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simgrammar the grammar of simulation

locator

https://www.qrg.northwestern.edu/papers/Files/Programming_Objects_in_The_Sims.pdf

notes

Objects hold behaviors whose advertisements state which of nine motives (energy, comfort, hunger, hygiene, bladder, room, social, fun, mood) they satisfy; values fixed or scaled by personality points in opposing pairs such as nice/grouchy; distance attenuation presets high, moderate, low, none; check trees hide unavailable interactions; Sims choose the behavior that maximizes happiness. Examples: toilet 0-70 Bladder, Feed Fish 1-11 Fun by Playful.

appears in

1 chapter · 1 episode · 1 short
ch 6

Chapter 6. Five ceilings

cited in the text

book
ep 5

The five ceilings

cited at 0:15 behavior that lives in objects

episode
short 5

The refrigerator knows

0:36 · cited in the short

short

cited by

3 records

Personality traits, Smart objects, Utility action selection

provenance

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