The flashing lights of the arcade made Emily's head spin. She chewed on her lip, a habit she'd developed whenever she felt this way. They were in the place where it happened. She felt the tension building in her shoulders. She remembered the game.

She was waiting for Tom. The arcade was loud. They needed to talk about their shared experience at the arcade. They were supposed to discuss a shared moment, a time they had both experienced.

Tom arrived, late, of course. He was smiling. She wanted to scream.

"You remember the game?" she asked. "You remember what happened?" His response was to look at her as though she had a screw loose. The event, according to him, had been inconsequential.

She felt a wave of nausea. The arcade lights blurred. She remembered the pressure, the competition, the bitterness. Tom’s memory was a carefree blur, devoid of the weight she carried. The chasm between their perspectives was too much.

Emotion: anxious

Cluster: Fear / Anxiety
PC1 (Valence): -1.99 Negative
PC2 (Disposition): -0.24

Role in Research

This story is one of 1,000 stories generated for the emotion anxious. During extraction, it was fed through Gemma4-31B and its hidden state activations were captured at 11 layers.

The mean activation across all 1,000 anxious stories, after denoising with neutral dialogue baselines, produces the anxious emotion vector -- a direction in the model's 5,376-dimensional representation space.

Logit Lens (Layer 40)

Tokens promoted/suppressed when the anxious vector is projected through the unembedding matrix.

Promoted:
😣0.315
πŸ˜–0.302
worse0.297
😰0.285
own0.267
Suppressed:
la-0.441
a-0.382
de-0.365
"-0.256
happy-0.256