Dynamic motivations (Sims-style) — needs fluctuate and drive behavior
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---
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)
```yaml
hunger: 7 # Satisfied. No food thoughts.
hunger: 3 # Getting peckish. Is that pie?
hunger: 1 # FOOD. FOOD. FOOD. FOOD.
```
## See Also
- [time](../time/) — Needs decay over simulation turns
- [buff](../buff/) — Some buffs affect need decay
- [character](../character/) — Needs stored in character
## Full Protocol
```yaml
# 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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