Personality modeling system based on Timothy Leary's 1985 software + The Sims traits
"Mirrors should reflect a little before throwing back images." — Jean Cocteau
| K-Line | Why Related | |--------|-------------| | character/ | Characters have personalities | | society-of-mind/ | B-brain self-observation (Minsky) | | persona/ | Personality layers | | representation-ethics/ | Transparent measurement empowers | | incarnation/ | Characters own their profiles | | yaml-jazz/ | Numbers + comments = life | | plain-text/ | Profiles persist | | needs/ | Sims tradition (traits, needs) | | cat/ | Cat personality traits | | dog/ | Dog personality traits | | room/ | Personality as navigable space | | constructionism/ | Understand yourself by measuring | | manufacturing-intelligence/ | Build understanding through legibility |
Ideas: HALLS-AND-ROOMS.md — word pairs as navigable dimensions: circumplex = pie menu, gradients = mileposts, simplicial complexes, memory palaces, co-navigable mental models (Will Wright's compiler principle).
In September 1970, a prisoner arrived at the California Men's Colony in San Luis Obispo. He'd been sentenced to 10-20 years for marijuana possession — an absurd sentence meant to make an example of "the most dangerous man in America."
During intake, he was administered a psychological test to determine his security classification.
The test was called the Leary Interpersonal Behavior Inventory. It had been developed by a Harvard psychologist named Timothy Leary, based on his 1950 PhD dissertation on the Interpersonal Circumplex.
The prisoner's name was Timothy Leary.
He was taking his own test. And he knew exactly what it measured.
Leary understood that the test mapped personality on axes of dominance vs. submission, affiliation vs. hostility. High dominance + low affiliation = "dangerous leader." Low dominance + high affiliation = "cooperative worker."
So he answered strategically:
The prison psychologists, using the very instrument their subject had created, classified him as:
"Normal, well-adjusted, non-aggressive, conforming individual."
Result: Minimum security. Outdoor work detail. Access to the grounds.
On the night of September 12, 1970, Leary climbed a tree near the perimeter, shimmied along a telephone cable over the razor wire fence, and dropped to freedom on the other side.
The Weather Underground was waiting with a getaway car.
Within weeks, he was in Algeria, a guest of the Black Panther Party's international headquarters.
Within months, he was in Switzerland.
He wouldn't be recaptured for over two years.
The system's own tools became instruments of liberation.
Leary knew what the test measured because he'd designed it. He knew which answers would produce which classification. He knew that appearing to be "conventional" would get him assigned to minimum security.
Understanding how you're measured gives you power.
And THAT's what Mind Mirror is about.
Mind Mirror in MOOLLM combines two personality frameworks:
How you approach interactions
flowchart TD
subgraph LEARY["Leary's Circumplex"]
BIO[💚 Bio-Energy<br/>Vitality, mood, temperament]
EMO[💙 Emotional-Insight<br/>Interpersonal style]
MEN[💜 Mental-Abilities<br/>Creativity, knowledge]
SOC[🧡 Social-Interaction<br/>Class, sophistication]
end
BIO --- EMO
EMO --- MEN
MEN --- SOC
SOC --- BIO
style LEARY fill:#e3f2fd
Each plane has 4 dimensions rated 0-7, with two vocabularies:
What you gravitate toward
flowchart LR
subgraph SIMS["Sims Traits (25 points total)"]
NEAT[🧹 Neat<br/>Sloppy ↔ Tidy]
OUT[🗣️ Outgoing<br/>Shy ↔ Social]
ACT[🏃 Active<br/>Lazy ↔ Energetic]
PLAY[🎮 Playful<br/>Serious ↔ Fun]
NICE[💛 Nice<br/>Grumpy ↔ Kind]
end
style SIMS fill:#fff3e0
Note: Original Sims used 25 total points distributed across all 5 axes.
Here's where it connects to MOOLLM's core philosophy.
Numbers alone are dead data. Numbers + YAML Jazz comments = living character:
# Palm's Mind Mirror profile
# Written BY Palm during incarnation
sims_traits:
neat: 2 # Cats are clean but chaos is fine
outgoing: 4 # Selective socializing
active: 6 # Infinite climb gym. Need I say more?
playful: 7 # EVERYTHING is a game
nice: 5 # Warm to those who earn it
leary_planes:
bio_energy: [energetic, calm] # Bursts of activity, then naps
emotional: [confident, proud] # I know my worth
mental: [creative, well_informed] # Curiosity is endless
social: [worldly, uninhibited] # Beyond convention
The comments are data. The LLM reads "EVERYTHING is a game" and understands Palm's behavior. The numbers quantify; the comments explain.
