Society of Mind Skill

SkillAI & models

Intelligence emerges from many simple agents (Minsky)

Available today. Use it from your connected AI after setup.

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:

  1. Minimal function -- one clear purpose
  2. Activation conditions -- when it fires
  3. Connections -- what it amplifies/suppresses
  4. Scope awareness -- what it knows (usually little)

Agency Assembly Protocol

When assembling an agency:

  1. Identify component agents
  2. Define coordination mechanism
  3. Specify emergent behavior
  4. Test for unintended suppression

Competition Resolution Protocol

When agents conflict:

  1. Measure strengths (from context, history, urgency)
  2. Winner activates, loser suppresses
  3. Suppressed agent remains, grows stronger over time
  4. Eventually suppressed agent may win (need shift)

B-Brain Integration Protocol

For self-reflective characters:

  1. A-brain: Direct agents (hunger, anger, creativity)
  2. B-brain: Observation agents (I notice I am...)
  3. C-brain: Meta-observation (I notice I notice...)
  4. 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

SkillIntegration
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

Signals

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Sep 2026
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Catalog kind
skill
Gateway key
society-of-mind
Source
github.com/simhacker/moollm