contents · 18 sections
Abstract
Simulation games are built from a shared but undocumented vocabulary of rule-systems. This report makes that vocabulary explicit and machine-readable, then asks how mathematical, AI, ML, and LLM results from 2019 to 2026 change it. We decompose 174 simulation games (1968 to 2026, 31 subgenres) into 199 atomic mechanics, analyze each mechanic on its own (definition, levers, failure modes, dynamics, mathematical basis, and six anchored scores), map 45 techniques onto mechanics through 218 typed effect edges, and synthesize 42 design opportunities, each with a validation experiment and a dated, falsifiable prediction. All results are projections of a versioned dataset with provenance for every entity and a validator that keeps the report, wiki, tables, and graph consistent.
Findings.
- Simulation games are compositions of six layers: substrate, dynamics, coupling, control, legibility, and pacing. Clustering games by the mechanics they use, with the number of clusters chosen by resampling stability rather than by eye, recovers design families (minds, managed crowds, planned economies, build-and-test, hands-on work, authored decisions, generated worlds) that cut across market subgenres; 19 of 24 clusters mix subgenres, and 14 survive resampling.
- The vocabulary was set early. 68 percent of mechanics appear in a catalog game released by 2000. 34 mechanics first appear in 2010 or later, and 27.7 percent of possible mechanic pairs have ever co-occurred.
- Depth costs legibility. On rubric scores from a single model rater, legibility falls as emergence potential rises (ρ = -0.42) and as compute cost rises (ρ = -0.35); emergence rises with tuning difficulty (ρ = 0.61).
- AI techniques target what games show and say, not what they are built from. Exposure concentrates in narrative, control, agent, and physics mechanics. 99 mechanics, carrying 52 percent of all mechanic uses in the catalog, are affected by no technique in the set. Explanation is the rarest effect a technique has on a mechanic (5 of 218 edges).
- What shipped mostly stays at the edge of simulation state. Neural rendering, asset and motion generation, and language characters for dialogue and companionship have shipped. The shipped techniques that write into game state are narrow: cached model outputs as crafting rules, language-model characters in a few titles, and learned or search-based opponents. Frame-generating world models and learned physics remain prototypes or research. Of the 34 techniques that can run during play, 10 break reproducibility outright.
- The best near-term opportunities keep the simulation symbolic and let learned models read, explain, decorate, and propose through validated, logged interfaces. The highest-priority opportunity is Why-query over the simulation log.
The dataset, schemas, contract, and every projection are open for extension; the procedure for contributors, human or agent, is in AGENTS.md.
1. Introduction
A simulation game is a game whose state changes by rules the player did not author and does not fully control. The player builds a road and the traffic is the city's reply; the player sets a tax and the citizens decide whether to stay. Everything distinctive about the form follows from that gap between intent and outcome: the pleasure of watching a system respond, the frustration of not understanding why it did, and the stories players tell about runs no designer scripted.
The genre is old and large. Its lineage runs from text programs on mainframes (a grain-and-population ledger in Hamurabi, a wagon party's rations in The Oregon Trail) through SimCity and The Sims to Dwarf Fortress, Factorio, and EVE Online. Its methods are less visible than its titles. Designers share a working vocabulary (needs meters, production chains, storytellers, overlays) but no common, inspectable map of which rule-systems exist, which games combine them, how each one fails, and which are near their ceilings.
That map matters now because the ceilings are moving. For forty years the depth of a simulation game was bounded by a few constraints: how much compute a consumer machine could spend per tick, how much content a studio could author, how much hidden state a player could understand, how tightly a multiplayer game had to stay deterministic, and how believable a rule-driven agent could be. Results from 2019 to 2026 in learned world models, language-model agents, learned physics, accelerated simulation, automated design, and on-device inference press on each of those constraints, unevenly and with new costs.
This report does four things:
- Catalogs 174 simulation games across 31 subgenres, from 1968 to 2026, and decomposes each into the mechanics it uses (1978 typed game-to-mechanic edges, each marked core or supporting, with implementation notes for core mechanics).
- Analyzes 199 mechanics one at a time: rule-level definition, player experience, design levers, failure modes, dynamics, mathematical basis, and six anchored scores (legibility, emergence potential, authoring cost, compute cost, tuning difficulty, AI leverage).
- Maps 45 mathematical, AI, ML, and LLM techniques onto those mechanics through 218 typed
affectsedges that say how each technique changes each mechanic (replaces its substrate, deepens it, enables a new form, cuts its authoring cost, explains it, tunes it, or accelerates it). - Synthesizes 42 design opportunities, each with a validation experiment a small team could run and a falsifiable prediction with a resolve-by date.
Every number in this document is rendered from the dataset at build time; the dataset hash on the title page identifies the exact version. The report, the wiki, the tables, and the graph are projections of the same YAML files, so a correction to one entity updates all of them.
2. Method
2.1 Unit of analysis: the mechanic
A mechanic here is a rule-system that passes four admission tests (CONTRACT.md, I12):
- Nameable. Designers would recognize it in games other than the one being examined.
- Atomic. It owns one kind of state and one update rule. If it splits into two parts that each appear without the other in shipped games, it is two mechanics.
- Tunable. It has at least two levers.
- Removable. A game could drop it and keep running.
The tests exclude two common confusions. Dynamics such as "cascading failure" or "death spiral" are outcomes of coupled mechanics, so they appear in mechanics' dynamics fields rather than as entities. Genre-level patterns such as "colony management" are combinations, so they appear as game decompositions or opportunities. The result sits between the MDA framework's mechanics layer and a designer's pattern language: concrete enough to implement, general enough to recur.
Each mechanic belongs to one of 21 families, assigned by the state it owns rather than the genre it appears in: Weather is environment, Labor market is economy, Agent inspection is information.
2.2 Corpus
The game catalog was built to cover every subgenre in the vocabulary, every lineage-defining title from the 1960s onward, recent releases through 2026, research demonstrations that run as interactive simulations (such as Generative Agents (Smallville) and Project Sid), and works included for a single mechanic (marked boundary_case; 21 such works). The catalog is a purposive sample, not a census: prevalence figures describe this corpus, and the earliest-appearance year of a mechanic is a lower bound on its true origin.
2.3 Schema and scoring
Every categorical field draws from a closed vocabulary (vocab/), and every ordinal field names an anchored rubric (vocab/rubrics.yaml). Scorers match the anchor text and take the lower anchor when between two. This trades resolution for consistency across contributors: a 3 in legibility means "understood after deliberate attention and the game's info tools" whoever assigned it. Every score in this version was assigned by one model rater (claude-opus-5-5) matching the anchor text; scores are judgments, not measurements, and the rubric for each is reproduced in the wiki.
Relations are typed edges with one owner each (vocab/edge_types.yaml). Inverses (which games use a mechanic, which techniques affect it) and all aggregates (prevalence, earliest appearance, clusters, technique exposure, opportunity priority) are computed by the build and never stored, so they cannot drift from the edges they summarize.
2.4 Evidence
Each entity carries an epistemic status. asserted means written from domain knowledge without a citation; sourced means at least one cited source supports its factual fields; verified requires a second, independent run. Techniques must always cite. At this version, 388 entities are sourced or verified and 71 remain asserted; the asserted ones form a public verification queue (dist/analysis/verification-queue.csv).
2.5 Production
The dataset was produced by parallel research runs, each recorded in log/runs/ with its operator, model, method, and the proposals it could not act on. Parallel runs partitioned work by file, not by topic: taxonomy runs analyzed mechanics; catalog runs verified release facts against public sources and decomposed games; technique runs searched the 2019 to 2026 literature and developer announcements. Merge-time runs then edited entities across partitions: the synthesis run added symmetric synergy and tension edges in one pass, and a review run added mechanic tags to games after an independent review found widely shared mechanics (pause controls, placement, tech trees) under-tagged, recoded several decompositions, and tightened every prediction. Each cross-partition edit is attributed in the entity's provenance.reviewed list. A validator enforcing the rules in CONTRACT.md §5 gated every merge. The same procedure (AGENTS.md) is what a new contributor, human or agent, follows.
2.6 Limitations
- Sampling. Commercial, English-language, PC-centric titles are over-represented; mobile management games and non-Western simulation traditions are under-represented.
- Scoring. Rubric scores are single-rater judgments by one model (claude-opus-5-5), not independent expert ratings. Correlations among scores (§5.6) and between a score and the technique graph (§8.4) partly reflect that rater's internal consistency. Each score can carry
ratingsfrom further raters, each with a run and a rationale; the original score counts as one of them, and the stored value is their lower median (E037). A rater must come from a different operator, and a different model for agents (E035), and must first agree with a calibration set of 20 mechanics (E036). The calibration's reference scores are public, so it shows that a rater reads the anchors as the set does, not that the rater scored blind. 0 scores have a second, independent rating so far. - Decomposition depth. A game's mechanic list records what is present and meaningful, not a complete specification. Absence of an edge is weak evidence of absence.
- Recency. Technique maturity and horizon are judged as of the run date and age quickly; each technique records the sources the judgment rests on.
3. The catalog
The corpus spans 1968 to 2026. Its oldest entries are text programs written for teaching (Hamurabi, The Oregon Trail, Lemonade Stand) and a zero-player automaton (Conway's Game of Life); its newest are releases from 2024 to 2026 and research demonstrations whose agents are language models.
| decade | games |
|---|---|
| 1960s | 1 |
| 1970s | 3 |
| 1980s | 7 |
| 1990s | 24 |
| 2000s | 23 |
| 2010s | 73 |
| 2020s | 43 |
Games in the dataset by decade of first release.
3.1 Lineages
| Subgenre | games |
|---|---|
| City builder | 29 |
| Life sim | 10 |
| Management / tycoon | 10 |
| Job sim | 8 |
| Survival sim | 8 |
| Business / economic sim | 7 |
| Factory / automation | 7 |
| Vehicle sim | 7 |
| AI-native | 6 |
| Programming sim | 6 |
| Artificial life | 5 |
| Colony sim | 5 |
| MMO world | 5 |
| Physics sandbox | 5 |
| Political sim | 5 |
| Ecosystem / evolution | 4 |
| Flight sim | 4 |
| God game | 4 |
| Grand strategy | 4 |
| Space sim | 4 |
| 4X strategy | 3 |
| Construction / engineering | 3 |
| Farming sim | 3 |
| Systemic RPG | 3 |
| Sandbox world | 3 |
| Social sim | 3 |
| Sports management | 3 |
| Transport / logistics | 3 |
| Virtual pet | 3 |
| Medical sim | 2 |
| Wargame / military sim | 2 |
Subgenre labels name design lineages, not markets. Prison Architect is a management game by lineage whose inmates carry colony-sim needs and moods; Kenshi is an RPG whose world runs on faction and economic simulation; The Legend of Zelda: Breath of the Wild and Noita are included as boundary cases because their material systems (Material interactions, Falling-sand materials) influenced simulation design beyond their genres. Section 5 shows that clustering games by the mechanics they actually use cuts across these labels.
3.2 What is simulated
| Simulated domain | games |
|---|---|
| Economic | 61 |
| Biological / ecological | 40 |
| Physical / mechanical | 39 |
| Social / interpersonal | 36 |
| Urban | 34 |
| Military / conflict | 30 |
| Industrial / logistics | 27 |
| Political / governance | 24 |
| Domestic / personal | 16 |
| Planetary / natural | 16 |
| Cosmic / space | 15 |
| Computational / abstract | 13 |
| Occupational | 12 |
| Medical | 6 |
| Sports | 6 |
3.3 How failure and story work
| Failure model | games |
|---|---|
| Soft / recoverable | 83 |
| Hard restart | 41 |
| None | 26 |
| Cascading collapse | 12 |
| Permadeath | 12 |
| Narrative mode | games |
|---|---|
| Emergent | 58 |
| None | 56 |
| Hybrid | 40 |
| Authored | 15 |
| Generative | 5 |
Generative narrative (a learned model producing story text or events at runtime) is still rare in the catalog and concentrated in recent AI-native titles:
| name | year | developer | subgenre | production tier |
|---|---|---|---|---|
| AI Dungeon | 2019 | Latitude | AI-native | Indie |
| Generative Agents (Smallville) | 2023 | Stanford University and Google Research | AI-native | Academic / research |
| Suck Up! | 2023 | Proxima Enterprises | AI-native | Indie |
| Project Sid | 2024 | Altera | AI-native | Academic / research |
| Whispers from the Star | 2025 | Anuttacon | AI-native | AA |
3.4 Most emergent titles
| name | year | subgenre | mechanics | emergence | influence |
|---|---|---|---|---|---|
| Conway's Game of Life | 1970 | Artificial life | 3 | 5 | 5 |
| Dwarf Fortress | 2006 | Colony sim | 30 | 5 | 5 |
| EVE Online | 2003 | MMO world | 12 | 5 | 4 |
| RimWorld | 2013 | Colony sim | 25 | 5 | 4 |
| Minecraft | 2009 | Sandbox world | 15 | 4 | 5 |
| Cities: Skylines | 2015 | City builder | 17 | 4 | 4 |
| Football Manager | 2004 | Sports management | 15 | 4 | 4 |
| Ultima Online | 1997 | MMO world | 11 | 4 | 4 |
| Creatures | 1996 | Artificial life | 12 | 4 | 3 |
| Europa Universalis IV | 2013 | Grand strategy | 21 | 4 | 3 |
| Oxygen Not Included | 2017 | Colony sim | 24 | 4 | 3 |
| Aurora 4X | 2004 | 4X strategy | 13 | 4 | 2 |
| Caves of Qud | 2015 | Systemic RPG | 10 | 4 | 2 |
| Crusader Kings III | 2020 | Grand strategy | 21 | 4 | 2 |
| Kenshi | 2013 | Systemic RPG | 16 | 4 | 2 |
| Noita | 2019 | Physics sandbox | 11 | 4 | 2 |
| Project Zomboid | 2011 | Survival sim | 18 | 4 | 2 |
| The Powder Toy | 2008 | Physics sandbox | 9 | 4 | 2 |
| Sid Meier's Civilization | 1991 | 4X strategy | 13 | 3 | 5 |
| SimCity | 1989 | City builder | 17 | 3 | 5 |
Emergence and influence are rubric scores (vocab/rubrics.yaml): emergence 5 means players report histories no one could have authored; influence 5 means the game created a lineage or changed the medium.
4. A grammar of simulation games
4.1 Six layers
Decomposing the catalog suggests that every simulation game is assembled from six layers. A mechanic usually lives in one layer, and a game's character comes from which layers it invests in.
- Substrate: what exists. State is held as aggregate stocks (a treasury, a population count), individual agents (a colonist with needs), fields on a grid (pollution, temperature, land value), networks (roads, pipes, social ties), or continuous bodies (a wing, a chassis). The substrate fixes the cost curve: aggregates are cheap and faceless, agents are expensive and legible, fields scale with map area, continuous physics scales with contacts and timestep. The
substratefield on every mechanic records this (
| Substrate | mechanics |
|---|---|
| Rule system | 107 |
| Agent-based | 70 |
| Aggregate stocks | 69 |
| Cellular grid | 38 |
| Stochastic events | 33 |
| Network / graph | 31 |
| Continuous physics | 18 |
| Player-authored logic | 9 |
| UI layer | 9 |
| Learned model | 4 |
).
2. Dynamics: how it changes. Update rules form feedback loops. Most simulation games pair a reinforcing growth loop (more citizens, more taxes, more buildings) with balancing loops that resist it (congestion, pollution, unrest, raids). Difficulty is the relative strength of those loops; a death spiral is a reinforcing loop running in reverse. The feedback field records the dominant polarity per mechanic.
3. Coupling: how subsystems touch. Depth comes less from the number of systems than from how many share state. Systems couple through shared stocks (power, money, labor), shared space (a factory lowers neighboring land value), and shared agents (the same colonist hauls, eats, and grieves). Dwarf Fortress is deep because nearly everything touches nearly everything else; a game with many isolated systems feels like many small games.
4. Control: how intent enters. The player acts directly (an avatar, a unit), places and zones, sets parameters, issues orders that agents pick up, writes programs, or speaks. Each step away from direct control widens the control gap, the designed distance between what the player wants and what happens. Too narrow and the game is a toy; too wide and the player is a spectator.
| Agency model | games |
|---|---|
| Zoning / placement | 70 |
| Policy / parameter | 65 |
| Direct avatar | 61 |
| Direct unit control | 48 |
| Indirect incentive | 25 |
| Design then test | 18 |
| Programmatic | 15 |
| Order queue | 12 |
| Conversational | 11 |
| Caretaking interaction | 9 |
| Supernatural intervention | 6 |
- Legibility: how state leaves. Overlays, inspectors, tooltips, advisors, alerts, graphs, chronicles, and forecasts expose hidden state. This layer is what lets deep simulations ship: RimWorld itemizes every mood modifier, and Paradox games nest tooltips until each number decomposes into causes. Legibility mechanics own no simulation state of their own; they are the interface between coupling and comprehension.
- Pacing and stakes: when the player looks and what can be lost. Time models (pause, speed, turns, wall clock), failure models (soft setbacks, permadeath, cascading collapse), and narrative directors decide when attention is demanded and what a mistake costs.
| Time model | games |
|---|---|
| Real-time with pause | 82 |
| Real-time | 52 |
| Turn-based | 20 |
| Asynchronous persistent | 7 |
| Run on demand | 7 |
| Real-world clock | 6 |
A compact description of a simulation game is its investment profile across these layers. City builders invest in substrate (fields and networks) and legibility (overlays); colony sims in agents, coupling, and pacing (storytellers); vehicle sims in continuous substrate and direct control; programming games in control alone, with nearly no hidden state. The clustering in §5 recovers these profiles from the data without being told the subgenres.
4.2 The families, one at a time
Each family below is described by the state it owns, its canonical mechanics, how it characteristically fails, and what it couples to. Tables list every mechanic in the family with how many catalog games use it and its rubric scores; each mechanic's full analysis (definition, levers, failure modes, dynamics, open questions) is on its wiki page.
Resources and production
Owns stocks of goods and the recipes that transform them. Production chains is the backbone of city builders, factory games, and colony sims alike; Storage and buffers, Spoilage, and Byproducts and waste decide whether a chain is a puzzle or a ledger. The characteristic failure is the spreadsheet: chains whose only decision is ratio arithmetic. The best implementations make chains spatial (Conveyor transport) or social (who does the work, and in what mood).