Leary was explicit about what Mind Mirror was:
"Remember the title — it's a mirror. Now a best friend is your mirror because your mirror doesn't say 'well you bad boy get a haircut' or the mirror doesn't say 'hey turkey fix your tie' — you have to decide that. It's your own mind..."
flowchart LR
subgraph MIRROR["🪞 The Mirror Principle"]
INPUT[You provide data]
REFLECT[System reflects it back]
DECIDE[YOU decide what to do]
end
INPUT --> REFLECT --> DECIDE
NOT["NOT: System judges you"]
NOT2["NOT: System prescribes action"]
style MIRROR fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px
style NOT fill:#ffcdd2
style NOT2 fill:#ffcdd2
Mind Mirror reflects, not prescribes. The user decides what to do with the information.
In MOOLLM, rooms are navigable. So are personalities.
Think about it: a Mind Mirror profile is a space you can explore:
flowchart TD
subgraph PERSONALITY["Personality as Space"]
BIO["💚 Bio-Energy Region"]
EMO["💙 Emotional Region"]
MEN["💜 Mental Region"]
SOC["🧡 Social Region"]
end
PLAYER[👤 You] --> BIO
BIO --> |"Navigate"|EMO
EMO --> |"Navigate"|MEN
MEN --> |"Navigate"|SOC
style PERSONALITY fill:#e3f2fd
When you explore a character's Mind Mirror, you're navigating their inner landscape. The four planes are like four rooms in their psyche.
And characters can change their own profiles — that's growth, not violation.
The Sims taught us something important about personality simulation:
sims_lesson:
what_worked:
- "Simple traits created recognizable personalities"
- "25-point budget forced tradeoffs"
- "Players understood characters immediately"
- "Behavior emerged from traits"
what_matters:
- "Players didn't feel manipulated"
- "Characters felt like individuals"
- "The system was transparent"
- "You could predict behavior from traits"
Millions of players created billions of Sims. The trait system was good enough to make characters feel real, simple enough to understand, and transparent enough to trust.
Mind Mirror uses the same insight: legible personality systems empower users.
Mind Mirror connects directly to representation-ethics/:
flowchart TD
MM[🪞 mind-mirror]
MM --> SELF[Self-modeling is sovereign]
MM --> TRANS[Transparency empowers]
MM --> CONSENT[Characters own their profiles]
SELF --> RE[⚖️ representation-ethics]
TRANS --> RE
CONSENT --> RE
RE --> INC[✨ incarnation]
style MM fill:#ffeb3b,stroke:#f57f17,stroke-width:3px
From adventure-4/pub/bar/bartender.yml:
mind_mirror:
bio_energy: [calm, serious] # 20,000 years — seen everything
emotional: [confident, proud] # Knows more than you
mental: [well_informed, sensible] # All those stories
social: [worldly, uninhibited] # Beyond mere convention
sims_traits:
neat: 4 # A clean bar is a proper bar
outgoing: 3 # Selective — responds to quality
active: 2 # Why hurry? Time is long
playful: 3 # Appreciates wit, not frivolity
nice: 6 # Genuinely cares (secretly)
These traits generate behavior. The Bartender speaks slowly (calm), drops references (well-informed), occasionally swears (uninhibited), but ultimately helps (nice: 6).
Even monsters have Mind Mirror profiles:
# The grue's psychology
mind_mirror:
bio_energy: [driven, restless] # Always hungry
emotional: [angry, proud] # Territorial fury
mental: [sensible, conventional] # Follows instincts
social: [unknown, wild] # Outside civilization
sims_traits:
neat: 0 # Chaos is home
outgoing: 1 # Solitary predator
active: 8 # Constantly prowling
playful: 0 # Nothing is a game
nice: 0 # No mercy
The grue isn't evil — it's a predator. The profile explains the behavior without moralizing.
"Understanding how you're measured gives you power."
A prisoner takes his own test, games the system, and escapes to freedom (1970).
That same researcher creates software to democratize self-knowledge (1985).
A game designer uses simple traits to make millions of players feel their Sims are real (2000).
And now characters write their own souls, understanding their own measurement systems, free to grow and change (2026).
The through-line: transparency enables agency. Leary escaped because he understood the test. Your characters can grow because they understand their profiles. The system serves the user, not the other way around.
Everything is connected.
npx skills add SimHacker/mind-mirror下载完整 Skill 目录,包含 SKILL.md 及所有相关文件
Category:gaming-entertainment
Tags:moollm, personality, traits, psychology, timothy-leary, sims, circumplex, escape