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

thesis

Colony and management sims hit a micromanagement wall: the work-priority grid, stockpile filters, and schedules grow until play becomes clerical. Players think in intents ('keep the clinic staffed through winter', 'stop hauling during raids'). Constrained decoding can translate intents into the game's existing control primitives, and the result stays inspectable because it compiles into the same grids the player already understands.

design sketch

An orders panel accepts sentences; each becomes a standing rule shown as a card with the exact priority changes, conditions, and expiry it compiled into. Rules can be edited in the classic UI. Conflicts between rules are flagged with an explanation.

validation experiment

Collect 200 player-stated intents from colony sim forums, compile them into a prototype's control primitives, and have players judge fidelity; measure clicks per in-game day with and without intents. Success: 80 percent judged faithful and a 30 percent drop in management clicks.

key risks

  • Ambiguous intents compile to surprising rules.
  • Hides the very systems some players enjoy mastering.
  • Conflicting standing rules produce opaque behavior.

falsifiable prediction

by 2028-06-30

A colony or management sim will let players issue standing natural-language orders that compile into its job and priority systems.

Feature first shipped after 2026-10-24 in a title or official expansion with at least 1,000 Steam user reviews; patch notes, store page, or developer statement describe free-text standing orders translated into the game's existing work or priority settings.

open

relations

13 stored edges

provenance

runs in log/runs
2026-10-24
created2026-10-24-synthesissynthesis
2026-10-24
reviewed2026-10-24-review-fixesmaintenance