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Production chains | 38 | 3 | 3 | 2 | 2 | 3 | Classic |
| Resource extraction | 29 | 5 | 2 | 2 | 2 | 1 | Classic |
| Crop cultivation | 25 | 4 | 3 | 3 | 2 | 2 | Classic |
| Power grid | 20 | 4 | 3 | 1 | 2 | 2 | Classic |
| Storage and buffers | 19 | 4 | 2 | 1 | 1 | 1 | Classic |
| Hand crafting | 17 | 4 | 2 | 3 | 1 | 4 | Classic |
| Goods consumption | 16 | 3 | 3 | 2 | 2 | 2 | Classic |
| Spoilage | 10 | 4 | 2 | 2 | 2 | 1 | Established |
| Renewable regrowth | 6 | 3 | 3 | 1 | 2 | 2 | Established |
| Deposit depletion | 5 | 4 | 3 | 1 | 1 | 1 | Classic |
| Machine boosting | 5 | 3 | 2 | 2 | 1 | 2 | Established |
| Quality tiers | 4 | 3 | 2 | 2 | 1 | 2 | Established |
| Byproducts and waste | 3 | 3 | 3 | 2 | 2 | 2 | Established |
| Power allocation | 2 | 4 | 3 | 1 | 1 | 2 | Established |
Logistics and networks
Owns movement across space or graphs: roads, belts, pipes, rails, transit lines, service reach. These mechanics turn production into geography, and they are where compute and legibility first bind: Traffic congestion is the most visible place a city builder can be wrong, and Walker service delivery made service coverage legible by putting it on walking bodies. Networks couple to almost everything, so their bugs (pathfinding loops, gridlock) spread to every system they feed.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Fluid pipe networks | 12 | 3 | 3 | 1 | 3 | 3 | Established |
| Service coverage | 10 | 3 | 3 | 2 | 2 | 2 | Classic |
| Vehicle routes and schedules | 10 | 4 | 3 | 1 | 2 | 2 | Classic |
| Conveyor transport | 9 | 4 | 3 | 1 | 3 | 2 | Established |
| Road networks | 7 | 4 | 3 | 2 | 2 | 2 | Classic |
| Service queues | 7 | 4 | 3 | 2 | 2 | 2 | Classic |
| Traffic congestion | 6 | 2 | 4 | 1 | 3 | 3 | Classic |
| Hauling jobs | 5 | 3 | 3 | 1 | 3 | 2 | Classic |
| Public transit lines | 5 | 3 | 3 | 1 | 3 | 3 | Established |
| Rail signaling | 5 | 2 | 3 | 1 | 2 | 2 | Classic |
| Request-provider logistics | 2 | 3 | 3 | 1 | 3 | 2 | Established |
| Supply lines | 2 | 3 | 3 | 1 | 2 | 2 | Established |
| Travel mode choice | 2 | 2 | 3 | 1 | 3 | 3 | Established |
| Walker service delivery | 2 | 2 | 3 | 2 | 2 | 2 | Established |
Economy and finance
Owns money, prices, and valuation. Most games use only Treasury and budget and Taxation as a scorekeeping layer; fewer simulate markets with Supply-demand pricing, competitors (Rival firms), or player-made prices (Player-driven markets). The characteristic failure is the dominant strategy: a price or loan loophole that converts the economy into an exploit, which is why economies are the first target for automated balancing (§9).
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Treasury and budget | 27 | 4 | 3 | 1 | 1 | 2 | Classic |
| Trade routes | 17 | 3 | 3 | 1 | 2 | 2 | Classic |
| Contracts and orders | 16 | 4 | 2 | 2 | 1 | 3 | Classic |
| Staff hiring and rosters | 16 | 4 | 3 | 2 | 1 | 3 | Classic |
| Loans and debt | 13 | 4 | 2 | 1 | 1 | 2 | Classic |
| Taxation | 13 | 4 | 2 | 1 | 1 | 2 | Classic |
| Supply-demand pricing | 10 | 4 | 3 | 2 | 2 | 2 | Classic |
| Customer value choice | 8 | 3 | 3 | 2 | 2 | 3 | Classic |
| Rival firms | 8 | 3 | 3 | 2 | 2 | 4 | Classic |
| Advertising and awareness | 6 | 3 | 2 | 1 | 1 | 3 | Classic |
| Labor market | 5 | 3 | 3 | 1 | 2 | 2 | Classic |
| Land value | 5 | 3 | 3 | 1 | 2 | 2 | Classic |
| Player-driven markets | 5 | 3 | 4 | 1 | 2 | 3 | Established |
| Auctions | 4 | 4 | 3 | 1 | 1 | 3 | Established |
| Equity and buyouts | 4 | 3 | 3 | 1 | 1 | 2 | Established |
| Negotiation | 4 | 3 | 2 | 2 | 1 | 4 | Classic |
| Product development | 3 | 2 | 2 | 2 | 1 | 4 | Established |
| RCI demand | 3 | 4 | 3 | 1 | 1 | 2 | Classic |
| Delivery-time payment | 2 | 3 | 2 | 2 | 1 | 1 | Established |
Agents and behavior
Owns individual minds: needs, utilities, moods, memories, skills, schedules. Needs decay plus Utility action selection is the standard architecture since The Sims; Smart objects moved behavior knowledge into the world so new objects bring new behaviors. Its variety is paid for in animations, thoughts, and dialogue, which is why it is among the families most exposed to language-model techniques (§8).
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Agent skills | 33 | 4 | 3 | 2 | 1 | 2 | Classic |
| Needs decay | 30 | 4 | 3 | 2 | 2 | 3 | Classic |
| Personality traits | 25 | 4 | 3 | 3 | 1 | 3 | Classic |
| Utility action selection | 18 | 3 | 3 | 2 | 2 | 4 | Classic |
| Memories and thoughts | 10 | 4 | 4 | 3 | 2 | 4 | Established |
| Agent pathfinding | 9 | 4 | 3 | 2 | 3 | 2 | Classic |
| Daily schedules | 8 | 4 | 3 | 2 | 1 | 4 | Classic |
| Mood and breakdowns | 8 | 3 | 4 | 3 | 1 | 3 | Established |
| Crowd preferences | 6 | 3 | 3 | 2 | 3 | 3 | Classic |
| Work priorities | 6 | 3 | 3 | 1 | 2 | 3 | Established |
| Creature learning | 4 | 2 | 4 | 2 | 2 | 4 | Established |
| Smart objects | 4 | 4 | 3 | 4 | 2 | 3 | Classic |
| Aspirations and wants | 3 | 4 | 3 | 3 | 1 | 4 | Established |
| Attribute-driven match engine | 3 | 2 | 3 | 3 | 2 | 3 | Classic |
| Autonomy levels | 3 | 4 | 2 | 1 | 1 | 3 | Established |
| Stress accumulation | 2 | 3 | 4 | 2 | 1 | 3 | Established |
Social relations
Owns ties between agents: relationship values, opinion modifiers, reputation, factions, gossip, romance, and conversation. Rule-based social systems are cheap but read as formulaic; Social exchanges in Prom Week and Versu showed richer social logic is possible at high authoring cost, and Natural-language interaction opened conversation as an input. The characteristic failure is the visible formula: players learn that one compliment always adds a fixed amount.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Reputation | 22 | 4 | 3 | 2 | 1 | 3 | Classic |
| Relationship values | 21 | 4 | 4 | 2 | 2 | 3 | Classic |
| Faction diplomacy | 15 | 3 | 4 | 2 | 2 | 4 | Classic |
| Natural-language interaction | 11 | 2 | 4 | 3 | 4 | 5 | Established |
| Romance and family | 11 | 4 | 4 | 3 | 1 | 4 | Classic |
| Social exchanges | 7 | 3 | 4 | 4 | 2 | 4 | Established |
| Gossip propagation | 3 | 2 | 4 | 2 | 3 | 4 | Emerging |
| Opinion modifiers | 2 | 4 | 3 | 2 | 2 | 3 | Established |
Population and lineage
Owns birth, death, migration, inheritance, and structure. Immigration by attractiveness is the city builder's growth engine; Population strata turns growth into progression; Trait inheritance and Dynasty succession stretch play across generations. These mechanics define the time horizon of a game more than its time model does.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Lifecycle and aging | 22 | 4 | 4 | 3 | 1 | 2 | Classic |
| Population strata | 13 | 4 | 3 | 3 | 1 | 2 | Established |
| Trait inheritance | 6 | 3 | 4 | 2 | 1 | 3 | Established |
| Culture and religion conversion | 4 | 3 | 4 | 3 | 2 | 3 | Established |
| Immigration by attractiveness | 4 | 3 | 3 | 1 | 1 | 2 | Classic |
| Dynasty succession | 3 | 3 | 4 | 2 | 1 | 2 | Established |
| Education and workforce | 3 | 3 | 3 | 1 | 1 | 2 | Established |
| Natural selection | 3 | 2 | 5 | 1 | 3 | 3 | Established |
| Off-screen life progression | 3 | 2 | 3 | 2 | 2 | 4 | Established |
Governance and policy
Owns rules about rules: policies, laws, elections, interest groups, satisfaction, unrest. Policy menus (Policy toggles) are universal; Policy influence network in Democracy 4 made the causal web itself the interface; Player legislation in Eco and A Tale in the Desert let players write rules for each other. The failure is the menu: a fixed list of authored options that no player can extend.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Policy toggles | 15 | 4 | 2 | 3 | 1 | 3 | Classic |
| Stability and unrest | 12 | 3 | 4 | 2 | 1 | 3 | Classic |
| Citizen satisfaction | 10 | 3 | 3 | 2 | 1 | 3 | Classic |
| Elections | 7 | 3 | 3 | 2 | 2 | 4 | Established |
| Political capital | 7 | 4 | 2 | 1 | 1 | 2 | Established |
| Interest groups | 6 | 3 | 4 | 3 | 2 | 4 | Established |
| Corruption leakage | 4 | 3 | 2 | 1 | 1 | 2 | Established |
| Player legislation | 2 | 3 | 4 | 1 | 1 | 4 | Established |
| Policy influence network | 1 | 3 | 3 | 3 | 1 | 4 | Emerging |
Space and construction
Owns layout: zoning, placement, adjacency, rooms, structure, terrain, and the scoring of player-built designs. Zoning is indirect construction; Building placement is direct; Procedural build assist sits between them, letting rough gestures produce detailed structure. Design performance rating closes the build-test loop in coaster, bridge, and machine builders.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Building placement | 75 | 4 | 3 | 3 | 1 | 2 | Classic |
| Modular assembly | 27 | 3 | 4 | 3 | 3 | 4 | Established |
| Terraforming | 19 | 4 | 3 | 1 | 2 | 3 | Classic |
| Decoration and beauty | 11 | 3 | 2 | 3 | 2 | 3 | Classic |
| Zoning | 9 | 3 | 4 | 3 | 2 | 3 | Classic |
| Design performance rating | 8 | 3 | 3 | 2 | 2 | 3 | Established |
| Vertical layers | 8 | 3 | 3 | 2 | 3 | 2 | Classic |
| Room recognition | 6 | 4 | 3 | 2 | 2 | 3 | Established |
| Structural integrity | 5 | 3 | 4 | 2 | 2 | 3 | Established |
| Track laying | 5 | 4 | 3 | 2 | 1 | 2 | Classic |
| Adjacency scoring | 4 | 4 | 2 | 2 | 1 | 2 | Established |
| Procedural build assist | 2 | 4 | 2 | 3 | 2 | 4 | Emerging |
Physics and materials
Owns continuous dynamics: rigid bodies, vehicles, flight, orbits, fluids, heat, deformation, destruction, material interactions. These are, on average, the most compute-bound mechanics in the taxonomy, and their legibility depends on how closely they match the physical intuitions players bring. The failure is the uncanny edge: a physics model accurate enough to invite intuition but wrong in the cases players probe.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Rigid-body physics | 13 | 4 | 4 | 2 | 3 | 3 | Classic |
| Fluid and gas simulation | 11 | 3 | 4 | 1 | 4 | 4 | Established |
| Heat transfer | 9 | 3 | 4 | 2 | 3 | 2 | Established |
| Vehicle dynamics | 9 | 3 | 2 | 3 | 2 | 2 | Classic |
| Material interactions | 8 | 4 | 4 | 2 | 2 | 4 | Established |
| Flight aerodynamics | 5 | 3 | 2 | 3 | 2 | 3 | Classic |
| Projectile ballistics | 4 | 3 | 3 | 3 | 2 | 2 | Classic |
| Falling-sand materials | 2 | 4 | 5 | 2 | 4 | 3 | Established |
| Orbital mechanics | 2 | 3 | 2 | 1 | 2 | 2 | Established |
| Terrain deformation | 2 | 4 | 3 | 2 | 3 | 2 | Established |
| Voxel destruction | 2 | 4 | 4 | 2 | 4 | 3 | Established |
| Soft-body deformation | 1 | 4 | 3 | 3 | 4 | 3 | Experimental |
Environment and ecology
Owns the world's own processes: weather, seasons, food webs, habitats, pollution, fire, contagion, water, climate. Environmental mechanics are where simulation games most often lean on real science (Contagion follows compartment models; Food web follows predator-prey dynamics) and where calibrated learned models can substitute for hand-tuned approximations.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Weather | 27 | 4 | 3 | 3 | 1 | 2 | Classic |
| Day-night cycle | 20 | 5 | 2 | 2 | 1 | 2 | Classic |
| Fire spread | 18 | 4 | 4 | 2 | 2 | 2 | Classic |
| Seasons | 16 | 4 | 2 | 3 | 1 | 2 | Classic |
| Habitat suitability | 12 | 4 | 2 | 2 | 1 | 2 | Established |
| Contagion | 10 | 3 | 4 | 2 | 2 | 3 | Established |
| Pollution spread | 7 | 3 | 3 | 1 | 2 | 2 | Classic |
| Planetary climate | 5 | 2 | 3 | 2 | 2 | 3 | Established |
| Food web | 4 | 2 | 4 | 3 | 2 | 3 | Established |
| Hydrology | 4 | 3 | 4 | 1 | 3 | 3 | Established |
Biology and health
Owns bodies: survival meters, injuries, diagnosis, creature care, husbandry. Survival meters define a subgenre; Injury body model tracks wounds per body part in colony sims; Creature care is the oldest bond between player and simulated being.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Survival meters | 13 | 4 | 3 | 2 | 1 | 2 | Classic |
| Animal husbandry | 9 | 4 | 3 | 3 | 2 | 2 | Classic |
| Injury body model | 7 | 3 | 4 | 2 | 2 | 2 | Established |
| Creature care | 6 | 4 | 2 | 4 | 1 | 4 | Classic |
| Diagnosis and treatment | 3 | 3 | 2 | 3 | 1 | 4 | Established |
| Care-dependent development | 2 | 2 | 2 | 4 | 1 | 4 | Established |
Time and pacing
Owns the clock. Pause and speed control is near-universal in real-time management games; Real-time clock ties play to the calendar; Daily action budget makes days a scarce resource; Crisis countdown turns the future into a deadline. Time mechanics are where multiplayer and persistence constraints bite: a shared world cannot pause.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Pause and speed control | 83 | 5 | 1 | 1 | 1 | 2 | Classic |
| Turn structure | 12 | 5 | 1 | 1 | 1 | 1 | Classic |
| Crisis countdown | 10 | 4 | 2 | 3 | 1 | 3 | Established |
| Real-time clock | 7 | 5 | 2 | 3 | 1 | 2 | Classic |
| Daily action budget | 5 | 4 | 2 | 1 | 1 | 1 | Classic |
| Periodic ticks | 4 | 4 | 1 | 1 | 2 | 1 | Classic |
Information and legibility
Owns nothing in the simulation and decides whether anyone can understand it. Overlays, inspectors, tooltips, dashboards, alerts, advisors, forecasts, fog of war, scouting, and comparative histograms. This family is the counterweight to emergence and the most direct beneficiary of language models that can read state and explain it (§8).
