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by Uriopass 1057 days ago
There's not much at the moment really, the idea is that all citizens have their own state and decide what they want to do themselves.

For example, all of them have hunger state, have jobs assigned to them, a house etc.

So a single citizen will always go back where it lives everyday instead of a random house, it will try to go near its home to buy groceries. I've decided that they don't have money as I found it too hard to calibrate, but there is still "real" items like bread being exchanged.

2 comments

Nice! That level of simulation detail is the sort I've always wanted to see in city sim games, with people modeled as rational agents with internal state.

It would be fun to see the kinds of emergent behavior that arises. Maybe even hook an LLM up and let it drive some narratives.

I like to think too that with sufficient fidelity a simulation of this sort may be useful in real world city planning/economic modeling/geopolitics.

Will be keeping a close eye on this :)

I've always thought about plugging LLMs into the simulation, even pre-generated naratives could be interesting. But I'd have to give it more thought as it seems pretty hard for such big scale interactions (50k citizens?)

>I like to think too that with sufficient fidelity a simulation of this sort may be useful in real world city planning/economic modeling/geopolitics.

This was one of the early vision I had for this project: Simulating different economies to see which ones fared better. However I have kind of abandoned this as the realy world is just far too complex! Making a "normal" but different city builder seems a bit more achievable.

That’s really interesting, what kind of AI implementation have you decided to work with? I am making a similar project but more of an medieval approach. I went with behavior trees since it felt more appropriate and scalable for such a task
I went with a utility approach as I felt it would incur nice emergent behaviour.

Every so often, citizens and companies (I call the abstraction a "Soul") look through everything they can do and pick the on with the highest utility score.

If they're hungry, they'll get food. If it's the time of day where they should work, they'll go to work, except if they're too hungry!