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

parts

6 mechanics, as Prom Week does them

core · 2

social relations

Relationship values

Directed social networks track how much each character likes, is attracted to, and respects each other character; exchanges and third parties' opinions move the values.

social relations

Social exchanges

Exchanges such as winking, being friendly, or being mean have preconditions; CiF rules decide whether the target accepts and update networks and statuses.

supporting · 4

agents & behavior

Memories and thoughts

Earlier player exchanges change the social space, which changes which social actions characters can later successfully make; in the 2010 paper's example, a wink raises romance and so improves the odds that a later request to date succeeds.

agents & behavior

Personality traits

Traits and interests weight which rules apply to a character.

progression & goals

Scenario objectives

Each level sets social goals, such as getting two named characters to date.

agents & behavior

Utility action selection

A character's volition for each exchange is scored from matching rules, and only exchanges it is inclined toward are offered, ranked by likelihood.

core loop

pick a level goal -> choose an initiator, a target, and a social exchange -> rules score volition and acceptance -> relationships, statuses, and history update -> new exchanges open -> the goal is met or the story turns another way

design notes

Prom Week runs on Comme il Faut (CiF), which its UCSC authors describe as making social relationships playable: characters have traits, interests, statuses, and directed networks of liking, attraction, and respect, and more than 5,000 social considerations govern what each character wants and how others respond. The player never writes dialogue but chooses which social exchange a character initiates; CiF offers the exchanges a character is inclined toward, ranked by likelihood, and resolves acceptance from the social state of everyone involved, including what third parties think. Levels set story goals such as getting two characters to date, which turns the rule base into a puzzle with many solutions.

appears in

the paper, 3 sections · 2 chapters
paper

4. A grammar of simulation games

linked in this section of the paper

paper
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 5
book
ch 6

Chapter 6. Five ceilings

linked from the text

book

claims

1 with sources
c01medium

Changes made to the social space by earlier player actions modify which social actions characters can later successfully make; in the example, winking raises romance and improves the chance that a later request to date succeeds.

Changes to social space brought about by player actions have far spreading effects that modify the possibility space of social actions characters can successfully make

Article body, Edward and Lily example

src-mccoy-2010-the-prom

sources

3
Josh McCoy, Mike Treanor, Ben Samuel (2013-10). Prom Week. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 9(1)
Josh McCoy, Mike Treanor, Ben Samuel (2010). The Prom: An Example of Socially-Oriented Gameplay. Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)
Mike Treanor (2012-02-14). Prom Week Released on Facebook!. Grand Text Auto

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gccatalog
2026-10-28
reviewed2026-10-28-verify-ai-charactersverification
2026-10-29
reviewed2026-10-29-first-contributionsmaintenance