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simgrammar the grammar of simulation

thesis

Simulation games describe rich internal states (injured, exhausted, carrying heavy loads) but show them with a handful of canned animations, which undermines legibility and attachment. Learned physics-based controllers can produce motion conditioned on state at scale, so an agent with a leg wound limps believably and a tired hauler slows and stumbles.

design sketch

Agent animation is driven by a learned controller conditioned on body-model state, load, and mood. The inspector shows the same state the motion expresses. Crowds use cheaper approximations at distance.

validation experiment

Drive 200 agents with a learned controller conditioned on three state variables; measure frame cost and whether observers can identify agent state from motion alone. Success: 80 percent identification at under 2 ms per frame.

key risks

  • Runtime cost at crowd scale.
  • Uncanny motion worse than stylized animation.
  • Physics instability in edge cases.

falsifiable prediction

by 2029-06-30

A management or colony sim will ship learned physics-based motion for its simulated population.

Feature first shipped after 2026-10-24 in a title with at least 1,000 Steam user reviews; developer documentation names learned motion control (a trained policy driving a physics character) for population agents, not only motion-matched animation.

open

relations

11 stored edges

provenance

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