Simulator Effect Skill Specification
Implication is more efficient (and richer) than simulation.
Purpose
The Simulator Effect skill provides principles and methods for leveraging imagination -- human or LLM -- to fill gaps in sparse specifications. Instead of exhaustive simulation, provide seeds that activate rich mental models.
Core Methods
IMPLY
Instead of simulating, imply.
Input: Minimal specification (name, archetype, sensory details) Output: Rich interpretation filling gaps coherently
# Input character: archetype: "grizzled bartender" # LLM interprets as bartender: name: Grim appearance: weathered face, salt-and-pepper beard manner: laconic, speaks in short sentences knowledge: has seen every adventurer who passed through secrets: knows where the treasure is, will not say
SEED
Provide imagination seeds rather than exhaustive specification.
Seed types:
- •Archetype -- "bartender", "sage", "trickster"
- •Sensory detail -- "smells of woodsmoke"
- •Mystery -- "the locked door no one mentions"
- •Tension -- "she avoided his gaze"
- •K-line -- "Sagittarius", "melancholy", "playful"
room:
seeds:
archetype: "mysterious pub"
sensory: "warm despite the draft, old ale smell"
mystery: "the back room that requires proving yourself"
tension: "regulars glance at newcomers, then away"
SPARSE
Deliberately omit details to invite imagination.
Anti-pattern:
# Over-specified -- leaves nothing to imagine room: name: The Gezelligheid Grotto tables: 12 oak tables, 3 round, 9 rectangular chairs: 48 chairs, mix of styles bar: 15 feet long, mahogany with brass rail taps: 8 beer taps, 2 cider, 1 mead lighting: 6 candelabras, 12 wall sconces floor: wide oak planks, worn in traffic paths # ... 50 more lines
Pattern:
# Sparse -- imagination fills the rest room: name: The Gezelligheid Grotto atmosphere: warm despite the draft smell: woodsmoke and old ale notable: the back room no one talks about
ARCHETYPE
Use cultural archetypes as shorthand for personality packages.
Archetype categories:
| Category | Examples | What They Activate |
|---|---|---|
| Zodiac | Sagittarius, Cancer | Full personality clusters |
| Role | Bartender, Sage, Trickster | Behavioral expectations |
| Species | Dog, Cat, Monkey | Disposition, physicality |
| Profession | Detective, Librarian, Chef | Knowledge, methods |
| Trope | Grizzled veteran, Naive newcomer | Story function |
# One word does the work of a personality matrix character: archetype: sagittarius_explorer # Implies: adventurous, philosophical, blunt, optimistic
JAZZ
Use YAML comments as imagination seeds (per yaml-jazz).
playful: 9 # not born playful -- BECAME playful by choice # 122 years of grim taught me joy is rebellion melancholy: 6 # higher than I first admitted # the silver streaks glow when I am sad
Comments are read by the LLM. They shape interpretation. They are not documentation -- they are code.
The Astrillogical Pattern
Named after The Sims' zodiac implementation (1997):
- •Compute something minimal (Euclidean distance to archetype vectors)
- •Display a cultural symbol (zodiac icon)
- •Write no behavioral code
- •Let imagination do the rest
Result: Testers reported the zodiac was "too influential" -- but there was no influence to tune. The effect was purely imagined.
Application:
# Minimal computation character: personality_vector: [neat: 7, outgoing: 3, playful: 9] # Display nearest archetype archetype: sagittarius # Computed, not assigned # No behavioral code referencing 'sagittarius' # Player/LLM imagines Sagittarius behavior
Integration with Other Skills
With k-lines/
Names activate clusters. Simulator Effect explains why.
# K-line activation IS Simulator Effect character: name: Palm # Activates: open hand, tropical, reaching
With adversarial-committee/
Mode-collapse is Simulator Effect in reverse -- LLM collapses to mean when constraints are absent. Adversarial committee provides constraints through opposing propensities.
committee: - propensity: paranoid_realism # Different lens - propensity: idealism # Different lens - propensity: evidence_prosecutor # Different lens # Same topic, three different Simulator Effects # Cross-examination finds robust interpretations
With speed-of-light/
One LLM call, many turns. Imagination fills the "rendering" for each turn. Sparse state, rich narrative.
With needs/
Sims motives are imagination seeds, not behavior code.
needs: hunger: 30 # Seed # LLM imagines: "distracted by stomach growling" # Not: deterministic eat() behavior
With empathic-templates/
Templates leverage Simulator Effect -- provide structure, let LLM fill content.
template: | [CHARACTER] enters [ROOM] and notices [NOTABLE_DETAIL]. They feel [EMOTION] because [REASON]. # LLM generates coherent fill based on context
Failure Modes
Over-Specification
Too much detail leaves nothing to imagine. The simulation feels mechanical.
Symptom: Output feels like a checklist, not a story. Fix: Remove 80% of specification. Keep seeds.
Under-Seeding
Not enough anchors for imagination to grip.
Symptom: Output is generic, could be anyone/anywhere. Fix: Add archetype, sensory detail, or mystery.
Wrong Archetype
Archetype conflicts with intended behavior.
Symptom: Character behaves "off" despite correct specs. Fix: The archetype K-line is overriding your specs. Change the archetype or add explicit counters.
Mode-Collapse
Single-agent LLM with weak constraints collapses to bland mean.
Symptom: Output is safe, inoffensive, boring. Fix: Use adversarial-committee or add tension/conflict seeds.
Metrics
The Simulator Effect is working when:
- •Readers imagine more than you wrote
- •LLM generates coherent detail you did not specify
- •Different interpreters imagine similar worlds
- •Sparse specs produce rich output
See Also
- •k-lines/ -- The mechanism
- •yaml-jazz/ -- Comments as seeds
- •adversarial-committee/ -- Mode-collapse antidote
- •empathic-templates/ -- Smart generation
- •constructionism/ -- Mental model building
- •sims-astrology.md -- The proof
"The game provides scaffolding. Imagination does the rendering."