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基于 SOC 职业分类
| name | advertisement |
| description | Objects announce what they can do — The Sims style |
| allowed-tools | ["read_file","write_file","list_dir"] |
| tier | 1 |
| protocol | ADVERTISEMENT |
| related | ["card","object","society-of-mind","room","action-queue","coherence-engine","needs"] |
| tags | ["moollm","game","interaction","sims","behavior","autonomy"] |
"Objects don't wait to be used — they announce what they can do."
Advertisement is The Sims-style object interaction: every object in a room broadcasts its available actions, scored by relevance to the current context.
Instead of the user memorizing commands, objects advertise what's possible:
You approach the workbench.
Available actions (sorted by relevance):
⭐ CRAFT tool (you have materials)
• EXAMINE blueprints
• ORGANIZE parts
• MORE options...
In The Sims, objects have "advertisements" — each interaction scores based on:
This extensible object architecture was key to The Sims' massive success:
The same YAML file that defines what an object is also defines what it can do. Plug-in architecture for free.
MOOLLM applies this to any object:
# workbench.yml
type: object
advertisements:
- action: CRAFT
score_if: "has_materials AND has_skill"
satisfies: [productivity, creativity]
- action: EXAMINE
score_if: "always"
satisfies: [curiosity]
- action: MORE
score_if: "always"
satisfies: [exploration]
Every object in the room has an advertisements list:
advertisements:
- action: USE
description: "Activate this tool"
preconditions: [in_inventory, charged]
score: 80
- action: EXAMINE
description: "Look closely"
preconditions: [] # always available
score: 50
Scores adjust based on:
Top actions surface in the PIE-MENU:
[CRAFT]
⭐
[ORGANIZE] • [EXAMINE]
•
[MORE]
Center = highest score = default action.
For autonomous agents, advertisements enable self-direction:
Agent evaluates all objects in room:
workbench: CRAFT (85), EXAMINE (50)
bookshelf: READ (70), ORGANIZE (30)
door: EXIT (40)
Agent selects: CRAFT at workbench (score 85)
No hardcoded behavior. Objects define possibilities. Agent selects based on goals.
# research-lab/ROOM.yml
objects:
- microscope:
advertisements:
- action: ANALYZE_SAMPLE
score_if: "has_sample"
score: 90
- action: CALIBRATE
score_if: "accuracy < 0.9"
score: 60
- notebook:
advertisements:
- action: WRITE_NOTES
score_if: "has_observations"
score: 75
- action: REVIEW
score: 40
- coffee_maker:
advertisements:
- action: BREW
score_if: "fatigue > 0.3"
score: 65
- action: CLEAN
score_if: "uses > 5"
score: 30
Agent enters, sees:
Top actions:
1. ANALYZE_SAMPLE at microscope (90) — you have a sample!
2. WRITE_NOTES at notebook (75) — observations pending
3. BREW at coffee_maker (65) — you're a bit tired
This is SimAntics — The Sims' behavioral engine:
| SimAntics | MOOLLM |
|---|---|
| Object advertisement | advertisements: list in YAML |
| Motive scores | Context-based scoring |
| Autonomous selection | Agent picks highest-scored action |
| Pie menu | PIE-MENU for user interaction |
Don Hopkins worked on SimAntics. This is that tradition, for LLM agents.
When you click an advertised action, it triggers a symbolic event that bubbles up:
Click CRAFT on workbench
Event path:
1. workbench (object) → handles CRAFT? no, pass up
2. workshop/ (room) → handles CRAFT? no, pass up
3. building/ (parent) → handles CRAFT? no, pass up
4. world/ (root) → handles CRAFT? no, check inheritance
5. workbench-prototype → handles CRAFT? YES → execute
Just like HyperCard: events bubble from button → card → background → stack.
Events bubble up the room hierarchy:
object in room in parent-room in world
↑ ↑ ↑ ↑
event bubbles up
If no handler in containment tree, check the prototype chain:
workbench
↓ inherits from
furniture-prototype
↓ inherits from
object-prototype → has default CRAFT handler!
# Event resolution order:
1. The object itself
2. Parent room
3. Grandparent room
4. ... up to world root
5. Object's prototype
6. Prototype's prototype
7. ... up to root prototype
First handler that responds wins. Unhandled events can:
# workshop/ROOM.yml
handles:
CRAFT: |
# Room-level craft handler
Check if character has required skill.
Check if materials available in room.
If conditions met, delegate to object.
Otherwise, suggest where to get materials.
The room intercepts CRAFT before it reaches the object, adding room-specific logic.
ADVERTISEMENT — Objects announce available actions
AUTONOMOUS-SELECTION — Agent picks based on scores
SIMANTICS — The Sims behavioral model
PIE-MENU — Radial display of options
FLY-UNDER-RADAR — Normalize through defaults
PROCEDURAL-RHETORIC — Rules carry ideology
See: PROTOCOLS.yml
From SIMANTICS:
"The Sims' AI isn't centralized — it's distributed throughout objects." "A refrigerator knows it offers food. A bed knows it offers sleep." "The Sim chooses from what's advertised nearby."
This IS MOOLLM's architecture. Objects self-describe. The coherence engine orchestrates. Intelligence is distributed throughout the world.
The advertisements ARE the AI.