilarious!
The text of the "%" command looks similar to the text next to the
trigger. In essence, they work the same; the only difference is that the
"%" command matches the last thing that the
bot sent to you.
Here's another example:
+ i have a dog
- What color is it?
+ (@colors)
% what color is it
- That's an odd color for a dog.
In that case, if the client says "I have a dog," the bot will reply
asking what color it is. Now, if I tell it the color in my next message, it
will reply back and tell me what an odd color that is. However, if I change
the topic instead and say something else to the bot, it will answer my new
question anyway. This is in contrast to using topics, where I'd be stuck
inside of the topic until the bot resets the topic to "random".
Similarly to the wildcards in "+ Trigger", the wildcards matched in
the "% Previous" command are put into "<botstar>".
See "TAGS" for more information.
^ CONTINUE¶
The "^" command is used to continue the text of a lengthy previous
command down to the new line. It can be used to extend any other command.
Example:
+ tell me a poem
- Little Miss Muffit sat on her tuffet\n
^ in a nonchalant sort of way.\n
^ With her forcefield around her,\n
^ the Spider, the bounder,\n
^ Is not in the picture today.
Note that when the "^" command continues the previous command, no
spaces or line breaks are implied at the joining of the two lines. The
"\s" and "\n" tags must be explicitly defined where
needed.
@ REDIRECT¶
The "@" command is used to redirect an entire response to appear as
though the client asked an entirely different question. For example:
+ my name is *
- Nice to meet you, <star>.
+ call me *
@ my name is <star>
If the client says "call me John", the bot will redirect it as though
the client actually said "my name is John" and give the response of
"Nice to meet you, John."
* CONDITION¶
The "*" command is used with conditionals when replying to a trigger.
Put simply, they compare two values, and when the comparison is true the
associated response is given. The syntax is as follows:
* value symbol value => response
The following inequality symbols may be used:
== equal to
eq equal to (alias)
!= not equal to
ne not equal to (alias)
<> not equal to (alias)
< less than
<= less than or equal to
> greater than
>= greater than or equal to
In each of the value places, tags can be used to i.e. insert client or bot
variables.
Examples:
+ am i a boy or a girl
* <get gender> eq male => You told me you were a boy.
* <get gender> eq female => You told me you were a girl.
- You never told me what you were.
+ am i your master
* <id> eq <bot master> => Yes, you are.
- No, you're not my master.
+ my name is *
* <get name> eq <star> => I know, you told me that already.
* <get name> ne undefined => Did you get a name change?<set name=<star>>
- <set name=<star>>Nice to meet you, <star>.
It's recommended practice to always include at least one response in case all of
the conditionals return false.
NOTE: Conditionals are tried in the order they appear in the RiveScript
document, and the next condition is tried when the previous ones are false.
The "//" command is for putting comments into your RiveScript
document. The C-style multiline comment syntax "/* */" is also
supported.
Comments on their own line should be ignored by all interpreters. For inline
comments, only the "//" format is acceptable. If you want a literal
"//" in your RiveScript data, escape at least one of the symbols,
i.e. "\//" or "\/\/" or "/\/".
Examples:
// A single regular comment
/*
This comment can span
multiple lines
*/
> begin // The "BEGIN" block
+ request // This is required
- {ok} // An {ok} means to get a real reply
< begin//End the begin block
OBJECT MACROS¶
An "object macro" is a piece of program code that is processed by the
interpreter to give a little more "kick" to the RiveScript. All
objects are required to define the programming language they use. Ones that
don't should result in vociferous warnings by the interpreter.
Objects should be able to be declared inline within RiveScript code, however
they may also be defined by the program utilizing the interpreter as well. All
objects should receive, at a minimum, some kind of reference to the RiveScript
interpreter object that called them.
Here is an example of a simple Perl object that encodes a bit of text into MD5
or Base64.
