Is there any specific reason to use this over e.g. manually setting an "emotional score" for specific dialogue? Maybe I'm misunderstanding how this works, but from a game design perspective I'd be a bit worried about the model inferring the emotion incorrectly, or more generally having a lack of control over the specific values being used.
Good question! Actually, it complements manual settings. There are many use cases but for example, in some games with multiple followers. You sometimes get bugs where they fight each other randomly for some reason. With this system, you could check their emotional state toward each other before triggering combat, and if they're actually friendly, you prevent the unintended fight