adventure
npx skills add https://github.com/simhacker/moollm --skill adventure
Agent 安装分布
Skill 文档
Adventure
“Every directory is a room. Every file is a clue. Navigation is investigation.”
Turn exploration into a quest â or any simulation into a hybrid LLM/deterministic CLI.
Lineage: Colossal Cave (Crowther & Woods), Scott Adams Adventures, Zork (Infocom), MUD (Bartle), LambdaMOO (Curtis).
Inherits from: simulation/ â all simulation properties plus adventure-specific state.
[!TIP] This is a general pattern. Text adventure is the reference implementation, but the same architecture powers city sims, cloud management tools, board games â anything where deterministic transforms meet creative narration.
[!TIP] Perfect for codebase archaeology. “Find where the auth bug was introduced” â that’s a quest!
The Premise
An adventure creates a player with state, places them in a room, and the LLM dungeon masters them around.
# player.yml
name: Alice
location: entrance-hall
inventory:
refs: # Lightweight pointers (weight: 0)
- pub/bar/brass-lantern.yml
- street/acme-catalog.yml#portable-hole
objects: # Deep copies (has weight)
- { id: notebook, name: "Notebook", weight: 0.5 }
fungibles: # Stacks
- { proto: economy/gold.yml, count: 50 }
health: 100
notes: "Looking for the lost artifact"
Inventory Protocol: See skills/inventory/ for full TAKE/DROP/BOX/BEAM operations, pointer syntax, and structural editing.
The core loop:
User: "go north"
â DM: Updates player.location, describes the new room
User: "look around"
â DM: Reads room YAML, narrates contents atmospherically
User: "take the rusty key"
â DM: Moves key to player.inventory, narrates the action
The mapping:
- Directories = Rooms to enter
- Files = Clues, artifacts, characters
- player.yml = Your state (location, inventory, health)
- Chat = How you control your character
- LLM = Dungeon Master (narrates, adjudicates, surprises)
This is Memory Palace with narrative framing and a player character.
Multi-User, Multi-Agent (Engelbart NLS tradition)
Naturally supports multiple simultaneous participants:
# characters/
âââ alice.yml # Human player 1
âââ bob.yml # Human player 2
âââ merchant.yml # NPC (DM-controlled)
âââ guard-bot.yml # Autonomous bot (action queue)
âââ oracle.yml # LLM agent with own goals
Character types:
| Type | Controlled By | Example |
|---|---|---|
| Player Character | Human via chat | Alice exploring the dungeon |
| NPC | DM (LLM) responds when addressed | Merchant sells items |
| Bot | Action queue runs autonomously | Guard patrols on schedule |
| Agent | LLM with own goals & initiative | Oracle pursues prophecies |
All coexist in the same world:
# library/ROOM.yml
occupants:
- alice # Player exploring
- bob # Another player
- librarian # NPC who answers questions
- dust-sprite # Bot that cleans autonomously
Selection: Current Character or Swarm (Sims/Populous tradition)
Like The Sims and Populous, you have a selection â who you’re controlling right now:
selection:
mode: single # or: group, swarm
current: alice # commands go to Alice
# Or control multiple at once:
selection:
mode: group
current: [alice, bob, charlie] # "go north" moves all three
# Or a whole swarm (Populous/Dungeon Keeper style):
selection:
mode: swarm
filter: { type: imp, location: mines }
Selection commands:
| Command | Effect |
|---|---|
SELECT alice |
Control Alice |
SELECT alice, bob |
Control both |
SELECT ALL imps |
Swarm control |
CYCLE |
Next character in rotation |
Commands apply to selection:
> SELECT alice, bob, charlie
> go north
Alice goes north.
Bob goes north.
Charlie goes north.
The coherence engine orchestrates all:
- Players get chat turns
- NPCs respond when spoken to
- Bots execute their action queues
- Agents pursue goals in background
- Selection determines who receives your commands
Quest Structure
graph TD
START[ð¯ Quest Objective] --> R1[Enter Room]
R1 --> LOOK[ð Look Around]
LOOK --> EXAMINE[ð Examine Objects]
EXAMINE --> COLLECT[ð Collect Evidence]
COLLECT --> DECIDE{What next?}
DECIDE -->|New room| R1
DECIDE -->|Solved| END[ð Quest Complete]
The Files
quest/
âââ ADVENTURE.yml # Quest state
âââ LOG.md # Narrative journal
âââ EVIDENCE/ # Collected clues
âââ MAP.yml # Explored territory
ADVENTURE.yml
adventure:
quest: "Find the authentication bug"
status: in_progress
current_room: "src/auth/"
rooms_explored: 5
clues_found: 3
hypothesis: "Session cookie not being set"
confidence: 0.7
LOG.md
# Adventure Log
## Day 1: Entering the Auth Dungeon
I stepped into `src/auth/` â a maze of middleware.
**Clues found:**
- `session.ts` â handles cookie creation
- `middleware.ts` â checks auth state
**Suspicion:** The cookie is created but never sent...
Commands
| Command | Action |
|---|---|
GO [direction] |
Navigate |
LOOK |
Describe current room |
EXAMINE [object] |
Study a file |
TAKE [object] |
Add to inventory |
TALK TO [npc] |
Start conversation |
COLLECT [clue] |
Add to evidence |
DEDUCE |
Form/update hypothesis |
MAP |
Show visited rooms |
INVENTORY |
List held items |
DEBUG / DEBUG-ON |
Enable debug mode |
DEBUG-OFF |
Disable debug mode |
Debug Mode
Toggle technical output with DEBUG-ON and DEBUG-OFF.