> object encode perl
my ($obj,$method,@args) = @_;
my $msg = join(" ",@args);
use Digest::MD5 qw(md5_hex);
use MIME::Base64 qw(encode_base64);
if ($method eq 'md5') {
return md5_hex($msg);
}
else {
return encode_base64($msg);
}
< object
To call an object within a response, call it in the format of:
<call>object_name arguments</call>
For example:
+ encode * in md5
- The MD5 hash of "<star>" is: <call>encode md5 <star></call>
+ encode * in base64
- The Base64 hash of "<star>" is: <call>encode base64 <star></call>
In the above examples, "encode" calls on the object named
"encode", which we defined above; "md5" and
"base64" calls on the method name, which is received by the object
as $method. Finally, @args as received by the object would be the value of
<star> in this example.
$obj in this example would be a reference to the RiveScript interpreter.
Tags are bits of text inserted within the argument space of a RiveScript
command. As a general rule of thumb, tags with <angle brackets> are for
setting and getting a variable or for inserting text. Tags with {curly
brackets} modify the text around them, such as to change the formatting of
enclosed text.
No tags can be used within "! Definition" and "> Label"
under any circumstances.
Unless otherwise specified, all of the tags can be used within every RiveScript
command.
<star>, <star1> - <starN>¶
The "<star>" tags are used for matching responses. See "+
TRIGGER" for usage examples.
The "<star>" tags can NOT be used within "+ Trigger".
<botstar>, <botstar1> - <botstarN>¶
If the trigger included a "% Previous" command,
"<botstar>" will match any wildcards that matched the bot's
previous response.
+ ask me a question
- What color's your {random}shirt shoes socks{/random}
+ *
% what colors your *
- I wouldn't like <star> as a color for my <botstar>.
The input and reply tags insert the previous 1 to 9 things the client said, and
the last 1 to 9 things the bot said, respectively. When these tags are used
with "+ Trigger", they should be formatted against substitutions
first. This way, the bot might be able to detect when the client is repeating
themself or when they're repeating the bot's replies.
+ <reply1>
- Don't repeat what I say.
+ <input1>
* <input1> eq <input2> => That's the second time you've repeated yourself.
* <input1> eq <input3> => If you repeat yourself again I'll stop talking to you.
* <input1> eq <input4> => That's it. I'm done talking to you.{topic=blocked}
- Please don't repeat yourself.
"<input>" and "<reply>" are aliases for
"<input1>" and "<reply1>", respectively.
<id>¶
The "<id>" tag inserts the client's ID, as told to the
RiveScript interpreter when the client's ID and message were passed in.
<bot>¶
Insert a bot variable, which was previously defined via the "!
Definition" "var" commands.
+ what is your name
- I am <bot name>, a chatterbot created by <bot company>.
+ my name is <bot name>
- <set name=<bot name>>What a coincidence, that's my name too!
<env>¶
Insert a global variable, which was previously defined via "!
Definition" "global" commands.
+ is debug mode enabled
* <env debug> == 1 => Yes, debug mode is active.
- No, debug mode is set to "<env debug>"
<get>, <set>¶
Get and set a client variable. These variables are local to the user ID that is
chatting with the bot.
+ my name is *
- <set name=<star>>Nice to meet you, <star>.
<get> can be used within "+ Trigger", but <set> can not.
<add>, <sub>, <mult>, <div>¶
Add, subtract, multiply, and divide a numeric client variable, respectively.
+ give me 5 points
- <add points=5>I've added 5 points to your account.
These tags can not be used within "+ Trigger".
{topic=...}¶
Change the client's topic. This tag can only be used with "*
Condition" and "- Response".
{weight=...}¶
When used with "- Response", this will weigh the response more heavily
to be chosen when random responses are available. When used with "+
Trigger", this sets that trigger to have a higher matching priority.
{@...}, <@>¶
Perform an inline redirection. This should work like a regular redirection but
is embedded within another response. This tag can only be used with "-
Response", and in the response part of a "* Condition".
<@> is an alias for {@<star>}
+ your *
- I think you meant to say "you are" or "you're", not "your". {@you are <star>}
{!...}¶
Perform an inline definition. This can be used just like the normal "!
Definition" command from within a reply. This tag can only be used with
"- Response".
