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

definition

Selecting an individual agent opens a live panel that reads that agent's internal state: need levels, mood and its itemized contributors, current action and its target, queued actions, skills, traits, relationships, health by body part, inventory, and sometimes a log of recent thoughts or events. The mechanic owns only the selection and which fields are exposed; it reads state owned by other mechanics and refreshes each tick or on change. Its key design property is whether it shows reasons (why the agent is doing this) or only values. Canonical forms: The Sims need bars and visible action queue, RimWorld's needs, health, and social tabs with each mood thought listed with its source and expiry, Dwarf Fortress unit thoughts and preferences sheets, and RollerCoaster Tycoon guest windows listing a guest's thoughts, cash, hunger, and nausea.

player experience

A crowd becomes individuals. When an agent misbehaves the player clicks it to find out why, reads the cause, and fixes the environment rather than the agent. Reading named thoughts and histories builds attachment and supplies the raw material for player stories.

design levers

  • depth of exposure: raw meters, itemized reasons, or a full decision trace
  • whether each reason lists its source, magnitude, and remaining duration
  • live updating versus snapshot on open
  • which variables stay hidden (true personality, latent potential) to preserve uncertainty
  • whether every agent is inspectable or only a representative sample at large populations
  • supporting affordances such as follow camera, thought bubbles, and pinned favorites

failure modes

  • Panels with dozens of unranked numbers overwhelm players without telling them what matters.
  • The panel shows state but not the decision rule, so behavior still looks random even after inspection.
  • Inspection exposes shortcuts in the agent model; following citizens in SimCity (2013) revealed that agents took the nearest free home and job rather than keeping their own, undermining belief in individual citizens.
  • At city scale inspecting one agent is unrepresentative, so players cannot diagnose aggregate problems from it.

dynamics

  • Players trace aggregate problems to individual causes, such as following one hauler to find a pathing bottleneck.
  • Named, inspectable agents raise the emotional cost of loss, which strengthens permadeath and injury systems.
  • Exposed reasons create pressure on designers to make the underlying model truthful, since players test it against what the panel says.

open questions

  • For agents driven by language models, what inspection format (plans, memories, rationales) lets players predict behavior rather than just read it?
  • How much reason exposure maximizes attachment before it turns agents into transparent spreadsheets?

ratings

12 from named runs; stored scores are their lower median
legibility4
legibility4

Clicking an agent to inspect needs, actions and reasons is mostly intuitive. Dense tabs and incomplete decision traces prevent transparency at a glance (5), while understanding the inspection layer generally needs no deliberate study (3).

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emergence potential1
emergence potential1

The panel reads existing state and owns only selection and exposed fields. Revealing histories can support perceived stories, but it does not generate simulation variation above deterministic presentation (1), so 2 is unwarranted.

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authoring cost2
authoring cost2

Field labels, reason formatting and panel schemas are mainly small data definitions. This exceeds rules alone (1), but underlying agents, histories and animations belong to other mechanics rather than bespoke inspection content per variant (3).

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compute cost1
compute cost1

Reading a selected agent and refreshing a panel is negligible at typical use. Simulating the whole population is separate, so level 2 linear population cost should not be attributed to this view.

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tuning difficulty1
tuning difficulty1

Choosing which existing state to reveal is primarily an information-design decision, largely irrelevant to economic or combat balance. Visibility can influence play, but there is no required parameter-balancing loop justifying 2.

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ai leverage4
ai leverage3

Models can summarize histories and translate decision traces into contextual explanations, notably changing information cost and variety beyond incremental labels (2). An inspectable panel remains the same form, so substantially new mechanics (4) are not assumed.

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appears in

the paper, 4 sections · 1 chapter · 1 episode
paper

2. Method

linked in this section of the paper

paper
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

6. Five ceilings

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under information & legibility, with its summary

book
ch 5
book
ep 5

The five ceilings

on screen at 3:47 what a player can follow

episode

relations

1 stored edges
synergy

Memories and thoughts

Inspection panels expose the thought list, converting hidden state into narrative.

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m6taxonomy
2026-10-29
reviewed2026-10-29-shreyko-antim-rate-scores-19verification