Besoins dynamiques

VérifiéSûr

Système de motivations fluctuantes inspiré des Sims qui pilotent le comportement des personnages. Les besoins décroissent au fil du temps et créent de l'urgence.

Spar Skills Guide Bot
Data & IAIntermédiaire
5002/06/2026
Claude Code
#sims-style#dynamic-motivations#autonomous-behavior#character-needs

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Ce skill implémente un système de besoins dynamiques (inspiré des Sims) qui fluctue dans le temps pour piloter le comportement autonome des personnages.

Points forts

  • Structure claire avec une échelle 0-10 et des besoins standard définis
  • Créée une urgence et une motivation réalistes via la dégradation des besoins
  • S'intègre avec d'autres skills (time, buff, character) pour une simulation cohérente
  • Voix intérieure via les commentaires YAML Jazz qui reflète l'état mental

Limites

  • Nécessite d'autres skills pour exécuter les actions (manger, dormir, etc.)
  • Peut devenir répétitif sans variété dans les actions satisfactrices
  • Ne couvre pas les besoins émotionnels complexes ou imprévisibles
Quand l'utiliser

Pour créer des agents autonomes dont les actions sont motivées par des besoins humains réalistes et changeants.

Quand l'éviter

Pour des tâches simples où une simulation de besoins n'apporte pas de valeur ajoutée.

Analyse de sécurité

Sûr
Score qualité88/100

The skill is purely declarative, defining a motivational system for simulated needs with no executable code, destructive actions, or information exfiltration. It uses read_file and write_file only for metadata, not for altering system state.

Aucun point d'attention détecté

Exemples

Check and respond to urgent hunger
My character has hunger at 1. Show their inner voice and a list of urgent actions they might take.
Simulate need decay over time
Simulate 6 hours of needs decay for a character starting with all needs at 10. List the new values and any urgent needs.
Set up custom needs for a pet
Create a custom needs profile for a dog with needs: hunger, energy, bladder, and play. Use the standard scale and decay rates.

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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