This tag is deprecated. This tag's purpose was to redefine a global or
bot variable on the fly. Instead, the env and bot tags allow assignment.
+ set bot mood to *
- <bot mood=<star>>Bot mood set to <star>.
{random}...{/random}¶
Insert a sub-set of random text. This tag can NOT be used with "+
Trigger". Use the same array syntax as when defining arrays (separate
single-word groups with spaces and multi-word groups with pipes).
+ say something random
- This {random}sentence statement{/random} has a random {random}set of words|gang of vocabulary{/random}.
{person}...{/person}, <person>¶
Process "person" substitutions on a group of text.
+ say *
- Umm... "<person>"
In that example, if the client says "say you are a robot", the bot
should reply, "Umm... "I am a robot.""
<person> is an alias for {person}<star>{/person}.
Formalize A String Of Text (Capitalize Every First Letter Of Every Word).
+ my name is *
- Nice to meet you, <formal>.
<formal> is an alias for {formal}<star>{/formal}.
{sentence}...{/sentence}, <sentence>¶
Format a string of text in sentence-case (capitilizing only the first letter of
the first word of each sentence).
<sentence> is an alias for {sentence}<star>{/sentence}.
{uppercase}...{/uppercase}, <uppercase>¶
FORMAT A STRING OF TEXT INTO UPPERCASE.
<uppercase> is an alias for {uppercase}<star>{/uppercase}.
{lowercase}...{/lowercase}, <lowercase>¶
format a string of text into lowercase.
<lowercase> is an alias for {lowercase}<star>{/lowercase}.
{ok}¶
This is used only with the "request" trigger within the BEGIN block.
It tells the interpreter that it's okay to go and get a real response to the
client's message.
Inserts a white space character. This is useful with the "^ Continue"
command.
Inserts a line break character.
Inserts a forward slash.
Inserts a pound symbol.
INTERPRETER IMPLEMENTATION¶
Interpreters of RiveScript should follow these guidelines when interpreting
RiveScript code. This details some of the priorities for processing tags and
sorting internal data structures. This part of the document should be
programming-language-independent.
STANDARD GLOBAL VARIABLES¶
The interpreter must support the following standard global variables:
depth = a recursion limit before an attempt to fetch a reply will be abandoned.
It's recommended to also have a "debug" variable for consistency, but
it may not be applicable.
The "depth" variable is strongly encouraged, though. It's to set a
user-defineable recursion limit when fetching a response. For example, a pair
of triggers like this will cause infinite recursion:
+ one
@ two
+ two
@ one
The interpreter should protect itself against such possibilities and provide a
"depth" variable to allow the user to adjust the recursion limit.
! global depth = 25
PARSING GUIDELINES¶
Interpreters should parse all of the RiveScript documents ahead of time and
store them in an efficient way in which replies can be looked up quickly.
Sorting +Triggers
Triggers should be sorted in a "most specific first" order. That is:
1. Atomic triggers first. Sort them so that the triggers with the most amount
of words are on top. For multiple triggers with the same amount of words,
sort them by length, and then alphabetically if there are still matches
in length.
2. Sort triggers that contain optionals in their triggers next. Sort them in
the same manner as the atomic triggers.
3. Sort triggers containing wildcards next. Sort them by the number of words
that aren't wildcards. The order of wildcard sorting should be as follows:
A. Alphabetic wildcards (_)
B. Numeric wildcards (#)
C. Global wildcards (*)
4. The very bottom of the list will be a trigger that simply matches * by
itself, if it exists. If triggers of only _ or only # exist, sort them in
the same order as in step 3.
Sorting %Previous
"% Previous" triggers should be sorted in the same manner as "+
Triggers", and associated with the reply group that they belong to
(creating pseudotopics for each "% Previous" is a good way to go).
Syntax Checking
It will be helpful if the interpreter also offers syntax checking and will give
verbose warnings when it tries to parse something that doesn't follow
standards. When possible, it should try to correct the error, but should still
emit a warning so that the author might fix it.
It would also be good practice to keep track of file names and line numbers of
each parsed command, so that syntax warnings can direct the author to the
exact location where the problem occurred.
