one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation
Consistency / hallucinationLatencyCompute costControllabilityContent safetyIP / provenanceEvaluation difficultyPlayer trust / receptionDeterminismLegibilityLabor displacement

Now · 18

business model

Local-first AI simulation games

Ship small language and generative models inside the game so AI features run offline with no per-hour inference bill, changing the economics of AI-native simulation.

impact
4 / 5
feasibility
4 / 5
novelty
2 / 5
builds on
Natural-language interactionGenerative content on demandProcedural characters
uses
On-device small language models for charactersGrammar-constrained decoding for valid game actions
risks
Consistency / hallucinationContent safetyControllabilityEvaluation difficultyLatencyPlayer trust / reception
mechanic upgrade

Salience-gated language agents

Keep cheap utility scoring for every tick and call a language model only at salient moments, giving colony and life sims believable minds at a bounded cost.

impact
4 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Utility action selectionNeeds decayMemories and thoughtsSocial exchangesRelationship valuesPersonality traits
uses
Generative agents (memory stream, reflection, planning)On-device small language models for charactersGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyPlayer trust / reception
legibility layer

Bottleneck explainer for production networks

Explain where and why a production network is starved or blocked by combining sensitivity analysis of the actual simulation with grounded language explanations.

impact
3 / 5
feasibility
5 / 5
novelty
3 / 5
builds on
Production chainsConveyor transportStorage and buffersStats dashboardsData overlays
uses
Differentiable simulationLLM explanation of simulation stateGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationControllabilityEvaluation difficultyLatencyPlayer trust / reception
non-game transfer

Simulation games as agent benchmarks

Use factory, colony, and economy sims as long-horizon evaluation and training environments for AI agents, with game studios as environment providers.

impact
3 / 5
feasibility
5 / 5
novelty
2 / 5
builds on
Production chainsPower gridConveyor transportScenario objectivesComparative histograms
uses
Generalist instructable game agents (SIMA)Open-ended co-generation of environments and agentsLLM-written skill libraries (Voyager)
risks
Compute costConsistency / hallucinationControllabilityEvaluation difficultyLatency
authoring tool

Content-elastic event systems

Remove the authoring ceiling on event chains, requests, and dilemmas by generating schema-constrained variants from designer templates and validating them against game state.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Triggered event chainsVillager requestsDilemma cardsProcedural charactersStoryteller director
uses
LLM game master and narrative directorGrammar-constrained decoding for valid game actionsAgent-based automated playtesting and balancing
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLabor displacementLatency
mechanic upgrade

Drama-aware storyteller

A storyteller that models characters' arcs and relationships, not only threat budgets, choosing authored incidents that create meaningful stakes for specific colonists.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Storyteller directorTriggered event chainsRelationship valuesMemories and thoughtsHistory chronicle
uses
LLM game master and narrative directorGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatency
new genre

Factories with a living workforce

Automation games whose workers age, learn, form families, and retire, so a production network is also a society that must be sustained across generations.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Production chainsLifecycle and agingAgent skillsEducation and workforceNeeds decayRomance and family
uses
Generative agents (memory stream, reflection, planning)On-device small language models for charactersMassively parallel GPU simulation
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyPlayer trust / reception
mechanic upgrade

Generative decoration catalogs

Let players generate furniture, scenery, and building pieces from text or sketches within a game's style and technical budgets, removing the cap on creative-mode catalogs.

impact
3 / 5
feasibility
4 / 5
novelty
2 / 5
builds on
Decoration and beautyBuilding placementContent sharingRoom recognition
uses
Text- and image-to-3D asset generation3D Gaussian SplattingGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationContent safetyControllabilityEvaluation difficultyIP / provenanceLabor displacementLatencyPlayer trust / reception
new mechanic

Intent-level orders

Players state goals in plain language and the game compiles them into priorities, designations, and schedules, cutting micromanagement in colony and management sims.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Work prioritiesDesignation ordersDaily schedulesUnit commandsNatural-language interactionDelegation to AI managers
uses
Grammar-constrained decoding for valid game actionsOn-device small language models for charactersLLM explanation of simulation state
risks
Consistency / hallucinationContent safetyControllabilityEvaluation difficultyLatencyPlayer trust / reception
mechanic upgrade

