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925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 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1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 | """Simulation — the main loop that orchestrates the entire city simulation."""
from __future__ import annotations
import asyncio
import logging
import random
from typing import Callable, Optional
from soci.agents.agent import Agent, AgentAction, AgentState
from soci.agents.memory import MemoryType
from soci.agents.persona import Persona, load_personas
from soci.agents.generator import generate_personas
from soci.agents.routine import DailyRoutine, build_routine, check_motivation_override
from soci.actions.registry import resolve_action, ACTION_NEEDS, ACTION_DURATIONS
from soci.actions.movement import execute_move
from soci.actions.activities import execute_activity
from soci.actions.conversation import (
Conversation, initiate_conversation, continue_conversation,
)
from soci.actions.social import should_initiate_conversation, pick_conversation_partner
from soci.engine.llm import (
ClaudeClient, MODEL_SONNET, MODEL_HAIKU,
PLAN_DAY_PROMPT, DECIDE_ACTION_PROMPT, OBSERVE_PROMPT, REFLECT_PROMPT,
)
from soci.engine.scheduler import prioritize_agents, batch_llm_calls, should_skip_llm
from soci.engine.entropy import EntropyManager
from soci.world.city import City, generate_houses
from soci.world.clock import SimClock
from soci.world.events import EventSystem
logger = logging.getLogger(__name__)
class Simulation:
"""The main simulation engine — manages the city, agents, and time."""
def __init__(
self,
city: City,
clock: SimClock,
llm: ClaudeClient,
max_concurrent_llm: int = 10,
) -> None:
self.city = city
self.clock = clock
self.llm = llm
self.agents: dict[str, Agent] = {}
self.events = EventSystem()
self.entropy = EntropyManager()
self.active_conversations: dict[str, Conversation] = {}
self.conversation_history: list[dict] = [] # Finished conversations for API
self._max_conversation_history: int = 50
self._conversation_counter: int = 0
self._max_concurrent = max_concurrent_llm
self._tick_log: list[str] = [] # Log of events this tick
self._event_history: list[dict] = [] # Persistent event log for API
self._max_event_history: int = 200
# Daily routines per agent (rebuilt from persona each day)
self.routines: dict[str, DailyRoutine] = {}
self._last_routine_day: int = -1
# Speed-aware flags (set by server loop for fast-forward)
self._skip_llm_this_tick: bool = False
self._max_convos_this_tick: int = 0 # 0 = no limit
self._max_llm_calls_this_tick: int = 0 # 0 = no limit; global budget across all categories
self._llm_calls_this_tick: int = 0 # counter, reset each tick
# LLM call probability: 0.0 = never use LLM (routine only), 1.0 = always (default).
# Applied per potential LLM call site. Tuned at 0.45 for ~10h Gemini free-tier runtime.
self.llm_call_probability: float = 1.0
# Callback for real-time output
self.on_event: Optional[Callable[[str], None]] = None
def _llm_budget_remaining(self) -> int:
"""How many LLM calls can still be made this tick. 0 = unlimited."""
if self._max_llm_calls_this_tick <= 0:
return 999 # unlimited
return max(0, self._max_llm_calls_this_tick - self._llm_calls_this_tick)
def add_agent(self, agent: Agent) -> None:
"""Add an agent to the simulation and place them in the city."""
self.agents[agent.id] = agent
self.city.place_agent(agent.id, agent.location)
# Seed biography from persona on first creation
if not agent.life_events:
agent.seed_biography(self.clock.day, self.clock.total_ticks)
def load_agents_from_yaml(self, path: str) -> None:
"""Load all personas from YAML and create agents."""
personas = load_personas(path)
for persona in personas:
agent = Agent(persona)
self.add_agent(agent)
logger.info(f"Loaded {len(personas)} agents from {path}")
def generate_agents(self, count: int) -> None:
"""Procedurally generate `count` agents with houses and routines."""
# Generate houses for the new agents
house_ids = generate_houses(self.city, count)
logger.info(f"Generated {len(house_ids)} houses for new agents")
# Generate personas assigned to those houses
personas = generate_personas(count, self.city)
for persona in personas:
agent = Agent(persona)
self.add_agent(agent)
logger.info(f"Generated {len(personas)} procedural agents")
def _rebuild_routines(self) -> None:
"""Rebuild daily routines for all agents (called at start of each day)."""
day = self.clock.day
if self._last_routine_day == day:
return
self._last_routine_day = day
for agent in self.agents.values():
if not agent.is_player:
self.routines[agent.id] = build_routine(agent.persona, day)
logger.info(f"Built daily routines for {len(self.routines)} agents (day {day})")
def _emit(self, message: str) -> None:
"""Emit an event message."""
self._tick_log.append(message)
self._event_history.append({
"tick": self.clock.total_ticks,
"time": self.clock.datetime_str,
"message": message,
})
if len(self._event_history) > self._max_event_history:
self._event_history = self._event_history[-self._max_event_history:]
if self.on_event:
self.on_event(message)
async def tick(self) -> list[str]:
"""Advance the simulation by one tick. Returns list of event descriptions."""
