LivingSim
A world that remembers and continues.
A deterministic social-consequence engine for games. NPCs remember typed events and later change their goals and actions because of them — running offline, with every reaction traceable back to its cause.
Get started with the SDK LivingSimSdk reference The engine Author a world
Recipes: one player action to memory, feeling, why and next move, in the getting-started page.
Run the demo: dotnet run --project tools/LivingSim.ProductProof -- --scenario village-council-hearing
What's inside the core
Each card is one capability the engine ships today.
Memory
NPCs form lasting memories of typed events — each with confidence, a source, and possible distortion.
Emotion
Decaying, multi-axis emotional state: anger, fear, joy, shame, pride, grief, hope, and more.
Relationships
Pairwise affinity, trust, respect, intimacy, and conflict that evolve with every interaction.
Reputation
Standing on axes like helpful, honest, dangerous, and untrustworthy — shaped by what others witness and hear.
Needs & Goals
Six social needs (safety, belonging, status, resources, truth, autonomy) generate the goals a character actually pursues.
Planning
A goal-oriented planner turns a chosen goal into concrete typed actions — move, exchange, wait.
Utility scoring
Goals are ranked by multiplicatively-compensated utility, so the character does what matters most right now.
Social exchanges
Multi-phase interactions like gossip propagate news between characters, with confidence decaying each hop.
Trauma
Durable trauma tied to people and places drives avoidance for days or weeks of game time.
Beliefs & expectations
Characters expect outcomes; when reality differs, surprise, vindication, or betrayal follow.
Identity
Self-image anchors — violating one produces shame, upholding it pride.
Norms & roles
Place- and world-scoped social norms that actions uphold or violate, registered by everyone present.
Secrets & concealment
Hidden affiliations and secrets that can be suspected, discovered, revealed, or confessed.
Theory of mind
Characters model what others know — and stay quiet when they believe you already know.
Habits
Repeated choices become earned tendencies that bias future decisions.
Causality graph
Every later action traces back through an append-only graph of the events that caused it.
Determinism & save/load
Same seed and inputs produce a byte-identical run — including after saving and reloading.
Multi-tier population
Dozens of full-fidelity NPCs, thousands more lightly tracked, and a hundred thousand in cohorts — all deterministic.
Material state
Health, money, items, employment, and legal status as real, durable consequences.
Explainability
A read-only inspector projects memory, goals, relationships, and the "why" behind any committed plan.
How it works
You feed the engine typed events — "Mara accused Brann", "Brann apologized" — and it updates each character's memory, emotion, relationships, reputation, and goals. Characters then act on that accumulated state. Nothing is scripted line by line; consequences emerge and stay explainable.
typed event → memory → emotion → relationship → reputation → goal → plan → action → next event
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causality graph (the "why")
- Get started — what it is and what to copy-paste, in five minutes.
- Author a world — declare a starting world as data (optional; the engine works from C# alone).
- Roadmap — what's shipped (M0–M4: internal checkpoint + The House Share playable proof), the Unity import proof (M5), and the store arcs after it (M6–M7). Which milestone is live is recorded in
docs/product/milestone-status.md(in the repository).