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

definition

Owns a per-agent list of memory entries, each with a type, a source (event, object, or other agent), an effect magnitude, a start time, and an expiry or decay. Events append entries; each tick expired entries drop and the active set is summed into mood or opinion, with stacking rules that cap and discount repeats. RimWorld memory thoughts list mood effect, duration, stack limit, and a stack multiplier (mostly 0.75): My son died is -20 for 30 days, Ate lavish meal +12, and some traits nullify specific thoughts. The Sims 3 and The Sims 4 show the same idea as timed moodlets. Generative Agents (2023) stores memory as a natural-language stream retrieved by the sum of normalized recency (decay 0.995 per game hour), language-model-rated importance (1-10), and embedding relevance, and writes reflections when summed importance exceeds 150. Inputs: events with sources. Outputs: mood and opinion contributions, and retrieved context for decisions and dialogue.

player experience

The player can read why an agent feels the way it does, line by line, and plans around expiry: a funeral penalty will pass in days, and a lavish meal can offset it now. Itemized memories turn hidden state into stories players retell.

design levers

  • magnitude and duration per event type
  • stack limit and multiplier for repeated events
  • decay shape (fixed expiry, linear, exponential) and which memories become permanent
  • trait filters that nullify or amplify memory types
  • retrieval weights (recency, importance, relevance) when memories drive decisions or dialogue

failure modes

  • Long lists of small thoughts become noise that players stop reading.
  • Cheap positive thoughts (fine meals, art) are easy to farm and swamp negative events, draining drama.
  • Short durations make tragedies trivial; long ones create unavoidable spirals after a single disaster.
  • Natural-language memory streams grow without bound, raising retrieval cost and surfacing irrelevant memories.

dynamics

  • One disaster writes negative memories into many agents at once, synchronizing their breakdown risk.
  • Players schedule offsetting positive events, turning mood into a budget managed against expiry timers.
  • Memories that name other agents seed opinions and grudges that outlive the event.

open questions

  • How should natural-language memory streams be compressed so retrieval stays relevant across years of game time?
  • Which memories should be promoted from temporary modifiers to lasting personality change, and can that rule be learned?

appears in

the paper, 4 sections · 2 chapters · 6 episodes
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
paper

8. Where the techniques land

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under agents & behavior, with its summary

book
ch 1

Chapter 1. Same parts

named in the text

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ep 1
episode
ep 3

Families across genres

on screen at 4:07 odd couples, 7:31 close

episode
ep 4

Why deep systems are hard to read

on screen at 0:27 the chain you cannot see, 5:20 mechanics that own nothing, 5:51 choosing a point

episode
ep 5

The five ceilings

on screen at 5:18 minds made of formulas

episode
ep 7

Where AI lands

on screen at 2:20 explanation by hand

episode
ep 9

Bets worth making

on screen at 3:48 a colonist with a memory

episode

relations

1 stored edges
synergy

Mood and breakdowns

Itemized, expiring thoughts give mood a history the player can read and story-tell around (RimWorld).

sources

3
RimWorld Wiki contributors (2026). Thoughts. RimWorld Wiki
Joon Sung Park, Joseph C. O'Brien, Carrie J. Cai (2023-04-07). Generative Agents: Interactive Simulacra of Human Behavior. UIST '23 (ACM Symposium on User Interface Software and Technology)
The Sims Wiki contributors (2026). Motive. The Sims Wiki (Fandom)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m3taxonomy