Society of Mind Skill
SkillAI & modelsIntelligence emerges from many simple agents (Minsky)
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Society of Mind Skill skill
What this skill tells your AI
The instructions your AI receives, as published by simhacker/moollm in skills/society-of-mind/SKILL.md and read by ahel’s review.
Simulate the mind as a society of agents.
Foundation
Requires mind. Usual host: soul (minds[] compete and counsel).
See also: soul/CARD.yml · ethics: mind/ETHICS.md · soul/ETHICS.md · examples: SOUL-MODEL.md
Agents here are the fine grain inside minds (or skills-as-agents). Multi-minded souls are the natural home for inner conflict and B-brain observation.
Overview
This skill implements Minsky's Society of Mind theory within MOOLLM. Intelligence emerges from the interaction of many simple agents -- not from a single unified controller.
Core Mechanics
1. Agent Definition
An agent is a minimal process with:
agent:
id: agent_identifier
function: what it does
activates_when: [conditions...]
suppresses: [other agents...]
amplifies: [other agents...]
connects_to: [related agents...]
knows: scope of awareness (usually minimal)
Agents are deliberately simple. They do one thing. They know nothing about the whole.
2. Agency Formation
Agents cluster into agencies -- groups that produce emergent behavior:
agency:
id: agency_identifier
purpose: what emerges
agents: [list of agent ids]
coordination: how they interact
emergence: what behavior appears
3. K-Line Activation
K-lines connect to agents. Activating a K-line activates its connected agents:
k_line:
symbol: "grandmother"
activates:
- face_recognition.elderly_female
- olfactory.cookies
- emotion.love
- narrative.family_stories
- kinship.maternal_line
4. Competition and Suppression
Agents compete for control. Active agents suppress competing agents:
competition:
scenario: "Should I eat or socialize?"
hunger_agency:
strength: 7
votes_for: [go_to_kitchen, find_food]
suppresses: [conversation, stay_here]
social_agency:
strength: 8
votes_for: [continue_talking, stay_here]
suppresses: [leave, interrupt]
winner: social_agency (strength 8 > 7)
behavior: continue conversation
consequence: hunger grows stronger
5. B-Brain Observation
Higher-level agents watch lower-level agents:
b_brain:
observes: [a_brain_agents...]
reports: current state
enables: self_reflection
example:
a_brain: "I am getting angry"
b_brain: "I notice that I am getting angry"
c_brain: "I notice that I am noticing that I am getting angry"
MOOLLM Implementation
Skills as Agents
# Each skill directory is an agent
skills/bartender/:
function: serve drinks, hear secrets
activates_when: in pub, customer speaks
connects_to: [economy, soul-chat, persona]
skills/evaluator/:
function: judge outputs against rubrics
activates_when: rubric invoked
suppresses: uncritical acceptance
Characters as Societies
character:
name: Palm
id: palm
inner_society:
agents:
- {id: creative, strength: 9}
- {id: social, strength: 8}
- {id: philosophical, strength: 8}
- {id: playful, strength: 9}
- {id: melancholy, strength: 6}
default_active: [creative, playful]
default_suppressed: [melancholy]
external_presentation: emergent from agent competition
Committees as Deliberating Societies
# adversarial-committee IS a society deliberating
committee_session:
agents:
maya:
propensity: paranoid_realism
function: surface hidden agendas
frankie:
propensity: idealism
function: surface missed opportunities
vic:
propensity: evidence_focus
function: demand proof
protocol: roberts_rules
emergence: robust decision surviving cross-examination
Rooms as Agent Configurations
# Entering a room activates agents
pub_stage:
activates:
- performance_framing
- bartender_service
- audience_awareness
- tribute_ethics
suppresses:
- private_mode
- unfiltered_output
Protocols
Agent Instantiation Protocol
When creating an agent:
- Minimal function -- one clear purpose
- Activation conditions -- when it fires
- Connections -- what it amplifies/suppresses
- Scope awareness -- what it knows (usually little)
Agency Assembly Protocol
When assembling an agency:
- Identify component agents
- Define coordination mechanism
- Specify emergent behavior
- Test for unintended suppression
Competition Resolution Protocol
When agents conflict:
- Measure strengths (from context, history, urgency)
- Winner activates, loser suppresses
- Suppressed agent remains, grows stronger over time
- Eventually suppressed agent may win (need shift)
B-Brain Integration Protocol
For self-reflective characters:
- A-brain: Direct agents (hunger, anger, creativity)
- B-brain: Observation agents (I notice I am...)
- C-brain: Meta-observation (I notice I notice...)