self._tick_log = []
self._llm_calls_this_tick = 0 # Reset budget counter
self._emit(f"\n--- {self.clock.datetime_str} ({self.clock.time_of_day.value}) ---")
# 0. Rebuild routines at the start of each day (or first tick)
self._rebuild_routines()
# 1. Entropy management and world events
entropy_messages = self.entropy.tick(
list(self.agents.values()),
self.events,
self.clock,
list(self.city.locations.keys()),
)
for msg in entropy_messages:
self._emit(msg)
# 2. New day — reset plans
if self.clock.hour == 6 and self.clock.minute == 0:
for agent in self.agents.values():
agent.reset_daily_plan()
# 3. Prioritize and process agents
ordered_agents = prioritize_agents(list(self.agents.values()), self.clock)
# 4. Daily plans — routine IS the plan, skip LLM plan generation for agents with routines
plan_coros = []
plan_agents = []
for agent in ordered_agents:
if agent.needs_new_plan(self.clock) and not should_skip_llm(agent, self.clock):
# If agent has a routine, set a simple plan from routine slots
if agent.id in self.routines:
routine = self.routines[agent.id]
plan_items = []
seen = set()
for slot in routine.slots:
label = slot.detail
if label not in seen:
plan_items.append(label)
seen.add(label)
agent.set_daily_plan(
plan_items[:8], self.clock.day,
self.clock.total_ticks, self.clock.time_str,
)
elif random.random() < self.llm_call_probability:
plan_coros.append(self._generate_daily_plan(agent))
plan_agents.append(agent)
# Cap plan coros to LLM budget
budget = self._llm_budget_remaining()
if budget < len(plan_coros):
for c in plan_coros[budget:]:
c.close()
plan_coros = plan_coros[:budget]
plan_agents = plan_agents[:budget]
if plan_coros:
await batch_llm_calls(plan_coros, self._max_concurrent)
self._llm_calls_this_tick += len(plan_coros)
for agent in plan_agents:
self._emit(f"[PLAN] {agent.name} planned their day: {'; '.join(agent.daily_plan[:3])}...")
# 5. Process each agent — tick their needs, handle actions
action_coros = []
action_agents = []
routine_actions: list[tuple[Agent, AgentAction]] = []
for agent in ordered_agents:
# Skip dead agents and infants (under 4 — no autonomous behavior)
if not agent.alive or agent.persona.age < 4:
continue
# Tick needs
is_sleeping = agent.state.value == "sleeping"
agent.tick_needs(is_sleeping=is_sleeping)
# Tick current action
if agent.is_busy:
completed = agent.tick_action()
if completed and agent.current_action:
self._emit(f" {agent.name} finished: {agent.current_action.detail}")
continue
# Skip sleeping agents using per-agent awareness
if should_skip_llm(agent, self.clock, self.routines.get(agent.id)):
continue
# Agent is idle — check routine first, then LLM fallback
routine = self.routines.get(agent.id)
if routine:
slot = routine.get_action_for_time(self.clock.hour, self.clock.minute)
if slot:
# Check if motivation overrides the routine
override = check_motivation_override(
slot, agent.needs, agent.mood,
agent.persona.extraversion,
agent.persona.conscientiousness,
)
if override:
slot = override
self._emit(f" [MOTIVATION] {agent.name}: {override.detail}")
action = AgentAction(
type=slot.action_type,
target=slot.target_location,
detail=slot.detail,
duration_ticks=slot.duration_ticks,
needs_satisfied=slot.needs_satisfied,
)
routine_actions.append((agent, action))
continue
# No routine slot — fallback to LLM (rare), skip in fast-forward
if not self._skip_llm_this_tick and random.random() < self.llm_call_probability:
action_coros.append(self._decide_action(agent))
action_agents.append(agent)
# Execute routine-driven actions (no LLM needed)
for agent, action in routine_actions:
await self._execute_action(agent, action)
# Run LLM action decisions concurrently (only for agents without routine match)
# Cap to avoid rate limits with many agents
cap = min(
self._max_convos_this_tick if self._max_convos_this_tick > 0 else len(action_coros),
self._llm_budget_remaining(),
)
if len(action_coros) > cap:
for c in action_coros[cap:]:
c.close()
action_coros = action_coros[:cap]
action_agents = action_agents[:cap]
if action_coros and not self._skip_llm_this_tick:
action_results = await batch_llm_calls(action_coros, self._max_concurrent)
self._llm_calls_this_tick += len(action_coros)
for agent, result in zip(action_agents, action_results):
if result and isinstance(result, AgentAction):
await self._execute_action(agent, result)
# 5b. Player auto-sleep: put idle players to sleep at night
self._handle_player_sleep()
# 6. Handle active conversations (skip in 50x mode)
if not self._skip_llm_this_tick:
conv_coros = []
for conv_id, conv in list(self.active_conversations.items()):
if conv.is_finished:
self._finish_conversation(conv)
del self.active_conversations[conv_id]
continue
# Determine who speaks next
last_speaker = conv.turns[-1].speaker_id if conv.turns else None
next_speaker_id = [p for p in conv.participants if p != last_speaker]
if next_speaker_id:
responder = self.agents.get(next_speaker_id[0])
other = self.agents.get(last_speaker) if last_speaker else None
if responder and other:
