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needs

Dynamic motivations (Sims-style) — needs fluctuate and drive behavior

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SKILL.md
تعليمات المصدر · معاينة للقراءة فقط
name
needs
description
Dynamic motivations (Sims-style) — needs fluctuate and drive behavior
license
MIT
tier
1
allowed-tools
["read_file","write_file"]
scale
{"range":"0-10","meaning":{"10":"Fully satisfied","7-9":"Comfortable","4-6":"Manageable","2-3":"Urgent","0-1":"Critical"}}
standard_needs
["hunger","energy","fun","social","comfort","bladder"]
related
["simulation","society-of-mind","time","buff","character","cat","dog","yaml-jazz","advertisement"]
tags
["moollm","sims","motives","behavior","autonomy","game"]
# Needs Skill Dynamic motivations (Sims-style). **Motto:** *"Needs drive the story. Low needs create urgency."* ## Key Concepts - **Scale** — 0-10 (10 = fully satisfied) - **Decay** — Needs decrease over time - **Urgency** — Low needs interrupt other activities - **Inner voice** — YAML Jazz comments reflect mental state ## Standard Needs | Need | Decay | Satisfy | Critical | |------|-------|---------|----------| | Hunger | 2 hours | EAT, DRINK | 2 | | Energy | 3 hours | SLEEP, REST | 2 | | Fun | 4 hours | PLAY, GAMES | 3 | | Social | 6 hours | TALK, hang out | 3 | | Comfort | Situational | Safe place | 4 | | Bladder | 4 hours | Use bathroom | 1 | ## Inner Voice (YAML Jazz) ```yaml hunger: 7 # Satisfied. No food thoughts. hunger: 3 # Getting peckish. Is that pie? hunger: 1 # FOOD. FOOD. FOOD. FOOD. ``` ## See Also - [time](../time/) — Needs decay over simulation turns - [buff](../buff/) — Some buffs affect need decay - [character](../character/) — Needs stored in character ## Full Protocol ```yaml # Needs Skill — Dynamic Motivations (Sims-Style) # Needs fluctuate over time and drive behavior. skill: name: needs tier: 1 protocol: NEEDS-AS-MOTIVATION description: | Needs fluctuate over time and drive behavior. Low needs create urgency. Satisfied needs enable other activities. Comments update to reflect inner voice. motto: "Needs drive the story. Low needs create urgency." # SCALE scale: range: "0-10" meaning: 10: "Fully satisfied" 7-9: "Comfortable" 4-6: "Manageable" 2-3: "Urgent" 0-1: "Critical" # STANDARD NEEDS standard_needs: hunger: decay_rate: "-1 per 2 hours" satisfy: ["EAT", "DRINK"] low_effects: ["distraction", "irritability", "food fixation"] critical_at: 2 energy: decay_rate: "-1 per 3 hours (faster if Active high)" satisfy: ["SLEEP", "REST", "coffee (temporary)"] low_effects: ["reduced effectiveness", "yawning", "sluggishness"] critical_at: 2 fun: decay_rate: "-1 per 4 hours" satisfy: ["PLAY", "GAMES", "social", "exploration"] low_effects: ["boredom", "restlessness", "seeking novelty"] critical_at: 3 social: decay_rate: "-1 per 6 hours (varies by Outgoing)" satisfy: ["TALK", "hang out", "party"] low_effects: ["loneliness", "craving conversation"] critical_at: 3 comfort: decay_rate: "Situational (environment-dependent)" satisfy: ["Safe location", "familiar place", "cozy setting"] low_effects: ["anxiety", "restlessness", "seeking home"] critical_at: 4 bladder: decay_rate: "-1 per 4 hours" satisfy: ["Use bathroom"] low_effects: ["urgency", "distraction", "accident risk"] critical_at: 1 # INNER VOICE (YAML Jazz) yaml_jazz_comments: description: | Need values have DYNAMIC COMMENTS that serve as inner voice. Comments update when values change! examples: hunger: high: "hunger: 7 # Satisfied. No food thoughts." medium: "hunger: 5 # Could eat. Not urgent." low: "hunger: 3 # Getting peckish. Is that pie?" critical: "hunger: 1 # FOOD. FOOD. FOOD. FOOD." energy: high: "energy: 8 # Wide awake. Let's DO things." medium: "energy: 5 # Fine. Maybe coffee later." low: "energy: 2 # So tired. Everything is hard." critical: "energy: 1 # Can't... keep... eyes..." social: high: "social: 9 # People are great. I love everyone." medium: "social: 5 # Could use a chat." low: "social: 2 # Is anyone there? Hello?" # DECAY decay: timing: "Needs decay over simulation turns" factors: - "Base decay rate" - "Personality traits (Active, Outgoing)" - "Current location effects" - "Active buffs" - "Dribble food to bladder" # SATISFACTION satisfaction: actions: "Most needs satisfied by specific actions" locations: "Some locations satisfy needs passively (home, pub)" items: "Some items satisfy needs (food, bed)" social: "Interactions can satisfy social need" # CRITICAL NEEDS critical_needs: description: | When a need hits critical level, behavior changes: - Inner voice becomes URGENT - Other activities interrupted - May trigger autonomous actions example: | hunger: 1 # I CAN'T THINK ABOUT ANYTHING ELSE # IS THERE FOOD? WHERE IS FOOD? # [Character may abandon current task to find food] integrates_with: - skill: character how: "Needs stored in character state" - skill: time how: "Needs decay over simulation turns" - skill: buff how: "Some buffs affect need decay rates" - skill: room how: "Locations can satisfy needs" ```
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