Learned build assist for cities

Extend Townscaper-style procedural assist to full city builders with learned style priors, so rough strokes become plausible districts the simulation then evaluates.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Procedural build assistZoningBuilding placementAdjacency scoringLand value
uses
Wave Function Collapse and constraint-based tile generationLearned level and map generation (PCGRL, MarioGPT, LLM generators)Quality-diversity search (MAP-Elites) for content and balance
risks
Compute costControllabilityEvaluation difficultyIP / provenanceLatencyPlayer trust / reception
authoring tool

Parallel autobalancing of economies

Run thousands of scripted, learned, and diversity-seeking agents through a game's economy at accelerated speed to find degenerate strategies and tune parameters before players do.

impact
3 / 5
feasibility
4 / 5
novelty
2 / 5
builds on
Production chainsSupply-demand pricingTech treeAdaptive threat scalingRival firms
uses
Agent-based automated playtesting and balancingMassively parallel GPU simulationQuality-diversity search (MAP-Elites) for content and balanceDifferentiable simulation
risks
Compute costControllabilityDeterminismEvaluation difficultyLabor displacement
new mechanic

Placement that tells stories

City builders where where and what the player builds triggers specific, state-aware story events about the inhabitants of those buildings.

impact
3 / 5
feasibility
4 / 5
novelty
4 / 5
builds on
Building placementTriggered event chainsAdjacency scoringVillager requestsHistory chronicle
uses
LLM game master and narrative directorGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatency
mechanic upgrade

Simulator instructor coaching

Flight, driving, and procedure sims with a voice instructor that watches inputs and state, explains mistakes, and adapts lessons in real time.

impact
3 / 5
feasibility
4 / 5
novelty
2 / 5
builds on
Procedural checklistsEmbodied skill controlFlight aerodynamicsVehicle dynamicsDiagnose and repair
uses
Realtime speech-to-speech and expressive TTS for charactersLLM explanation of simulation stateOn-device small language models for characters
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLabor displacementLatencyPlayer trust / reception
mechanic upgrade

Generated inspection shifts

Rule-checking job sims with generated documents, items, and rule changes each shift, verified against an answer key so infinite variety stays fair.

impact
2 / 5
feasibility
5 / 5
novelty
3 / 5
builds on
Rule-checking inspectionContracts and ordersDilemma cardsProcedural characters
uses
Grammar-constrained decoding for valid game actionsLLM game master and narrative directorAutomated generation of game rules and mechanics
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLabor displacementLatency
mechanic upgrade

Illustrated chronicles

Turn a run's event log into a readable, illustrated saga that players can share, making emergent stories legible and portable.

impact
2 / 5
feasibility
5 / 5
novelty
2 / 5
builds on
History chronicleContent sharingSimulated history generationProcedural characters
uses
LLM game master and narrative directorLLM explanation of simulation stateText- and image-to-3D asset generation
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyIP / provenanceLabor displacementLatencyPlayer trust / reception
authoring tool

Quality-diversity scenario libraries

Generate large libraries of scenarios that cover a grid of difficulty and play style, so scenario-driven sims never run out of distinct challenges.

impact
2 / 5
feasibility
5 / 5
novelty
2 / 5
builds on
Scenario objectivesProcedural terrainMilestone unlocksComparative histograms
uses
Quality-diversity search (MAP-Elites) for content and balanceLearned level and map generation (PCGRL, MarioGPT, LLM generators)Agent-based automated playtesting and balancing
risks
Compute costControllabilityEvaluation difficultyIP / provenanceLabor displacementPlayer trust / reception
mechanic upgrade

Research by named scientists

Replace the abstract research meter with named researchers whose skills, relationships, and rivalries determine what gets discovered and when.

impact
2 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Tech treeRelationship valuesAgent skillsPersonality traitsStaff hiring and rosters
uses
Generative agents (memory stream, reflection, planning)On-device small language models for characters
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyPlayer trust / reception
new genre

