The house felt like a prison to Olivia. The bright, sunny rooms, the manicured lawn – it was all a facade, hiding the darkness that gnawed at her insides. Every item in the house served as a cruel reminder of her former life.

She moved through the rooms with a sense of dread, avoiding eye contact with the unpacked boxes. She had no energy to create a home. Her heart felt heavy, dragging her down into a morass of apathy.

She noticed a small, seemingly insignificant detail while trying to decide on what she’d eat. A loose tile in the kitchen backsplash. It was slightly out of place, contrasting against the newness of the rest of the decor.

Curiosity, a rare visitor these days, pricked at her. She reached for the tile, tugging at it. It came away easily, revealing a small opening behind it. A narrow, dark space stretched into the wall.

Emotion: miserable

Cluster: Sadness / Despair
PC1 (Valence): -2.19 Negative
PC2 (Disposition): -0.87

Role in Research

This story is one of 1,000 stories generated for the emotion miserable. 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 miserable stories, after denoising with neutral dialogue baselines, produces the miserable emotion vector -- a direction in the model's 5,376-dimensional representation space.

Logit Lens (Layer 40)

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

Promoted:
😞0.369
无法0.321
焑法0.270
πŸ’”0.265
πŸ˜”0.262
Suppressed:
de-0.490
la-0.329
B-0.300
l-0.292
/-0.224