# Always continue active conversations — they already passed
# the probability gate when initiated; don't double-gate them.
conv_coros.append(
continue_conversation(conv, responder, other, self.llm, self.clock)
)
# Limit conversations by speed cap and global budget
conv_cap = min(
self._max_convos_this_tick if self._max_convos_this_tick > 0 else len(conv_coros),
self._llm_budget_remaining(),
)
if len(conv_coros) > conv_cap:
for c in conv_coros[conv_cap:]:
c.close()
conv_coros = conv_coros[:conv_cap]
if conv_coros:
await batch_llm_calls(conv_coros, self._max_concurrent)
self._llm_calls_this_tick += len(conv_coros)
else:
# 50x mode: force-finish all active conversations
for conv_id, conv in list(self.active_conversations.items()):
self._finish_conversation(conv)
self.active_conversations.clear()
# 7. Social: maybe start new conversations (respect speed limits + budget)
if not self._skip_llm_this_tick and self._llm_budget_remaining() > 0:
if self._max_convos_this_tick == 0 or len(self.active_conversations) < self._max_convos_this_tick:
if random.random() < self.llm_call_probability:
await self._handle_social_interactions(ordered_agents)
# 8. Reflections for agents with enough accumulated importance
if not self._skip_llm_this_tick and self._llm_budget_remaining() > 0:
reflect_coros = []
reflect_agents = []
for agent in ordered_agents:
if agent.memory.should_reflect() and not agent.is_player:
if random.random() < self.llm_call_probability:
reflect_coros.append(self._generate_reflection(agent))
reflect_agents.append(agent)
# Limit by speed cap and global budget
reflect_cap = min(
1 if self._max_convos_this_tick > 0 else len(reflect_coros),
self._llm_budget_remaining(),
)
if len(reflect_coros) > reflect_cap:
for c in reflect_coros[reflect_cap:]:
c.close()
reflect_coros = reflect_coros[:reflect_cap]
if reflect_coros:
await batch_llm_calls(reflect_coros, self._max_concurrent)
self._llm_calls_this_tick += len(reflect_coros)
# 9. Romance — develop attractions and relationships
self._tick_romance()
# 9b. Pregnancy — check for new pregnancies and births
self._tick_pregnancy()
# 9c. Age progression — once per sim day at midnight
if self.clock.hour == 0 and self.clock.minute == 0:
self._tick_aging()
# 9d. Divorce — check for unhappy marriages
if self.clock.hour == 12 and self.clock.minute == 0:
self._tick_divorce()
# 9e. Cohabitation — married couples move in together
if self.clock.hour == 8 and self.clock.minute == 0:
self._tick_cohabitation()
# 9f. Mayor election — every 365 days
if self.clock.day > 0 and self.clock.day % 365 == 0 and self.clock.hour == 10 and self.clock.minute == 0:
self._tick_election()
# 9g. Short-term goal refresh — weekly
if self.clock.day > 0 and self.clock.day % 7 == 0 and self.clock.hour == 6 and self.clock.minute == 0:
self._tick_short_term_goals()
# 10. Advance clock
self.clock.tick()
return self._tick_log
async def _generate_daily_plan(self, agent: Agent) -> None:
"""Generate a daily plan for an agent via LLM."""
world_desc = self.events.get_world_description()
loc_desc = self.city.describe_location(agent.location, exclude_agent=agent.id)
prompt = PLAN_DAY_PROMPT.format(
time_str=self.clock.time_str,
day=self.clock.day,
context=agent.build_context(self.clock.total_ticks, world_desc, loc_desc),
)
result = await self.llm.complete_json(
system=agent.persona.system_prompt(),
user_message=prompt,
model=MODEL_HAIKU, # Plans are routine, use cheap model
temperature=agent.persona.llm_temperature,
max_tokens=512,
)
plan = result.get("plan", ["Go about my day"])
if isinstance(plan, list):
# Normalize: local LLMs sometimes return dicts or nested structures
clean_plan = []
for item in plan:
if isinstance(item, str):
clean_plan.append(item)
elif isinstance(item, dict):
# Try common keys: description, activity, task, text, name
for key in ("description", "activity", "task", "text", "name", "item"):
if key in item:
clean_plan.append(str(item[key]))
break
else:
clean_plan.append(str(item))
else:
clean_plan.append(str(item))
agent.set_daily_plan(clean_plan, self.clock.day, self.clock.total_ticks, self.clock.time_str)
async def _decide_action(self, agent: Agent) -> Optional[AgentAction]:
"""Ask the LLM what action an agent should take next."""
world_desc = self.events.get_world_description()
loc_desc = self.city.describe_location(agent.location, exclude_agent=agent.id)
# Get connected locations
current_loc = self.city.get_location(agent.location)
connected = []
if current_loc:
for cid in current_loc.connected_to:
cloc = self.city.get_location(cid)
if cloc:
connected.append(f"{cid} ({cloc.name})")
# Get people at current location
people_here = [
self.agents[aid].name
for aid in self.city.get_agents_at(agent.location)
if aid != agent.id and aid in self.agents
]
last_activity = "nothing in particular"
if agent.current_action:
last_activity = agent.current_action.detail or agent.current_action.type
prompt = DECIDE_ACTION_PROMPT.format(
time_str=self.clock.time_str,
day=self.clock.day,
context=agent.build_context(self.clock.total_ticks, world_desc, loc_desc),
location_name=loc_desc,
last_activity=last_activity,
connected_locations=", ".join(connected) if connected else "none visible",
people_here=", ".join(people_here) if people_here else "no one",
)
# Use Sonnet for novel situations, Haiku for routine
model = MODEL_HAIKU
if agent.needs.is_critical or self.events.active_events:
model = MODEL_SONNET
result = await self.llm.complete_json(
system=agent.persona.system_prompt(),
user_message=prompt,
model=model,
temperature=agent.persona.llm_temperature,
max_tokens=512,
)
if not result:
# Fallback: wander
return AgentAction(type="wander", detail=f"{agent.name} wanders aimlessly")
action = resolve_action(result, agent, self.city)
agent._last_llm_tick = self.clock.total_ticks
return action
async def _execute_action(self, agent: Agent, action: AgentAction) -> None:
"""Execute an agent's chosen action."""
if action.type == "move":
desc = execute_move(agent, action, self.city, self.clock)
elif action.type == "talk":
# Talk action is handled via conversation system
target_id = action.target
if target_id and target_id in self.agents:
await self._start_conversation(agent, self.agents[target_id])
desc = f"{agent.name} starts talking to {self.agents[target_id].name}."
else:
desc = f"{agent.name} looks around for someone to talk to."
else:
desc = execute_activity(agent, action, self.city, self.clock)
agent.start_action(action)
self._emit(f" {desc}")
# Record observation
agent.add_observation(
tick=self.clock.total_ticks,
day=self.clock.day,
time_str=self.clock.time_str,
content=desc,
importance=3,
)
async def _handle_social_interactions(self, agents: list[Agent]) -> None:
"""Check if any co-located agents should start conversations."""
