Dopamine Mechanism:
Role: Controls the reward system, encouraging behaviors that lead to positive outcomes.
Modification: Adjusted by the ‘prediction to event match score’. The closer the AI’s predictions are to actual outcomes, the greater the reward, enhancing learning efficiency.

Norepinephrine Mechanism:
Role: Modifies the system’s firing speed, influencing overall responsiveness.
Modification: Adjustable by the attention mechanism, allowing for dynamic regulation of processing speed based on the current focus or importance of tasks.

Acetylcholine Mechanism:
Role: Directly involved in modulating attention.
Potential Implementation: Could be integrated with or parallel to the Q-function quality array, determining the focus of the system based on expected rewards or priorities.

Serotonin Mechanism:
Role: Influences the mood state and motivation, particularly in relation to effort versus reward.
Implementation: A complex mechanism involving two 3D vector spaces, indicating a nuanced approach to representing mood and motivational states.

Glutamate Mechanism:
Role: Acts as a communication network between nodes/neurons.
Unique Features:
Utilizes a ‘glutamate number’ to coordinate firing across the network.
A secondary glutamate network (G2M) tracks groups of neurons firing simultaneously, enhancing the firing probability of associated neurons.
Modification: Influenced by specific inputs, representing different ‘brain waves’ that activate various parts of the network.

GABA Mechanism:
Role: Functions as an antagonist to glutamate, reducing network activation.
Implementation: Decreases the G2 number of neurons that did not fire together despite having the same original glutamate number, thereby acting as an inhibitory mechanism.

In this system, each neurotransmitter-like mechanism has a distinct role, from modulating learning and attention to regulating the speed and synchronization of neural firing. The complexity of this model, particularly with the secondary glutamate network and the intricate mood and motivation representations, suggests a highly dynamic and adaptable AI, capable of nuanced decision-making and learning processes.

Vector Space 1 - Basic Emotional States:
This space represents primary emotions (e.g., happiness, sadness, anger).
Each vector in this space points to a specific basic emotion. The direction of the vector indicates the type of emotion, and the magnitude (length) indicates the intensity.

Vector Space 2 - Complex Emotional States:
Represents more nuanced emotional states (e.g., guilt, pride, empathy).
Similar to the first space, the direction and magnitude of each vector represent the type and intensity of complex emotions.

Implementation Details

Defining Vectors:
Assign axes in each vector space to different emotions. For example, one axis might represent happiness to sadness, another might represent calmness to anger, etc.
Vectors are determined based on stimuli or internal states. For instance, a positive stimulus might increase the vector component towards happiness.

Interaction Between Vector Spaces:
Define how vectors in the basic emotion space influence vectors in the complex emotion space. For example, sustained vectors pointing towards negative emotions in the first space might influence the development of vectors in the second space towards emotions like guilt.

Temporal Dynamics and Adaptation:
Include mechanisms for vectors to change over time, either gradually moving back to a neutral state or adapting based on ongoing stimuli.
Vectors can also adapt based on the AI’s experiences, learning, or predefined rules.

Dopamine and Endorphins in Memory and Reward Systems:
Dopamine Score: Each neuron maintains a dopamine score reflecting its cumulative success or effectiveness. This could relate to how well certain decisions or actions have led to positive outcomes.
Memory System: Periodic sweeps by a memory system that convolutes and analyzes the brain mapping, redistributing endorphins based on this analysis. This approach would allow for the reinforcement of successful neural pathways and decisions.
Endorphin State and Memory: Storing the endorphin state in a waking memory contributes to incremental boosts in G2 levels and the reward system, reinforcing successful patterns.

Substance P, GABA, and Error Handling:
Substance P as Error Signal: Acts as an error or negative feedback signal, particularly informing the attention system of discrepancies or issues.
Modulation of GABA: Increases the inhibitory action by boosting GABA effects, leading to a reduction in G2 scores and dampening the reward system in response to errors or negative outcomes.

Oxytocin’s Role in Social Interactions:
Influencing Dopamine and GABA: Oxytocin adjusts dopamine and GABA levels based on the nature of social interactions. Positive social interactions increase dopamine (reward and motivation), while less favorable or solitary activities might increase GABA (inhibition).
Bias Toward Collaboration: The system favors collaborative efforts, with a base state favoring interactions with others over solitary work. The magnitude of adjustments depends on the nature and context of the interactions.

Anandamide as a Mood Stabilizer:
Mood Regulation: Anandamide acts to maintain a baseline mood level, preventing the AI from dropping into excessively negative states. This ensures a level of stability and consistency in decision-making and interactions, regardless of recent negative feedback or challenges.

given these axioms design the full code for this section of the code

Q-learning is a model-free reinforcement learning algorithm. It involves learning the value of an action in a particular state, using a Q-table to store these values. The AI selects its actions based on the highest Q-value for a given state but also explores the environment to learn about different state-action outcomes.
2. Integration with Neurotransmitter and Neuromodulator Dynamics

    Dopamine: Influences the reward values in the Q-table, possibly enhancing the rewards for certain actions based on successful outcomes.
    Endorphins: Could modulate the long-term reinforcement of actions, perhaps influencing the learning rate or the discount factor in the Q-learning algorithm.
    Substance P: Acts as a feedback mechanism for incorrect actions or errors, potentially reducing the Q-values for certain actions that lead to negative outcomes.
    Oxytocin: Might adjust the Q-values or decision policy in social contexts, favoring actions that enhance social interactions.
    Anandamide: Could provide a stabilizing effect on the Q-table, preventing extreme fluctuations in Q-values due to transient mood states or stressors.
edit this code to reflect this model
# main.py

from model_initialization import train_and_update_model, model, train_dataset
from emotional_states import update_basic_emotion, update_complex_emotion

# Mock function to generate stimuli for emotional state updates
def generate_emotional_stimuli():
    # In practice, this would be derived from interactions and environment
    return np.random.random(2), np.random.random(3)

# Main training loop with additional mechanisms for emotional state updates
def main():
    epochs = 5
    for epoch in range(epochs):
        # Train the model and update neurotransmitter levels as before
        train_and_update_model(model, train_dataset, epochs=1)
        
        # Generate some stimuli for emotional state updates (placeholder logic)
        basic_emotion_stimuli, complex_emotion_stimuli = generate_emotional_stimuli()
        
        # Update the emotional states based on stimuli
        update_basic_emotion(basic_emotion_stimuli)
        update_complex_emotion(complex_emotion_stimuli)

        # Information regarding the emotional states could be used to further
        # influence the training of the model or could be involved in decision making.

if name == 'main': 
    main()