one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

impress villagers with miracles, help, or fear -> belief grows and worship generates prayer power -> cast miracles with the Hand and gestures -> train the creature with strokes and slaps -> the creature acts on learned desires -> convert rival villages and move to the next island

design notes

Richard Evans built the creature on a belief-desire-intention model after Bratman: beliefs are lists of data about world objects, desires are simplified perceptrons, and opinions are decision trees about how to satisfy a desire; the creature picks the belief with the best opinion for each desire as its intention, and strokes and slaps adjust those opinions by reinforcement. A leash directs the creature's attention so it can learn by observation. The player's actions also move a good-evil alignment that changes the land, interface, music, and followers' view of the god, with a good and an evil advisor arguing each case; alignment has no mechanic id yet (proposal filed). The interface is an animated hand that throws objects and casts gestures instead of icons and panels.

relations

10 stored edges
influenced by
uses

Creature learning

The creature forms intentions from a belief-desire-intention model with perceptron desires and decision-tree opinions; stroking rewards and slapping discourages the last action, the creature remembers and generalizes these responses, and a leash focuses it on actions the player demonstrates.

core
uses

God powers

Miracles such as food, wood, healing, shields, fireballs, and lightning are cast from the Temple or Village Centre or by drawing gestures with the Hand, powered by villagers' worship, sacrifices, or one-shot Miracle Dispensers.

core
uses

Reputation

Each villager holds a belief level in the player's god, raised by help or intimidation; villagers tire of repeated tactics, and a village converts when enough believe.

core
uses

Advisors

A good and an evil advisor push the player toward each alignment.

supporting
uses

Creature care

The creature must be fed and taught what and when to eat, and it grows over the game.

supporting
uses

Building placement

Buildings are placed from Workshop blueprints and built by villagers.

supporting
uses

Needs decay

Villagers need food, healing, and rest before they will worship.

supporting
uses

Resource extraction

Villagers gather wood and food, for example by fishing.

supporting
uses

Weather

Real local weather can be imported.

supporting

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). Black & White (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gbcatalog