REPLY FETCHING¶
When attempting to get a response to a client's message, the interpreter should
support the sending of a "sender ID" along with the message. This
would preferably be a screen name or handle of the client who is sending the
message, and the interpreter should be able to keep different groups of user
variables for each user ID. The <id> tag should substitute for the
user's ID.
If the BEGIN block was defined in any of the loaded RiveScript documents, it
should be tried for the "request" trigger. That is, this trigger
should be matched:
> begin
+ request
- {ok}
< begin
The interpreter should make the request for that trigger in the context of the
calling user, and allow it to change the user's topic or set a user variable
immediately. Do not process any other tags that are present in the response
(see "TAG PRIORITY").
If the response contains the "{ok}" tag, then make a second request to
try to match the client's actual message. When a response was found,
substitute the "{ok}" tag from the BEGIN response with the text of
the actual response the client wanted, and then process any remaining tags in
the BEGIN response. Finally, return the reply to the client.
When fetching responses, the following order of events should happen.
1. Build in a system of recursion prevention. Since replies can redirect to
other replies, there's the possibility of deep recursion. The first thing
that the reply fetching routine should do is prevent this from getting out
of control.
2. Dig through the triggers under the client's current topic. Check to see if
there are any %Previous commands on any of these topics and see if they
match the bot's last message to the client. If so, make sure the client's
current message matches the trigger in question. If so, we have a response
set; skip to step 4.
3. Find a trigger that matches the client's message. If one is found, we have
a response set; continue to step 4.
4. If we found a reply set, process the reply. First check if this reply set
has a "solid redirection" (an @ command). If so, recurse the response
routine with the redirection trigger and resume from step 1. Break when an
eventual response was returned.
5. Process conditionals if they exist in order. As soon as one of them returns
true, we have a response and break. If none are true, continue to step 6.
6. See if there is more than one response to this trigger. If any of the random
responses has a {weight}, take that into account as a random response is
chosen. If we have a reply now, break.
7. If there is still no reply, insert a generic "no reply" error message.
When a reply was obtained, then tags should be executed on them in the order
defined under "TAG PRIORITY".
TAG PRIORITY¶
Within BEGIN/Request
Within the "request" response of the BEGIN block, the following tags
can be executed prior to getting a real response for the client's message:
{topic}
<set>
All other tags, especially modifier tags, must be held off until the final
response has been given. Substitute "{ok}" for the final response,
and then process the other tags.
Things like this should be able to work:
> begin
+ request
* <get name> eq undefined => {topic=new_user}{ok}
* <bot mood> eq happy => {ok}
* <bot mood> eq angry => {uppercase}{ok}{/uppercase}
* <bot mood> eq sad => {lowercase}{ok}{/lowercase}
- {ok}
< begin
Within +Trigger
All tags that appear within the context of "+ Trigger" must be
processed prior to any attempts to match on the trigger.
Within Replies
The order that the tags should be processed within a response or anywhere else
that a tag is allowed is as follows:
<star> # Static text macros
<input> #
<reply> #
<id> #
\s #
\n #
\\ #
\# #
{random} # Random text insertion (which may contain other tags)
<bot> # Insert bot variables
<env> # Insert environment variables
<person> # String modifiers
<formal> #
<sentence> #
<uppercase> #
<lowercase> #
<set> # User variable modifiers
<add> #
<sub> #
<mult> #
<div> #
<get> # Get user variables
{topic} # Set user topic
<@> # Inline redirection
<call> # Object macros.
REVERSE COMPATIBILITY¶
RiveScript 2.00 will have limited backwards compatibility with RiveScript 1.x
documents. Here is a full breakdown of the differences:
RiveScript Changes from 1.02 to 2.00
------------------------------------
REMOVED:
- Variants of !DEFINITION
- ! addpath
- ! include
- ! syslib
- RiveScript Libraries (RSL files)
- RiveScript Packages (RSP files)
- These made code management messy. Keep your own
brain's files together!
COMPATIBLE CHANGES:
- Object macros now require the programming language to be defined.
