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Cultivation World Simulator
An AI-driven cultivation world simulator that aims to create a truly living, immersive xianxia world.
Overview
Cultivation World Simulator combines traditional game-rule systems with large language models. By first establishing a complete ruleset for the cultivation world, it creates an autonomous, vibrant, immersive virtual world with emergent stories.
Core idea: Build a credible rule-based world model first, then plug in AI to bring it to life.
Tech Stack
- Frontend Rendering: pygame (Web support in the future)
- Simulation Engine: custom event-driven simulator
- World Model: rule-based deterministic systems
- AI Integration: LLM-generated actions, decisions, micro-stories
Background
I have been a long-time reader of xianxia novels, from classics to modern works. As a game AI practitioner, I believe today’s LLM capabilities are sufficient to support a xianxia-style world simulation.
However, LLM-only NPC decision/dialogue is not enough. A credible rule system must ground the world as the “world model”, and then AI makes it vivid.
I aim to create a pure, joyful, direct, living sense of immersion. Not a mere marketing demo, nor purely academic like “Stanford Town”, but a world that players can actually feel and inhabit.
If you like this project, consider starring it. You can also watch an intro video on my Bilibili: link.
Development Progress
🏗️ Foundation
- ✅ World map basics
- ✅ Diverse terrain types (plain, mountain, forest, desert, water, etc.)
- ✅ Time system (year-month timestamps)
- ✅ Frontend UI (pygame)
- ✅ Simulation framework
- ✅ Project documentation (README)
- ✅ Config system
- Standalone release (packaged exe)
- Web frontend (later)
- ECS parallel toolkit (later)
- Player-configurable prompts (later)
🗺️ Tile System
- ✅ Basic tile mechanics
- ✅ Normal, cultivate, city, sect regions
- ✅ Same-tile NPC interactions
- ✅ Qi distribution and yields
👤 Character System
- ✅ Core attributes
- ✅ Cultivation realms
- ✅ Spiritual roots
- ✅ Basic movement actions
- ✅ Personality
- ✅ Breakthrough system
- ✅ Relationships
- ✅ Perception radius
- ✅ Buff system: buffs/debuffs
- ✅ Artifacts
- Special abilities
- Epithets/nicknames
- Combat-related
- Attribute points allocation
- Skill system (techniques)
- Equipment system
- Skill learning
- Learnable skills
- Personal techniques (flexible integration)
- Life professions (alchemy, formations, farming, forging, etc., with tailored prompts and info space)
- Mortals support
- Prodigies (stronger abilities and AI)
🏛️ Organizations
- Sect system
- ✅ Settings, techniques, healing, base, styles
- ✅ Special sect actions: Hehuan Sect (dual cultivation), Hundred Beasts Sect (catch spirit animal)
- sect will AI, tasks, recruiting
- Sect tiers: different titles, abilities, actions
- Clans
- Court/Empire (TBD)
- Inter-organization relations
⚡ Action System
- ✅ Basic movement
- ✅ Action execution framework
- ✅ Defined actions (rule-complete)
- ✅ Long-duration actions and settlement
- ✅ Multi-month actions (cultivate, breakthrough, play, etc.)
- ✅ Auto-settlement upon completion
- ✅ Multiplayer actions: initiator + responder flow
- ✅ LLM actions that affect relationships
- ✅ Systematic action registration and runtime logic
- Richer actions
🎭 Event System
- World-scale events:
- Auctions
- Secret realm exploration
- Martial tournaments
- Sudden events
- Treasure/cave emergence
- Novelized/CG/film-style presentations
- Natural events:
- Natural disasters
- Beast tides
⚔️ Combat
- Combat design (roots influence skills and styles)
- Advantages and counters
- ✅ Win-rate estimation (simple)
🎒 Items
- ✅ Basic items and spirit stones
- Trading mechanics
- Economy system
🌿 Ecology
- ✅ Animals and plants
- ✅ Hunting, gathering, materials
- Beasts/monsters
🤖 AI Enhancements
- ✅ LLM interface integration
- ✅ Character AI (rules AI + LLM AI)
- ✅ Coroutine decision making, async, multithreaded speedups
- ✅ Long-term planning and goal-driven behavior
- ✅ Reactive responses to external stimuli
- ✅ LLM-driven NPC dialogue, thinking, interaction
- ✅ LLM-generated micro-stories
- ✅ Use different models (max/flash) per task needs
- ✅ Micro-theaters
- ✅ Battle micro-theaters
- ✅ Dialogue micro-theaters
- ✅ Multiple writing styles
- NPC observation space design
- One-off choices (e.g., switch techniques or not)
- Long-term memories / unforgettable memories
🏛️ World Lore
- Lore framework
- Worldbuilding
- Ancient history generation
Specials
- ✅ Fortuitous encounters
- Paths/Daos
- Possession & Rebirth
- Formations
- Opportunities
- Tribulations & Heart devils
- Flexible world rules
- Divination & Omens
- Male-female traits inversion
Usage
Run Steps
-
Clone the repo:
git clone https://github.com/your-username/cultivation-world-simulator.git cd cultivation-world-simulator -
Install dependencies:
pip install -r requirements.txt -
Configure LLM: Edit
static/config.yml:llm: model_name: "gpt-3.5-turbo" # or another model supported by LiteLLM key: "your-api-key-here" # your API keySee the LiteLLM docs:
link -
Run the simulator:
python -m src.run.run
Contributors
- Aku, for world design & discussion
License
This project is licensed as specified in LICENSE.
Contact
Open an issue or pull request if you have questions or suggestions.