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Fog of war | 13 | 4 | 3 | 1 | 2 | 3 | Classic |
| Stats dashboards | 7 | 4 | 1 | 1 | 2 | 3 | Classic |
| Advisors | 6 | 4 | 1 | 3 | 1 | 4 | Classic |
| Agent inspection | 5 | 4 | 1 | 2 | 1 | 4 | Classic |
| Data overlays | 5 | 4 | 1 | 2 | 2 | 2 | Classic |
| Scouting knowledge | 4 | 3 | 3 | 1 | 2 | 3 | Established |
| Alerts feed | 3 | 4 | 1 | 2 | 2 | 3 | Classic |
| Causal breakdown tooltips | 3 | 4 | 1 | 2 | 1 | 3 | Established |
| Comparative histograms | 2 | 4 | 1 | 1 | 1 | 2 | Established |
| Forecasting | 2 | 4 | 1 | 1 | 1 | 4 | Established |
Control and automation
Owns the channel from intent to action: avatars, unit commands, designations, programming, circuits, blueprints, delegation, god powers, and embodied skill. The history of the family is a steady move away from direct control toward specification: from clicking each unit to drawing zones, from wiring logic to writing code, and now toward stating intent in language.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Direct avatar control | 31 | 5 | 2 | 4 | 2 | 3 | Classic |
| Unit commands | 17 | 4 | 2 | 2 | 2 | 3 | Classic |
| Embodied skill control | 14 | 3 | 3 | 3 | 2 | 3 | Classic |
| Signal circuits | 12 | 3 | 3 | 1 | 2 | 3 | Established |
| Blueprints | 11 | 5 | 2 | 1 | 1 | 4 | Established |
| Player programming | 10 | 3 | 3 | 2 | 3 | 4 | Established |
| Delegation to AI managers | 7 | 3 | 3 | 2 | 2 | 4 | Established |
| Designation orders | 5 | 4 | 3 | 1 | 2 | 3 | Classic |
| God powers | 5 | 4 | 3 | 3 | 2 | 3 | Classic |
| Execution budget | 4 | 3 | 2 | 1 | 1 | 3 | Established |
| Programming by demonstration | 2 | 4 | 2 | 2 | 1 | 4 | Emerging |
Progression and goals
Owns what the player is working toward: tech trees, milestones, scenarios, career ladders, collections. Simulation games are often sandbox-first, and these mechanics supply direction without scripting outcomes.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Tech tree | 43 | 4 | 2 | 3 | 1 | 3 | Classic |
| Scenario objectives | 40 | 4 | 2 | 3 | 1 | 3 | Classic |
| Milestone unlocks | 21 | 5 | 1 | 2 | 1 | 2 | Established |
| Career ladder | 12 | 4 | 2 | 3 | 1 | 3 | Classic |
| Collection goals | 7 | 5 | 1 | 3 | 1 | 2 | Classic |
| Megaproject sink | 6 | 4 | 2 | 3 | 2 | 2 | Established |
| Dated technology timeline | 4 | 4 | 2 | 2 | 1 | 2 | Classic |
| Combination discovery | 2 | 4 | 2 | 3 | 1 | 4 | Established |
Risk and failure
Owns what goes wrong: disasters, wear, permadeath, threat scaling, crime. Failure mechanics are the main source of stakes, and Adaptive threat scaling is the genre's most consequential balancing decision: whether growth makes the game easier or harder.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Permadeath | 20 | 5 | 3 | 1 | 1 | 2 | Classic |
| Wear and breakdown | 20 | 4 | 3 | 2 | 2 | 2 | Classic |
| Random disasters | 17 | 4 | 3 | 3 | 2 | 2 | Classic |
| Adaptive threat scaling | 8 | 2 | 3 | 2 | 1 | 3 | Established |
| Crime and policing | 5 | 3 | 3 | 2 | 2 | 2 | Classic |
| Subsystem damage | 5 | 4 | 4 | 2 | 1 | 2 | Established |
| Loss on death | 4 | 5 | 3 | 1 | 1 | 2 | Classic |
| Board confidence | 3 | 3 | 3 | 2 | 1 | 3 | Classic |
| Stimulus attraction | 2 | 3 | 4 | 1 | 2 | 3 | Established |
Narrative and generation
Owns what events happen and how they are told: storytellers, dilemma cards, triggered event chains, requests, chronicles, and runtime-generated content. Emergent narrative needs both a director (what happens) and a chronicle (what it meant). This family is bounded by writing budgets, which is why it is a primary target for generative techniques and the place where their risks (inconsistency, tone, disclosure) are most visible.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Triggered event chains | 17 | 3 | 3 | 5 | 2 | 4 | Classic |
| Dilemma cards | 7 | 4 | 2 | 5 | 1 | 4 | Established |
| Generative content on demand | 7 | 2 | 3 | 2 | 5 | 4 | Emerging |
| Storyteller director | 3 | 3 | 4 | 3 | 1 | 4 | Established |
| Villager requests | 3 | 5 | 2 | 3 | 1 | 4 | Established |
| History chronicle | 2 | 4 | 3 | 2 | 2 | 4 | Established |
World generation
Owns initial conditions: terrain, simulated history, characters. Simulated history generation in Dwarf Fortress simulates centuries of events before play, so the world has a past before the player arrives.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Procedural terrain | 20 | 4 | 3 | 2 | 3 | 4 | Classic |
| Procedural characters | 6 | 4 | 3 | 3 | 1 | 4 | Classic |
| Real-world data feeds | 4 | 4 | 2 | 3 | 3 | 4 | Established |
| Simulated history generation | 2 | 2 | 5 | 3 | 4 | 4 | Established |
Multiplayer and persistence
Owns other people: persistent worlds, organizations, content sharing, modding, asynchronous regions. These mechanics turn a simulation into a society of players, and they impose the strictest determinism and fairness constraints on everything else.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Modding API | 55 | 3 | 3 | 2 | 2 | 4 | Classic |
| Content sharing | 24 | 5 | 3 | 2 | 2 | 3 | Established |
| Persistent shared world | 7 | 3 | 4 | 3 | 4 | 3 | Classic |
| Player organizations | 5 | 4 | 4 | 1 | 1 | 3 | Classic |
| Asynchronous shared regions | 4 | 3 | 3 | 2 | 2 | 3 | Established |
| PvP security zones | 2 | 4 | 4 | 1 | 1 | 2 | Established |
| Seasonal world reset | 2 | 5 | 2 | 2 | 1 | 2 | Established |
Conflict and defense
Owns violence as a system: raids and operational military simulation. In most simulation games conflict is a stress test of the economy rather than the point.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Raid defense | 14 | 4 | 4 | 3 | 3 | 3 | Established |
| Statistical combat resolution | 7 | 3 | 3 | 2 | 1 | 2 | Classic |
| Territorial control | 6 | 3 | 4 | 2 | 2 | 2 | Classic |
| War score and peace terms | 5 | 3 | 3 | 1 | 1 | 3 | Established |
| Military operations | 4 | 2 | 4 | 4 | 3 | 3 | Established |
Operation and procedure
Owns hands-on work: checklists, tool use on surfaces, diagnosis and repair, rule-checking. The job-sim boom of the 2010s and 2020s made procedure itself pleasurable when tool feedback is good.
| name | games | legibility | emergence potential | authoring cost | compute cost | ai leverage | maturity |
|---|---|---|---|---|---|---|---|
| Procedural checklists | 6 | 3 | 2 | 4 | 2 | 3 | Established |
| Surface work tools | 3 | 5 | 1 | 3 | 2 | 2 | Emerging |
| Diagnose and repair | 2 | 4 | 2 | 4 | 1 | 3 | Established |
| Rule-checking inspection | 2 | 4 | 2 | 3 | 1 | 4 | Established |
5. The structure of the design space
5.1 What games are made of
The average catalog game uses 11.4 mechanics (median 11). The most widely used is Pause and speed control, present in 48 percent of games. The head of the distribution is interface and structure more than simulation: time controls, free placement, and modding support lead, followed by progression structures (tech trees, scenarios) and production chains. Pause controls and modding support are tied to each game's time-model and modding fields (rule E033): every game whose fields imply them tags them, and a few whose fields merely allow them (design-then-test games, content-only modding) tag them too. The table ranks mechanics across families; §4.2 lists them within each family. The figure shows every use at once.
swipe sideways to see the whole figure; the table below holds every value
Each square is one game using one mechanic: 582 core uses (dark) and 1396 supporting uses (light). Rows are grouped into the clusters of §5.4 and columns into mechanic families. Hover or tap to read a cell; reorder rows by release year or columns by first use. source · dist/tables/game_mechanic_matrix.csv · clusters from dist/analysis/game-clusters.csv · dataset e97101d3
plain-text twin · 174 rows
Every game with its cluster, core mechanics, and number of supporting mechanics. The full grid is game_mechanic_matrix.csv.
| name | family | games | core in | earliest | legibility | emergence potential | ai leverage |
|---|---|---|---|---|---|---|---|
| Pause and speed control | Time & pacing | 83 | 1 | 1970 | 5 | 1 | 2 |
| Building placement | Space & construction | 75 | 18 | 1970 | 4 | 3 | 2 |
| Modding API | Multiplayer & persistence | 55 | 2 | 1995 | 3 | 3 | 4 |
| Tech tree | Progression & goals | 43 | 12 | 1991 | 4 | 2 | 3 |
| Scenario objectives | Progression & goals | 40 | 4 | 1989 | 4 | 2 | 3 |
| Production chains | Resources & production | 38 | 15 | 1983 | 3 | 3 | 3 |
| Agent skills | Agents & behavior | 33 | 6 | 1993 | 4 | 3 | 2 |
| Direct avatar control | Control & automation | 31 | 8 | 1983 | 5 | 2 | 3 |
| Needs decay | Agents & behavior | 30 | 17 | 1985 | 4 | 3 | 3 |
| Resource extraction | Resources & production | 29 | 10 | 1982 | 5 | 2 | 1 |
| Modular assembly | Space & construction | 27 | 17 | 1993 | 3 | 4 | 4 |
| Treasury and budget | Economy & finance | 27 | 6 | 1973 | 4 | 3 | 2 |
| Weather | Environment & ecology | 27 | 4 | 1971 | 4 | 3 | 2 |
| Crop cultivation | Resources & production | 25 | 8 | 1968 | 4 | 3 | 2 |
| Personality traits | Agents & behavior | 25 | 3 | 1985 | 4 | 3 | 3 |
Most-used mechanics across all families. Scores are rubric anchors (1-5).
5.2 How the vocabulary grew
swipe sideways to see the whole figure; the table below holds every value
Cumulative mechanics by the year of their first catalog game, one layer per family, oldest families at the bottom. Labels mark the years that added the most mechanics and the game that introduced most of them. Drag the year control, or hover or tap the chart, to read what each year added. source · derived.earliest_year per mechanic · dist/entities/mechanics.json · dataset e97101d3
plain-text twin · 199 rows
Every mechanic in order of first appearance in the catalog. First appearance is a lower bound on true origin.
68 percent of mechanics appear in at least one catalog game released by 2000, and 59 percent first appear in the 1980s or 1990s (1990s the largest decade). The early vocabulary came from a short list of titles: SimCity (zoning, land value, overlays, disasters), Populous (terraforming as a god power), Railroad Tycoon and Transport Tycoon (route scheduling and competitors), Theme Park and Theme Hospital (crowds with preferences, queues, diagnosis), Creatures (learning creatures and genetics), and The Sims (smart objects).
| decade | mechanics |
|---|---|
| 1960s | 6 |
| 1970s | 9 |
| 1980s | 39 |
| 1990s | 79 |
| 2000s | 32 |
| 2010s | 30 |
| 2020s | 4 |
Mechanics by decade of earliest appearance in the dataset (a lower bound on true origin; dataset is a sample).
34 mechanics first appear in 2010 or later. They come mainly from four places: factory games (conveyors, request-provider logistics, machine boosting), grand strategy (dynasties, conversion, interest groups), job sims (inspection, repair, surface work), and destructible materials (soft bodies, voxels, terrain deformation).
Mechanics whose earliest appearance in the dataset is 2010 or later, grouped by family.
The dataset is a sample, so these are lower bounds on origin dates, and the pattern partly reflects which early games are canonical.
5.3 Which mechanics travel together
Co-occurrence lift measures how much more often two mechanics share a game than independence predicts. The strongest pairs are packages inherited from one lineage: the sports-management trio of match engine, board confidence, and negotiation; the grand-strategy package of war score, territorial control, and conversion; the SimCity core of land value, demand, and traffic; aspirations with smart objects from The Sims; care with learning from virtual pets.
Mechanic pairs ranked by lift (observed / expected co-occurrence across games), support >= 3 games.
27.7 percent of possible mechanic pairs co-occur in at least one game. Most of the combinatorial space is untried, which is the subject of §5.5.
5.4 Families of games by what they use
Clustering games by the mechanics they use, ignoring their subgenre labels, gives 24 clusters, 19 of which mix subgenres. Each mechanic is weighted by inverse prevalence, so two games sharing a rare mechanic count as closer than two games sharing a pause button.
The number of clusters is not tuned to the result. The build re-clusters 1000 subsamples, each holding about 80 percent of the games, and compares each with the full clustering by adjusted Rand index (ARI). A game's membership in each subsample is fixed by a hash of its id, so adding or removing a game leaves the other games' subsamples unchanged. The rule takes the smallest k whose mean ARI reaches 0.75. It selected k = 24 (mean ARI 0.752), which is then fixed in report/analysis.yaml so that adding a game does not reshuffle every cluster; the validator warns when the rule clearly favours another k. The curve is nearly flat around that k, so neighbouring choices are about as defensible, and what matters is which groupings survive resampling. 14 of the 24 clusters keep a mean Jaccard overlap of at least 0.75 with their best match across subsamples (the stability column below). When this section says games belong together, they share a cluster in at least 0.9 of subsamples; when it says they stand apart, in at most 0.1. Weaker links are described as weaker and pinned by comparison. The build fails if any of these stops holding.
The clusters follow subgenre lines only in part. Their agreement with subgenre labels is ARI 0.4 and normalized mutual information 0.75, against a mean of 0.43 when subgenre labels are shuffled across games (999 permutations, p = 0.001 for NMI and 0.001 for ARI). Mechanics recover lineage far better than chance and still cut across it often.
swipe sideways to see the whole figure; the table below holds every value
- c01 · 17
- trade routes + pause and speed control · unstable
- c02 · 15
- staff hiring and rosters + tech tree
- c03 · 14
- personality traits + utility action selection
- c04 · 11
- production chains + conveyor transport · unstable
- c05 · 11
- stability and unrest + policy toggles
- c06 · 11
- survival meters + hand crafting · unstable
- c07 · 8
- generative content on demand + natural-language interaction
- c08 · 8
- rigid-body physics + signal circuits
- c09 · 7
- procedural checklists + weather
- c10 · 7
- vehicle dynamics + embodied skill control
- c11 · 6
- persistent shared world + player-driven markets · unstable
- c12 · 6
- turn structure + random disasters
- c13 · 6
- creature care + creature learning
- c14 · 6
- traffic congestion + zoning
- c15 · 6
- triggered event chains + dilemma cards
- c16 · 6
- habitat suitability + god powers · unstable
- c17 · 5
- collection goals + animal husbandry · unstable
- c18 · 5
- heat transfer + orbital mechanics · unstable
- c19 · 5
- player programming + execution budget
- c20 · 5
- surface work tools + contracts and orders
- c21 · 3
- attribute-driven match engine + board confidence · unstable
- c22 · 2
- procedural terrain + milestone unlocks · unstable
- c23 · 2
- service queues + agent pathfinding · unstable
- c24 · 2
- procedural build assist + room recognition
One island per cluster (19 of 24 mix subgenres). Inside an island, lines join games to their nearest neighbours by shared mechanics (inverse-prevalence weighted Jaccard, the measure behind the clustering); bridges join islands whose games are each other's nearest neighbours, wider for more links. Islands sit near the islands they most resemble. A dashed outline marks an island whose games regroup when subsets of the catalog are re-clustered (stability below 0.75). Hover or tap a game to see its neighbours; highlight a subgenre to see it spread across islands. source · derived.cluster · report/analysis.yaml (clustering, viz.design_map) · dataset e97101d3
plain-text twin · 24 rows
The clusters behind the islands, members in order of centrality.
| cluster | label | size | stability | dominant subgenres | members |
|---|---|---|---|---|---|
| C01 | Trade routes + Pause and speed control | 17 | 0.69 | City builder (14), Systemic RPG (1) | Farthest Frontier, Manor Lords, Pharaoh, Caesar III, Anno 117: Pax Romana, Anno 1800, Against the Storm, Banished, and 9 more |
| C02 | Staff hiring and rosters + Tech tree | 15 | 0.8 | Management / tycoon (9), Business / economic sim (4) | Two Point Hospital, Theme Park, RollerCoaster Tycoon, Theme Hospital, Planet Coaster, Zoo Tycoon, Project Hospital, Big Ambitions, and 7 more |
| C03 | Personality traits + Utility action selection | 14 | 0.8 | Life sim (7), Colony sim (5) | The Sims 4, The Sims 3, Paralives, The Sims 2, The Sims, inZOI, RimWorld, Space Haven, and 6 more |
| C04 | Production chains + Conveyor transport | 11 | 0.67 | Factory / automation (7), Business / economic sim (2) | Satisfactory, Factorio, Dyson Sphere Program, Mindustry, shapez 2, Offworld Trading Company, Captain of Industry, Railroad Tycoon, and 3 more |
| C05 | Stability and unrest + Policy toggles | 11 | 0.86 | Grand strategy (4), City builder (3) | Stellaris, Europa Universalis IV, Victoria 3, Hearts of Iron IV, Tropico 6, Rebel Inc., Crusader Kings III, Frostpunk 2, and 3 more |
| C06 | Survival meters + Hand crafting | 11 | 0.61 | Survival sim (6), Sandbox world (2) | Don't Starve, Subnautica, The Long Dark, Minecraft, The Legend of Zelda: Breath of the Wild, Project Zomboid, Valheim, Noita, and 3 more |
| C07 | Generative content on demand + Natural-language interaction | 8 | 0.93 | AI-native (6), Social sim (1) | Whispers from the Star, Suck Up!, AI Dungeon, Where Winds Meet, Façade, Generative Agents (Smallville), Infinite Craft, Project Sid |
| C08 | Rigid-body physics + Signal circuits | 8 | 0.76 | Construction / engineering (3), Physics sandbox (2) | Besiege, The Incredible Machine, Garry's Mod, Job Simulator, Poly Bridge, Surgeon Simulator, Teardown, Space Engineers |
| C09 | Procedural checklists + Weather | 7 | 0.83 | Flight sim (4), Wargame / military sim (2) | DCS World, X-Plane, Microsoft Flight Simulator (2020), Microsoft Flight Simulator 2024, Silent Hunter III, Arma 3, Command: Modern Operations |
| C10 | Vehicle dynamics + Embodied skill control | 7 | 0.82 | Vehicle sim (6), Farming sim (1) | Gran Turismo 7, iRacing, Gran Turismo, SnowRunner, BeamNG.drive, Euro Truck Simulator 2, Farming Simulator 25 |
| C11 | Persistent shared world + Player-driven markets | 6 | 0.69 | MMO world (5), Programming sim (1) | EVE Online, Second Life, Ultima Online, A Tale in the Desert, Screeps, Eco |
| C12 | Turn structure + Random disasters | 6 | 0.9 | Political sim (1), Systemic RPG (1) | The Oregon Trail, Hamurabi, Lemonade Stand, Balance of Power, Conway's Game of Life, Caves of Qud |
| C13 | Creature care + Creature learning | 6 | 0.98 | Virtual pet (3), God game (1) | Nintendogs, Seaman, Creatures, Tamagotchi, Little Computer People, Black & White |
| C14 | Traffic congestion + Zoning | 6 | 0.89 | City builder (6) | SimCity 4, SimCity 2000, SimCity, Cities: Skylines II, Cities: Skylines, SimCity (2013) |
| C15 | Triggered event chains + Dilemma cards | 6 | 0.84 | Job sim (2), Political sim (2) | Papers, Please, Suzerain, Contraband Police, Reigns, This War of Mine, Princess Maker 2 |
| C16 | Habitat suitability + God powers | 6 | 0.73 | God game (3), Artificial life (2) | Species: Artificial Life, Real Evolution, SimEarth, Populous, SimLife, From Dust, Terra Nil |
| C17 | Collection goals + Animal husbandry | 5 | 0.46 | Ecosystem / evolution (2), Farming sim (2) | Viva Piñata, Stardew Valley, Animal Crossing: New Horizons, Equilinox, Harvest Moon |
| C18 | Heat transfer + Orbital mechanics | 5 | 0.62 | Space sim (3), 4X strategy (1) | Kerbal Space Program, Elite Dangerous, Elite, Aurora 4X, Universe Sandbox |
| C19 | Player programming + Execution budget | 5 | 0.75 | Programming sim (5) | Opus Magnum, SpaceChem, The Farmer Was Replaced, Autonauts, Bitburner |
| C20 | Surface work tools + Contracts and orders | 5 | 0.82 | Job sim (5) | House Flipper, PowerWash Simulator, Car Mechanic Simulator 2021, PC Building Simulator, Hardspace: Shipbreaker |
| C21 | Attribute-driven match engine + Board confidence | 3 | 0.74 | Sports management (3) | Out of the Park Baseball, Football Manager, Motorsport Manager |
| C22 | Procedural terrain + Milestone unlocks | 2 | 0.66 | City builder (1), Ecosystem / evolution (1) | Islanders, Spore |
| C23 | Service queues + Agent pathfinding | 2 | 0.63 | Transport / logistics (1), Management / tycoon (1) | Mini Metro, SimTower |
| C24 | Procedural build assist + Room recognition | 2 | 0.99 | City builder (2) | Tiny Glade, Townscaper |
Games clustered by weighted Jaccard similarity of mechanic sets (average linkage, k=24 chosen by subsample stability, core weight 2.0, inverse-prevalence weighting so ubiquitous mechanics do not dominate). Stability is the mean Jaccard overlap between the cluster and its best match when 80% subsamples are re-clustered (at least 0.75 counts as stable). Signature mechanics maximize within-cluster share x log-lift. Members are ordered by centrality (mean distance to the rest of the cluster), so the first members are the most typical.