When debug is ON, logs include collapsible sections showing:
- File operations (creates, edits, deletes, moves)
- State changes with before/after values
- YAML data islands with abbreviated data
- Markdown links to all referenced files
- Technical narrative explaining HOW and WHY
Example debug output:
<details open>
<summary>ð <strong>Editing CHARACTER.yml to update player location from start/ to coatroom/</strong></summary>
```yaml
# State change (CHARACTER.yml is canonical)
player:
location: start/ â coatroom/ # Character owns their location
The character file owns location state. ADVENTURE.yml mirrors it for convenience.
Files affected:
- CHARACTER.yml â canonical location updated
- ADVENTURE.yml â mirror updated
When debug is OFF, output is clean narrative without technical sections.
Customize with natural language:
> DEBUG-FORMAT Show only file operations, skip YAML, use ð§ emoji
The format field in ADVENTURE.yml accepts natural language instructions for how to format debug output.
Integration with Cards
Trading cards can be your adventure companions:
cards_in_play:
- card: "Index Owl ð¦"
goal: "Search for cookie-related code"
- card: "Git Goblin ð§"
goal: "Find when session handling changed"
Sister Script Integration
Vision: Python CLI handles deterministic operations; LLM focuses on narrative. See README.md for full CLI vision and development plan.
| Layer | Python Does | LLM Does |
|---|---|---|
| State | Parse YAML, validate schemas | Generate content |
| Movement | Update coordinates | Narrate the journey |
| Scanning | Find pending work | Prioritize and process |
Evidence Types
| Type | Description | Example |
|---|---|---|
| Clue | Information that might matter | “Different test runner versions” |
| Item | File worth remembering | CI config, setup.ts |
| Character | Code entity with personality | “jest.config.js â Strict about modules” |
| Map | Mental model of structure | Directory relationship diagram |
Room Protocol
When entering any directory:
- DESCRIBE â List contents, note what’s here
- EXAMINE â Read interesting files
- COLLECT â Note evidence in adventure log
- EXITS â Note paths to other rooms
- DECIDE â Choose next direction
Codebase Archaeology
Adventures work for code exploration:
| Adventure | Investigation |
|---|---|
| Quest | Bug hunt |
| Room | Directory |
| Clue | Evidence |
| Companion | Tool card in play |
| Journal | session-log.md |
Live Examples
Best example: examples/adventure-4/ â The gold standard.
The Pub (Crown Jewel)
examples/adventure-4/pub/ â A complete social space:
pub/
âââ ROOM.yml # Themeable tavern (6 themes!)
âââ bartender.yml # NPC with 6 identity variants
âââ pie-table.yml # Octagonal debate table
âââ gong.yml # Gong of Gezelligheid
âââ bar/
â âââ bartender.yml # The omniscient bartender
â âââ budtender-marieke.yml
â âââ cat-cave/ # TARDIS-like cat sanctuary
â âââ ROOM.yml
â âââ 10 cats (Terpie, Stroopwafel, kittens...)
âââ arcade/ # Pacman, Pong, Pinball, Fruit Machine
âââ games/ # Chess, Darts, Cards
âââ stage/
â âââ palm-nook/ # Multi-room character space
â âââ study/ # Infinite typewriters, infinity desk
â âââ gym/ # Infinite climb
â âââ play/
â âââ rest/ # Hammock, silence cushion
âââ menus/ # Drinks, snacks, buds, games
Key Patterns from adventure-4
Themeable NPCs (bartender.yml):
identity:
classic_adventure:
name: Grim
appearance: "Weathered human, salt-and-pepper beard..."
space_cantina:
name: Z-4RT
appearance: "Multi-armed service droid..."
cyberpunk_bar:
name: Nyx
appearance: "Chrome-implanted bartender..."
Themeable Rooms (pub/ROOM.yml):
theme:
current: classic_adventure
themes:
classic_adventure:
name: "The Gezelligheid Grotto"
bartender: "Grim, a weathered human"
menu: ["Ale (1 gold)", "Mystery meat pie (3 gold)"]
space_cantina:
name: "The Rusty Hyperdrive"
bartender: "Z-4RT, a droid with too many arms"
menu: ["Blue milk (1 credit)", "Bantha burger"]
Rich Activities:
activities:
PERFORM: { venue: stage, effects: [tips, drinks_thrown] }
DEBATE: { venue: pie_table, rules: roberts_rules }
RING-GONG: { protocols: [once: attention, twice: emergency, thrice: mercy] }
CELEBRATE: { effects: [free_round, +morale, everyone_toasts] }
Framing Protocol (for tribute performances):
framing:
mode: [performance, celebration, tribute]
tribute_protocol:
invocation: "Before they arrive, acknowledge we're summoning them"
performance: "Depicting them as we imagine their best selves"
acknowledgment: "After they depart, note this was a tribute"
Other Examples
- examples/adventure-3/ â Earlier version, still useful
- examples/adventure-1/ â Minimal starting point
- examples/adventure-2/ â Extended exploration
The Intertwingularity
graph LR
AP[âï¸ adventure] -->|IS-A| R[ðª room]
AP -->|companions| TC[ð´ card]
AP -->|logs to| SL[ð session-log]
AP -->|similar to| DB[ð§ debugging]
MP[ðï¸ memory-palace] -->|sibling of| AP
Future Vision
CLI Uplift Plan, Browser Compilation, Scott Adams History, Owl Simulation See README.md for complete development roadmap and inspiration.
Dovetails With
Sister Skills
- simulation/ â Base class (adventure inherits this)
- room/ â Navigation
- party/ â Multi-character
- character/ â Player/NPC definitions
- card/ â Companions on the quest
- debugging/ â Debugging IS investigation quest
- session-log/ â Adventure LOG.md is session-log variant
Kernel
- kernel/context-assembly-protocol.md â Working set loading