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

definition

The player holds an inventory of components and a set of known recipes, each mapping an input multiset to an output item. A craft checks that inputs are present, any required station (workbench, forge, furnace) is nearby, and the recipe is unlocked, then consumes the inputs and produces the output instantly or after a short delay. Minecraft uses a 2x2 grid in the inventory and a 3x3 grid at a crafting table, with shaped recipes keyed to spatial arrangement; Don't Starve, Valheim, and Subnautica use menu lists gated by stations and blueprints; Ultima Online ties success to a crafting skill. Infinite Craft replaces the recipe table with a language model (Llama 2, later Llama 3.1) that generates the result of any new pair and stores it so every player gets the same answer. Inputs: carried items, station proximity, unlock state. Outputs: new items and consumed components.

player experience

Gathering with intent. The player looks at a desired item, works back to its components, and goes out to collect them, so the recipe list becomes a shopping list that structures exploration. The first craft of a new tool is a small power spike that opens the next zone or task.

design levers

  • recipe count and depth of intermediate components
  • discovery model: all visible, unlocked by research or blueprints, or found by experimentation
  • station gating and whether stations must be nearby
  • craft time and whether crafts can be queued or batched
  • spatial grid versus list interface
  • inventory limits that bound how much can be carried to a station

failure modes

  • Hidden recipes without in-game discovery aids push players to wikis, as in early Minecraft before its recipe book.
  • Long chains of trivial intermediates turn crafting into inventory sorting.
  • Crafting that is strictly better than found loot, or strictly worse, makes one of the two systems irrelevant.

dynamics

  • Tool tiers gate access to materials, which gate the next tool tier, producing a progression ladder from rules alone.
  • Inventory limits couple crafting to base building and storage chests.
  • In multiplayer worlds players specialize in crafting lines and trade, as Ultima Online crafters did.

open questions

  • Can generative models produce open recipe spaces like Infinite Craft whose outputs also have balanced, mechanically meaningful stats rather than only names?
  • How should discovery be explained to players when a model rather than a table decides what a combination yields?

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

8. Where the techniques land

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under resources & production, with its summary

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book

sources

2
Wikipedia contributors (2026). Infinite Craft. Wikipedia
Wikipedia contributors (2026). Minecraft. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m1taxonomy