# Hard cap: at most 3 simultaneous conversations
max_convos = 3
if len(self.active_conversations) >= max_convos:
return
# States where an agent can initiate or join a conversation
_CONVERSABLE = {"idle", "eating", "relaxing", "working", "exercising", "shopping"}
for agent in agents:
# Skip sleeping, moving, or agents already in conversation
if agent.state.value not in _CONVERSABLE:
continue
# Skip players (they initiate via the /player/talk API)
if agent.is_player:
continue
# Skip if already in a conversation
in_conv = any(
agent.id in c.participants
for c in self.active_conversations.values()
)
if in_conv:
continue
# Potential partners: anyone at same location who is also conversable
others = [
aid for aid in self.city.get_agents_at(agent.location)
if aid != agent.id
and aid in self.agents
and self.agents[aid].state.value in _CONVERSABLE
and not any(aid in c.participants for c in self.active_conversations.values())
]
if not others:
continue
partner_id = pick_conversation_partner(agent, others, self.clock)
if partner_id and should_initiate_conversation(agent, partner_id, self.clock):
await self._start_conversation(agent, self.agents[partner_id])
break # One new conversation per tick max
def _handle_player_sleep(self) -> None:
"""Auto-sleep idle players during sleeping hours, wake them in the morning."""
for agent in self.agents.values():
if not agent.is_player:
continue
if self.clock.is_sleeping_hours:
if not agent.is_busy and agent.state.value != "sleeping":
sleep_action = AgentAction(
type="sleep",
target=agent.persona.home_location,
detail=f"{agent.name} goes to sleep for the night",
duration_ticks=32, # ~8 hours
needs_satisfied={"energy": 0.9},
)
# Move home if needed (teleport — player is asleep)
home = agent.persona.home_location
if agent.location != home and self.city.get_location(home):
old_loc = self.city.get_location(agent.location)
new_loc = self.city.get_location(home)
if old_loc:
old_loc.remove_occupant(agent.id)
new_loc.add_occupant(agent.id)
agent.location = home
agent.start_action(sleep_action)
self._emit(f" {agent.name} goes to sleep for the night.")
else:
# Wake player if still sleeping past sleeping hours
if agent.state.value == "sleeping":
agent.state = AgentState.IDLE
agent.current_action = None
agent._action_ticks_remaining = 0
async def _start_conversation(self, initiator: Agent, target: Agent) -> None:
"""Start a conversation between two agents."""
self._conversation_counter += 1
conv_id = f"conv_{self._conversation_counter}"
conv = await initiate_conversation(
initiator, target, self.llm, self.clock, conv_id,
)
if conv is None:
return # LLM unavailable — skip this conversation
self.active_conversations[conv_id] = conv
# Both agents are now in conversation
from soci.agents.agent import AgentAction
talk_action = AgentAction(
type="talk",
target=target.id,
detail=f"talking to {target.name}",
duration_ticks=conv.max_turns,
needs_satisfied={"social": 0.3},
)
initiator.start_action(talk_action)
talk_action_target = AgentAction(
type="talk",
target=initiator.id,
detail=f"talking to {initiator.name}",
duration_ticks=conv.max_turns,
needs_satisfied={"social": 0.3},
)
target.start_action(talk_action_target)
self._emit(f" [CONV] {initiator.name} starts talking to {target.name}")
# Both agents observe the conversation start
for agent, other in [(initiator, target), (target, initiator)]:
agent.add_observation(
tick=self.clock.total_ticks,
day=self.clock.day,
time_str=self.clock.time_str,
content=f"Started a conversation with {other.name} at {agent.location}",
importance=5,
involved_agents=[other.id],
)
# Ensure relationship exists
agent.relationships.get_or_create(other.id, other.name)
def _finish_conversation(self, conv: Conversation) -> None:
"""Record a finished conversation in both agents' memories."""
if len(conv.turns) < 2:
return
summary = f"Had a conversation about '{conv.topic}' with "
for agent_id in conv.participants:
agent = self.agents.get(agent_id)
if not agent:
continue
other_ids = [p for p in conv.participants if p != agent_id]
other_names = [self.agents[oid].name for oid in other_ids if oid in self.agents]
agent.memory.add(
tick=self.clock.total_ticks,
day=self.clock.day,
time_str=self.clock.time_str,
memory_type=MemoryType.CONVERSATION,
content=f"Had a conversation about '{conv.topic}' with {', '.join(other_names)}.",
importance=6,
location=conv.location,
involved_agents=other_ids,
)
# Store in conversation history for API
self.conversation_history.append(conv.to_dict())
if len(self.conversation_history) > self._max_conversation_history:
self.conversation_history = self.conversation_history[-self._max_conversation_history:]
# Boost community score for social interaction
for agent_id in conv.participants:
agent = self.agents.get(agent_id)
if agent and agent.alive:
agent.community_score += 0.5
self._emit(
f" [CONV END] Conversation about '{conv.topic}' between "
f"{', '.join(self.agents[p].name for p in conv.participants if p in self.agents)} ended."
)
# Gossip: chance of mentioning a third person both know
self._maybe_gossip(conv)
def _maybe_gossip(self, conv: Conversation) -> None:
"""After a conversation, participants might share info about a third person."""
if len(conv.participants) < 2 or random.random() > 0.35:
return
from soci.actions.social import propagate_gossip
p1 = self.agents.get(conv.participants[0])
p2 = self.agents.get(conv.participants[1])
if not p1 or not p2:
return
# Find a third person both know
p1_known = {r.agent_id for r in p1.relationships.get_closest(10) if r.familiarity > 0.2}
p2_known = {r.agent_id for r in p2.relationships.get_closest(10) if r.familiarity > 0.2}
mutual = (p1_known & p2_known) - {p1.id, p2.id}
if not mutual:
return
about_id = random.choice(list(mutual))
about = self.agents.get(about_id)
if not about:
return
# Speaker shares their impression
speaker, listener = (p1, p2) if random.random() < 0.5 else (p2, p1)
rel = speaker.relationships.get(about_id)
if not rel:
return
# Generate gossip note based on sentiment
if rel.sentiment > 0.7:
note = f"{about.name} is really great, always so helpful"
elif rel.sentiment < 0.3:
note = f"I've had some issues with {about.name} lately"
else:
note = f"I ran into {about.name} the other day"
propagate_gossip(speaker, listener, about_id, about.name, note, self.clock.total_ticks)
self._emit(f" [GOSSIP] {speaker.name} told {listener.name} about {about.name}")
async def _generate_reflection(self, agent: Agent) -> None:
"""Generate a reflection for an agent about recent experiences."""