| k | clusters | mean ari | p10 ari | largest cluster share | selection |
|---|---|---|---|---|---|
| 2 | 2 | 0.368 | -0.052 | 0.89 | |
| 3 | 3 | 0.427 | 0.052 | 0.85 | |
| 4 | 4 | 0.453 | 0.168 | 0.53 | |
| 5 | 5 | 0.6 | 0.347 | 0.45 | |
| 6 | 6 | 0.647 | 0.442 | 0.45 | |
| 7 | 7 | 0.62 | 0.437 | 0.45 | |
| 8 | 8 | 0.589 | 0.431 | 0.45 | |
| 9 | 9 | 0.613 | 0.446 | 0.27 | |
| 10 | 10 | 0.628 | 0.455 | 0.27 | |
| 11 | 11 | 0.643 | 0.471 | 0.27 | |
| 12 | 12 | 0.61 | 0.451 | 0.22 | |
| 13 | 13 | 0.613 | 0.455 | 0.22 | |
| 14 | 14 | 0.623 | 0.48 | 0.22 | |
| 15 | 15 | 0.657 | 0.529 | 0.18 | |
| 16 | 16 | 0.697 | 0.592 | 0.16 | |
| 17 | 17 | 0.718 | 0.616 | 0.16 | |
| 18 | 18 | 0.74 | 0.631 | 0.16 | |
| 19 | 19 | 0.736 | 0.631 | 0.16 | |
| 20 | 20 | 0.722 | 0.625 | 0.16 | |
| 21 | 21 | 0.732 | 0.643 | 0.1 | |
| 22 | 22 | 0.739 | 0.649 | 0.1 | |
| 23 | 23 | 0.742 | 0.655 | 0.1 | |
| 24 | 24 | 0.752 | 0.671 | 0.1 | configured, rule today |
| 25 | 25 | 0.778 | 0.692 | 0.09 | |
| 26 | 26 | 0.78 | 0.696 | 0.09 | |
| 27 | 27 | 0.782 | 0.7 | 0.09 | |
| 28 | 28 | 0.781 | 0.704 | 0.09 | |
| 29 | 29 | 0.795 | 0.719 | 0.09 | |
| 30 | 30 | 0.801 | 0.725 | 0.09 |
Agreement between the full clustering and re-clusterings of 1000 subsamples, each holding about 80% of games (adjusted Rand index), for each candidate k. The selection rule picks the smallest k whose mean ARI reaches 0.75; k is fixed in report/analysis.yaml from the last selection, and the validator warns (W107) only when the configured k falls more than 0.02 below the threshold or a smaller k clears it by more than 0.02.
The groupings that survive resampling read as design families:
- Minds. Life sims hold together on utility action selection, personality, and relationships: The Sims, Paralives, inZOI. So do colony sims: RimWorld, Dwarf Fortress, Oxygen Not Included. The two often share a cluster, but less consistently than either holds together. Virtual pets and trainable creatures stand apart from both, on care and learning: Creatures, Tamagotchi, Black & White.
- Managed crowds. Tycoon and hospital games hold together on staff hiring, research, and crowds with preferences, apart from the life sims their agents resemble: Theme Hospital, Two Point Hospital, RollerCoaster Tycoon. Sports management forms its own small cluster on match engines and board confidence: Football Manager, Out of the Park Baseball.
- Planned economies. Production economies form two groups: settlement builders on production, trade, and storage (Anno 1800, Manor Lords, Banished) and factory games on production chains and conveyors (Factorio, Satisfactory, shapez 2). The two merge in some resamplings, far less often than either holds together. The SimCity line of zoning, land value, and traffic stands apart from both: SimCity, Cities: Skylines. Grand strategy holds together on stability, policy, and interest groups (Europa Universalis IV, Crusader Kings III, Stellaris, Victoria 3), and political city builders (Tropico 6, Frostpunk 2) join it in most resamplings.
- Build and test. Physics sandboxes and construction games hold together on rigid bodies and signal circuits: Besiege, Teardown, Poly Bridge. Programming puzzles hold together on player-written programs and execution budgets: SpaceChem, Opus Magnum, The Farmer Was Replaced.
- Shared worlds. Persistent online worlds hold together on shared state and player-run markets and institutions: EVE Online, Ultima Online.
- Hands-on work. Job sims hold together on surface tools and contracts: PowerWash Simulator, House Flipper. Vehicle sims split into two tighter groups: flight and military sims on procedures and weather (X-Plane, DCS World, Microsoft Flight Simulator 2024) and driving sims on vehicle dynamics and embodied skill (iRacing, Gran Turismo 7, BeamNG.drive), both apart from the physics sandboxes.
- Worlds to survive and shape. Survival games hold together on survival meters and hand crafting: Don't Starve, Subnautica, Minecraft, Valheim. God games and artificial-life worlds hold together on habitat, god powers, and selection: SimEarth, Populous, SimLife.
- Authored decisions. Inspection games (Papers, Please, Contraband Police) and dilemma games (Reigns, Suzerain, This War of Mine) each hold together on event chains and dilemma cards, and the two share a cluster in most resamplings, across subgenres.
- Turn reports. The 1970s text sims (Hamurabi, The Oregon Trail, Lemonade Stand) hold together on turn structure and random events.
- Generated worlds. The AI-native titles hold together on generated content and natural-language interaction, apart from the life sims they resemble on the surface: AI Dungeon, Infinite Craft, Suck Up!.
These families match the layer profiles in §4.1: minds and managed crowds invest in agents and social coupling; planned economies in stocks, networks, and legibility; build-and-test games in control and continuous substrate; hands-on work and vehicle sims in direct control and physics.
5.5 White space
Some mechanics are individually common but rarely combined. The table lists pairs where each mechanic appears in at least eight percent of games, the two belong to different families, neither is a time-and-pacing control, they are not recorded as being in design tension, and they co-occur at most once. The figure lays every pair of common mechanics out as a plan of built and vacant lots.
swipe sideways to see the whole figure; the table below holds every value
Every pair of the 41 mechanics used by at least 8 percent of games, laid out like a plan: each lot is a pair, darker lots are built more often than chance would predict, dashed lots are white space (different families, no recorded tension, co-occurring at most 1 time), and slashed lots are pairs recorded as being in design tension. Numbers mark the ten largest gaps in the white-space table. Names sit on the diagonal: read a lot by following its row and its column back to the staircase. source · dist/analysis/whitespace.csv · dist/analysis/cooccurrence-all.csv · report/analysis.yaml (whitespace) · dataset e97101d3
plain-text twin · 30 rows
The white-space pairs ranked by gap. All built pairs with their lift are in cooccurrence-all.csv.
| mechanic a | mechanic b | family a | family b | observed | expected | gap |
|---|---|---|---|---|---|---|
| Building placement | Triggered event chains | Space & construction | Narrative & generation | 1 | 7.33 | 6.33 |
| Embodied skill control | Building placement | Control & automation | Space & construction | 0 | 6.03 | 6.03 |
| Modding API | Terraforming | Multiplayer & persistence | Space & construction | 1 | 6.01 | 5.01 |
| Lifecycle and aging | Production chains | Population & lineage | Resources & production | 0 | 4.8 | 4.8 |
| Permadeath | Scenario objectives | Risk & failure | Progression & goals | 0 | 4.6 | 4.6 |
| Content sharing | Production chains | Multiplayer & persistence | Resources & production | 1 | 5.24 | 4.24 |
| Relationship values | Tech tree | Social relations | Progression & goals | 1 | 5.19 | 4.19 |
| Content sharing | Resource extraction | Multiplayer & persistence | Resources & production | 0 | 4 | 4 |
| Hand crafting | Scenario objectives | Resources & production | Progression & goals | 0 | 3.91 | 3.91 |
| Treasury and budget | Crop cultivation | Economy & finance | Resources & production | 0 | 3.88 | 3.88 |
| Treasury and budget | Direct avatar control | Economy & finance | Control & automation | 1 | 4.81 | 3.81 |
| Procedural terrain | Scenario objectives | World generation | Progression & goals | 1 | 4.6 | 3.6 |
| Content sharing | Crop cultivation | Multiplayer & persistence | Resources & production | 0 | 3.45 | 3.45 |
| Faction diplomacy | Scenario objectives | Social relations | Progression & goals | 0 | 3.45 | 3.45 |
| Permadeath | Production chains | Risk & failure | Resources & production | 1 | 4.37 | 3.37 |
| Modular assembly | Relationship values | Space & construction | Social relations | 0 | 3.26 | 3.26 |
| Agent skills | Random disasters | Agents & behavior | Risk & failure | 0 | 3.22 | 3.22 |
| Embodied skill control | Production chains | Control & automation | Resources & production | 0 | 3.06 | 3.06 |
| Agent skills | Goods consumption | Agents & behavior | Resources & production | 0 | 3.03 | 3.03 |
| Direct avatar control | Trade routes | Control & automation | Economy & finance | 0 | 3.03 | 3.03 |
| Treasury and budget | Storage and buffers | Economy & finance | Resources & production | 0 | 2.95 | 2.95 |
| Scenario objectives | Triggered event chains | Progression & goals | Narrative & generation | 1 | 3.91 | 2.91 |
| Modular assembly | Personality traits | Space & construction | Agents & behavior | 1 | 3.88 | 2.88 |
| Agent skills | Policy toggles | Agents & behavior | Governance & policy | 0 | 2.84 | 2.84 |
| Utility action selection | Weather | Agents & behavior | Environment & ecology | 0 | 2.79 | 2.79 |
| Goods consumption | Needs decay | Resources & production | Agents & behavior | 0 | 2.76 | 2.76 |
| Treasury and budget | Content sharing | Economy & finance | Multiplayer & persistence | 1 | 3.72 | 2.72 |
| Production chains | Triggered event chains | Resources & production | Narrative & generation | 1 | 3.71 | 2.71 |
| Direct avatar control | Policy toggles | Control & automation | Governance & policy | 0 | 2.67 | 2.67 |
| Lifecycle and aging | Resource extraction | Population & lineage | Resources & production | 1 | 3.67 | 2.67 |
Pairs of common mechanics (each in >= 8% of games, different families, not marked as tension, excluding Time & pacing) that co-occur at most 1 time(s). Gap = expected - observed co-occurrence under independence.
| mechanic a | mechanic b | family a | family b | observed | expected | gap |
|---|---|---|---|---|---|---|
| Building placement | Triggered event chains | Space & construction | Narrative & generation | 1 | 7.33 | 6.33 |
| Embodied skill control | Building placement | Control & automation | Space & construction | 0 | 6.03 | 6.03 |
| Modding API | Terraforming | Multiplayer & persistence | Space & construction | 1 | 6.01 | 5.01 |
| Lifecycle and aging | Production chains | Population & lineage | Resources & production | 0 | 4.8 | 4.8 |
| Permadeath | Scenario objectives | Risk & failure | Progression & goals | 0 | 4.6 | 4.6 |
| Content sharing | Production chains | Multiplayer & persistence | Resources & production | 1 | 5.24 | 4.24 |
| Relationship values | Tech tree | Social relations | Progression & goals | 1 | 5.19 | 4.19 |
| Content sharing | Resource extraction | Multiplayer & persistence | Resources & production | 0 | 4 | 4 |
| Hand crafting | Scenario objectives | Resources & production | Progression & goals | 0 | 3.91 | 3.91 |
| Treasury and budget | Crop cultivation | Economy & finance | Resources & production | 0 | 3.88 | 3.88 |
| Treasury and budget | Direct avatar control | Economy & finance | Control & automation | 1 | 4.81 | 3.81 |
| Procedural terrain | Scenario objectives | World generation | Progression & goals | 1 | 4.6 | 3.6 |
| Content sharing | Crop cultivation | Multiplayer & persistence | Resources & production | 0 | 3.45 | 3.45 |
| Faction diplomacy | Scenario objectives | Social relations | Progression & goals | 0 | 3.45 | 3.45 |
| Permadeath | Production chains | Risk & failure | Resources & production | 1 | 4.37 | 3.37 |
| Modular assembly | Relationship values | Space & construction | Social relations | 0 | 3.26 | 3.26 |
| Agent skills | Random disasters | Agents & behavior | Risk & failure | 0 | 3.22 | 3.22 |
| Embodied skill control | Production chains | Control & automation | Resources & production | 0 | 3.06 | 3.06 |
| Agent skills | Goods consumption | Agents & behavior | Resources & production | 0 | 3.03 | 3.03 |
| Direct avatar control | Trade routes | Control & automation | Economy & finance | 0 | 3.03 | 3.03 |
| Treasury and budget | Storage and buffers | Economy & finance | Resources & production | 0 | 2.95 | 2.95 |
| Scenario objectives | Triggered event chains | Progression & goals | Narrative & generation | 1 | 3.91 | 2.91 |
| Modular assembly | Personality traits | Space & construction | Agents & behavior | 1 | 3.88 | 2.88 |
| Agent skills | Policy toggles | Agents & behavior | Governance & policy | 0 | 2.84 | 2.84 |
| Utility action selection | Weather | Agents & behavior | Environment & ecology | 0 | 2.79 | 2.79 |
| Goods consumption | Needs decay | Resources & production | Agents & behavior | 0 | 2.76 | 2.76 |
| Treasury and budget | Content sharing | Economy & finance | Multiplayer & persistence | 1 | 3.72 | 2.72 |
| Production chains | Triggered event chains | Resources & production | Narrative & generation | 1 | 3.71 | 2.71 |
| Direct avatar control | Policy toggles | Control & automation | Governance & policy | 0 | 2.67 | 2.67 |
| Lifecycle and aging | Resource extraction | Population & lineage | Resources & production | 1 | 3.67 | 2.67 |
Pairs of common mechanics (each in >= 8% of games, different families, not marked as tension, excluding Time & pacing) that co-occur at most 1 time(s). Gap = expected - observed co-occurrence under independence.
Some pairs are absent because they do not fit: vehicle sims have no use for free building placement. Others point at specific underexplored designs: building placement that triggers authored or generated story events; production chains whose workers age, form families, and are replaced (factory games are populated by machines or faceless workers); research trees driven by relationships between named scientists; production economies whose layouts players publish and remix. Section 9 develops several of these as opportunities.
5.6 The legibility frontier
Across all mechanics, legibility and emergence potential are negatively correlated (Spearman ρ = -0.42, p <0.001), and emergence potential is strongly correlated with tuning difficulty (ρ = 0.61, p <0.001). Mechanics that generate unscripted variety are harder to understand and harder to balance. Legibility also falls as compute cost rises (ρ = -0.35, p <0.001): expensive simulation tends to be hidden simulation.
Two caveats bound these numbers. First, every rubric score was assigned by one model rater (claude-opus-5-5) against written anchors, so the correlations describe that rater's reading of design knowledge, not independent expert agreement or player measurement. Second, mechanics in the legibility and time-and-pacing families sit at the bottom of the emergence scale by construction (69 percent score 1), since an overlay or a pause button generates nothing on its own; excluding them leaves the legibility-emergence correlation at ρ = -0.35, weaker but the same sign.
6. Five ceilings
Simulation design has been shaped less by imagination than by five constraints. Each one explains a family of conventions, and each one is the target of a different group of techniques in §7.
6.1 Compute per tick
A consumer machine must advance the whole simulation many times per second while rendering it. The constraint explains why city builders simulate aggregate populations with a sample of visible agents, why per-particle material simulation (Falling-sand materials, Fluid and gas simulation) appears in 2D or small arenas, why late-game slowdown is a genre-wide complaint, and why Agent pathfinding and Traffic congestion are the usual bottlenecks. Mechanics scored 4 or 5 on compute cost are the ones whose scale is capped by hardware rather than design.
Relaxed by: GPU-parallel and accelerated simulation, learned surrogates for physics and weather, mean-field approximations for large populations, and inference-efficient models for agent decisions.
6.2 Authoring cost
Every unit of variety in some mechanics must be made by hand: an animation for each interaction, a line of dialogue for each social exchange, an event for each situation, an asset for each catalog entry. Mechanics with high authoring cost are capped by budgets, and players exhaust them; this is why event decks repeat, why villagers recycle requests, and why social systems in rule-based games read as formulaic. Across mechanics, authoring cost and judged AI leverage have a Spearman correlation of 0.34 (p <0.001): the mechanics most limited by content budgets are, in the rater's judgment, the ones most open to generative techniques. Both scores come from the same model rater (§2.6), so the correlation shows a consistent reading rather than independent confirmation.
Relaxed by: constrained language generation for events and dialogue, text-to-3D and neural rendering for assets, learned motion for animation, and procedural generation with learned priors.
6.3 Legibility
Players must form a working model of why the simulation did what it did, or they experience the depth as randomness. The rubric scores show the tension (§5.6): the mechanics that generate the most unscripted variety are the hardest to understand.
Designers have answered with a whole family of mechanics that own no simulation state (Data overlays, Causal breakdown tooltips, Agent inspection, History chronicle). Each costs design effort and screen space, and each coupled system a game adds needs one.
Relaxed by: language models that read state and event logs and explain causes, forecasting by simulating futures, and learned surrogates that make expensive hidden fields cheap to visualize.
6.4 Determinism
Replays, lockstep multiplayer, bug reproduction, competitive leaderboards, and save integrity require that the same inputs produce the same state. Factorio's multiplayer depends on it. Determinism has kept stochastic or learned components out of authoritative game state. Of the 34 techniques here that can run during play, 10 break reproducibility outright, 16 can be made reproducible by seeding, caching, or logging their outputs, and 8 leave it intact (see determinism_impact).
Relaxed by: recording model outputs as events so replays read the log rather than re-call the model, splitting authoritative symbolic state from non-authoritative generated presentation, and constrained decoding that maps open-ended outputs into typed, validated state changes.