Specification programming games

Programming puzzles where an AI writes the code and the player writes the specification and tests, scored on how precisely the spec pins down correct behavior.

impact
2 / 5
feasibility
4 / 5
novelty
5 / 5
builds on
Player programmingComparative histogramsDesign performance ratingScenario objectives
uses
LLM-guided evolutionary program searchGrammar-constrained decoding for valid game actionsAutomated generation of game rules and mechanics
risks
Compute costConsistency / hallucinationControllabilityEvaluation difficultyLabor displacementLatency

1-2 years · 19

legibility layer

Why-query over the simulation log

Let players ask why something happened and answer from the simulation's own event log, making deep systemic games legible without simplifying them.

impact
5 / 5
feasibility
4 / 5
novelty
4 / 5
builds on
Causal breakdown tooltipsAgent inspectionAdvisorsHistory chronicleStats dashboardsAlerts feed
uses
LLM explanation of simulation stateGrammar-constrained decoding for valid game actions
risks
Consistency / hallucinationEvaluation difficultyLatencyPlayer trust / reception
new mechanic

Branch preview of policy futures

Fork the simulation in the background and show the player likely futures of a decision before committing, using parallel or surrogate simulation.

impact
4 / 5
feasibility
4 / 5
novelty
4 / 5
builds on
ForecastingPolicy togglesData overlaysStats dashboardsPause and speed control
uses
Massively parallel GPU simulationGraph network simulators and neural operatorsDifferentiable simulation
risks
Compute costConsistency / hallucinationControllabilityDeterminismEvaluation difficulty
infrastructure

Event-sourced simulation runtime

An engine layer that records simulation and model calls as an append-only event log, giving replay, forking, explanation, and determinism for games with AI components.

impact
4 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
History chronicleForecastingPersistent shared worldCausal breakdown tooltipsModding API
uses
Grammar-constrained decoding for valid game actionsLLM explanation of simulation stateMassively parallel GPU simulation
risks
Consistency / hallucinationControllabilityDeterminismEvaluation difficultyLatencyPlayer trust / reception
authoring tool

Mechanic modding by description

Players describe a rule change in plain language; a model writes the mod against the modding API and automated agents test it before it is shared.

impact
4 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Modding APIContent sharingPlayer programming
uses
Automated generation of game rules and mechanicsAgent-based automated playtesting and balancingGrammar-constrained decoding for valid game actionsLLM-written skill libraries (Voyager)
risks
Compute costConsistency / hallucinationControllabilityEvaluation difficultyLabor displacementLatency
mechanic upgrade

Explained delegation to AI managers

Subsystem managers that learn the player's preferences from their past decisions and explain each action, so delegation scales play without hiding it.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Delegation to AI managersAdvisorsPolicy togglesStats dashboardsStaff hiring and rosters
uses
Generalist instructable game agents (SIMA)LLM explanation of simulation stateSelf-play planning with learned models (AlphaZero, MuZero, Dreamer)
risks
Compute costConsistency / hallucinationControllabilityEvaluation difficultyLatencyLegibilityPlayer trust / reception
mechanic upgrade

Learned regional weather

Use machine-learned weather emulators to give farming, flight, and city sims realistic, cheap, regionally coherent weather and climate variability.

impact
3 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
WeatherSeasonsCrop cultivationFire spreadHydrologyPlanetary climate
uses
Machine-learned weather forecastingGraph network simulators and neural operators
risks
Compute costConsistency / hallucinationControllability
new mechanic

Agent ambassadors between player worlds

Let each player's simulation send language-agent representatives that trade and negotiate with other players' worlds while they are offline.

impact
3 / 5
feasibility
3 / 5
novelty
4 / 5
builds on
Asynchronous shared regionsTrade routesFaction diplomacyContracts and ordersNatural-language interaction
uses
Many-agent LLM societiesLanguage models grounded in strategic planning for negotiation gamesGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyLegibilityPlayer trust / reception
mechanic upgrade

Human-calibrated customers

Replace hand-tuned customer and crowd preference curves with models that predict human choices, so tycoon markets respond like real populations.

