Besoins dynamiques (style Sims)

VérifiéSûr

Système de motivations fluctuantes qui pilotent le comportement des personnages. Les besoins décroissent dans le temps et créent de l'urgence à bas niveaux.

Spar Skills Guide Bot
DeveloppementDébutant
3002/06/2026
Claude Code
#needs#motivations#simulation#character-behavior#autonomy

Recommandé pour

Notre avis

Cette compétence implémente des besoins dynamiques (faim, énergie, etc.) qui fluctuent dans le temps et influencent le comportement d'un personnage simulé.

Points forts

  • Système de besoins standardisé avec échelle, décroissance et effets clairs.
  • Voix intérieure via des commentaires YAML Jazz qui reflètent l'état mental.
  • Personnalisable : peut être étendu à d'autres besoins ou appliqué à divers agents.

Limites

  • Nécessite une intégration avec une compétence de temps pour la décroissance.
  • Ne définit pas de comportement réactif avancé (ex. choix d'action basé sur les besoins).
  • Les effets de faible niveau sont descriptifs mais non implémentés automatiquement.
Quand l'utiliser

Utilisez cette compétence pour ajouter un système de motivation réaliste à des personnages non-joueurs ou à des agents autonomes.

Quand l'éviter

Évitez cette compétence si le comportement doit être entièrement scripté sans variation interne.

Analyse de sécurité

Sûr
Score qualité88/100

The skill defines a motivational needs system using only read_file and write_file. No destructive commands, data exfiltration, or obfuscated payloads are present. It is purely declarative and safe for use.

Aucun point d'attention détecté

Exemples

Add standard needs to a character
Create a character named Maya with the standard needs (hunger, energy, fun, social, comfort, bladder) starting at 8 each. Show how they decay over a day and how Maya reacts when hunger drops to 2.
Custom need for a pet
Extend the needs system to a cat with additional needs: curiosity (decays -1 per 3h) and grooming (decays -1 per 5h). Set critical thresholds at 2 for curiosity and 3 for grooming.
Debug need values
Inspect the current need values of the active character and provide a summary with YAML Jazz comments for each need.

name: needs description: Dynamic motivations (Sims-style) — needs fluctuate and drive behavior license: MIT tier: 1 allowed-tools:

  • read_file
  • write_file scale: range: "0-10" meaning: 10: "Fully satisfied" 7-9: "Comfortable" 4-6: "Manageable" 2-3: "Urgent" 0-1: "Critical" standard_needs:
  • hunger
  • energy
  • fun
  • social
  • comfort
  • bladder related: [simulation, society-of-mind, time, buff, character, cat, dog, yaml-jazz, advertisement] tags: [moollm, sims, motives, behavior, autonomy, game]

Needs Skill

Dynamic motivations (Sims-style).

Motto: "Needs drive the story. Low needs create urgency."

Key Concepts

  • Scale — 0-10 (10 = fully satisfied)
  • Decay — Needs decrease over time
  • Urgency — Low needs interrupt other activities
  • Inner voice — YAML Jazz comments reflect mental state

Standard Needs

| Need | Decay | Satisfy | Critical | |------|-------|---------|----------| | Hunger | 2 hours | EAT, DRINK | 2 | | Energy | 3 hours | SLEEP, REST | 2 | | Fun | 4 hours | PLAY, GAMES | 3 | | Social | 6 hours | TALK, hang out | 3 | | Comfort | Situational | Safe place | 4 | | Bladder | 4 hours | Use bathroom | 1 |

Inner Voice (YAML Jazz)

hunger: 7   # Satisfied. No food thoughts.
hunger: 3   # Getting peckish. Is that pie?
hunger: 1   # FOOD. FOOD. FOOD. FOOD.

See Also

  • time — Needs decay over simulation turns
  • buff — Some buffs affect need decay
  • character — Needs stored in character

Full Protocol

Needs Skill — Dynamic Motivations (Sims-Style)

Needs fluctuate over time and drive behavior.

skill: name: needs tier: 1 protocol: NEEDS-AS-MOTIVATION description: | Needs fluctuate over time and drive behavior. Low needs create urgency. Satisfied needs enable other activities. Comments update to reflect inner voice. motto: "Needs drive the story. Low needs create urgency."

SCALE

scale: range: "0-10" meaning: 10: "Fully satisfied" 7-9: "Comfortable" 4-6: "Manageable" 2-3: "Urgent" 0-1: "Critical"

STANDARD NEEDS

standard_needs: hunger: decay_rate: "-1 per 2 hours" satisfy: ["EAT", "DRINK"] low_effects: ["distraction", "irritability", "food fixation"] critical_at: 2

energy: decay_rate: "-1 per 3 hours (faster if Active high)" satisfy: ["SLEEP", "REST", "coffee (temporary)"] low_effects: ["reduced effectiveness", "yawning", "sluggishness"] critical_at: 2

fun: decay_rate: "-1 per 4 hours" satisfy: ["PLAY", "GAMES", "social", "exploration"] low_effects: ["boredom", "restlessness", "seeking novelty"] critical_at: 3

social: decay_rate: "-1 per 6 hours (varies by Outgoing)" satisfy: ["TALK", "hang out", "party"] low_effects: ["loneliness", "craving conversation"] critical_at: 3

comfort: decay_rate: "Situational (environment-dependent)" satisfy: ["Safe location", "familiar place", "cozy setting"] low_effects: ["anxiety", "restlessness", "seeking home"] critical_at: 4

bladder: decay_rate: "-1 per 4 hours" satisfy: ["Use bathroom"] low_effects: ["urgency", "distraction", "accident risk"] critical_at: 1

INNER VOICE (YAML Jazz)

yaml_jazz_comments: description: | Need values have DYNAMIC COMMENTS that serve as inner voice. Comments update when values change!

examples: hunger: high: "hunger: 7 # Satisfied. No food thoughts." medium: "hunger: 5 # Could eat. Not urgent." low: "hunger: 3 # Getting peckish. Is that pie?" critical: "hunger: 1 # FOOD. FOOD. FOOD. FOOD."

energy:
  high: "energy: 8  # Wide awake. Let's DO things."
  medium: "energy: 5  # Fine. Maybe coffee later."
  low: "energy: 2  # So tired. Everything is hard."
  critical: "energy: 1  # Can't... keep... eyes..."
  
social:
  high: "social: 9  # People are great. I love everyone."
  medium: "social: 5  # Could use a chat."
  low: "social: 2  # Is anyone there? Hello?"

DECAY

decay: timing: "Needs decay over simulation turns" factors: - "Base decay rate" - "Personality traits (Active, Outgoing)" - "Current location effects" - "Active buffs" - "Dribble food to bladder"

SATISFACTION

satisfaction: actions: "Most needs satisfied by specific actions" locations: "Some locations satisfy needs passively (home, pub)" items: "Some items satisfy needs (food, bed)" social: "Interactions can satisfy social need"

CRITICAL NEEDS

critical_needs: description: | When a need hits critical level, behavior changes: - Inner voice becomes URGENT - Other activities interrupted - May trigger autonomous actions

example: | hunger: 1 # I CAN'T THINK ABOUT ANYTHING ELSE # IS THERE FOOD? WHERE IS FOOD? # [Character may abandon current task to find food]

integrates_with:

  • skill: character how: "Needs stored in character state"
  • skill: time how: "Needs decay over simulation turns"
  • skill: buff how: "Some buffs affect need decay rates"
  • skill: room how: "Locations can satisfy needs"
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