recent = agent.memory.get_recent(15)
recent_text = "\n".join(
f"- [{m.time_str}] {m.content}" for m in recent
)
world_desc = self.events.get_world_description()
loc_desc = self.city.describe_location(agent.location, exclude_agent=agent.id)
prompt = REFLECT_PROMPT.format(
time_str=self.clock.time_str,
day=self.clock.day,
context=agent.build_context(self.clock.total_ticks, world_desc, loc_desc),
recent_memories=recent_text,
)
result = await self.llm.complete_json(
system=agent.persona.system_prompt(),
user_message=prompt,
model=MODEL_HAIKU,
temperature=agent.persona.llm_temperature,
max_tokens=512,
)
reflections = result.get("reflections", [])
mood_shift = result.get("mood_shift", 0.0)
# Clamp mood_shift to valid range
try:
mood_shift = max(-0.3, min(0.3, float(mood_shift)))
except (TypeError, ValueError):
mood_shift = 0.0
for ref_text in reflections:
if not isinstance(ref_text, str):
ref_text = str(ref_text)
agent.add_reflection(
tick=self.clock.total_ticks,
day=self.clock.day,
time_str=self.clock.time_str,
content=ref_text,
)
agent.mood = max(-1.0, min(1.0, agent.mood + mood_shift))
agent.memory.reset_reflection_accumulator()
if reflections:
self._emit(f" [REFLECT] {agent.name}: {reflections[0]}")
# Life event from reflection (optional — LLM may return null)
life_event = result.get("life_event")
if life_event and isinstance(life_event, dict):
evt_type = life_event.get("type", "milestone")
evt_desc = life_event.get("description", "")
if evt_desc:
agent.add_life_event(self.clock.day, self.clock.total_ticks, evt_type, evt_desc)
agent.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"Life milestone: {evt_desc}", importance=9,
)
self._emit(f" [LIFE] {agent.name}: {evt_desc}")
# Goal updates from reflection (optional)
goal_update = result.get("goal_update")
if goal_update and isinstance(goal_update, dict):
action = goal_update.get("action", "")
if action == "add" and goal_update.get("description"):
agent.add_goal(goal_update["description"])
self._emit(f" [GOAL] {agent.name} new goal: {goal_update['description']}")
elif action == "complete" and goal_update.get("goal_id") is not None:
try:
gid = int(goal_update["goal_id"])
agent.update_goal(gid, status="completed", progress=1.0)
self._emit(f" [GOAL] {agent.name} completed a goal!")
except (TypeError, ValueError):
pass
elif action == "progress" and goal_update.get("goal_id") is not None:
try:
gid = int(goal_update["goal_id"])
prog = float(goal_update.get("progress", 0.5))
agent.update_goal(gid, progress=prog)
except (TypeError, ValueError):
pass
def _tick_romance(self) -> None:
"""Develop romantic attractions between compatible agents at the same location."""
agents_list = list(self.agents.values())
for agent in agents_list:
if not agent.alive or agent.persona.age < 16:
continue
loc = self.city.get_location(agent.location)
if not loc:
continue
for other_id in loc.occupants:
if other_id == agent.id or other_id not in self.agents:
continue
other = self.agents[other_id]
rel = agent.relationships.get(other_id)
if not rel or rel.familiarity < 0.15:
continue # Need to know someone a bit first
# Skip if already married to someone else
if agent.partner_id and agent.partner_id != other_id:
continue
# Gender-based attraction: opposite genders attract (nonbinary attracted to all)
a_gender = agent.persona.gender
o_gender = other.persona.gender
attracted = (
a_gender == "unknown"
or a_gender == "nonbinary"
or o_gender == "unknown"
or o_gender == "nonbinary"
or a_gender != o_gender
)
if not attracted:
continue
# Attraction grows from positive interactions
if rel.sentiment > 0.6 and rel.trust > 0.5:
# Base attraction growth per tick
growth = 0.008
# Boost from high agreeableness and extraversion
growth += (agent.persona.agreeableness / 100.0) * 0.005
# Boost from familiarity
growth += rel.familiarity * 0.005
# Boost when both at same location and interacting
if agent.state.value == "in_conversation":
growth += 0.01
rel.romantic_interest = min(1.0, rel.romantic_interest + growth)
# Relationship status progression (no LLM calls — pure rules)
ri = rel.romantic_interest
status = rel.relationship_status
if status == "none" and ri > 0.25:
rel.relationship_status = "crushing"
self._emit(f" [ROMANCE] {agent.name} has developed a crush on {other.name}!")
agent.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"I think I'm developing feelings for {other.name}...",
importance=7, involved_agents=[other_id],
)
elif status == "crushing" and ri > 0.5 and rel.familiarity > 0.4:
# Check if the other person also has feelings
other_rel = other.relationships.get(agent.id)
if other_rel and other_rel.romantic_interest > 0.3:
rel.relationship_status = "dating"
other_rel.relationship_status = "dating"
agent.partner_id = other_id
other.partner_id = agent.id
self._emit(f" [ROMANCE] {agent.name} and {other.name} have started dating!")
for a, o in [(agent, other), (other, agent)]:
a.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"I'm now dating {o.name}! I feel excited and nervous.",
importance=9, involved_agents=[o.id],
)
a.add_life_event(self.clock.day, self.clock.total_ticks,
"dating", f"Started dating {o.name}")
agent.mood = min(1.0, agent.mood + 0.3)
other.mood = min(1.0, other.mood + 0.3)
elif status == "dating" and ri > 0.75 and rel.familiarity > 0.7:
other_rel = other.relationships.get(agent.id)
if other_rel and other_rel.romantic_interest > 0.65:
rel.relationship_status = "engaged"
other_rel.relationship_status = "engaged"
self._emit(f" [ROMANCE] {agent.name} and {other.name} got engaged!")
