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simulator-effect

Implication beats simulation — imagination renders (Will Wright)

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安装与使用

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技能说明

Simulator Effect Skill Specification

Implication is more efficient (and richer) than simulation.

Purpose

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.


Core Methods

IMPLY

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
SEED

Provide imagination seeds rather than exhaustive specification.

Seed types:

  • Archetype -- "bartender", "sage", "trickster"
  • Sensory detail -- "smells of woodsmoke"
  • Mystery -- "the locked door no one mentions"
  • Tension -- "she avoided his gaze"
  • K-line -- "Sagittarius", "melancholy", "playful"
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"
SPARSE

Deliberately omit details to invite imagination.

Anti-pattern:

# Over-specified -- leaves nothing to imagine
room:
  name: The Rusty Lantern
  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 Rusty Lantern
  atmosphere: warm despite the draft
  smell: woodsmoke and old ale
  notable: the back room no one talks about
ARCHETYPE

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
JAZZ

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.


The Astrillogical Pattern

Named after The Sims' zodiac implementation (1997):

  1. Compute something minimal (Euclidean distance to archetype vectors)
  2. Display a cultural symbol (zodiac icon)
  3. Write no behavioral code
  4. Let imagination do the rest

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

Integration with Other Skills

With k-lines/

Names activate clusters. Simulator Effect explains why.

# K-line activation IS Simulator Effect
character:
  name: Palm  # Activates: open hand, tropical, reaching
With adversarial-committee/

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
With speed-of-light/

One LLM call, many turns. Imagination fills the "rendering" for each turn. Sparse state, rich narrative.

With needs/

Sims motives are imagination seeds, not behavior code.

needs:
  hunger: 30  # Seed
  # LLM imagines: "distracted by stomach growling"
  # Not: deterministic eat() behavior
With empathic-templates/

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

Failure Modes

Over-Specification

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.

Under-Seeding

Not enough anchors for imagination to grip.

Symptom: Output is generic, could be anyone/anywhere. Fix: Add archetype, sensory detail, or mystery.

Wrong Archetype

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.

Mode-Collapse

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.


Metrics

The Simulator Effect is working when:

  1. Readers imagine more than you wrote
  2. LLM generates coherent detail you did not specify
  3. Different interpreters imagine similar worlds
  4. Sparse specs produce rich output

See Also


"The game provides scaffolding. Imagination does the rendering."

使用示例

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来源历史

收录时间
2026-01-20
索引更新时间
2026-02-02
Branch
main

收录与同步日期属于本站记录。源码修改历史请查看来源仓库。

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