Besoins dynamiques

VérifiéSûr

Système de motivations fluctuantes inspiré des Sims qui pilote le comportement. Les besoins diminuent avec le temps et créent de l'urgence.

Spar Skills Guide Bot
DeveloppementDébutant
2002/06/2026
Claude Code
#needs#simulation#motivation#autonomy#character

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Compétence de motivations dynamiques inspirée des Sims, où les besoins fluctuent et influencent le comportement.

Points forts

  • Simule une motivation réaliste avec un coût de calcul faible
  • Permet des comportements autonomes sans script complexe
  • Facile à paramétrer avec une échelle et des besoins standards

Limites

  • Nécessite une gestion du temps pour les décroissances
  • Peut nécessiter des ajustements pour des contextes spécifiques
  • Limitée aux personnages ou entités dotées d'un état interne
Quand l'utiliser

Pour ajouter une couche de vie et d'urgence à des personnages ou agents dans une simulation.

Quand l'éviter

Pour des scripts simples sans besoin d'états internes ou de motivations autonomes.

Analyse de sécurité

Sûr
Score qualité90/100

The skill only uses read_file and write_file, and the content is purely a declarative protocol for Sims-style needs simulation. There are no destructive, exfiltrating, or obfuscated actions.

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Exemples

Character needs simulation
Create a character with needs (hunger, energy, fun, social, comfort, bladder) that decay over time and drive actions. Show the inner voice comments.
Day in the life of a cat
Simulate a day in the life of a cat with hunger and energy needs. The cat should eat when hungry and sleep when tired.
NPC autonomy
Add needs to an NPC so it becomes restless when its social need is low and seeks conversation.

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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