impact
3 / 5
feasibility
3 / 5
novelty
4 / 5
builds on
Customer value choiceCrowd preferencesProduct developmentSupply-demand pricing
uses
LLM models of individual human choiceSimulation-based inference for calibrating simulators
risks
Compute costConsistency / hallucinationEvaluation difficultyIP / provenance
new mechanic

Natural-language legislation

Players write laws in plain language that are compiled into typed policy parameters, while simulated interest groups argue, lobby, and comply.

impact
3 / 5
feasibility
3 / 5
novelty
4 / 5
builds on
Policy togglesInterest groupsPlayer legislationNatural-language interactionElectionsStability and unrest
uses
Grammar-constrained decoding for valid game actionsMany-agent LLM societiesLanguage models grounded in strategic planning for negotiation games
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyLegibilityPlayer trust / reception
mechanic upgrade

Negotiating faction AI

Grand strategy rivals that negotiate in language and plan around their promises, combining strategic search with dialogue.

impact
3 / 5
feasibility
3 / 5
novelty
3 / 5
builds on
Faction diplomacyOpinion modifiersReputationCausal breakdown tooltips
uses
Language models grounded in strategic planning for negotiation gamesRegret minimization and search for imperfect-information gamesGrammar-constrained decoding for valid game actions
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyLegibilityPlayer trust / reception
non-game transfer

Participatory planning sandboxes

City-builder interfaces over calibrated urban models with simulated resident voices, used by communities and planners to explore tradeoffs together.

impact
3 / 5
feasibility
3 / 5
novelty
3 / 5
builds on
ZoningTraffic congestionCitizen satisfactionData overlaysForecastingTreasury and budget
uses
Simulation-based inference for calibrating simulatorsLLM models of individual human choiceMany-agent LLM societies
risks
Compute costConsistency / hallucinationControllabilityDeterminismEvaluation difficultyIP / provenanceLegibility
new mechanic

Teachable sim companion

A co-player agent that learns factory, colony, or farm routines from demonstration and language, and grows a library of reusable skills the player can inspect.

impact
3 / 5
feasibility
3 / 5
novelty
4 / 5
builds on
Delegation to AI managersBlueprintsPlayer programmingNatural-language interaction
uses
Generalist instructable game agents (SIMA)LLM-written skill libraries (Voyager)On-device small language models for characters
risks
Compute costConsistency / hallucinationContent safetyControllabilityEvaluation difficultyLatencyPlayer trust / reception
mechanic upgrade

Trainable creatures revival

Revive the Creatures and Black & White lineage with creatures whose behavior is genuinely learned from player feedback and can explain itself.

impact
3 / 5
feasibility
3 / 5
novelty
3 / 5
builds on
Creature learningCreature careNatural-language interactionTrait inheritanceGod powers
uses
Self-play planning with learned models (AlphaZero, MuZero, Dreamer)On-device small language models for charactersGeneralist instructable game agents (SIMA)
risks
Compute costConsistency / hallucinationContent safetyControllabilityEvaluation difficultyLatencyLegibilityPlayer trust / reception
non-game transfer

Calibrated serious simulations

Use simulation-based inference and differentiable simulators to calibrate game-grade models of epidemics, traffic, and markets to real data, with published fit metrics.

impact
2 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
ContagionTraffic congestionSupply-demand pricingForecastingStats dashboards
uses
Simulation-based inference for calibrating simulatorsDifferentiable simulationMassively parallel GPU simulation
risks
Compute costControllabilityDeterminismEvaluation difficulty
authoring tool

Generated recipe graphs

Generate solvable, non-degenerate, on-theme production recipe graphs and tech trees, verified by agents, to cut content cost for factory and crafting games.

impact
2 / 5
feasibility
4 / 5
novelty
3 / 5
builds on
Production chainsTech treeHand craftingMilestone unlocks
uses
Automated generation of game rules and mechanicsQuality-diversity search (MAP-Elites) for content and balanceAgent-based automated playtesting and balancingLLM-guided evolutionary program search
risks
Compute costControllabilityEvaluation difficultyLabor displacement
mechanic upgrade

