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Objects announce what they can do — The Sims style
by SimHacker|Open Source
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"Objects don't wait to be used — they announce what they can do."
MOOLLM K-Lines
| K-Line | Why Related |
|---|---|
| card/ | Cards advertise abilities |
| object/ | Objects advertise actions |
| society-of-mind/ | Agents score actions (autonomy algorithm) |
| room/ | Where objects live and advertise |
| action-queue/ | Queuing selected actions |
| coherence-engine/ | Evaluates and orchestrates |
| needs/ | What drives selection scores |
| designs/sims/sims-personality-motives.md | SimAntics origin |
| examples/adventure-4/pub/ | Objects advertising in action |
Full Spec: SKILL.md
Overview
The Sims-style object interaction: every object broadcasts available actions, scored by relevance to context. Instead of memorizing commands, objects advertise what's possible.
Origin: SimAntics — The Sims behavioral engine. Don Hopkins worked on this.
Quick Example
# workbench.yml
advertisements:
- action: CRAFT
score_if: "has_materials"
satisfies: [productivity, creativity]
- action: EXAMINE
score: 50
satisfies: [curiosity]
Key Concepts
| Concept | Description |
|---|---|
| Score | Base relevance (0-100) |
| score_if | Condition that boosts/reduces |
| satisfies | Needs/goals this addresses |
| preconditions | What must be true to enable |
Autonomous Selection
workbench: CRAFT (85), EXAMINE (50)
bookshelf: READ (70)
door: EXIT (40)
→ Agent selects: CRAFT at workbench
Tools Required
file_read— Read object definitions
See SKILL.md for complete specification.