6.5 Believability of agents
Rule-driven agents are legible and cheap but shallow: their utilities are visible formulas and their speech is canned. The constraint shapes the genre's preference for many shallow agents (Crowd preferences) or few agents with thick systemic state (Memories and thoughts, Injury body model) over agents with rich minds.
Relaxed by: language-model agents with memory and reflection, models trained to predict human choices, and small local models that make per-agent language affordable.
6.6 What the ceilings imply
The five constraints do not move together. Authoring cost is being relaxed fastest, with asset, motion, and language techniques already shipped; compute is being relaxed mostly in rendering, not in simulation. Agent believability is being relaxed at a new cost in determinism and legibility. Legibility shows the widest gap between available technique and use (§8.1): explanation over structured state needs retrieval, constrained generation, and summarization, all of which exist.
7. The technique landscape, 2019 to 2026
7.1 What is in the set
| Category | techniques |
|---|---|
| Generative world model | 6 |
| Neural rendering & 3D generation | 5 |
| Game-theoretic solvers | 4 |
| LLM agents | 4 |
| Procedural content generation | 4 |
| Neural physics & surrogates | 3 |
| Reinforcement learning | 3 |
| Animation & motion | 2 |
| Artificial life research | 2 |
| Automated game design & playtesting | 2 |
| Differentiable & accelerated simulation | 2 |
| LLM narrative & dialogue | 2 |
| Mathematical & algorithmic discovery | 2 |
| Inference efficiency | 1 |
| Multi-agent social simulation | 1 |
| Player modeling | 1 |
| Speech & audio | 1 |
A technique enters the dataset only as a dated, citable result that changes at least one mechanic (CONTRACT.md, I12). Maturity and technology readiness are judged for deployment in games, not for AI in general: Grammar-constrained decoding for valid game actions is routine in software engineering but rare in shipped game runtimes, so it is scored as research for this purpose.
| Maturity in games | techniques |
|---|---|
| Research | 22 |
| Shipped (niche) | 12 |
| Prototype | 10 |
| Shipped (mainstream) | 1 |
Of 45 techniques, 1 is shipped as a genre norm, 12 are shipped in at least one commercial game, 10 exist as public prototypes, and 22 are research only. The shipped ones cluster in three places: rendering and assets (Neural rendering in the graphics pipeline, ML reconstruction of the planet from aerial imagery, Text- and image-to-3D asset generation, Learned kinematic motion synthesis), language characters (Generative agents (memory stream, reflection, planning), On-device small language models for characters, Realtime speech-to-speech and expressive TTS for characters, LLM game master and narrative director, LLM-adjudicated state transitions (LLM as game mechanic)), and older search and learning methods (Monte Carlo tree search for game AI, Wave Function Collapse and constraint-based tile generation, Deep reinforcement learning policies for NPC opponents and navigation, Agent-based automated playtesting and balancing). The shipped techniques that write into authoritative state are narrow: LLM-adjudicated state transitions (LLM as game mechanic) stores cached model outputs as Infinite Craft's combination rules, language agents choose actions for characters in inZOI and a few AI-native titles, and search and learned policies drive opponents such as Gran Turismo Sophy in Gran Turismo 7. No learned replacement for physics, fields, or the world itself is deployed in a catalog game.
7.2 Adoption and reception
Generative AI has moved from novelty to a measurable share of releases. Disclosures on Steam rose from about a thousand games in April 2024 [1] to 7,818 titles by July 2025, about 7 percent of the store, with just under a fifth of 2025 releases disclosing [2]; and an estimate in November 2025 put games with disclosures at roughly 8 percent of the store with about 660 million dollars in combined gross [3]. Most disclosures concern pre-generated visual assets rather than runtime systems. Valve's survey distinguishes pre-generated from live-generated content and requires the latter to describe its guardrails [4].
Developer sentiment moved the other way. In GDC's surveys, 36 percent of respondents reported using generative AI themselves in both 2025 and 2026, while the share who believe it harms the industry rose to 52 percent from 30 percent [5, 6]. Player reception has been mixed in visible cases: inZOI sold strongly at launch and drew negative reviews after announcing generative features [7]; ARC Raiders was criticized for synthetic voice lines, some of which were later re-recorded by actors [8].
Runtime language characters did ship. On-device small language models power simulated people in inZOI's Smart Zoi and companions in NARAKA's teammate and the PUBG Ally limited beta of June 2026 [9, 10]; Where Winds Meet discloses live NPC text and voice chat [11]. Audio prices for one leading realtime speech API fell from 100 and 200 dollars per million input and output tokens at launch in October 2024 to 32 and 64 dollars in August 2025, about 68 percent [12, 13], and specialized text-to-speech vendors price in cents per minute [14]. Cost limits frame-generating world models: the consumer Genie product grants sixty seconds of play per world, which DeepMind attributed to reaching more users on limited compute [15].
Among rendering techniques, neural upscaling and frame generation are the one area where learned models are a norm, with hundreds of supported titles [16]. They never touch simulation state, which is why they could spread.
7.3 Seven clusters
Frame-generating world models. Diffusion and autoregressive neural game engines, Genie foundation world models, Muse World and Human Action Model (WHAM), and Open real-time interactive video world models learn to predict the next frame from recent frames and player input, so the model is the engine. They produce convincing short interactions and fail at what simulation games need most: exact persistent state, long memory, and inspectable causes. Their realistic near-term role is ideation, previsualization, and non-authoritative views (§9).
3D, rendering, and assets. 3D Gaussian Splatting, Prompt-to-persistent 3D world generation, Text- and image-to-3D asset generation, Neural rendering in the graphics pipeline, Real-time generative restyling of game video, and ML reconstruction of the planet from aerial imagery cut the authoring cost of what the simulation is drawn with, leaving rules untouched. They are the most mature group. Most preserve determinism; Text- and image-to-3D asset generation and Real-time generative restyling of game video are mitigable, since a generated asset or frame must be stored to be reproduced. Their main risks are provenance and reception.
Motion. Learned kinematic motion synthesis has shipped in sports and life games; Learned physics-based character control remains research. Both matter to simulation games because canned animation is how most agents' internal states are (poorly) displayed.
Language agents and dialogue. Generative agents (memory stream, reflection, planning), Many-agent LLM societies, LLM models of individual human choice, On-device small language models for characters, Grammar-constrained decoding for valid game actions, Realtime speech-to-speech and expressive TTS for characters, LLM game master and narrative director, LLM explanation of simulation state, and LLM-adjudicated state transitions (LLM as game mechanic) change who decides what agents do and say, who narrates, and who explains. They relax the authoring and believability ceilings at a cost in consistency. Their determinism cost varies: Generative agents (memory stream, reflection, planning), Many-agent LLM societies, LLM game master and narrative director, and Realtime speech-to-speech and expressive TTS for characters break reproducibility; On-device small language models for characters and LLM-adjudicated state transitions (LLM as game mechanic) are mitigable because a local model can be seeded and a cached rule is replayed rather than regenerated.
Planning and game theory. Monte Carlo tree search for game AI, Self-play planning with learned models (AlphaZero, MuZero, Dreamer), Regret minimization and search for imperfect-information games, Language models grounded in strategic planning for negotiation games, Deep reinforcement learning policies for NPC opponents and navigation, and Mean field games and mean-field learning produce strong opponents and equilibrium-consistent populations. Their game deployments are few because strength is rarely the design goal; believable and tunable opponents are.
Design automation. Wave Function Collapse and constraint-based tile generation, Quality-diversity search (MAP-Elites) for content and balance, Learned level and map generation (PCGRL, MarioGPT, LLM generators), Automated generation of game rules and mechanics, Agent-based automated playtesting and balancing, Open-ended co-generation of environments and agents, LLM-written skill libraries (Voyager), Generalist instructable game agents (SIMA), and LLM-guided evolutionary program search mostly work on the developer's side: generating content and rules, finding exploits, and estimating difficulty. Used offline they preserve determinism. Some also run during play (Wave Function Collapse and constraint-based tile generation in Townscaper, agents that play alongside the player). Deterministic algorithms such as wave-function collapse stay reproducible there; learned generators and agents need seeds or logs.
Simulation science. Massively parallel GPU simulation, Differentiable simulation, Graph network simulators and neural operators, Subspace neural physics and learned deformers, Machine-learned weather forecasting, Neural cellular automata, Continuous cellular automata and foundation-model search for artificial life, and Simulation-based inference for calibrating simulators come from robotics, physics, climate, and artificial life. They relax the compute ceiling and make calibration possible, and they are the least connected to game development today: an operational ML weather model runs at about a thousandth of the energy of the physics model it complements [17], yet none of these techniques is confirmed at runtime in a catalog game.
7.4 Landscape
table · 45 rows · technique-landscape
| technique | category | maturity | trl | horizon | families |
|---|---|---|---|---|---|
| Neural rendering in the graphics pipeline | Neural rendering & 3D generation | Shipped (mainstream) | 9 | Now | Control & automation (1), Environment & ecology (1), Space & construction (1) |
| LLM game master and narrative director | LLM narrative & dialogue | Shipped (niche) | 8 | Now | Narrative & generation (4), Social relations (1), World generation (1) |
| Realtime speech-to-speech and expressive TTS for characters | Speech & audio | Shipped (niche) | 8 | Now | Social relations (2), Control & automation (1), World generation (1) |
| ML reconstruction of the planet from aerial imagery | Procedural content generation | Shipped (niche) | 8 | Now | World generation (2), Control & automation (1) |
| Wave Function Collapse and constraint-based tile generation | Procedural content generation | Shipped (niche) | 8 | Now | Space & construction (2), World generation (1) |
| Agent-based automated playtesting and balancing | Automated game design & playtesting | Shipped (niche) | 7 | Now | Progression & goals (3), Agents & behavior (1), Conflict & defense (1), Risk & failure (1) |
| Deep reinforcement learning policies for NPC opponents and navigation | Reinforcement learning | Shipped (niche) | 7 | Now | Agents & behavior (1), Control & automation (1), Physics & materials (1) |
| Generative agents (memory stream, reflection, planning) | LLM agents | Shipped (niche) | 7 | Now | Agents & behavior (4), Social relations (3), Information & legibility (1), Population & lineage (1) |
| Learned kinematic motion synthesis | Animation & motion | Shipped (niche) | 7 | Now | Control & automation (1), Narrative & generation (1) |
| LLM-adjudicated state transitions (LLM as game mechanic) | Generative world model | Shipped (niche) | 7 | Now | Progression & goals (2), Narrative & generation (1), Physics & materials (1), Resources & production (1) |
| Monte Carlo tree search for game AI | Game-theoretic solvers | Shipped (niche) | 7 | Now | Agents & behavior (1), Conflict & defense (1), Control & automation (1), Economy & finance (1), Social relations (1) |
| On-device small language models for characters | Inference efficiency | Shipped (niche) | 7 | Now | Agents & behavior (2), Control & automation (1), Information & legibility (1), Social relations (1) |
| Text- and image-to-3D asset generation | Neural rendering & 3D generation | Shipped (niche) | 7 | Now | Space & construction (2), Narrative & generation (1) |
| Diffusion and autoregressive neural game engines | Generative world model | Prototype | 6 | 3-5 years | Physics & materials (2), Control & automation (1), Narrative & generation (1), World generation (1) |
| 3D Gaussian Splatting | Neural rendering & 3D generation | Prototype | 6 | 1-2 years | Physics & materials (1), Space & construction (1) |
| Prompt-to-persistent 3D world generation | Neural rendering & 3D generation | Prototype | 6 | 1-2 years | Physics & materials (1), Progression & goals (1), Space & construction (1), World generation (1) |
| Genie foundation world models | Generative world model | Prototype | 6 | 3-5 years | Control & automation (2), Narrative & generation (2), Environment & ecology (1), Physics & materials (1), World generation (1) |
| Muse World and Human Action Model (WHAM) | Generative world model | Prototype | 6 | 3-5 years | Control & automation (1), Narrative & generation (1), Physics & materials (1) |
| Open real-time interactive video world models | Generative world model | Prototype | 6 | 3-5 years | Physics & materials (2), Control & automation (1), Multiplayer & persistence (1), Narrative & generation (1), World generation (1) |
| Real-time generative restyling of game video | Neural rendering & 3D generation | Prototype | 6 | 1-2 years | Narrative & generation (1), Space & construction (1) |
| Subspace neural physics and learned deformers | Neural physics & surrogates | Prototype | 6 | Now | Control & automation (1), Physics & materials (1) |
| Automated generation of game rules and mechanics | Automated game design & playtesting | Prototype | 5 | 3-5 years | Governance & policy (2), Narrative & generation (1), Progression & goals (1), Time & pacing (1) |
| LLM explanation of simulation state | LLM narrative & dialogue | Prototype | 5 | 1-2 years | Information & legibility (4), Narrative & generation (1) |
| Language models grounded in strategic planning for negotiation games | Game-theoretic solvers | Research | 5 | 1-2 years | Social relations (3), Conflict & defense (1), Economy & finance (1) |
| Regret minimization and search for imperfect-information games | Game-theoretic solvers | Research | 5 | 3-5 years | Economy & finance (3), Information & legibility (2), Conflict & defense (1) |
| Grammar-constrained decoding for valid game actions | LLM agents | Research | 4 | Now | Narrative & generation (2), Agents & behavior (1), Governance & policy (1), Social relations (1) |
| Generalist instructable game agents (SIMA) | LLM agents | Research | 4 | 3-5 years | Control & automation (3), Progression & goals (1), Social relations (1) |
| Learned level and map generation (PCGRL, MarioGPT, LLM generators) | Procedural content generation | Research | 4 | 1-2 years | Narrative & generation (1), Progression & goals (1), Risk & failure (1), World generation (1) |
| Many-agent LLM societies | Multi-agent social simulation | Research | 4 | 3-5 years | Governance & policy (3), Economy & finance (2), Multiplayer & persistence (1), Population & lineage (1), Social relations (1) |
| Massively parallel GPU simulation | Differentiable & accelerated simulation | Research | 4 | 1-2 years | Agents & behavior (3), Space & construction (2), Logistics & networks (1), Physics & materials (1), Population & lineage (1) |
| Self-play planning with learned models (AlphaZero, MuZero, Dreamer) | Reinforcement learning | Research | 4 | 3-5 years | Agents & behavior (1), Conflict & defense (1), Economy & finance (1), Governance & policy (1), Progression & goals (1) |
| Neural cellular automata | Artificial life research | Research | 4 | 3-5 years | Physics & materials (2), Space & construction (1), World generation (1) |
| Open-ended co-generation of environments and agents | Reinforcement learning | Research | 4 | 3-5 years | Agents & behavior (1), Narrative & generation (1), Progression & goals (1), Risk & failure (1), World generation (1) |
| Learned physics-based character control | Animation & motion | Research | 4 | 3-5 years | Agents & behavior (1), Biology & health (1), Control & automation (1), Physics & materials (1) |
| Quality-diversity search (MAP-Elites) for content and balance | Procedural content generation | Research | 4 | Now | Space & construction (2), Economy & finance (1), Progression & goals (1), Resources & production (1), World generation (1) |
| LLM-written skill libraries (Voyager) | LLM agents | Research | 4 | 1-2 years | Control & automation (3), Agents & behavior (1), Progression & goals (1) |
| LLM-guided evolutionary program search | Mathematical & algorithmic discovery | Research | 3 | 1-2 years | Agents & behavior (2), Logistics & networks (2), Control & automation (1), Information & legibility (1) |
| Continuous cellular automata and foundation-model search for artificial life | Artificial life research | Research | 3 | 3-5 years | Population & lineage (2), Narrative & generation (1) |
| Differentiable simulation | Differentiable & accelerated simulation | Research | 3 | 3-5 years | Physics & materials (3), Space & construction (2), Environment & ecology (1) |
| Graph network simulators and neural operators | Neural physics & surrogates | Research | 3 | 3-5 years | Physics & materials (4), Environment & ecology (1), Space & construction (1) |
| LLM models of individual human choice | Player modeling | Research | 3 | 3-5 years | Economy & finance (3), Agents & behavior (2), Governance & policy (2), Logistics & networks (1), Narrative & generation (1) |
| Mean field games and mean-field learning | Game-theoretic solvers | Research | 3 | 3-5 years | Logistics & networks (3), Agents & behavior (2), Economy & finance (1) |
| Machine-learned weather forecasting | Neural physics & surrogates | Research | 3 | 3-5 years | Environment & ecology (3), Information & legibility (1), Risk & failure (1) |
| Physical-world foundation models | Generative world model | Research | 3 | 5+ years | Physics & materials (2), Agents & behavior (1) |
| Simulation-based inference for calibrating simulators | Mathematical & algorithmic discovery | Research | 3 | 1-2 years | Environment & ecology (2), Agents & behavior (1), Economy & finance (1), Logistics & networks (1), Risk & failure (1) |
Techniques ordered by game-deployment maturity and TRL, with mechanic families they affect.
8. Where the techniques land
8.1 How techniques change mechanics
Each affects edge records one of seven effects. Across 218 edges the most common effect is deepens (74 edges): the technique makes an existing mechanic richer, larger, or more varied without changing its role. Explanation is the rarest effect (5 edges).
| effect | edges |
|---|---|
| Deepens | 74 |
| Enables new form | 51 |
| Replaces substrate | 33 |
| Tunes / balances | 32 |
| Cuts authoring cost | 13 |
| Accelerates | 10 |
| Explains | 5 |
How techniques change mechanics, by effect type.
The imbalance shows where research effort points. Generating content and replacing substrates (rule-based behavior with language models, numerical physics with learned dynamics) attract most work; explaining a simulation to the person playing it attracts little, although the techniques it needs (retrieval over structured logs, constrained generation, summarization) exist.