AI liquidity in player markets

Keep player-driven markets liquid on small servers with model-driven traders whose behavior is calibrated to human trading and constrained by market rules.

impact
2 / 5
feasibility
3 / 5
novelty
3 / 5
builds on
Player-driven marketsPersistent shared worldAuctionsSupply-demand pricing
uses
LLM models of individual human choiceMean field games and mean-field learningMany-agent LLM societies
risks
Compute costConsistency / hallucinationControllabilityDeterminismEvaluation difficultyIP / provenanceLegibility
new mechanic

Generated dream and replay views

Use generative world models for non-authoritative views such as memories, rumors, and alternate histories, where drift is acceptable and variety is the point.

impact
2 / 5
feasibility
3 / 5
novelty
5 / 5
builds on
Memories and thoughtsHistory chronicleGossip propagationSimulated history generationForecasting
uses
Genie foundation world modelsDiffusion and autoregressive neural game enginesOpen real-time interactive video world models
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismIP / provenanceLatency
mechanic upgrade

Learned motion for simulated crowds

Physics-based learned character controllers let simulated agents move and react physically, so crowds, injuries, and labor look like what the simulation says is happening.

impact
2 / 5
feasibility
3 / 5
novelty
3 / 5
builds on
Injury body modelCrowd preferencesHauling jobsAgent inspectionRigid-body physics
uses
Learned physics-based character controlMassively parallel GPU simulation
risks
Compute costControllabilityDeterminismEvaluation difficulty
new genre

Open-ended evolution sandbox

Evolution games built on continuous artificial-life substrates and automated discovery, where morphology and behavior evolve without designer-authored part catalogs.

impact
2 / 5
feasibility
3 / 5
novelty
4 / 5
builds on
Natural selectionTrait inheritanceFood webHabitat suitabilityContent sharing
uses
Continuous cellular automata and foundation-model search for artificial lifeNeural cellular automataQuality-diversity search (MAP-Elites) for content and balanceMassively parallel GPU simulation
risks
Compute costControllabilityDeterminismEvaluation difficultyLegibility

3-5 years · 5

authoring tool

Automated mechanic discovery

Search the space of rule programs with language-model-guided evolution and agent playtests to propose new mechanics that are learnable, deep, and unlike existing ones.

impact
4 / 5
feasibility
2 / 5
novelty
5 / 5
builds on
Production chainsDesign performance ratingAdaptive threat scalingModding API
uses
LLM-guided evolutionary program searchAutomated generation of game rules and mechanicsQuality-diversity search (MAP-Elites) for content and balanceAgent-based automated playtesting and balancing
risks
Compute costControllabilityEvaluation difficultyLabor displacement
new genre

Language-agent society terrarium

An observer-gardener genre where players seed and nudge a persistent society of language-model agents and watch institutions, cultures, and histories form.

impact
4 / 5
feasibility
2 / 5
novelty
5 / 5
builds on
Persistent shared worldGossip propagationHistory chroniclePlayer organizationsGod powersFaction diplomacy
uses
Many-agent LLM societiesGenerative agents (memory stream, reflection, planning)On-device small language models for characters
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismEvaluation difficultyLatencyLegibilityPlayer trust / reception
infrastructure

Learned material surrogates at world scale

Use learned and GPU-parallel physics surrogates to bring per-particle fluids, gases, and destruction from small arenas to large persistent worlds.

impact
4 / 5
feasibility
2 / 5
novelty
4 / 5
builds on
Fluid and gas simulationHeat transferVoxel destructionFalling-sand materialsStructural integritySoft-body deformation
uses
Graph network simulators and neural operatorsMassively parallel GPU simulationNeural cellular automata
risks
Compute costConsistency / hallucinationControllabilityDeterminismEvaluation difficultyLegibility
infrastructure

Symbolic simulation, neural rendering

Keep gameplay in a small deterministic symbolic simulation and let a generative world model render it, decoupling visual variety from simulation cost and art budgets.

