Notre avis
Cette compétence permet aux agents dotés d'IA d'avoir des besoins dynamiques qui fluctuent dans le temps et influencent leur comportement, à la manière des Sims.
Points forts
- Crée un sentiment d'urgence et un comportement réaliste
- Facile à mettre en œuvre avec des taux de décroissance prédéfinis
- Les commentaires internes (YAML Jazz) ajoutent de la profondeur narrative
- Évolutif pour différents personnages
Limites
- Seulement six besoins prédéfinis, peu personnalisables
- Les taux de décroissance sont fixes et ne tiennent pas compte du contexte
- Nécessite l'intégration avec d'autres compétences (temps, buffs) pour un fonctionnement complet
Utilisez cette compétence pour ajouter une motivation et une prise de décision basées sur les besoins du personnage dans une simulation.
N'utilisez pas cette compétence si vous avez besoin de modèles psychologiques complexes ou si votre application n'implique pas de progression temporelle.
Analyse de sécurité
SûrThe skill only declares read_file and write_file as allowed tools, and the content is a descriptive specification of a need system, not executable instructions. There is no use of shell commands, network, data exfiltration, or destructive actions.
Aucun point d'attention détecté
Exemples
Create a character with the needs skill. Set hunger to 3 and energy to 1. Then simulate one hour. Show the updated inner voice comments.Using the needs skill, describe what happens when a character's bladder reaches 0. Include the YAML jazz comment and potential outcomes.With the needs skill, define a scenario where a character's social need is critically low (1) but their fun need is high (8). How do these conflicting needs affect behavior?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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