one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

9 mechanics, as Black & White does them

core · 3

agents & behavior

Creature learning

The creature forms intentions from a belief-desire-intention model with perceptron desires and decision-tree opinions; stroking rewards and slapping discourages the last action, the creature remembers and generalizes these responses, and a leash focuses it on actions the player demonstrates.

control & automation

God powers

Miracles such as food, wood, healing, shields, fireballs, and lightning are cast from the Temple or Village Centre or by drawing gestures with the Hand, powered by villagers' worship, sacrifices, or one-shot Miracle Dispensers.

social relations

Reputation

Each villager holds a belief level in the player's god, raised by help or intimidation; villagers tire of repeated tactics, and a village converts when enough believe.

supporting · 6

information & legibility

Advisors

A good and an evil advisor push the player toward each alignment.

space & construction

Building placement

Buildings are placed from Workshop blueprints and built by villagers.

biology & health

Creature care

The creature must be fed and taught what and when to eat, and it grows over the game.

agents & behavior

Needs decay

Villagers need food, healing, and rest before they will worship.

resources & production

Resource extraction

Villagers gather wood and food, for example by fishing.

environment & ecology

Weather

Real local weather can be imported.

core loop

impress villagers with miracles, help, or fear -> belief grows and worship generates prayer power -> cast miracles with the Hand and gestures -> train the creature with strokes and slaps -> the creature acts on learned desires -> convert rival villages and move to the next island

design notes

Richard Evans built the creature on a belief-desire-intention model after Bratman: beliefs are lists of data about world objects, desires are simplified perceptrons, and opinions are decision trees about how to satisfy a desire; the creature picks the belief with the best opinion for each desire as its intention, and strokes and slaps adjust those opinions by reinforcement. A leash directs the creature's attention so it can learn by observation. The player's actions also move a good-evil alignment that changes the land, interface, music, and followers' view of the god, with a good and an evil advisor arguing each case; alignment has no mechanic id yet (proposal filed). The interface is an animated hand that throws objects and casts gestures instead of icons and panels.

appears in

the paper, 2 sections · 3 chapters · 1 episode
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 3

Chapter 3. Old parts

named in the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 12

Chapter 12. Keeping score

linked from the text

book
ep 3

Families across genres

on screen at 3:28 odd couples

episode

relations

1 stored edges
influenced by

sources

1
Wikipedia contributors (2026). Black & White (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gbcatalog