8.2 Exposure by family
Technique exposure weights each affects edge by the technique's maturity in games and by its effect type (weights in vocab/rubrics.yaml), then sums over a family's mechanics.
swipe sideways to see the whole figure; the table below holds every value
Each ribbon follows one technique's edges to one mechanic family, through the kind of change it makes. Darker ribbons come from techniques that have shipped in games. Hover or tap a technique, an effect, or a family to isolate its ribbons; switch the width to weight each edge by maturity and effect, the exposure measure of §8.2. Families with no ribbon: operation & procedure. source · affects edges in data/techniques/*.yaml · weights vocab/rubrics.yaml (technique_exposure) · dataset e97101d3
plain-text twin · 185 rows
Every ribbon: technique, kind of effect, mechanic family, and the number of affects edges it carries.
| family | mechanics | uses | mean legibility | mean emergence | mean authoring cost | mean ai leverage | technique exposure | mean exposure |
|---|---|---|---|---|---|---|---|---|
| Narrative & generation | 6 | 39 | 3.5 | 2.83 | 3.33 | 4 | 8.91 | 1.49 |
| Agents & behavior | 16 | 172 | 3.44 | 3.19 | 2.31 | 3.19 | 8.78 | 0.55 |
| Control & automation | 11 | 118 | 3.73 | 2.55 | 2 | 3.36 | 8.71 | 0.79 |
| Physics & materials | 12 | 68 | 3.5 | 3.33 | 2.17 | 2.75 | 7.43 | 0.62 |
| Social relations | 8 | 92 | 3.25 | 3.75 | 2.5 | 3.75 | 5.99 | 0.75 |
| Space & construction | 12 | 179 | 3.5 | 3 | 2.33 | 2.83 | 5.54 | 0.46 |
| World generation | 4 | 32 | 3.5 | 3.25 | 2.75 | 4 | 5.5 | 1.38 |
| Progression & goals | 8 | 135 | 4.25 | 1.75 | 2.75 | 2.62 | 3.7 | 0.46 |
| Economy & finance | 19 | 169 | 3.37 | 2.68 | 1.42 | 2.58 | 3.23 | 0.17 |
| Information & legibility | 10 | 50 | 3.9 | 1.4 | 1.6 | 3.1 | 3.2 | 0.32 |
| Governance & policy | 9 | 64 | 3.22 | 3 | 2 | 3.22 | 2.48 | 0.28 |
| Environment & ecology | 10 | 123 | 3.4 | 3.1 | 2.1 | 2.4 | 2.21 | 0.22 |
| Population & lineage | 9 | 61 | 3 | 3.67 | 2 | 2.56 | 1.44 | 0.16 |
| Conflict & defense | 5 | 36 | 3 | 3.6 | 2.4 | 2.6 | 1.43 | 0.29 |
| Logistics & networks | 14 | 84 | 3 | 3.07 | 1.29 | 2.29 | 1.12 | 0.08 |
| Risk & failure | 9 | 84 | 3.67 | 3.22 | 1.78 | 2.33 | 0.96 | 0.11 |
| Resources & production | 14 | 199 | 3.64 | 2.57 | 1.79 | 1.93 | 0.85 | 0.06 |
| Multiplayer & persistence | 7 | 99 | 3.86 | 3.29 | 1.86 | 2.86 | 0.69 | 0.1 |
| Biology & health | 6 | 40 | 3.33 | 2.67 | 3 | 3 | 0.25 | 0.04 |
| Time & pacing | 6 | 121 | 4.5 | 1.5 | 1.67 | 1.67 | 0.2 | 0.03 |
| Operation & procedure | 4 | 13 | 4 | 1.75 | 3.5 | 3 | 0 | 0 |
Per mechanic family: size, total game uses, mean rubric scores, summed technique exposure (maturity x effect weights from vocab/rubrics.yaml), and exposure per mechanic. Sorted by summed exposure.
Exposure concentrates in four families: narrative and generation, agents and behavior, control and automation, and physics and materials: the layers where content is expensive to author or where behavior is expensive to compute. Per mechanic, Narrative & generation still leads, so the concentration is not an artifact of family size. Per mechanic, exposure is low across the economic and logistic core of the genre: resources, logistics, economy, and population all sit in the lower half of families, resources and logistics near the bottom, and exposure is lowest of all in operation and procedure. 99 mechanics are affected by no technique in the set, and they account for 52 percent of all game-to-mechanic uses in the catalog. Of the ten most widely used mechanics, 6 have no technique attached.
Current AI research mostly targets what a simulation game shows and says, not the rule-systems most simulation games are built from. That is partly sensible (production chains and budgets are cheap and legible already) and partly a gap: the economic core is where balance work, legibility problems, and authoring of recipes and scenarios consume design time.
8.3 Most exposed mechanics
| mechanic | family | technique exposure | technique count | prevalence |
|---|---|---|---|---|
| Generative content on demand | Narrative & generation | 5.812 | 13 | 7 |
| Procedural terrain | World generation | 4.188 | 10 | 20 |
| Utility action selection | Agents & behavior | 2.95 | 7 | 18 |
| Rigid-body physics | Physics & materials | 2.788 | 8 | 13 |
| Direct avatar control | Control & automation | 2.75 | 6 | 31 |
| Natural-language interaction | Social relations | 2.175 | 6 | 11 |
| Embodied skill control | Control & automation | 1.9 | 4 | 14 |
| Procedural build assist | Space & construction | 1.812 | 4 | 2 |
| Unit commands | Control & automation | 1.562 | 3 | 17 |
| Vehicle dynamics | Physics & materials | 1.413 | 4 | 9 |
| Decoration and beauty | Space & construction | 1.375 | 3 | 11 |
| Modular assembly | Space & construction | 1.35 | 4 | 27 |
| Memories and thoughts | Agents & behavior | 1.312 | 2 | 10 |
| Social exchanges | Social relations | 1.312 | 2 | 7 |
| Scenario objectives | Progression & goals | 1.3 | 6 | 40 |
| Agent pathfinding | Agents & behavior | 1.25 | 4 | 9 |
| Rival firms | Economy & finance | 1.188 | 4 | 8 |
| Advisors | Information & legibility | 1.125 | 2 | 6 |
| Delegation to AI managers | Control & automation | 1.062 | 3 | 7 |
| Storyteller director | Narrative & generation | 1 | 2 | 3 |
| Player legislation | Governance & policy | 1 | 3 | 2 |
| Material interactions | Physics & materials | 0.938 | 2 | 8 |
| Military operations | Conflict & defense | 0.938 | 3 | 4 |
| Soft-body deformation | Physics & materials | 0.9 | 4 | 1 |
| Faction diplomacy | Social relations | 0.812 | 2 | 15 |
Mechanics most affected by the technique set.
Generative content on demand and Procedural terrain lead because many techniques generate content or worlds. Utility action selection is next: language models, planners, and learned policies all offer to replace the hand-written scoring at the center of agent behavior. Rigid-body physics and Direct avatar control follow, exposed mainly to frame-generating world models, which replace both with learned prediction and therefore inherit those models' consistency limits.
8.4 Judgment versus evidence
Each mechanic carries a judged ai_leverage score. It correlates with technique exposure at ρ = 0.53. This is a consistency check, not independent agreement: the same model rater scored leverage, wrote the technique affects edges, and judged technique maturity (§2.6). The leverage-gap table lists where they disagree: mechanics judged highly open to AI that no technique in the set yet addresses.
| mechanic | family | ai leverage | technique exposure | prevalence | gap |
|---|---|---|---|---|---|
| Modding API | Multiplayer & persistence | 4 | 0 | 55 | 0.8 |
| Blueprints | Control & automation | 4 | 0 | 11 | 0.8 |
| Romance and family | Social relations | 4 | 0 | 11 | 0.8 |
| Creature care | Biology & health | 4 | 0 | 6 | 0.8 |
| Diagnosis and treatment | Biology & health | 4 | 0 | 3 | 0.8 |
| Product development | Economy & finance | 4 | 0 | 3 | 0.8 |
| Care-dependent development | Biology & health | 4 | 0 | 2 | 0.8 |
| Simulated history generation | World generation | 4 | 0 | 2 | 0.8 |
| Rule-checking inspection | Operation & procedure | 4 | 0 | 2 | 0.8 |
| Interest groups | Governance & policy | 4 | 0.188 | 6 | 0.768 |
| Fluid and gas simulation | Physics & materials | 4 | 0.2 | 11 | 0.766 |
| Dilemma cards | Narrative & generation | 4 | 0.225 | 7 | 0.761 |
| Forecasting | Information & legibility | 4 | 0.25 | 2 | 0.757 |
| Policy influence network | Governance & policy | 4 | 0.25 | 1 | 0.757 |
| History chronicle | Narrative & generation | 4 | 0.375 | 2 | 0.735 |
| Elections | Governance & policy | 4 | 0.438 | 7 | 0.725 |
| Programming by demonstration | Control & automation | 4 | 0.438 | 2 | 0.725 |
| Player programming | Control & automation | 4 | 0.5 | 10 | 0.714 |
| Real-world data feeds | World generation | 4 | 0.562 | 4 | 0.703 |
| Creature learning | Agents & behavior | 4 | 0.625 | 4 | 0.692 |
| Negotiation | Economy & finance | 4 | 0.625 | 4 | 0.692 |
| Hand crafting | Resources & production | 4 | 0.75 | 17 | 0.671 |
| Triggered event chains | Narrative & generation | 4 | 0.75 | 17 | 0.671 |
| Daily schedules | Agents & behavior | 4 | 0.75 | 8 | 0.671 |
| Procedural characters | World generation | 4 | 0.75 | 6 | 0.671 |
Mechanics where rater-judged AI leverage outruns the techniques currently linked to them (normalized). High gap = under-researched opportunity or missing technique links. Equal gaps are ordered by prevalence, so more-used mechanics come first.
Modding interfaces, blueprints, romance and family systems, creature care, diagnosis, product design, history generation, and rule-checking inspection are each judged ready for substantial change, and none has a technique pointed at it in this dataset. Some are covered implicitly by general techniques (code generation for modding, language models for romance dialogue), but none has a cited, game-specific result.
8.5 Authoritative state versus presentation
The techniques divide by whether they touch authoritative simulation state. Those that change only presentation have shipped (neural upscaling and frame generation, asset generation, motion synthesis) or reached prototypes (restyling); they preserve determinism or can be made reproducible by storing what they generate. Those that would replace physics, fields, or the world with learned prediction remain prototypes or research in games. The shipped exceptions that reach state are narrow and controlled: cached model outputs as rules (LLM-adjudicated state transitions (LLM as game mechanic)), language-model characters that choose actions in inZOI (Generative agents (memory stream, reflection, planning), On-device small language models for characters), and opponents (Deep reinforcement learning policies for NPC opponents and navigation, Monte Carlo tree search for game AI). Of these, only the language characters break reproducibility outright. The pattern suggests a design principle that recurs through §9: keep the simulation symbolic, typed, and logged, and let learned models read it, explain it, decorate it, and propose changes to it through validated interfaces.
9. Opportunities
9.1 Ranking
Each opportunity names the mechanics it reworks, the techniques it depends on, games that partially demonstrate it, a validation experiment, and a falsifiable prediction. Priority is a weighted geometric mean of impact, feasibility, and novelty scored against rubric anchors; the weights favor impact and feasibility so that safe-but-trivial and brilliant-but-impossible ideas both rank below ideas that are useful and buildable.
table · 42 rows · opportunities-ranked
Opportunities by composite priority (weighted geometric mean of impact, feasibility, novelty; weights in vocab/rubrics.yaml).
The highest-ranked opportunity is Why-query over the simulation log. Most of the ideas near the top make existing simulations more legible, cheaper to extend, or more alive with techniques that already work, and none asks a learned model to become the simulation.
9.2 Five design principles
The opportunities share a small set of principles, each a response to the ceilings in §6 and the evidence in §8.
- Keep the simulation symbolic; let models read, explain, decorate, and propose. Authoritative state stays typed and deterministic. Learned models sit around it as renderers, narrators, explainers, and proposal generators whose outputs pass through validators (Symbolic simulation, neural rendering, Content-elastic event systems, Natural-language legislation).
- Spend inference on salience. Most ticks need no model. Calls at moments that matter, cached and logged, buy believability at bounded cost (Salience-gated language agents, Drama-aware storyteller, Local-first AI simulation games).
- Explain before you generate. Comprehension limits how much coupling players can use (§6.3), and technique research rarely targets it (§8.1). Explanation over logs and sensitivity analysis needs only techniques that already exist (Why-query over the simulation log, Bottleneck explainer for production networks, Branch preview of policy futures, Illustrated chronicles).
- Generate offline, verify with agents. Content, recipes, scenarios, mods, and balance can be generated at design time and checked by automated play before any player sees them (Parallel autobalancing of economies, Generated recipe graphs, Quality-diversity scenario libraries, Mechanic modding by description).
- Log every model call as an event. Recording outputs restores replay, multiplayer sync, bug reproduction, and auditability, and the same log powers explanation, forecasting, and chronicles (Event-sourced simulation runtime).
9.3 By the ceiling they relax
Legibility. Why-query over the simulation log answers why-questions from the event log; Bottleneck explainer for production networks points at the binding constraint in production networks, a widely used mechanic with no technique attached; Branch preview of policy futures shows distributions of futures before a decision; Explained delegation to AI managers makes delegated subsystems accountable; Simulator instructor coaching narrates mistakes in operation sims.
Authoring cost. Content-elastic event systems removes the ceiling on event decks; Generated inspection shifts gives rule-checking games endless fair cases; Generative decoration catalogs and Learned build assist for cities widen creative modes; Generated recipe graphs and Quality-diversity scenario libraries cut the cost of progression content; Mechanic modding by description hands extension to players.
Agent believability. Salience-gated language agents gives colony and life sims specific minds at bounded cost; Drama-aware storyteller picks events for characters' arcs; Negotiating faction AI lets rivals bargain and remember; Human-calibrated customers grounds crowds in models of real choice; Trainable creatures revival returns to learned creatures with modern learning; Learned motion for simulated crowds shows internal state in movement.
Compute. Learned material surrogates at world scale extends particle-level materials to whole worlds; Mean-field crowds and traffic lets cities hold equilibrium-consistent populations; Learned regional weather brings realistic weather at low runtime cost.
Determinism and infrastructure. Event-sourced simulation runtime and Local-first AI simulation games make AI components operable in long-lived, offline, moddable games; Symbolic simulation, neural rendering separates what must be exact from what may be generated.
New forms. Language-agent society terrarium makes watching a language-agent society the game; Open-ended evolution sandbox builds evolution games on continuous artificial life; Specification programming games turns programming puzzles into specification and testing; Intent-level orders and Teachable sim companion move control from clicks to intent and demonstration; Agent ambassadors between player worlds links single-player worlds through negotiating envoys; Generated dream and replay views gives world models a role where drift is a feature; Factories with a living workforce, Placement that tells stories, and Research by named scientists fill white space between common mechanics.
Beyond entertainment. Simulation games as agent benchmarks offers simulation games as long-horizon evaluation environments for AI agents; Participatory planning sandboxes and Calibrated serious simulations carry calibrated models into planning and education; Automated mechanic discovery uses this taxonomy as a search space for new mechanics.
9.4 Where to start, by kind of builder
- A small studio should look first at opportunities with feasibility 4 or 5 and horizon "now": legibility layers over an existing simulation, content-elastic events with validators, salience-gated agents on a local model, and offline balancing. Each can ship as a feature of a conventional design.
- An engine, middleware, or tools company has the infrastructure opportunities: event-sourced runtimes with model-call logging, constrained interfaces from language to game actions, headless simulation for agent testing, and calibrated surrogate libraries for weather and materials.
- A research group has the open problems: symbolic-to-neural rendering with semantic fidelity guarantees, learned material surrogates that conserve mass and energy, automated discovery of mechanics, and evaluation of explanation quality in games.
- Organizations outside games can use simulation games as instruments: agent benchmarks, planning sandboxes, and calibrated serious simulations, where the genre's legibility layer is as valuable as its models.
10. Risks and open problems
The opportunities in §9 inherit the risks of their techniques. Each technique records its primary risks from a closed vocabulary:
| Risk | techniques |
|---|---|
| Controllability | 34 |
| Compute cost | 29 |
| Evaluation difficulty | 24 |
| Consistency / hallucination | 20 |
| Latency | 13 |
| Determinism | 11 |
| IP / provenance | 9 |
| Legibility | 9 |
| Player trust / reception | 9 |
| Content safety | 7 |
| Labor displacement | 7 |
Consistency. Language and world models contradict state, forget, and drift. In a simulation game a contradiction is worse than a gap, because players use the simulation's outputs to build mental models. Constrained decoding, typed write-back, and grounding every generated claim in logged state are necessary; none is sufficient for open-ended generation.
Determinism. Runtime generation breaks replays, lockstep multiplayer, and bug reproduction unless outputs are recorded and replayed as events. Games that already depend on determinism (competitive leaderboards, large multiplayer factories) should treat model outputs as inputs from an external system, logged at the boundary.
Cost. Per-player-hour inference conflicts with one-time purchases and with how long simulation players play. Local models, salience gating, and caching bound cost; frame-generating world models remain far from affordable at the session lengths simulation games require (§7.2).
Legibility of learned systems. A learned policy or generated rule can be as opaque as the simulation it replaced. Every learned component that affects state needs an explanation path, or it moves a mechanic down the legibility scale in §5.6.
Evaluation. Open-ended outputs are hard to QA. Automated playtesting checks validity and balance, not quality; human evaluation does not scale to generated variety. Simulation games need evaluation methods for generated content analogous to the verification queue in this dataset: sampled, scored against anchors, and logged.
Player trust and labor. Reception of generative features has been mixed, and developers' view of generative AI's effect on the industry has turned more negative while reported use held steady (§7.2). Disclosure rules on the largest PC store already distinguish pre-generated from live-generated content [4]. Opportunities that make games more legible or let players author more (explanation, modding by description, intent-level orders) are less exposed to this risk than those that replace authored work.
Safety and provenance. Live generation in social simulations needs content guardrails, especially where players can steer characters with language. Asset generation carries training-data and likeness questions. These risks are recorded per technique so they can be filtered and tracked.
Open research problems recorded on mechanic and technique pages include: grounding generated explanations in simulation logs with measurable faithfulness; conservation guarantees for learned physics; semantic fidelity for neural rendering of symbolic state; inferring needs and preferences from behavior instead of declaring them; and fair, inspectable AI participants in player economies.