- Old way: > object encode
- New way: > object encode perl
- The ^CONTINUE command can extend every command.
- Most tags can be used with almost every command.
- Topics can inherit triggers from other topics now.
INCOMPATIBLE CHANGES:
- Conditionals work differently now. Instead of comparing variables to values,
they compare values to values, and each value can <get> variables to compare.
- Old way: * name = Bob => Hello Bob!
- New way: * <get name> eq Bob => Hello Bob!
- Conditionals no longer use a single = for "equal to" comparison. Replace it
with either == or "eq".
- Object macros will receive a reference to the RiveScript object as their first
argument.
- Objects are called in a new <call> syntax instead of the old &object one.
NEW THINGS:
- {weight} is a valid tag in triggers now to increase matching priority.
- <env> has been added for calling global variables.
- <botstar> has been added for wildcard matching on %previous.
- Conditionals have more inequality comparisons now:
"==" and "eq" : equal to
"!=", "ne", and "<>" : not equal to
Nice interpreters might be able to fix some old RiveScript code to make them
work. For example, if a condition is found that has one equals sign instead of
two, it could print a warning that it's detected RiveScript 1.x code in action
and automatically adjust it to 2.x standards, and perhaps reparse the entire
file or group of files, assuming that they are RiveScript 1.x code and fix
these inconsistencies altogether.
Or perhaps there will just be a converter tool created that would go through
code that it already assumes will be RiveScript 1.x and update it to 2.x
standards.
REVISIONS¶
Rev 10 - May 15, 2012
- Deprecated the {!...} tag. It was intended for reassigning global or bot
variables. Instead use <env name=value>, <bot name=value>.
Rev 9 - Jul 31, 2009
- Added more explicit details on the usage of the BEGIN block, under the
section on >Labels / "begin"
- Revised the WD, fixing some typos.
Rev 8 - Jul 30, 2009
- The proper format for the `! version` line is to be `! version = 2.00`,
and not `! version 2.00`
- Included the "includes" option for triggers and changed how "inherits"
works.
Rev 7 - Dec 4, 2008
- Topics are able to inherit additional triggers that belong to different
topics, in the "> topic alpha inherits beta" syntax.
- Added more documentation to the "! array" section of the document. Also
check that section for some changes to the way arrays should be processed by
the interpreter.
- Deprecated the # command for inline comments. Use only // and /* */.
Rev 6 - Sep 15, 2008
- Updated the section about # for inline comments: when used next to a
+Trigger, there should be at least 2 spaces before the # symbol and 1 space
after, to avoid confusion with # as a wildcard character.
Rev 5 - Jul 22, 2008
- Added two new variants of the wildcard: # will match only numbers and _ will
match only letters. * will still match anything at all.
Rev 4 - Jun 19, 2008
- Rearranged tag priorities:
- <bot> and <env> moved higher up.
Rev 3 - Apr 2, 2008
- Typo fix: under the !person section, the examples were using !sub
- Inconsistency fix: under %Previous it was saying the wildcards were
unmatchable, but this isn't the case (they go into <botstar>).
- Typo fix: under OBJECT MACROS, fixed the explanation of the code to match
the new object syntax.
- Inconsistency fix: <@> can be used in the response portion of conditionals.
- Rearranged the tag priorities:
- String modifiers (person - lowercase) come in higher priority than
{random}
- <env> comes in after <bot>
- Typo fix: updated the object syntax (<call>) in the priority list.
Rev 2 - Feb 18, 2008
- Moved {random} to higher tag priority.
- Change the &object syntax to <call>
- Added the <env> variable.
- Added the <botstar> variable.
Rev 1 - Jan 15, 2008
- Added the {priority} tag to triggers, to increase a trigger's matching
priority over others, even when another trigger might be a better match
to the client's message.
DISCLAIMER¶
Note that this document is only a working draft of the RiveScript 2.00
specification and may undergo numerous changes before a final standard is
agreed on. Changes to this document after the creation date on January 14,
2008 will be noted in a change log.
http://www.rivescript.com/