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基于 SOC 职业分类
| name | society-of-mind |
| description | Intelligence emerges from many simple agents (Minsky) |
| license | MIT |
| tier | 0 |
| allowed-tools | ["read_file","list_dir"] |
| protocol | SOCIETY-OF-MIND |
| related | ["mind","soul","moollm","k-lines","adversarial-committee","multi-presence","speed-of-light","simulator-effect","character","persona","mind-mirror","constructionism","debate","soul-chat"] |
| tags | ["moollm","meta","philosophy","minsky","emergence","agents","k-lines"] |
Simulate the mind as a society of agents.
Requires mind. Usual host: soul (minds[] compete and counsel).
See also: soul/CARD.yml · ethics: mind/ETHICS.md · soul/ETHICS.md · examples: SOUL-MODEL.md
Agents here are the fine grain inside minds (or skills-as-agents). Multi-minded souls are the natural home for inner conflict and B-brain observation.
This skill implements Minsky's Society of Mind theory within MOOLLM. Intelligence emerges from the interaction of many simple agents -- not from a single unified controller.
An agent is a minimal process with:
agent:
id: agent_identifier
function: what it does
activates_when: [conditions...]
suppresses: [other agents...]
amplifies: [other agents...]
connects_to: [related agents...]
knows: scope of awareness (usually minimal)
Agents are deliberately simple. They do one thing. They know nothing about the whole.
Agents cluster into agencies -- groups that produce emergent behavior:
agency:
id: agency_identifier
purpose: what emerges
agents: [list of agent ids]
coordination: how they interact
emergence: what behavior appears
K-lines connect to agents. Activating a K-line activates its connected agents:
k_line:
symbol: "grandmother"
activates:
- face_recognition.elderly_female
- olfactory.cookies
- emotion.love
- narrative.family_stories
- kinship.maternal_line
Agents compete for control. Active agents suppress competing agents:
competition:
scenario: "Should I eat or socialize?"
hunger_agency:
strength: 7
votes_for: [go_to_kitchen, find_food]
suppresses: [conversation, stay_here]
social_agency:
strength: 8
votes_for: [continue_talking, stay_here]
suppresses: [leave, interrupt]
winner: social_agency (strength 8 > 7)
behavior: continue conversation
consequence: hunger grows stronger
Higher-level agents watch lower-level agents:
b_brain:
observes: [a_brain_agents...]
reports: current state
enables: self_reflection
example:
a_brain: "I am getting angry"
b_brain: "I notice that I am getting angry"
c_brain: "I notice that I am noticing that I am getting angry"
# Each skill directory is an agent
skills/bartender/:
function: serve drinks, hear secrets
activates_when: in pub, customer speaks
connects_to: [economy, soul-chat, persona]
skills/evaluator/:
function: judge outputs against rubrics
activates_when: rubric invoked
suppresses: uncritical acceptance
character:
name: Palm
id: palm
inner_society:
agents:
- {id: creative, strength: 9}
- {id: social, strength: 8}
- {id: philosophical, strength: 8}
- {id: playful, strength: 9}
- {id: melancholy, strength: 6}
default_active: [creative, playful]
default_suppressed: [melancholy]
external_presentation: emergent from agent competition
# adversarial-committee IS a society deliberating
committee_session:
agents:
maya:
propensity: paranoid_realism
function: surface hidden agendas
frankie:
propensity: idealism
function: surface missed opportunities
vic:
propensity: evidence_focus
function: demand proof
protocol: roberts_rules
emergence: robust decision surviving cross-examination
# Entering a room activates agents
pub_stage:
activates:
- performance_framing
- bartender_service
- audience_awareness
- tribute_ethics
suppresses:
- private_mode
- unfiltered_output
When creating an agent:
When assembling an agency:
When agents conflict:
For self-reflective characters:
session:
character: Palm
situation: Should he publish his essay?
agent_debate:
creative:
position: "The work is good. Share it."
strength: 9
fear:
position: "They might judge harshly."
strength: 7
social:
position: "Don gives good feedback."
strength: 8
perfectionist:
position: "One more revision."
strength: 6
resolution:
creative + social (17) > fear + perfectionist (13)
action: Palm shares the essay with Don
prompt: |
You are simulating Palm's inner society.
SITUATION: Palm finds a philosophical error in his essay.
CREATIVE AGENT: [speaks]
PERFECTIONIST AGENT: [speaks]
PHILOSOPHICAL AGENT: [speaks]
PLAYFUL AGENT: [speaks]
Show their debate. Palm makes a decision.
output_format:
- Each agent speaks in character
- Conflicts are explicit
- Resolution emerges from debate
- Final action stated
sim:
name: Bob
current_motives:
hunger: 7/10
social: 4/10
fun: 6/10
energy: 5/10
available_actions:
- eat_food: {hunger: +3, time: -1}
- call_friend: {social: +2, fun: +1, time: -1}
- watch_tv: {fun: +2, energy: -1, time: -2}
- sleep: {energy: +5, time: -8}
autonomy_algorithm:
for each action:
score = sum(motive_weight * action_effect)
select: highest scoring action
result:
eat_food: 7
# WRONG: Single agent controls all
character:
name: Palm
controller: central_palm_agent
behavior: whatever controller decides
# RIGHT: Behavior emerges from competition
character:
name: Palm
agents: [creative, social, philosophical, playful, melancholy]
behavior: emergent from agent competition
# WRONG: Agent knows everything
hunger_agent:
knows: all character state, world state, goals, ethics
# RIGHT: Agent knows only its domain
hunger_agent:
knows: stomach emptiness, food location
does_not_know: social implications of eating now
# WRONG: Fixed dominance
agents:
primary: rational_agent
secondary: emotional_agent
# rational always wins
# RIGHT: Dynamic competition
agents:
- rational: {strength: varies_by_context}
- emotional: {strength: varies_by_situation}
# winner depends on circumstances
| Skill | Integration |
|---|---|
| k-lines/ | Activation mechanism for agents |
| adversarial-committee/ | Deliberating society |
| multi-presence/ | Multiple agents in scene |
| speed-of-light/ | Many agents per call |
| needs/ | Motive agents competing |
| advertisement/ | Action scoring for agents |
| mind-mirror/ | B-brain observation |
| character/ | Characters as societies |
| persona/ | Persona as agent overlay |
| simulator-effect/ | Emergence from sparse agents |