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基于 SOC 职业分类
| name | simulator-effect |
| description | Implication beats simulation — imagination renders (Will Wright) |
| license | MIT |
| tier | 0 |
| allowed-tools | ["read_file"] |
| protocol | SIMULATOR-EFFECT |
| related | ["moollm","society-of-mind","manufacturing-intelligence","k-lines","yaml-jazz","empathic-templates","constructionism","procedural-rhetoric","mind-mirror","adversarial-committee","speed-of-light","needs"] |
| tags | ["moollm","meta","philosophy","sims","design","k-lines","will-wright"] |
Implication is more efficient (and richer) than simulation.
The Simulator Effect skill provides principles and methods for leveraging imagination -- human or LLM -- to fill gaps in sparse specifications. Instead of exhaustive simulation, provide seeds that activate rich mental models.
Instead of simulating, imply.
Input: Minimal specification (name, archetype, sensory details) Output: Rich interpretation filling gaps coherently
# Input
character:
archetype: "grizzled bartender"
# LLM interprets as
bartender:
name: Grim
appearance: weathered face, salt-and-pepper beard
manner: laconic, speaks in short sentences
knowledge: has seen every adventurer who passed through
secrets: knows where the treasure is, will not say
Provide imagination seeds rather than exhaustive specification.
Seed types:
room:
seeds:
archetype: "mysterious pub"
sensory: "warm despite the draft, old ale smell"
mystery: "the back room that requires proving yourself"
tension: "regulars glance at newcomers, then away"
Deliberately omit details to invite imagination.
Anti-pattern:
# Over-specified -- leaves nothing to imagine
room:
name: The Gezelligheid Grotto
tables: 12 oak tables, 3 round, 9 rectangular
chairs: 48 chairs, mix of styles
bar: 15 feet long, mahogany with brass rail
taps: 8 beer taps, 2 cider, 1 mead
lighting: 6 candelabras, 12 wall sconces
floor: wide oak planks, worn in traffic paths
# ... 50 more lines
Pattern:
# Sparse -- imagination fills the rest
room:
name: The Gezelligheid Grotto
atmosphere: warm despite the draft
smell: woodsmoke and old ale
notable: the back room no one talks about
Use cultural archetypes as shorthand for personality packages.
Archetype categories:
| Category | Examples | What They Activate |
|---|---|---|
| Zodiac | Sagittarius, Cancer | Full personality clusters |
| Role | Bartender, Sage, Trickster | Behavioral expectations |
| Species | Dog, Cat, Monkey | Disposition, physicality |
| Profession | Detective, Librarian, Chef | Knowledge, methods |
| Trope | Grizzled veteran, Naive newcomer | Story function |
# One word does the work of a personality matrix
character:
archetype: sagittarius_explorer
# Implies: adventurous, philosophical, blunt, optimistic
Use YAML comments as imagination seeds (per yaml-jazz).
playful: 9
# not born playful -- BECAME playful by choice
# 122 years of grim taught me joy is rebellion
melancholy: 6
# higher than I first admitted
# the silver streaks glow when I am sad
Comments are read by the LLM. They shape interpretation. They are not documentation -- they are code.
Named after The Sims' zodiac implementation (1997):
Result: Testers reported the zodiac was "too influential" -- but there was no influence to tune. The effect was purely imagined.
Application:
# Minimal computation
character:
personality_vector: [neat: 7, outgoing: 3, playful: 9]
# Display nearest archetype
archetype: sagittarius # Computed, not assigned
# No behavioral code referencing 'sagittarius'
# Player/LLM imagines Sagittarius behavior
Names activate clusters. Simulator Effect explains why.
# K-line activation IS Simulator Effect
character:
name: Palm # Activates: open hand, tropical, reaching
Mode-collapse is Simulator Effect in reverse -- LLM collapses to mean when constraints are absent. Adversarial committee provides constraints through opposing propensities.
committee:
- propensity: paranoid_realism # Different lens
- propensity: idealism # Different lens
- propensity: evidence_prosecutor # Different lens
# Same topic, three different Simulator Effects
# Cross-examination finds robust interpretations
One LLM call, many turns. Imagination fills the "rendering" for each turn. Sparse state, rich narrative.
Sims motives are imagination seeds, not behavior code.
needs:
hunger: 30 # Seed
# LLM imagines: "distracted by stomach growling"
# Not: deterministic eat() behavior
Templates leverage Simulator Effect -- provide structure, let LLM fill content.
template: |
[CHARACTER] enters [ROOM] and notices [NOTABLE_DETAIL].
They feel [EMOTION] because [REASON].
# LLM generates coherent fill based on context
Too much detail leaves nothing to imagine. The simulation feels mechanical.
Symptom: Output feels like a checklist, not a story. Fix: Remove 80% of specification. Keep seeds.
Not enough anchors for imagination to grip.
Symptom: Output is generic, could be anyone/anywhere. Fix: Add archetype, sensory detail, or mystery.
Archetype conflicts with intended behavior.
Symptom: Character behaves "off" despite correct specs. Fix: The archetype K-line is overriding your specs. Change the archetype or add explicit counters.
Single-agent LLM with weak constraints collapses to bland mean.
Symptom: Output is safe, inoffensive, boring. Fix: Use adversarial-committee or add tension/conflict seeds.
The Simulator Effect is working when:
"The game provides scaffolding. Imagination does the rendering."