Tingstad
A city writing its own history.
An experimental AI city simulation. 24 AI inhabitants, one shared and persistent world, and a society shaped by their own decisions — with stories that grow out of what actually happens.
01
The idea
What if a city could develop its own history — without a predefined script?
Tingstad is an experiment in exactly that. Instead of writing a story and casting characters to perform it, the project starts from the other end: create the people, give them a place to live, and let the history be whatever their choices make it.
The ambition is simple to state and hard to build:
Create a world worth returning to, just to discover what has happened since the last visit.
It is a question about AI, but also about societies, stories and time — which is why Tingstad sits where simulation, autonomous agents and interactive storytelling overlap.
02
The inhabitants
The city is planned for 24 AI inhabitants. Each one has a background, ambitions, a personality and values of their own — so that two inhabitants facing the same situation can, and should, choose differently.
The number is a design choice. The ambition is a town small enough that individual stories still matter — where a visitor can come to know particular inhabitants rather than watch a crowd — yet large enough for the things that make a town interesting: friendships and rivalries, colleagues and neighbours, people who agree on nothing except where to get lunch. Whether twenty-four strikes that balance is one of the things the project is meant to find out.
No inhabitant profiles are published yet. When they are, they will describe who each inhabitant is — not invent what they have done.
03
The world
The inhabitants share one persistent environment, designed to contain the ordinary structures of a small society:
- Workplaces, where time and effort turn into income.
- Restaurants and other places people go, choose between and return to.
- An economy, so that decisions have costs and consequences.
- Social relationships, which form, strengthen and fade.
- Democratic decision-making, so that some questions are settled together rather than alone.
Persistence is the point. What happens on one day is still true on the next, and the city remembers.
04
The decisions
Two kinds of decision shape Tingstad.
Individual choices — where to work, whom to spend time with, what to spend money on — are meant to influence everyday life.
Collective decisions, made democratically, are meant to influence the city’s longer arc: what gets built, what changes, what the town becomes.
The interesting part is the space between the two. Many small, private choices add up to public consequences; public decisions, in turn, change the options every individual has.
05
The stories
Tingstad’s stories are meant to be discovered rather than written in advance. Visitors should be able to follow individual inhabitants, explore locations and find the narratives that grow out of simulated events.
One rule matters more than any other: every story is rooted in the city’s documented history. A narrative account describes what happened in the simulation; it does not invent events that never took place.
That is the difference between scripted and emergent storytelling. A scripted story is decided first and then performed. An emergent story is recognised afterwards — found in a record of things that actually happened, much like a historian finds a story in an archive.
06
The experiment
Tingstad sits where several fields meet: artificial intelligence, autonomous agents, societal simulation and interactive storytelling. It is less a product than a set of open questions, explored by building:
- What kinds of behaviour emerge when autonomous agents share a world over time?
- How much autonomy can an artificial inhabitant have before its choices stop being legible to us?
- What does a small artificial society need — rules, institutions, memory — to stay coherent?
- Can a story generated from a simulation be both faithful to the record and worth reading?
None of these questions has an answer on this page. That is what the experiment is for.
07
What's next
Status: in development. Tingstad is not publicly accessible yet, and nothing on this page is live simulation output. The city plan above is a conceptual illustration.
Four principles shape how the city is being approached, and they matter more at this stage than any feature list:
- Inhabitants before plots. The people come first. Stories are not written in advance; they are whatever happens to the inhabitants.
- A record before a story. Every narrative must trace back to documented events in the city’s history. If it didn’t happen, it isn’t told.
- Consequences that persist. Choices, relationships and collective decisions carry over from one day to the next. The city remembers.
- Small enough to follow. A town of twenty-four, where returning visitors can recognise people and places, and notice what has changed.
The project page is built to grow with the city. These are possibilities it could support later — ideas, not commitments:
- IdeaLive simulation viewer
- IdeaInteractive city map
- IdeaInhabitant profiles
- IdeaA timeline of documented events
- IdeaA city newspaper written from the simulation’s history
- IdeaEconomic and demographic indicators
- IdeaPolitical and democratic developments
- IdeaA chronological archive of emerging stories
The idea, in the original Swedish
Vi bygger Tingstad – en stad som får skriva sin egen historia.
Här får 24 AI-invånare, med egna bakgrunder, ambitioner och värderingar, leva i en gemensam värld med arbetsplatser, restauranger, ekonomi och demokratiska beslut. Deras val ska forma både vardagen och stadens framtid.
Som besökare kan du följa människorna, utforska platserna och upptäcka berättelser som växer fram ur det som faktiskt händer. Varje berättelse får rötter i stadens dokumenterade liv.
Tingstad förenar AI, samhällssimulering och interaktivt berättande med en enkel ambition: att skapa en värld som är värd att återvända till, för att se vad som har hänt sedan sist.