11. Predictions and research agenda
Every opportunity carries a falsifiable prediction with a resolve-by date and criteria a stranger could check. The first resolves on 2027-12-31. Because predictions are data, resolving one is a pull request: a verification run by a different operator (and model, for agents) adds a resolution with its outcome and evidence to the prediction (tasks/resolve-prediction.md), and the table, report, and site update. 42 of 42 predictions are open.
table · 42 rows · predictions
| resolve by | name | prediction | status |
|---|---|---|---|
| 2027-12-31 | Content-elastic event systems | A grand strategy, life sim, or narrative management game will ship runtime-generated events constrained by an event schema. | open |
| 2027-12-31 | Generated inspection shifts | An inspection or bureaucracy job sim will generate documents or applicants at runtime and score the player against an answer key derived from formal rules. | open |
| 2027-12-31 | Generative decoration catalogs | A life or management sim other than inZOI will let players generate new placeable 3D objects from text or images. | open |
| 2027-12-31 | Illustrated chronicles | A systemic simulation game will ship an automatic, shareable narrative summary of a run's history generated from its event log. | open |
| 2027-12-31 | Local-first AI simulation games | At least five games with over 1,000 Steam user reviews will use an on-device language model at runtime without requiring an internet connection. | open |
| 2027-12-31 | Parallel autobalancing of economies | At least two studios will publicly describe using large-scale agent search to balance a simulation or strategy game's economy before release. | open |
| 2027-12-31 | Simulation games as agent benchmarks | A simulation game developer or publisher will officially release a headless research API or benchmark for AI agents. | open |
| 2027-12-31 | Simulator instructor coaching | A flight or racing simulator will ship an AI voice instructor that comments on live telemetry. | open |
| 2027-12-31 | Why-query over the simulation log | A widely played simulation or strategy game will let players ask in natural language why something happened in their own game and answer from game state. | open |
| 2028-06-30 | Bottleneck explainer for production networks | A factory or city-building game will ship a feature that names the binding constraint in the player's production network by testing the simulation, not by displaying static ratios. | open |
| 2028-06-30 | Branch preview of policy futures | A city builder, colony sim, or grand strategy game will show players several simulated stochastic futures of their current game state before a decision. | open |
| 2028-06-30 | Drama-aware storyteller | A colony sim or survival management game will ship an event director that uses a language model to rank authored events against the current story state. | open |
| 2028-06-30 | Intent-level orders | A colony or management sim will let players issue standing natural-language orders that compile into its job and priority systems. | open |
| 2028-06-30 | Learned build assist for cities | A city builder will ship a machine-learned layout generator that turns player strokes into detailed streets or districts. | open |
| 2028-06-30 | Mechanic modding by description | The developer of a moddable simulation game will ship or officially endorse a tool that builds working mods from natural-language descriptions. | open |
| 2028-06-30 | Quality-diversity scenario libraries | A simulation or puzzle-sim game will ship a scenario library generated by quality-diversity search. | open |
| 2028-06-30 | Specification programming games | A programming game will make specifying or testing AI-written code its core loop. | open |
| 2028-12-31 | Calibrated serious simulations | A playable serious-game or educational simulation will publish posterior-calibrated parameters with fit metrics as part of its release. | open |
| 2028-12-31 | Event-sourced simulation runtime | An engine, middleware vendor, or open-source project will ship an event-log replay and determinism layer designed for games with generative AI components. | open |
| 2028-12-31 | Explained delegation to AI managers | A grand strategy or management game will ship AI managers that learn delegation policy from the individual player's own past decisions. | open |
| 2028-12-31 | Generated dream and replay views | A game will use a generative video or world model to show character memories or in-world histories drawn from the simulation's own event log. | open |
| 2028-12-31 | Generated recipe graphs | A factory or crafting game or overhaul mod will credit algorithmic or model-based generation for its recipe graph or tech tree. | open |
| 2028-12-31 | Human-calibrated customers | A management or tycoon game will state that its customer or citizen preferences come from a model of human behavior learned from data. | open |
| 2028-12-31 | Learned regional weather | A farming, flight, or city sim will ship weather generated by a learned emulator rather than scripted states or live forecast feeds. | open |
| 2028-12-31 | Natural-language legislation | A political or city-building game will let players enact free-text laws that change simulation parameters. | open |
| 2028-12-31 | Placement that tells stories | A city builder will advertise placement-triggered narrative events tied to named inhabitants as a core feature. | open |
| 2028-12-31 | Salience-gated language agents | At least three colony or life sims with over 1,000 Steam user reviews will call a language model for agents only on salient events rather than per decision. | open |
| 2028-12-31 | Teachable sim companion | An automation or sandbox game will ship an in-game companion that learns reusable skills from player demonstration or instruction. | open |
| 2029-06-30 | AI liquidity in player markets | A persistent online game will add AI traders to its player-driven market, with their behavior fitted to observed player trading. | open |
| 2029-06-30 | Agent ambassadors between player worlds | A game will let each player's AI representative trade or negotiate with other players' worlds while those players are offline. | open |
| 2029-06-30 | Learned motion for simulated crowds | A management or colony sim will ship learned physics-based motion for its simulated population. | open |
| 2029-06-30 | Negotiating faction AI | A grand strategy or 4X game will ship AI opponents that negotiate in free-text or generated-language diplomacy backed by a planner. | open |
| 2029-06-30 | Research by named scientists | A strategy or management game will ship research performed by a simulated population of named researchers whose relationships affect outcomes. | open |
| 2029-06-30 | Trainable creatures revival | A virtual-pet or god game will ship a creature controlled by a learned neural or reinforcement-learning policy that player feedback updates during play. | open |
| 2029-12-31 | Factories with a living workforce | A factory or automation game in which workers age, train, and are replaced by a simulated next generation will reach 1,000 Steam user reviews. | open |
| 2029-12-31 | Language-agent society terrarium | A game whose core loop is observing and nudging a society of at least 50 language-model agents will reach 1,000 Steam user reviews. | open |
| 2029-12-31 | Learned material surrogates at world scale | A game will use a learned surrogate model to simulate fluid, gas, or destruction at runtime. | open |
| 2029-12-31 | Mean-field crowds and traffic | A city builder will document a mean-field or continuum crowd model as its primary traffic or population simulation. | open |
| 2029-12-31 | Open-ended evolution sandbox | A game built on a continuous artificial-life substrate (Lenia family or neural cellular automata) will reach 1,000 Steam user reviews. | open |
| 2029-12-31 | Participatory planning sandboxes | A city government will use a game-style calibrated simulation with simulated resident feedback in a formal planning consultation. | open |
| 2029-12-31 | Symbolic simulation, neural rendering | A game will render its primary view with a generative model conditioned on an explicit symbolic game state. | open |
| 2030-12-31 | Automated mechanic discovery | A commercial game will credit one of its shipped mechanics to an automated rule-discovery system. | open |
Each prediction has resolution criteria on its wiki page. A prediction that fails is evidence against the opportunity thesis, not only against its timing.
11.1 Agenda
- Instrument a simulation for explanation. Build the event log with cause links that why-queries, branch previews, and chronicles all need, and measure explanation faithfulness against human audit.
- Measure legibility in players, not only in rubrics. The legibility and emergence scores here are judgments by a single model rater; a shared protocol for measuring how quickly players form correct causal models would let designers compare mechanics empirically.
- Connect techniques to the economic core. Resource and production mechanics are the most used family in the catalog and, per mechanic, among the least targeted by current techniques, and logistics mechanics fare no better (§8.2). Balance search, recipe generation, and bottleneck explanation are tractable first steps.
- Separate authoritative and generated layers. Develop and benchmark architectures where learned models render, narrate, or propose, and symbolic state decides.
- Extend the dataset. Add mobile and non-English simulation traditions, score mechanics with a second, calibrated rater (
calibration/,tasks/rate-scores.md), resolve the verification queue, and record design tensions with evidence from postmortems.
11.2 How to extend this report
The report is generated. To add a game, mechanic, technique, or opportunity, follow AGENTS.md; tables, counts, figures, rankings, and this section's prediction list update on the next build. To change an argument, edit the prose in report/src/; every dataset number in it is a token, so the text cannot fall out of date with the data.
Appendix A. Game catalog
table · 174 rows · game-catalog
| name | year | developer | subgenre | time model | sim scale | mechanics | cluster | status |
|---|---|---|---|---|---|---|---|---|
| Hamurabi | 1968 | Doug Dyment (Digital Equipment Corporation) | City builder | Turn-based | Settlement | 6 | C12 | sourced |
| Conway's Game of Life | 1970 | John Horton Conway | Artificial life | Run on demand | Micro | 3 | C12 | sourced |
| The Oregon Trail | 1971 | Don Rawitsch, Bill Heinemann, and Paul Dillenberger; later MECC | Survival sim | Turn-based | Household / crew | 5 | C12 | sourced |
| Lemonade Stand | 1973 | Bob Jamison (MECC) | Business / economic sim | Turn-based | Facility | 7 | C12 | sourced |
| Utopia | 1982 | Don Daglow (Mattel Electronics) | City builder | Real-time | Settlement | 8 | C05 | contested |
| M.U.L.E. | 1983 | Ozark Softscape | Business / economic sim | Turn-based | Settlement | 10 | C04 | sourced |
| Elite | 1984 | David Braben and Ian Bell | Space sim | Real-time | Interplanetary+ | 6 | C18 | sourced |
| Balance of Power | 1985 | Chris Crawford | Political sim | Turn-based | Nation / polity | 6 | C12 | sourced |
| Little Computer People | 1985 | Activision | Life sim | Real-time | Individual | 6 | C13 | sourced |
| Populous | 1989 | Bullfrog Productions | God game | Real-time | Region | 5 | C16 | sourced |
| SimCity | 1989 | Maxis | City builder | Real-time with pause | City | 17 | C14 | sourced |
| Railroad Tycoon | 1990 | MPS Labs (MicroProse) | Transport / logistics | Real-time with pause | Region | 15 | C04 | sourced |
| SimEarth | 1990 | Maxis | God game | Real-time with pause | Planet | 10 | C16 | sourced |
| Sid Meier's Civilization | 1991 | MicroProse | 4X strategy | Turn-based | Nation / polity | 13 | C05 | sourced |
| SimAnt | 1991 | Maxis | Artificial life | Real-time with pause | Settlement | 10 | C01 | sourced |
| SimLife | 1992 | Maxis | Artificial life | Real-time with pause | Region | 8 | C16 | sourced |
| Princess Maker 2 | 1993 | Gainax | Life sim | Turn-based | Individual | 9 | C15 | sourced |
| SimCity 2000 | 1993 | Maxis | City builder | Real-time with pause | City | 18 | C14 | sourced |
| The Incredible Machine | 1993 | Jeff Tunnell Productions | Construction / engineering | Run on demand | Individual | 6 | C08 | sourced |
| SimTower | 1994 | OPeNBooK (Yoot Saito) | Management / tycoon | Real-time with pause | Facility | 9 | C23 | sourced |
| Theme Park | 1994 | Bullfrog Productions | Management / tycoon | Real-time with pause | Facility | 14 | C02 | sourced |
| Transport Tycoon | 1994 | Chris Sawyer | Transport / logistics | Real-time with pause | Region | 18 | C04 | sourced |
| Capitalism | 1995 | Enlight Software | Business / economic sim | Real-time with pause | Region | 13 | C02 | sourced |
| X-Plane | 1995 | Laminar Research | Flight sim | Real-time with pause | Individual | 8 | C09 | sourced |
| Creatures | 1996 | Millennium Interactive / Cyberlife Technology | Artificial life | Real-time with pause | Individual | 12 | C13 | sourced |
| Harvest Moon | 1996 | Amccus | Farming sim | Real-time | Facility | 8 | C17 | sourced |
| Tamagotchi | 1996 | Bandai | Virtual pet | Real-world clock | Individual | 8 | C13 | sourced |
| Gran Turismo | 1997 | Polys Entertainment (Polyphony Digital) | Vehicle sim | Real-time | Individual | 6 | C10 | sourced |
| Theme Hospital | 1997 | Bullfrog Productions | Management / tycoon | Real-time with pause | Facility | 16 | C02 | sourced |
| Ultima Online | 1997 | Origin Systems | MMO world | Asynchronous persistent | Region | 11 | C11 | sourced |
| Caesar III | 1998 | Impressions Games | City builder | Real-time with pause | City | 17 | C01 | sourced |
| Out of the Park Baseball | 1999 | Out of the Park Developments | Sports management | Turn-based | Household / crew | 11 | C21 | sourced |
| Pharaoh | 1999 | Impressions Games | City builder | Real-time with pause | City | 15 | C01 | sourced |
| RollerCoaster Tycoon | 1999 | Chris Sawyer Productions | Management / tycoon | Real-time with pause | Facility | 20 | C02 | sourced |
| Seaman | 1999 | Vivarium | Virtual pet | Real-world clock | Individual | 8 | C13 | sourced |
| The Sims | 2000 | Maxis | Life sim | Real-time with pause | Household / crew | 15 | C03 | sourced |
| Black & White | 2001 | Lionhead Studios | God game | Real-time | Region | 9 | C13 | sourced |
| Zoo Tycoon | 2001 | Blue Fang Games | Management / tycoon | Real-time with pause | Facility | 11 | C02 | sourced |
| A Tale in the Desert | 2003 | eGenesis | MMO world | Asynchronous persistent | Region | 8 | C11 | sourced |
| EVE Online | 2003 | CCP Games | MMO world | Asynchronous persistent | Interplanetary+ | 12 | C11 | sourced |
| Second Life | 2003 | Linden Lab | MMO world | Asynchronous persistent | Region | 9 | C11 | sourced |
| SimCity 4 | 2003 | Maxis | City builder | Real-time with pause | City | 16 | C14 | sourced |
| Aurora 4X | 2004 | Steve Walmsley | 4X strategy | Turn-based | Interplanetary+ | 13 | C18 | sourced |
| Football Manager | 2004 | Sports Interactive | Sports management | Turn-based | Household / crew | 15 | C21 | sourced |
| Garry's Mod | 2004 | Facepunch Studios | Physics sandbox | Real-time | Individual | 7 | C08 | sourced |
| The Sims 2 | 2004 | Maxis | Life sim | Real-time with pause | Household / crew | 17 | C03 | sourced |
| Façade | 2005 | Procedural Arts | Social sim | Real-time | Household / crew | 5 | C07 | sourced |
| Nintendogs | 2005 | Nintendo EAD | Virtual pet | Real-world clock | Individual | 7 | C13 | sourced |
| Silent Hunter III | 2005 | Ubisoft Bucharest | Vehicle sim | Real-time with pause | Individual | 10 | C09 | sourced |
| Dwarf Fortress | 2006 | Bay 12 Games | Colony sim | Real-time with pause | Settlement | 30 | C03 | sourced |
| Viva Piñata | 2006 | Rare | Ecosystem / evolution | Real-time | Facility | 9 | C17 | sourced |
| DCS World | 2008 | Eagle Dynamics | Flight sim | Real-time with pause | Individual | 10 | C09 | sourced |
| Spore | 2008 | Maxis | Ecosystem / evolution | Real-time | Interplanetary+ | 8 | C22 | sourced |
| The Powder Toy | 2008 | The Powder Toy contributors | Physics sandbox | Real-time with pause | Micro | 9 | C06 | sourced |
| Universe Sandbox | 2008 | Dan Dixon; Giant Army | Physics sandbox | Real-time with pause | Interplanetary+ | 7 | C18 | sourced |
| iRacing | 2008 | iRacing Studios (iRacing.com Motorsport Simulations) | Vehicle sim | Real-time | Individual | 4 | C10 | sourced |
| Minecraft | 2009 | Mojang Studios | Sandbox world | Real-time | Region | 15 | C06 | sourced |
| The Sims 3 | 2009 | Maxis Redwood Shores | Life sim | Real-time with pause | Household / crew | 19 | C03 | sourced |
| From Dust | 2011 | Ubisoft Montpellier | God game | Real-time | Region | 8 | C16 | sourced |
| Kerbal Space Program | 2011 | Squad | Space sim | Real-time with pause | Interplanetary+ | 15 | C18 | sourced |
| Project Zomboid | 2011 | The Indie Stone | Survival sim | Real-time with pause | Individual | 18 | C06 | sourced |
| SpaceChem | 2011 | Zachtronics | Programming sim | Run on demand | Micro | 6 | C19 | sourced |
| Don't Starve | 2012 | Klei Entertainment | Survival sim | Real-time | Individual | 13 | C06 | sourced |
| Euro Truck Simulator 2 | 2012 | SCS Software | Vehicle sim | Real-time | Individual | 11 | C10 | sourced |
| FTL: Faster Than Light | 2012 | Subset Games | Space sim | Real-time with pause | Household / crew | 14 | C06 | sourced |
| Game Dev Tycoon | 2012 | Greenheart Games | Business / economic sim | Real-time with pause | Facility | 12 | C02 | sourced |
| Plague Inc. | 2012 | Ndemic Creations | Ecosystem / evolution | Real-time with pause | Planet | 9 | C01 | sourced |
| Prison Architect | 2012 | Introversion Software | Management / tycoon | Real-time with pause | Facility | 18 | C02 | sourced |
| Prom Week | 2012 | UC Santa Cruz Expressive Intelligence Studio | Social sim | Turn-based | Household / crew | 6 | C03 | sourced |
| Species: Artificial Life, Real Evolution | 2012 | Quasar | Artificial life | Real-time with pause | Region | 8 | C16 | sourced |
| Arma 3 | 2013 | Bohemia Interactive | Wargame / military sim | Real-time | Individual | 10 | C09 | sourced |
| BeamNG.drive | 2013 | BeamNG GmbH | Vehicle sim | Real-time with pause | Individual | 7 | C10 | sourced |
| Europa Universalis IV | 2013 | Paradox Development Studio | Grand strategy | Real-time with pause | Nation / polity | 21 | C05 | sourced |
