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一分鐘完成驗證An experiment in teachably imperfect historical simulations.
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A playable procedural history prototype with Earth-based landscapes, local place/period/role parsing, and optional model-assisted World Weaver creation. Both modes use the same deterministic TypeScript simulation and original pixel atlas. The original Roman and Neolithic settings remain available for earlier recordings. See WORLDS.md for world generation and World Weaver setup.
Requires Node 22.12+ and npm. No account, API key, Python, or GIS installation is required to play or build; prepared assets are included.檢視完整 README ↗Universal History Simulator is a free, experimental game and educational resource that I’m developing as a history professor interested in AI-assisted historical simulations. You begin with a person, place and date — “a baker in Ostia, 100 CE,” for example — and explore a generated world through the activities and obligations of an ordinary life. GPT-6 Luna powers the NPC dialogue and the narrator.
The project is intended for both human and AI players. A student or someone interested in history can play through the browser; an AI agent can observe and act within the same simulation through a programmatic interface. Alongside the game’s educational possibilities, I’m interested in using it to explore how agents make decisions within historical circumstances. That remains an open-ended experiment, and the simulation’s historical coverage and level of detail are uneven.
A starting description establishes a character, household and local setting. A local parser, or an optional model-assisted interpreter, resolves the place and date. Geographic data helps establish the landscape, while historical profiles and procedural generation supply settlements, buildings, occupations, clothing and daily situations.
You move through a pixel-art world, talk with residents, work, trade, manage possessions and respond to household and community obligations. Residents follow work and home routines, exchange finite quantities of goods, gossip, remember favours and react to theft. Actions consume time and affect the simulation, while a region map supports travel beyond the starting settlement.
Historical content distinguishes documented evidence, inference, hypothesis and fiction, with those distinctions shown in the game. This is a way to make the simulation’s assumptions more visible; it does not mean that every generated detail is accurate or that the historical evidence is complete.
Current work focuses on terrain and building graphics, the composition of generated environments, and performance. Historical content also needs continued correction and expansion: supporting a setting does not mean every aspect of its daily life is represented equally well.
The larger ambition is to develop the shared human-and-agent environment into an exploratory platform: comparing playthroughs, examining the assumptions behind decisions, and finding useful ways to incorporate those records into teaching and research. The interfaces exist; the methods for making sense of that play are still to be developed.
Requires Node 22.12+. No account, API key or Python is needed to play.
npm ci
npm run dev
Open the URL Vite prints. npm run build produces dist/.
| Move | Arrow keys / WASD, or click to walk |
| Talk / Inspect | Enter / R, or select a person or object |
| Region map | M |
| Inventory · Notebook | I · J |
| Wait | Space (one minute) or the Rest button |
The command bar also accepts short commands such as wait 10 or eat bread.
The simulation is deterministic TypeScript, separate from the renderer: the same seed and commands always produce the same world.
| Path | Role |
|---|---|
src/core | State, action rules, time, visibility, randomness, pathfinding. No browser or historical content. |
src/content | Geography, eras, cultures, professions, wardrobe, plots and card text. |
src/world/v2, v3 | The region atlas and the local scene: terrain, water, settlements, buildings. |
src/runtime | Commands, worker bridge, persistence, replay. |
src/render | The Phaser view. It draws the world and never decides outcomes. |
scripts/ | Art pipeline, geography preparation, capture and headless tools. |
Worlds are saved in the browser and can be exported, along with a full command
recording that replays exactly (npm run replay).
A model can live in any setting the game supports, through the same rules a
player has. npm run agent:serve is an MCP server for an agent such as Claude
Code to wander as long as it likes; npm run agent:run lets the game drive a
model itself (Anthropic, or any OpenAI-compatible endpoint, local models
included), once or many times, with an optional briefing. Each run leaves a
folder with its manifest, every call and reply, and a readable chronicle. See
docs/AGENTS.md.
/edumode is an opt-in entry point for teaching. Students enter a name and
class code, see what will be recorded and choose to start; teachers review
timelines and export them from /edumode/teacher. It needs a Postgres database
and three server-side environment variables — see
docs/CLASSROOM.md.
Design notes live in docs/. Start with
UHS_DESIGN.md for architecture,
HISTORY.md for eras and content, and
PROGRESS.md for recent work.
npm run check # typecheck, default tests and production build
npm test # fast routine suite
npm run test:full # optional world/scenario matrices and exhaustive checks
npm run test:browser # browser interactions, including mobile WebKit
Code is released under the MIT License. Some third-party art and data keep their own terms; see ASSET_PROVENANCE.md.