Programming: Tried to add some more detail and examples of information related to robotic personalities.
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==Programming==
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==Programming==
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Typically, robots are equipped with a basic programming structure that dictates behavior and priorities. In most cases, these rules are effectively set in stone, and there's little the player can do to influence them. However, robots can also develop personalities.
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Typically, robots are equipped with a basic programming structure that dictates behavior and priorities. In most cases, these rules are effectively set in stone, and there's little the player can do to influence them. However, robots can also develop personalities, to the point where some robots seem to develop something approximating actual sentience on par with that of a human. These personalities seem to come from two main possible reasons:
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# The first is the personalities being pre-installed in the robot's chassis to help the robot's user feel more comfortable when interacting with the robot in question over long periods of time<ref>Automatron dialogue lines, ''[[Automatron|Fallout 4: Automatron]]''.</ref>, and then naturally developing over time by interaction with further stimuli.
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# The second is the personalities developing from the cumulative result of centuries of poorly-attended operation (forcing the robots to "think outside the box," so to speak).
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Some robots, such as the [[Milo, Shipping Foreman|Nuka-Cola shipping foreman]] appear to have rather harsh personalities present from their first days of activation, while others, such as the [[Protectron]] series seem to have little personality at all. At times, this personality seems to operate at odds with the fundamental core programming of the robot.
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Notable examples of
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Notable examples of the above-mentioned discontent include [[Cerberus]], the [[Mister Gutsy]] robotic soldier that patrols [[Underworld]]. Despite programming to protect the ghouls of the city, Cerberus nevertheless admits quite freely that it detests the ghouls and, were it not for his [[combat inhibitor]], would likely kill them all. [[Sawbones (robot)|Sawbones]], resident medic at the [[Citadel]], has an unhealthy interest in pain driven by his personality, while his programming states he is a medic. Many [[Robobrain]]s, when fighting will say things like "They could have programmed me to love, to forgive; but ''noooooo...''", or "Please believe me when I say I'm not enjoying this." Robots can even exhibit finicky personalities - For example, one such Mister Gutsy [[RL-3]] will exhibit distaste in anyone without neutral [[karma]]. [[ED-E]], a unique combat Eyebot, exhibited a fairly complex personality, bordering on sentience. Audio logs it played for the [[Courier]] during the events of ''[[Lonesome Road (add-on)|Lonesome Road]]'' indicates that it was capable of experiencing a complex pallet of emotions, from anger to love, as well as a form of pain. When bored, the robot would watch holotape movies of its own volition, which may have had the added effect of shaping its somewhat mischievous and childlike disposition.
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Even robotic butlers show contrary streaks, although these aberrations are less likely to cause grievous bodily injury. The butler present in the player's home in ''[[Fallout 3]]'' is often overheard saying with a cheery voice "How can I serve you master?"
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Even robotic butlers show contrary streaks, although these aberrations are less likely to cause grievous bodily injury. The butler [[Wadsworth]] present in the player's home in [[Megaton]] in ''[[Fallout 3]]'' is often overheard saying with a cheery voice "How can I serve you master?" before shortly muttering, "Not that I really want to...".
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It may also be noted that without proper supervision, robots may handle situations rather extremely. Metro
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It may also be noted that without proper supervision, robots may handle situations rather extremely. Metro Protectron in [[Washington, D.C.]] will kill an unarmed person if they do not have a ticket; on top of this, they do not accept red pass or blue pass cards, meaning someone traveling on these lines may be attacked even with proper authorization. Another example of this "robotic extremism" entails factory Protectrons in [[The Pitt|Pittsburgh]] killing all the workers when they refused to leave the mill and forfeit their jobs. Also, Milo the shipping foreman, a Type II Mister Handy robot, had trapped a group of employees in a locked closet to die for very minor infractions (taking a longer lunchbreak, for example). With this in mind it can be safe to say that robots of the ''Fallout'' universe do not follow [[Wikipedia:Three Laws of Robotics|Asimov's three laws of robotics]] (or if they do, very loosely). It would seem that robots have a naturally adverse attitude towards humans, or animated things in general - living or robotic, as all the robots feature a combat "inhibitor" meaning that the robots all exhibit an uncontrollable urge to kill, without the inhibitor anyway.
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==Dealing with robots==
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==Dealing with robots==
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from The Vault - Fallout Wiki - Recent changes [en] http://bit.ly/2pQs4cg
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