for a, o in [(agent, other), (other, agent)]:
a.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"{o.name} and I are engaged! This is the happiest day of my life.",
importance=10, involved_agents=[o.id],
)
a.add_life_event(self.clock.day, self.clock.total_ticks,
"engaged", f"Got engaged to {o.name}")
agent.mood = min(1.0, agent.mood + 0.4)
other.mood = min(1.0, other.mood + 0.4)
elif status == "engaged" and ri > 0.9 and rel.interaction_count > 15:
other_rel = other.relationships.get(agent.id)
if other_rel and other_rel.romantic_interest > 0.8:
rel.relationship_status = "married"
other_rel.relationship_status = "married"
# Move both to church for the ceremony
church = self.city.get_location("church")
if church:
for a in [agent, other]:
old_loc = self.city.get_location(a.location)
if old_loc and a.location != "church":
old_loc.remove_occupant(a.id)
church.add_occupant(a.id)
a.location = "church"
self._emit(f" [ROMANCE] {agent.name} and {other.name} got married at the church!")
for a, o in [(agent, other), (other, agent)]:
a.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"I married {o.name} today at the church. I couldn't be happier.",
importance=10, involved_agents=[o.id],
)
a.add_life_event(self.clock.day, self.clock.total_ticks,
"married", f"Married {o.name} at St. Mary's Church")
# Boost community score for getting married
a.community_score += 5.0
def _tick_pregnancy(self) -> None:
"""Handle pregnancy for married couples. Children are born at the hospital after ~9 sim-months."""
import random as _rand
# 9 sim-months: 9 * 30 days * 96 ticks/day = 25920, but compressed to ~9 sim-days
PREGNANCY_DURATION_TICKS = 864 # ~9 days (96 ticks/day × 9 days)
for agent in list(self.agents.values()):
# New pregnancy chance: married female, at home with partner
if (agent.persona.gender == "female"
and not agent.pregnant
and agent.partner_id
and agent.partner_id in self.agents
and len(agent.children) < 3): # max 3 children
partner = self.agents[agent.partner_id]
rel = agent.relationships.get(partner.id)
if (rel and rel.relationship_status == "married"
and agent.location == partner.location
and agent.location == agent.persona.home_location
and _rand.random() < 0.002):
agent.pregnant = True
agent.pregnancy_start_tick = self.clock.total_ticks
agent.pregnancy_partner_id = partner.id
agent.add_life_event(self.clock.day, self.clock.total_ticks,
"pregnant", f"Expecting a baby with {partner.name}!")
partner.add_life_event(self.clock.day, self.clock.total_ticks,
"pregnant", f"{agent.name} and I are expecting a baby!")
for a in (agent, partner):
a.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"We're going to have a baby!",
importance=10, involved_agents=[partner.id if a == agent else agent.id],
)
a.mood = min(1.0, a.mood + 0.4)
self._emit(f" [LIFE] {agent.name} and {partner.name} are expecting!")
# Move to hospital when close to due date (~1 day before)
if agent.pregnant:
elapsed = self.clock.total_ticks - agent.pregnancy_start_tick
if elapsed >= (PREGNANCY_DURATION_TICKS - 96) and agent.location != "hospital":
hospital = self.city.get_location("hospital")
if hospital:
old_loc = self.city.get_location(agent.location)
if old_loc:
old_loc.remove_occupant(agent.id)
hospital.add_occupant(agent.id)
agent.location = "hospital"
agent.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content="Going to the hospital — the baby is coming soon!",
importance=8,
)
self._emit(f" [LIFE] {agent.name} went to the hospital for delivery!")
if elapsed >= PREGNANCY_DURATION_TICKS:
partner = self.agents.get(agent.pregnancy_partner_id)
# Pick a baby name
import random as _r
baby_names_m = ["Oliver", "Liam", "Noah", "Elias", "Lucas", "Theo", "Leo", "Max"]
baby_names_f = ["Emma", "Olivia", "Sophia", "Mia", "Isabella", "Zoe", "Luna", "Aria"]
is_girl = _r.random() < 0.5
pool = baby_names_f if is_girl else baby_names_m
# Avoid duplicate names across all agents
used = set(agent.children) | {a.name.split()[-1] for a in self.agents.values()}
available = [n for n in pool if n not in used]
baby_name = _r.choice(available) if available else _r.choice(pool)
# Surname from mother
surname = agent.name.split()[-1] if " " in agent.name else ""
full_baby_name = f"{baby_name} {surname}".strip()
agent.pregnant = False
agent.children.append(full_baby_name)
agent.add_life_event(self.clock.day, self.clock.total_ticks,
"child_born", f"Gave birth to {full_baby_name}!")
agent.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"Our baby {full_baby_name} was born today! I'm overwhelmed with joy.",
importance=10,
)
if partner:
partner.children.append(full_baby_name)
partner.add_life_event(self.clock.day, self.clock.total_ticks,
"child_born", f"{agent.name} and I welcomed {full_baby_name}!")
partner.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"Our baby {full_baby_name} was born! I'm a parent now!",
importance=10,
)
partner.mood = min(1.0, partner.mood + 0.5)
agent.mood = min(1.0, agent.mood + 0.5)
self._emit(f" [LIFE] {agent.name} gave birth to {full_baby_name}!")