| Factorio | 2013 | Wube Software | Factory / automation | Real-time | Facility | 28 | C04 | sourced |
| Kenshi | 2013 | Lo-Fi Games | Systemic RPG | Real-time with pause | Region | 16 | C01 | sourced |
| Mini Metro | 2013 | Dinosaur Polo Club | Transport / logistics | Real-time with pause | City | 5 | C23 | sourced |
| Papers, Please | 2013 | Lucas Pope (3909 LLC) | Job sim | Real-time | Individual | 7 | C15 | sourced |
| RimWorld | 2013 | Ludeon Studios | Colony sim | Real-time with pause | Settlement | 25 | C03 | sourced |
| SimCity (2013) | 2013 | Maxis Emeryville | City builder | Real-time with pause | City | 14 | C14 | sourced |
| Space Engineers | 2013 | Keen Software House | Sandbox world | Real-time | Facility | 14 | C08 | sourced |
| Surgeon Simulator | 2013 | Bossa Studios | Medical sim | Real-time | Individual | 4 | C08 | sourced |
| Tomodachi Life | 2013 | Nintendo SPD | Life sim | Real-world clock | Settlement | 8 | C03 | sourced |
| Versu | 2013 | Linden Lab | Social sim | Turn-based | Household / crew | 6 | C03 | sourced |
| Banished | 2014 | Shining Rock Software | City builder | Real-time with pause | Settlement | 16 | C01 | sourced |
| Elite Dangerous | 2014 | Frontier Developments | Space sim | Asynchronous persistent | Interplanetary+ | 17 | C18 | sourced |
| Screeps | 2014 | Screeps, LLC | Programming sim | Asynchronous persistent | Region | 12 | C11 | sourced |
| Subnautica | 2014 | Unknown Worlds Entertainment | Survival sim | Real-time | Individual | 9 | C06 | sourced |
| The Long Dark | 2014 | Hinterland Studio | Survival sim | Real-time | Individual | 10 | C06 | sourced |
| The Sims 4 | 2014 | Maxis | Life sim | Real-time with pause | Household / crew | 20 | C03 | sourced |
| This War of Mine | 2014 | 11 bit studios | Survival sim | Real-time | Household / crew | 12 | C15 | sourced |
| Besiege | 2015 | Spiderling Studios | Construction / engineering | Run on demand | Individual | 8 | C08 | sourced |
| Big Pharma | 2015 | Twice Circled | Factory / automation | Real-time with pause | Facility | 10 | C04 | sourced |
| Caves of Qud | 2015 | Freehold Games | Systemic RPG | Turn-based | Individual | 10 | C12 | sourced |
| Cities: Skylines | 2015 | Colossal Order | City builder | Real-time with pause | City | 17 | C14 | sourced |
| Offworld Trading Company | 2015 | Mohawk Games | Business / economic sim | Real-time with pause | Region | 12 | C04 | sourced |
| Poly Bridge | 2015 | Dry Cactus | Construction / engineering | Run on demand | Facility | 7 | C08 | sourced |
| Hearts of Iron IV | 2016 | Paradox Development Studio | Grand strategy | Real-time with pause | Nation / polity | 17 | C05 | sourced |
| Job Simulator | 2016 | Owlchemy Labs | Job sim | Real-time | Individual | 3 | C08 | sourced |
| Motorsport Manager | 2016 | Playsport Games | Sports management | Real-time with pause | Household / crew | 10 | C21 | sourced |
| Planet Coaster | 2016 | Frontier Developments | Management / tycoon | Real-time with pause | Facility | 17 | C02 | sourced |
| Reigns | 2016 | Nerial | Political sim | Turn-based | Nation / polity | 5 | C15 | sourced |
| Stardew Valley | 2016 | ConcernedApe | Farming sim | Real-time | Facility | 16 | C17 | sourced |
| Stellaris | 2016 | Paradox Development Studio | 4X strategy | Real-time with pause | Interplanetary+ | 21 | C05 | sourced |
| Bitburner | 2017 | danielyxie and Bitburner contributors | Programming sim | Real-world clock | Individual | 8 | C19 | sourced |
| Kingdoms and Castles | 2017 | Lion Shield | City builder | Real-time with pause | Settlement | 16 | C01 | sourced |
| Mindustry | 2017 | Anuke | Factory / automation | Real-time with pause | Settlement | 17 | C04 | sourced |
| Opus Magnum | 2017 | Zachtronics | Programming sim | Run on demand | Micro | 6 | C19 | sourced |
| Oxygen Not Included | 2017 | Klei Entertainment | Colony sim | Real-time with pause | Settlement | 24 | C03 | sourced |
| Stationeers | 2017 | RocketWerkz | Survival sim | Real-time | Facility | 12 | C06 | sourced |
| The Legend of Zelda: Breath of the Wild | 2017 | Nintendo EPD | Sandbox world | Real-time | Region | 10 | C06 | sourced |
| Eco | 2018 | Strange Loop Games | MMO world | Asynchronous persistent | Planet | 15 | C11 | sourced |
| Equilinox | 2018 | ThinMatrix | Ecosystem / evolution | Real-time | Facility | 8 | C17 | sourced |
| Frostpunk | 2018 | 11 bit studios | City builder | Real-time with pause | Settlement | 14 | C01 | sourced |
| House Flipper | 2018 | Empyrean | Job sim | Real-time | Facility | 7 | C20 | sourced |
| Jurassic World Evolution | 2018 | Frontier Developments | Management / tycoon | Real-time with pause | Facility | 13 | C02 | sourced |
| PC Building Simulator | 2018 | Claudiu Kiss and The Irregular Corporation | Job sim | Real-time | Individual | 6 | C20 | sourced |
| Project Hospital | 2018 | Oxymoron Games | Medical sim | Real-time with pause | Facility | 10 | C02 | sourced |
| Rebel Inc. | 2018 | Ndemic Creations | Political sim | Real-time with pause | Region | 8 | C05 | sourced |
| Surviving Mars | 2018 | Haemimont Games | City builder | Real-time with pause | Settlement | 16 | C02 | sourced |
| Two Point Hospital | 2018 | Two Point Studios | Management / tycoon | Real-time with pause | Facility | 17 | C02 | sourced |
| AI Dungeon | 2019 | Latitude | AI-native | Turn-based | Individual | 4 | C07 | sourced |
| Anno 1800 | 2019 | Ubisoft Blue Byte | City builder | Real-time with pause | Region | 13 | C01 | sourced |
| Autonauts | 2019 | Denki | Programming sim | Real-time | Settlement | 12 | C19 | sourced |
| Command: Modern Operations | 2019 | Warfare Sims | Wargame / military sim | Real-time with pause | Region | 11 | C09 | sourced |
| Foundation | 2019 | Polymorph Games | City builder | Real-time with pause | Settlement | 9 | C01 | sourced |
| Islanders | 2019 | Grizzly Games | City builder | Turn-based | Settlement | 4 | C22 | sourced |
| Noita | 2019 | Nolla Games | Physics sandbox | Real-time | Individual | 11 | C06 | sourced |
| Planet Zoo | 2019 | Frontier Developments | Management / tycoon | Real-time with pause | Facility | 15 | C02 | sourced |
| Satisfactory | 2019 | Coffee Stain Studios | Factory / automation | Real-time | Facility | 18 | C04 | sourced |
| Tropico 6 | 2019 | Limbic Entertainment | City builder | Real-time with pause | Nation / polity | 12 | C05 | sourced |
| Workers & Resources: Soviet Republic | 2019 | 3Division | City builder | Real-time with pause | Region | 15 | C01 | sourced |
| Animal Crossing: New Horizons | 2020 | Nintendo EPD | Life sim | Real-world clock | Settlement | 13 | C17 | sourced |
| Crusader Kings III | 2020 | Paradox Development Studio | Grand strategy | Real-time with pause | Nation / polity | 21 | C05 | sourced |
| Democracy 4 | 2020 | Positech Games | Political sim | Turn-based | Nation / polity | 11 | C05 | sourced |
| Hardspace: Shipbreaker | 2020 | Blackbird Interactive | Job sim | Real-time | Individual | 7 | C20 | sourced |
| Microsoft Flight Simulator (2020) | 2020 | Asobo Studio | Flight sim | Real-time with pause | Individual | 9 | C09 | sourced |
| SnowRunner | 2020 | Saber Interactive | Vehicle sim | Real-time | Individual | 7 | C10 | sourced |
| Songs of Syx | 2020 | Gamatron AB | City builder | Real-time with pause | City | 11 | C01 | sourced |
| Space Haven | 2020 | Bugbyte | Colony sim | Real-time with pause | Household / crew | 17 | C03 | sourced |
| Suzerain | 2020 | Torpor Games | Political sim | Turn-based | Nation / polity | 6 | C15 | sourced |
| Teardown | 2020 | Tuxedo Labs | Physics sandbox | Real-time | Facility | 8 | C08 | sourced |
| Townscaper | 2020 | Oskar Stålberg | City builder | Turn-based | Settlement | 3 | C24 | sourced |
| Against the Storm | 2021 | Eremite Games | City builder | Real-time with pause | Settlement | 13 | C01 | sourced |
| Car Mechanic Simulator 2021 | 2021 | Red Dot Games | Job sim | Real-time | Individual | 6 | C20 | sourced |
| Dyson Sphere Program | 2021 | Youthcat Studio | Factory / automation | Real-time | Interplanetary+ | 19 | C04 | sourced |
| Going Medieval | 2021 | Foxy Voxel | Colony sim | Real-time with pause | Settlement | 21 | C03 | sourced |
| PowerWash Simulator | 2021 | FuturLab | Job sim | Real-time | Individual | 4 | C20 | sourced |
| Timberborn | 2021 | Mechanistry | City builder | Real-time with pause | Settlement | 13 | C01 | sourced |
| Valheim | 2021 | Iron Gate Studio | Survival sim | Real-time | Individual | 15 | C06 | sourced |
| Captain of Industry | 2022 | MaFi Games | Factory / automation | Real-time with pause | Settlement | 23 | C04 | sourced |
| Farthest Frontier | 2022 | Crate Entertainment | City builder | Real-time with pause | Settlement | 14 | C01 | sourced |
| Gran Turismo 7 | 2022 | Polyphony Digital | Vehicle sim | Real-time | Individual | 6 | C10 | sourced |
| Victoria 3 | 2022 | Paradox Development Studio | Grand strategy | Real-time with pause | Nation / polity | 20 | C05 | sourced |
| Big Ambitions | 2023 | Hovgaard Games | Business / economic sim | Real-time with pause | City | 12 | C02 | sourced |
| Cities: Skylines II | 2023 | Colossal Order (Iceflake Studios from 2026) | City builder | Real-time with pause | City | 18 | C14 | sourced |
| Contraband Police | 2023 | Crazy Rocks Studios | Job sim | Real-time | Individual | 6 | C15 | sourced |
| Generative Agents (Smallville) | 2023 | Stanford University and Google Research | AI-native | Run on demand | Settlement | 7 | C07 | sourced |
| Suck Up! | 2023 | Proxima Enterprises | AI-native | Real-time | Individual | 6 | C07 | sourced |
| Terra Nil | 2023 | Free Lives | City builder | Real-time | Region | 6 | C16 | sourced |
| The Farmer Was Replaced | 2023 | Timon Herzog | Programming sim | Real-time | Facility | 6 | C19 | sourced |
| Farming Simulator 25 | 2024 | Giants Software | Farming sim | Real-time with pause | Facility | 14 | C10 | sourced |
| Frostpunk 2 | 2024 | 11 bit studios | City builder | Real-time with pause | City | 11 | C05 | sourced |
| Infinite Craft | 2024 | Neal Agarwal | AI-native | Turn-based | Individual | 3 | C07 | sourced |
| Manor Lords | 2024 | Slavic Magic | City builder | Real-time with pause | Settlement | 15 | C01 | sourced |
| Microsoft Flight Simulator 2024 | 2024 | Asobo Studio | Flight sim | Real-time with pause | Individual | 12 | C09 | sourced |
| Project Sid | 2024 | Altera | AI-native | Real-time | Settlement | 8 | C07 | sourced |
| Tiny Glade | 2024 | Pounce Light | City builder | Real-time | Settlement | 3 | C24 | sourced |
| Where Winds Meet | 2024 | Everstone Studio (NetEase Games) | Systemic RPG | Real-time | Individual | 5 | C07 | asserted |
| shapez 2 | 2024 | tobspr Games | Factory / automation | Real-time | Facility | 12 | C04 | sourced |
| Anno 117: Pax Romana | 2025 | Ubisoft Mainz | City builder | Real-time with pause | Region | 13 | C01 | sourced |
| Schedule I | 2025 | TVGS | Business / economic sim | Real-time | City | 12 | C02 | sourced |
| Whispers from the Star | 2025 | Anuttacon | AI-native | Real-time | Individual | 3 | C07 | sourced |
| inZOI | 2025 | inZOI Studio (Krafton) | Life sim | Real-time with pause | Household / crew | 17 | C03 | sourced |
| Paralives | 2026 | Paralives Studio | Life sim | Real-time with pause | Household / crew | 12 | C03 | sourced |
Appendix B. Technique catalog
table · 45 rows · technique-catalog
| name | category | year | maturity | trl | horizon | determinism impact |
|---|---|---|---|---|---|---|
| Learned physics-based character control | Animation & motion | 2024 | Research | 4 | 3-5 years | Mitigable |
| Learned kinematic motion synthesis | Animation & motion | 2020 | Shipped (niche) | 7 | Now | Preserves |
| Continuous cellular automata and foundation-model search for artificial life | Artificial life research | 2024 | Research | 3 | 3-5 years | Preserves |
| Neural cellular automata | Artificial life research | 2020 | Research | 4 | 3-5 years | Mitigable |
| Automated generation of game rules and mechanics | Automated game design & playtesting | 2024 | Prototype | 5 | 3-5 years | Preserves |
| Agent-based automated playtesting and balancing | Automated game design & playtesting | 2018 | Shipped (niche) | 7 | Now | Preserves |
| Massively parallel GPU simulation | Differentiable & accelerated simulation | 2021 | Research | 4 | 1-2 years | Preserves |
| Differentiable simulation | Differentiable & accelerated simulation | 2020 | Research | 3 | 3-5 years | Preserves |
| Language models grounded in strategic planning for negotiation games | Game-theoretic solvers | 2022 | Research | 5 | 1-2 years | Breaks |
| Mean field games and mean-field learning | Game-theoretic solvers | 2021 | Research | 3 | 3-5 years | Preserves |
| Regret minimization and search for imperfect-information games | Game-theoretic solvers | 2019 | Research | 5 | 3-5 years | Mitigable |
| Monte Carlo tree search for game AI | Game-theoretic solvers | 2006 | Shipped (niche) | 7 | Now | Mitigable |
| Genie foundation world models | Generative world model | 2025 | Prototype | 6 | 3-5 years | Breaks |
| Muse World and Human Action Model (WHAM) | Generative world model | 2025 | Prototype | 6 | 3-5 years | Breaks |
| Open real-time interactive video world models | Generative world model | 2025 | Prototype | 6 | 3-5 years | Breaks |
| Physical-world foundation models | Generative world model | 2025 | Research | 3 | 5+ years | Breaks |
| Diffusion and autoregressive neural game engines | Generative world model | 2024 | Prototype | 6 | 3-5 years | Breaks |
| LLM-adjudicated state transitions (LLM as game mechanic) | Generative world model | 2024 | Shipped (niche) | 7 | Now | Mitigable |
| On-device small language models for characters | Inference efficiency | 2025 | Shipped (niche) | 7 | Now | Mitigable |
| Generalist instructable game agents (SIMA) | LLM agents | 2024 | Research | 4 | 3-5 years | Mitigable |
| Grammar-constrained decoding for valid game actions | LLM agents | 2024 | Research | 4 | Now | Mitigable |
| Generative agents (memory stream, reflection, planning) | LLM agents | 2023 | Shipped (niche) | 7 | Now | Breaks |
| LLM-written skill libraries (Voyager) | LLM agents | 2023 | Research | 4 | 1-2 years | Mitigable |
| LLM explanation of simulation state | LLM narrative & dialogue | 2023 | Prototype | 5 | 1-2 years | Preserves |
| LLM game master and narrative director | LLM narrative & dialogue | 2019 | Shipped (niche) | 8 | Now | Breaks |
| LLM-guided evolutionary program search | Mathematical & algorithmic discovery | 2025 | Research | 3 | 1-2 years | Preserves |
| Simulation-based inference for calibrating simulators | Mathematical & algorithmic discovery | 2019 | Research | 3 | 1-2 years | Preserves |
| Many-agent LLM societies | Multi-agent social simulation | 2024 | Research | 4 | 3-5 years | Breaks |
| Machine-learned weather forecasting | Neural physics & surrogates | 2023 | Research | 3 | 3-5 years | Mitigable |
| Graph network simulators and neural operators | Neural physics & surrogates | 2020 | Research | 3 | 3-5 years | Mitigable |
| Subspace neural physics and learned deformers | Neural physics & surrogates | 2019 | Prototype | 6 | Now | Preserves |
| Neural rendering in the graphics pipeline | Neural rendering & 3D generation | 2025 | Shipped (mainstream) | 9 | Now | Preserves |
| Prompt-to-persistent 3D world generation | Neural rendering & 3D generation | 2025 | Prototype | 6 | 1-2 years | Preserves |
| Real-time generative restyling of game video | Neural rendering & 3D generation | 2025 | Prototype | 6 | 1-2 years | Mitigable |
| Text- and image-to-3D asset generation | Neural rendering & 3D generation | 2025 | Shipped (niche) | 7 | Now | Mitigable |
| 3D Gaussian Splatting | Neural rendering & 3D generation | 2023 | Prototype | 6 | 1-2 years | Preserves |
| LLM models of individual human choice | Player modeling | 2025 | Research | 3 | 3-5 years | Preserves |
| Learned level and map generation (PCGRL, MarioGPT, LLM generators) | Procedural content generation | 2023 | Research | 4 | 1-2 years | Mitigable |
| ML reconstruction of the planet from aerial imagery | Procedural content generation | 2020 | Shipped (niche) | 8 | Now | Preserves |
| Wave Function Collapse and constraint-based tile generation | Procedural content generation | 2016 | Shipped (niche) | 8 | Now | Preserves |
| Quality-diversity search (MAP-Elites) for content and balance | Procedural content generation | 2015 | Research | 4 | Now | Preserves |
| Open-ended co-generation of environments and agents | Reinforcement learning | 2024 | Research | 4 | 3-5 years | Mitigable |
| Deep reinforcement learning policies for NPC opponents and navigation | Reinforcement learning | 2022 | Shipped (niche) | 7 | Now | Mitigable |
| Self-play planning with learned models (AlphaZero, MuZero, Dreamer) | Reinforcement learning | 2020 | Research | 4 | 3-5 years | Mitigable |
| Realtime speech-to-speech and expressive TTS for characters | Speech & audio | 2024 | Shipped (niche) | 8 | Now | Breaks |
Appendix C. Using and extending this dataset
- Cite a specific version by the
dataset_sha256indist/manifest.json(also printed on this report's title page). - Query with the CSVs in
dist/tables/, the graph files indist/graph/(JSON Lines, Cytoscape, GraphML), ormake sqlitefor SQL. - Browse the wiki at
dist/wiki/index.mdor the explorer atsite/index.html. - Contribute by following
AGENTS.md: open a run, search before creating, fill entities against the schema, runmake check. The fastest useful contribution is sourcing an entity fromdist/analysis/verification-queue.csv. - Dispute a fact by setting
status: contestedwith a claim that cites the opposing source; disputes are data, not edits.
references · 17 cited in the text
all 644 sourcescite
bibtex@misc{nakajima2026grammar,
title = {The Grammar of Simulation: A machine-readable atlas of simulation game mechanics and the mathematical, AI, ML, and LLM results that change them},
author = {Nakajima, Yohei and {SimGrammar contributors}},
year = {2026},
version = {0.2},
url = {https://sim.yohei.me/},
note = {Dataset e97101d3; full sha256 in manifest.json}
}build receipt · reproduce this page
python scripts/build.py- dataset
- e97101d301fd1d80245b00c96697e8be7bb8af2d956d8f2edc3b5dbfa64bd37c
- contract
- 1.1 · CONTRACT.md
- entities
- 174 game, 199 mechanic, 45 technique, 43 opportunity, 644 source, 30 run
- edges
- 4270
- generator
- scripts/build.py · scripts/web.py · scripts/viz.py
- check
make checkfails if any page differs from a fresh build