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.
Utilisez cette compétence pour ajouter un système de motivation réaliste à des personnages non-joueurs ou à des agents autonomes.
Évitez cette compétence si le comportement doit être entièrement scripté sans variation interne.
Analyse de sécurité
SûrThe 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
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.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.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"
Expert Next.js App Router
Developpement
Un skill qui transforme Claude en expert Next.js App Router.
Générateur de README
Developpement
Crée des README.md professionnels et complets pour vos projets.
Rédacteur de Documentation API
Developpement
Génère de la documentation API complète au format OpenAPI/Swagger.