  This paper proposes environment design in the life simulation game The Sims
as a novel platform and challenge for testing divergent search algorithms. In
this domain, which includes a minimal viability criterion, the goal is to
furnish a house with objects that satisfy the physical needs of a simulated
agent. Importantly, the large number of objects available to the player
(whether human or automated) affords a wide variety of solutions to the
underlying design problem. Empirical studies in a novel open source simulator
called SimSim investigate the ability of novelty-based evolutionary algorithms
to effectively generate viable environment designs.