# Create actual baby agent living with parents
baby_id = f"baby_{full_baby_name.lower().replace(' ', '_')}_{self.clock.total_ticks}"
baby_gender = "female" if is_girl else "male"
baby_persona = Persona(
id=baby_id,
name=full_baby_name,
age=0,
occupation="infant",
gender=baby_gender,
background=f"Born to {agent.name}" + (f" and {partner.name}" if partner else "") + " in Soci City.",
home_location=agent.persona.home_location,
work_location="",
openness=_r.randint(3, 8),
conscientiousness=_r.randint(3, 8),
extraversion=_r.randint(3, 8),
agreeableness=_r.randint(4, 9),
neuroticism=_r.randint(2, 7),
)
baby_agent = Agent(baby_persona)
baby_agent._birth_day = self.clock.day
baby_agent._birth_age = 0
baby_agent.parent_ids = [agent.id] + ([partner.id] if partner else [])
baby_agent.lifecycle_stage = "infant"
# Baby lives at parents' home, no memories until age 4
self.add_agent(baby_agent)
self._emit(f" [LIFE] New citizen: {full_baby_name} born!")
def _tick_aging(self) -> None:
"""Update ages for all agents. Check for death of elderly agents."""
for agent in list(self.agents.values()):
if not agent.alive:
continue
old_age = agent.persona.age
changed = agent.tick_age(self.clock.day)
if changed:
new_age = agent.persona.age
# Birthday event
agent.add_life_event(
self.clock.day, self.clock.total_ticks,
"birthday", f"Turned {new_age} years old",
)
agent.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"Today is my birthday! I'm now {new_age} years old.",
importance=6,
)
self._emit(f" [LIFE] {agent.name} turned {new_age}!")
# Lifecycle stage transitions with goal updates
if new_age == 4:
agent.add_goal("Go to kindergarten", term="long")
self._emit(f" [LIFE] {agent.name} is old enough for kindergarten!")
elif new_age == 6:
agent.add_goal("Do well in school", term="long")
elif new_age == 12:
agent.add_goal("Graduate high school", term="long")
elif new_age == 18:
agent.add_goal("Go to university", term="long")
agent.add_goal("Get a job", term="long")
elif new_age == 22:
agent.add_goal("Start a career", term="long")
# Death check for elderly
if agent.persona.age >= 80 and agent.check_death(self.clock.day):
agent.die(self.clock.day, self.clock.total_ticks)
self._emit(f" [DEATH] {agent.name} passed away at age {agent.persona.age}.")
# Notify partner
if agent.partner_id and agent.partner_id in self.agents:
partner = self.agents[agent.partner_id]
partner.partner_id = None
partner.mood = max(-1.0, partner.mood - 0.6)
partner.add_life_event(
self.clock.day, self.clock.total_ticks,
"bereavement", f"Lost my partner {agent.name}",
)
partner.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"My partner {agent.name} passed away. I'm devastated.",
importance=10, involved_agents=[agent.id],
)
# Remove from city location
loc = self.city.get_location(agent.location)
if loc:
loc.remove_occupant(agent.id)
def _tick_divorce(self) -> None:
"""Check for unhappy marriages that lead to divorce."""
for agent in list(self.agents.values()):
if not agent.alive or not agent.partner_id:
continue
partner = self.agents.get(agent.partner_id)
if not partner or not partner.alive:
continue
rel = agent.relationships.get(partner.id)
if not rel or rel.relationship_status != "married":
continue
# Divorce conditions: very low sentiment + trust + mood for extended period
if (rel.sentiment < 0.2 and rel.trust < 0.25
and agent.mood < -0.3
and random.random() < 0.01): # 1% daily chance when unhappy
# Divorce!
rel.relationship_status = "divorced"
rel.romantic_interest = max(0, rel.romantic_interest - 0.5)
other_rel = partner.relationships.get(agent.id)
if other_rel:
other_rel.relationship_status = "divorced"
other_rel.romantic_interest = max(0, other_rel.romantic_interest - 0.5)
agent.partner_id = None
partner.partner_id = None
for a, o in [(agent, partner), (partner, agent)]:
a.add_life_event(
self.clock.day, self.clock.total_ticks,
"divorce", f"Divorced {o.name}",
)
a.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"I divorced {o.name}. Our marriage wasn't working anymore.",
importance=9, involved_agents=[o.id],
)
a.mood = max(-1.0, a.mood - 0.4)
self._emit(f" [ROMANCE] {agent.name} and {partner.name} got divorced!")
def _tick_cohabitation(self) -> None:
"""Married couples move in together — move to one partner's home."""
processed = set()
for agent in list(self.agents.values()):
if not agent.alive or not agent.partner_id or agent.id in processed:
continue
partner = self.agents.get(agent.partner_id)
if not partner or not partner.alive or partner.id in processed:
continue
rel = agent.relationships.get(partner.id)
if not rel or rel.relationship_status != "married":
continue
# Already living together?
if agent.persona.home_location == partner.persona.home_location:
processed.add(agent.id)
processed.add(partner.id)
continue
# Move to the home of the agent who has lived there longer (or whichever is non-empty)
new_home = agent.persona.home_location
mover = partner
partner.persona.home_location = new_home
mover.add_life_event(
self.clock.day, self.clock.total_ticks,
"moved", f"Moved in with {agent.name} at {new_home}",
)
agent.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"{partner.name} moved in with me!",
importance=8, involved_agents=[partner.id],
)
self._emit(f" [LIFE] {partner.name} moved in with {agent.name}")
processed.add(agent.id)
processed.add(partner.id)
def _tick_election(self) -> None:
"""Annual mayor election — all citizens 18+ vote for the most community-oriented agent."""
