# Say "Sul Sul!" to SimSim, A Sims-Inspired Platform for Sandbox Game AI

arXiv: https://arxiv.org/abs/2008.11258 · HTML: https://mlsanity.com/paper/2008.11258/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 25 Aug 2020.

## Built on by (most cited first, 5 of 5)

- [Games for Artificial Intelligence Research: A Review and Perspectives](https://mlsanity.com/paper/2304.13269/) (2023)
- [Amorphous Fortress: Observing Emergent Behavior in Multi-Agent FSMs](https://mlsanity.com/paper/2306.13169/) (2023)
- [Exploring open-ended gameplay features with Micro RollerCoaster Tycoon](https://mlsanity.com/paper/2105.04342/) (2021)
- [Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials](https://mlsanity.com/paper/2204.05217/) (2022)
- [Quality Diversity in the Amorphous Fortress (QD-AF): Evolving for Complexity in 0-Player Games](https://mlsanity.com/paper/2312.02231/) (2023)

## Abstract (arXiv)

This paper proposes environment design in the life simulation game The Sims as a novel platform and challenge for testing divergent search algorithms. In this domain, which includes a minimal viability criterion, the goal is to furnish a house with objects that satisfy the physical needs of a simulated agent. Importantly, the large number of objects available to the player (whether human or automated) affords a wide variety of solutions to the underlying design problem. Empirical studies in a novel open source simulator called SimSim investigate the ability of novelty-based evolutionary algorithms to effectively generate viable environment designs.