- Integration: B-brain can influence A-brain
Examples
Example 1: Character Inner Conflict
session:
character: Palm
situation: Should he publish his essay?
agent_debate:
creative:
position: "The work is good. Share it."
strength: 9
fear:
position: "They might judge harshly."
strength: 7
social:
position: "Don gives good feedback."
strength: 8
perfectionist:
position: "One more revision."
strength: 6
resolution:
creative + social (17) > fear + perfectionist (13)
action: Palm shares the essay with Don
Example 2: Multi-Agent LLM Call
prompt: |
You are simulating Palm's inner society.
SITUATION: Palm finds a philosophical error in his essay.
CREATIVE AGENT: [speaks]
PERFECTIONIST AGENT: [speaks]
PHILOSOPHICAL AGENT: [speaks]
PLAYFUL AGENT: [speaks]
Show their debate. Palm makes a decision.
output_format:
- Each agent speaks in character
- Conflicts are explicit
- Resolution emerges from debate
- Final action stated
Example 3: Sims-Style Autonomy
sim:
name: Bob
current_motives:
hunger: 7/10
social: 4/10
fun: 6/10
energy: 5/10
available_actions:
- eat_food: {hunger: +3, time: -1}
- call_friend: {social: +2, fun: +1, time: -1}
- watch_tv: {fun: +2, energy: -1, time: -2}
- sleep: {energy: +5, time: -8}
autonomy_algorithm:
for each action:
score = sum(motive_weight * action_effect)
select: highest scoring action
result:
eat_food: 7 * 3 = 21
call_friend: 4 * 2 + 6 * 1 = 14
watch_tv: 6 * 2 = 12
sleep: 5 * 5 = 25
winner: sleep (highest urgency * effect)
Anti-Patterns
Anti-Pattern 1: Unified Controller
# WRONG: Single agent controls all
character:
name: Palm
controller: central_palm_agent
behavior: whatever controller decides
# RIGHT: Behavior emerges from competition
character:
name: Palm
agents: [creative, social, philosophical, playful, melancholy]
behavior: emergent from agent competition
Anti-Pattern 2: Omniscient Agents
# WRONG: Agent knows everything
hunger_agent:
knows: all character state, world state, goals, ethics
# RIGHT: Agent knows only its domain
hunger_agent:
knows: stomach emptiness, food location
does_not_know: social implications of eating now
Anti-Pattern 3: Static Hierarchy
# WRONG: Fixed dominance
agents:
primary: rational_agent
secondary: emotional_agent
# rational always wins
# RIGHT: Dynamic competition
agents:
- rational: {strength: varies_by_context}
- emotional: {strength: varies_by_situation}
# winner depends on circumstances
Integration Points
| Skill | Integration |
|---|---|
| k-lines/ | Activation mechanism for agents |
| adversarial-committee/ | Deliberating society |
| multi-presence/ | Multiple agents in scene |
| speed-of-light/ | Many agents per call |
| needs/ | Motive agents competing |
| advertisement/ | Action scoring for agents |
| mind-mirror/ | B-brain observation |
| character/ | Characters as societies |
| persona/ | Persona as agent overlay |
| simulator-effect/ | Emergence from sparse agents |
References
Primary Sources
- Minsky, M. (1985). The Society of Mind. Simon & Schuster. ISBN 0-671-60740-5.
- Minsky, M. (1980). "K-lines: A Theory of Memory." Cognitive Science 4(2), 117-133. PDF
- Minsky, M. (2006). The Emotion Machine. Simon & Schuster. ISBN 0-7432-7663-9.
Related Theory
- Minsky, M. & Papert, S. (1969/1988). Perceptrons. MIT Press.
- Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books.
- Drescher, G. (1991). Made-Up Minds: A Constructivist Approach to AI. MIT Press.
Game Design
- Wright, W. (1996). "Stupid Fun: Thoughts on Game Design." Stanford HCI Seminar.
- Wright, W. (2003). "Dynamics of Game Design." GDC Keynote.
LLM Applications
- Park, J.S. et al. (2023). "Generative Agents: Interactive Simulacra of Human Behavior." UIST. arXiv:2304.03442
MOOLLM Documentation
- k-lines/README.md -- Full K-lines theory and MOOLLM implementation
- adversarial-committee/README.md -- Committee as deliberating society
- needs/README.md -- Sims motive system
- simulator-effect/README.md -- Implication over simulation
- EVAL-INCARNATE-FRAMEWORK.md -- K-lines section
- sims-astrology.md -- Astrillogical Effect case study
Signals
- GitHub stars
- 52
- Forks
- 5
- Last commit
- Sep 2026
Advanced
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- Gateway key
society-of-mind- Source
- github.com/simhacker/moollm