eligible_voters = [
a for a in self.agents.values()
if a.alive and a.persona.age >= 18
]
if len(eligible_voters) < 3:
return
# Candidates: all eligible non-player agents
candidates = [a for a in eligible_voters if not a.is_player]
if not candidates:
return
# Score candidates by community contribution:
# - interaction_count with diverse agents
# - agreeableness trait
# - community_score (accumulated from actions)
# - mood (positive people inspire)
scores: dict[str, float] = {}
for c in candidates:
score = 0.0
# Social connections
known = c.relationships.get_closest(20)
score += len(known) * 2.0
score += sum(r.sentiment for r in known) * 3.0
# Personality
score += c.persona.agreeableness * 1.5
score += c.persona.extraversion * 0.5
# Mood and contribution
score += max(0, c.mood) * 5.0
score += c.community_score
scores[c.id] = score
# Each voter votes — weighted random choice biased toward high scores
votes: dict[str, int] = {c.id: 0 for c in candidates}
for voter in eligible_voters:
# Bias toward people the voter knows and likes
voter_scores = {}
for c in candidates:
if c.id == voter.id:
continue
base = scores.get(c.id, 0)
rel = voter.relationships.get(c.id)
if rel:
base += rel.sentiment * 10 + rel.trust * 5
voter_scores[c.id] = max(0.1, base)
if not voter_scores:
continue
total = sum(voter_scores.values())
r = random.random() * total
cumulative = 0.0
chosen = list(voter_scores.keys())[0]
for cid, s in voter_scores.items():
cumulative += s
if r <= cumulative:
chosen = cid
break
votes[chosen] = votes.get(chosen, 0) + 1
# Winner
winner_id = max(votes, key=lambda k: votes[k])
winner = self.agents[winner_id]
vote_count = votes[winner_id]
# Remove old mayor
for a in self.agents.values():
if a.is_mayor:
a.is_mayor = False
a.add_life_event(
self.clock.day, self.clock.total_ticks,
"politics", "Term as Mayor ended",
)
# Set new mayor
winner.is_mayor = True
winner.mayor_term_start_day = self.clock.day
winner.add_life_event(
self.clock.day, self.clock.total_ticks,
"politics", f"Elected as Mayor of Soci City with {vote_count} votes!",
)
winner.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"I was elected Mayor of Soci City! {vote_count} people voted for me.",
importance=10,
)
winner.mood = min(1.0, winner.mood + 0.5)
self._emit(f" [ELECTION] {winner.name} elected Mayor with {vote_count}/{len(eligible_voters)} votes!")
# All voters remember the election
for voter in eligible_voters:
if voter.id != winner_id:
voter.add_observation(
tick=self.clock.total_ticks, day=self.clock.day,
time_str=self.clock.time_str,
content=f"{winner.name} was elected as our new Mayor.",
importance=6, involved_agents=[winner_id],
)
def _tick_short_term_goals(self) -> None:
"""Refresh short-term goals weekly — expire old ones, add new ones."""
import random as _r
short_goals_pool = [
"Meet someone new this week",
"Try a new restaurant",
"Exercise at least twice",
"Read something interesting",
"Help a neighbor",
"Visit the park",
"Have a deep conversation",
"Cook something special",
"Explore a new part of town",
"Catch up with an old friend",
"Organize my home",
"Learn something new",
"Spend time outdoors",
"Do something creative",
]
for agent in self.agents.values():
if not agent.alive or agent.persona.age < 6:
continue
# Expire active short-term goals
for g in agent.goals:
if g.get("term") == "short" and g["status"] == "active":
if g["progress"] >= 0.7:
g["status"] = "completed"
g["progress"] = 1.0
else:
g["status"] = "abandoned"
# Add 1-2 new short-term goals
count = _r.randint(1, 2)
for _ in range(count):
goal_desc = _r.choice(short_goals_pool)
agent.add_goal(goal_desc, term="short")
def get_state_summary(self) -> dict:
"""Get a summary of the current simulation state."""
# Find current mayor
mayor = next((a for a in self.agents.values() if a.is_mayor and a.alive), None)
return {
"clock": self.clock.to_dict(),
"weather": self.events.weather.value,
"active_events": [e.to_dict() for e in self.events.active_events],
"mayor": {"id": mayor.id, "name": mayor.name} if mayor else None,
"agents": {
aid: {
"name": a.name,
"age": a.persona.age,
"gender": a.persona.gender,
"occupation": a.persona.occupation,
"location": a.location,
"state": a.state.value,
"mood": round(a.mood, 2),
"needs": a.needs.to_dict(),
"action": a.current_action.detail if a.current_action else "idle",
"daily_plan": a.daily_plan,
"partner_id": a.partner_id,
"is_player": a.is_player,
"pregnant": a.pregnant,
"children_count": len(a.children),
"alive": a.alive,
"lifecycle_stage": a.lifecycle_stage,
"is_mayor": a.is_mayor,
}
for aid, a in self.agents.items()
},
"active_conversations": len(self.active_conversations),
"llm_provider": getattr(self.llm, "provider", "unknown"),
"llm_model": getattr(self.llm, "default_model", "unknown"),
"llm_status": getattr(self.llm, "llm_status", "active"),
"llm_calls_last_tick": self._llm_calls_this_tick,
"llm_skipped": self._skip_llm_this_tick,
"llm_usage": self.llm.usage.summary(),
}
def to_dict(self) -> dict:
"""Serialize full simulation state."""
return {
"city": self.city.to_dict(),
"clock": self.clock.to_dict(),
"agents": {aid: a.to_dict() for aid, a in self.agents.items()},
"events": self.events.to_dict(),
"entropy": self.entropy.to_dict(),
"conversation_counter": self._conversation_counter,
"conversation_history": self.conversation_history,
}
@classmethod
def from_dict(cls, data: dict, llm: ClaudeClient) -> Simulation:
"""Restore a simulation from serialized state."""
city = City.from_dict(data["city"])
clock = SimClock.from_dict(data["clock"])
sim = cls(city=city, clock=clock, llm=llm)
sim.events = EventSystem.from_dict(data["events"])
sim.entropy = EntropyManager.from_dict(data["entropy"])
sim._conversation_counter = data.get("conversation_counter", 0)
sim.conversation_history = data.get("conversation_history", [])
for aid, agent_data in data["agents"].items():
agent = Agent.from_dict(agent_data)
sim.agents[agent.id] = agent
# Rebuild routines from restored personas (deterministic)
sim._rebuild_routines()
return sim
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