impact
4 / 5
feasibility
2 / 5
novelty
5 / 5
builds on
Decoration and beautyProcedural build assistBuilding placementZoningData overlays
uses
Diffusion and autoregressive neural game enginesGenie foundation world modelsNeural rendering in the graphics pipeline3D Gaussian Splatting
risks
Compute costConsistency / hallucinationContent safetyControllabilityDeterminismIP / provenanceLatencyPlayer trust / reception
infrastructure

Mean-field crowds and traffic

Simulate hundreds of thousands of agents with equilibrium-consistent route and choice behavior by combining mean-field approximations with sampled individuals.

impact
3 / 5
feasibility
3 / 5
novelty
4 / 5
builds on
Traffic congestionAgent pathfindingCrowd preferencesPublic transit linesService queues
uses
Mean field games and mean-field learningMassively parallel GPU simulation
risks
ControllabilityDeterminismEvaluation difficultyLegibility

5+ years · 0

none yet

plain-text twin · 42 rows, sortable
nametypehorizonpriorityresolves by
Why-query over the simulation logLegibility layer1-2 years4.4232027-12-31
Branch preview of policy futuresNew mechanic1-2 years42028-06-30
Event-sourced simulation runtimeInfrastructure1-2 years3.7762028-12-31
Mechanic modding by descriptionAuthoring tool1-2 years3.7762028-06-30
Salience-gated language agentsMechanic upgradeNow3.7762028-12-31
Bottleneck explainer for production networksLegibility layerNow3.5872028-06-30
Placement that tells storiesNew mechanicNow3.5142028-12-31
Local-first AI simulation gamesBusiness modelNow3.4822027-12-31
Content-elastic event systemsAuthoring toolNow3.3182027-12-31
Drama-aware storytellerMechanic upgradeNow3.3182028-06-30
Explained delegation to AI managersMechanic upgrade1-2 years3.3182028-12-31
Factories with a living workforceNew genreNow3.3182029-12-31
Intent-level ordersNew mechanicNow3.3182028-06-30
Learned build assist for citiesMechanic upgradeNow3.3182028-06-30
Learned regional weatherMechanic upgrade1-2 years3.3182028-12-31
Simulation games as agent benchmarksNon-game transferNow3.3082027-12-31
Automated mechanic discoveryAuthoring tool3-5 years3.2822030-12-31
Language-agent society terrariumNew genre3-5 years3.2822029-12-31
Symbolic simulation, neural renderingInfrastructure3-5 years3.2822029-12-31
Agent ambassadors between player worldsNew mechanic1-2 years3.1782029-06-30
Human-calibrated customersMechanic upgrade1-2 years3.1782028-12-31
Mean-field crowds and trafficInfrastructure3-5 years3.1782029-12-31
Natural-language legislationNew mechanic1-2 years3.1782028-12-31
Teachable sim companionNew mechanic1-2 years3.1782028-12-31
Learned material surrogates at world scaleInfrastructure3-5 years3.1382029-12-31
Specification programming gamesNew genreNow3.0622028-06-30
Generative decoration catalogsMechanic upgradeNow3.0592027-12-31
Parallel autobalancing of economiesAuthoring toolNow3.0592027-12-31
Simulator instructor coachingMechanic upgradeNow3.0592027-12-31
Negotiating faction AIMechanic upgrade1-2 years32029-06-30
Participatory planning sandboxesNon-game transfer1-2 years32029-12-31
Trainable creatures revivalMechanic upgrade1-2 years32029-06-30
Generated inspection shiftsMechanic upgradeNow2.9892027-12-31
Generated dream and replay viewsNew mechanic1-2 years2.7692028-12-31
Calibrated serious simulationsNon-game transfer1-2 years2.7642028-12-31
Generated recipe graphsAuthoring tool1-2 years2.7642028-12-31
Research by named scientistsMechanic upgradeNow2.7642029-06-30
Illustrated chroniclesMechanic upgradeNow2.7562027-12-31
Quality-diversity scenario librariesAuthoring toolNow2.7562028-06-30
Open-ended evolution sandboxNew genre1-2 years2.6482029-12-31
AI liquidity in player marketsMechanic upgrade1-2 years2.52029-06-30
Learned motion for simulated crowdsMechanic upgrade1-2 years2.52029-06-30