Those are some groovie ideas! ;)
Your question about who decides what gets loaded into the context window is close to something I've been experimenting with. I worked on the original Sims, and I'm now developing MOOLLM, which is roughly The Sims crossed with LambdaMOO, running on an LLM.
The connection to Leary is quite literal. MOOLLM has a Mind Mirror skill, an extension of the Anthropic Skills approach to character and location simulation, meets the Self prototype based object system. It draws on Timothy Leary's Mind Mirror, the game published by Electronic Arts, alongside Sims-style personality traits and needs.
Leary's earlier work on the Interpersonal Circumplex and personality inventories supplies another connection to your question about control. There's the story of him recognizing his own psychological testing framework during prison intake and answering strategically to obtain a minimum-security classification, from which he subsequently escaped the California Men's Colony in San Luis Obispo. Understanding how the system represented him helped him change what the system allowed him to do. Practical applications include prison escapes, and computer games too. ;)
MOOLLM's Mind Mirror skill:
https://github.com/SimHacker/moollm/tree/main/skills/mind-mi...
Timothy Leary's Mind Mirror game from Electronic Arts:
https://en.wikipedia.org/wiki/Timothy_Leary%27s_Mind_Mirror
Leary explaining his MIND MIRROR computer program:
https://www.youtube.com/watch?v=9oabRxvjf9k
Mind Mirror gameplay:
https://www.youtube.com/watch?v=epOL4QiPLJo
I'm using these ideas as an editable vocabulary for exploring personalities, relationships, and different interpretations of a situation, not as a scientific model of consciousness or a way to diagnose people.
What interested me about The Sims wasn't just watching simulated people. It was being able to build their environment, change it while they were living in it, and discover how their behavior changed. LambdaMOO brought a related idea into a shared, programmable world: the inhabitants could also be its builders.
https://github.com/SimHacker/moollm
In MOOLLM, directories represent rooms, files hold objects and character state, and the LLM interprets descriptions and behavioral instructions. The world persists outside the context window, but any particular interaction brings only part of it into context. Deciding what to retrieve, summarize, remember, or leave out becomes part of constructing the character's perspective.
I want that construction to be inspectable and editable. You should be able to look at the character description, memories, and instructions that were supplied, change them, and try the situation again. That doesn't reveal the model's internal workings, but it does let you examine and manipulate some of the conditions shaping its response.
So your "God's admin panel" made me smile. I'm interested in building one for these little worlds, and letting people move between playing a character, designing the environment, and examining the simulation -- even importing and exporting characters between games, and "llmulating" them in LLM driven microworld simulations like moollm. You don't have to believe our universe is simulated to learn something by building one you can take apart.
The moollm soul-city skill, inspired by something Will Wright said in 1996 about data portability:
https://github.com/SimHacker/moollm/tree/main/skills/soul-ci...
I'd be interested in how you'd turn the context-window idea into an interaction: what would you want someone to be able to inspect or change?
Your question about who decides what gets loaded into the context window is close to something I've been experimenting with. I worked on the original Sims, and I'm now developing MOOLLM, which is roughly The Sims crossed with LambdaMOO, running on an LLM.
The connection to Leary is quite literal. MOOLLM has a Mind Mirror skill, an extension of the Anthropic Skills approach to character and location simulation, meets the Self prototype based object system. It draws on Timothy Leary's Mind Mirror, the game published by Electronic Arts, alongside Sims-style personality traits and needs.
Leary's earlier work on the Interpersonal Circumplex and personality inventories supplies another connection to your question about control. There's the story of him recognizing his own psychological testing framework during prison intake and answering strategically to obtain a minimum-security classification, from which he subsequently escaped the California Men's Colony in San Luis Obispo. Understanding how the system represented him helped him change what the system allowed him to do. Practical applications include prison escapes, and computer games too. ;)
MOOLLM's Mind Mirror skill:
https://github.com/SimHacker/moollm/tree/main/skills/mind-mi...
Timothy Leary's Mind Mirror game from Electronic Arts:
https://en.wikipedia.org/wiki/Timothy_Leary%27s_Mind_Mirror
Leary explaining his MIND MIRROR computer program:
https://www.youtube.com/watch?v=9oabRxvjf9k
Mind Mirror gameplay:
https://www.youtube.com/watch?v=epOL4QiPLJo
I'm using these ideas as an editable vocabulary for exploring personalities, relationships, and different interpretations of a situation, not as a scientific model of consciousness or a way to diagnose people.
What interested me about The Sims wasn't just watching simulated people. It was being able to build their environment, change it while they were living in it, and discover how their behavior changed. LambdaMOO brought a related idea into a shared, programmable world: the inhabitants could also be its builders.
https://github.com/SimHacker/moollm
In MOOLLM, directories represent rooms, files hold objects and character state, and the LLM interprets descriptions and behavioral instructions. The world persists outside the context window, but any particular interaction brings only part of it into context. Deciding what to retrieve, summarize, remember, or leave out becomes part of constructing the character's perspective.
I want that construction to be inspectable and editable. You should be able to look at the character description, memories, and instructions that were supplied, change them, and try the situation again. That doesn't reveal the model's internal workings, but it does let you examine and manipulate some of the conditions shaping its response.
So your "God's admin panel" made me smile. I'm interested in building one for these little worlds, and letting people move between playing a character, designing the environment, and examining the simulation -- even importing and exporting characters between games, and "llmulating" them in LLM driven microworld simulations like moollm. You don't have to believe our universe is simulated to learn something by building one you can take apart.
The moollm soul-city skill, inspired by something Will Wright said in 1996 about data portability:
https://github.com/SimHacker/moollm/tree/main/skills/soul-ci...
I'd be interested in how you'd turn the context-window idea into an interaction: what would you want someone to be able to inspect or change?