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adventureadventure 搜索

Agent Skill

adventure 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

349

周安装

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GitHub Stars

37

下载量

113
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:adventure(adventure 搜索)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/adventure
安装命令:
npx skills add https://github.com/simhacker/moollm --skill adventure
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill adventure

简介

adventure 将代码库探索转化为交互式叙事任务,引导 Agent 以“探险者”身份遍历目录结构与文件线索。

  • 适合进行代码考古、缺陷溯源或模拟团队协作流程,将抽象问题转化为具象化探索目标。
  • 内置房间-文件映射机制与确定性变换规则,支持自定义动作与状态保存,形成轻量级沙盒环境。
  • 运行时会创建临时工作区并可能读写本地文件,需确认宿主环境具备相应权限与存储空间。
  • 可扩展为城市模拟、云资源管理等其他场景,核心在于将 LLM 推理与 CLI 操作有机结合。

SKILL.md

Adventure

*"Every directory is a room. Every file is a clue. Navigation is investigation."*

Turn exploration into a quest — 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/ — 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 — anything where deterministic transforms meet creative narration.
[!TIP] Perfect for codebase archaeology. "Find where the auth bug was introduced" — 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"
  → DM: Updates player.location, describes the new room
User: "look around"
  → DM: Reads room YAML, narrates contents atmospherically
User: "take the rusty key"
  → 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/
├── alice.yml        # Human player 1
├── bob.yml          # Human player 2
├── merchant.yml     # NPC (DM-controlled)
├── guard-bot.yml    # Autonomous bot (action queue)
└── oracle.yml       # LLM agent with own goals

Character types:

TypeControlled ByExample
Player CharacterHuman via chatAlice exploring the dungeon
NPCDM (LLM) responds when addressedMerchant sells items
BotAction queue runs autonomouslyGuard patrols on schedule
AgentLLM with own goals & initiativeOracle 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 — 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:

CommandEffect
SELECT aliceControl Alice
SELECT alice, bobControl both
SELECT ALL impsSwarm control
CYCLENext 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[🎯 Quest Objective] --> R1[Enter Room]
    R1 --> LOOK[👀 Look Around]
    LOOK --> EXAMINE[🔍 Examine Objects]
    EXAMINE --> COLLECT[📝 Collect Evidence]
    COLLECT --> DECIDE{What next?}
    DECIDE -->|New room| R1
    DECIDE -->|Solved| END[🏆 Quest Complete]

The Files

quest/
├── ADVENTURE.yml     # Quest state
├── LOG.md            # Narrative journal
├── EVIDENCE/         # Collected clues
└── 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/` — a maze of middleware.

**Clues found:**
- `session.ts` — handles cookie creation
- `middleware.ts` — checks auth state

**Suspicion:** The cookie is created but never sent...

Commands

CommandAction
GO [direction]Navigate
LOOKDescribe current room
EXAMINE [object]Study a file
TAKE [object]Add to inventory
TALK TO [npc]Start conversation
COLLECT [clue]Add to evidence
DEDUCEForm/update hypothesis
MAPShow visited rooms
INVENTORYList held items
DEBUG / DEBUG-ONEnable debug mode
DEBUG-OFFDisable 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>📂 <strong>Editing CHARACTER.yml to update player location from start/ to coatroom/</strong></summary>

State change (CHARACTER.yml is canonical)

player: location: start/ → coatroom/ # Character owns their location


The character file owns location state. ADVENTURE.yml mirrors it for convenience.

**Files affected:**

- [CHARACTER.yml](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/./CHARACTER.yml) — canonical location updated
- [ADVENTURE.yml](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../ADVENTURE.yml) — 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 🔧 emoji

The `format` field in ADVENTURE.yml accepts natural language instructions for how to format debug output.

## Integration with Cards

[Trading cards](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../card/) can be your adventure companions:

cards_in_play: - card: "Index Owl 🦉" goal: "Search for cookie-related code" - card: "Git Goblin 🧌" goal: "Find when session handling changed"


## Sister Script Integration

> **Vision:** Python CLI handles deterministic operations; LLM focuses on narrative. See [README.md](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/./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 — Strict about modules" |
| **Map** | Mental model of structure | Directory relationship diagram |

## Room Protocol

When entering any directory:

1. **DESCRIBE** — List contents, note what's here
2. **EXAMINE** — Read interesting files
3. **COLLECT** — Note evidence in adventure log
4. **EXITS** — Note paths to other rooms
5. **DECIDE** — 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/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../examples/adventure-4/)** — The gold standard.

### The Pub (Crown Jewel)

[examples/adventure-4/pub/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../examples/adventure-4/pub/) — A complete social space:

pub/ ├── ROOM.yml # Themeable tavern (6 themes!) ├── bartender.yml # NPC with 6 identity variants ├── pie-table.yml # Octagonal debate table ├── gong.yml # Gong of Gezelligheid ├── bar/ │ ├── bartender.yml # The omniscient bartender │ ├── budtender-marieke.yml │ └── cat-cave/ # TARDIS-like cat sanctuary │ ├── ROOM.yml │ └── 10 cats (Terpie, Stroopwafel, kittens...) ├── arcade/ # Pacman, Pong, Pinball, Fruit Machine ├── games/ # Chess, Darts, Cards ├── stage/ │ └── palm-nook/ # Multi-room character space │ ├── study/ # Infinite typewriters, infinity desk │ ├── gym/ # Infinite climb │ ├── play/ │ └── rest/ # Hammock, silence cushion └── 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/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../examples/adventure-3/) — Earlier version, still useful
- [examples/adventure-1/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../examples/adventure-1/) — Minimal starting point
- [examples/adventure-2/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../examples/adventure-2/) — Extended exploration

## The Intertwingularity

graph LR AP[⚔️ adventure] -->|IS-A| R[🚪 room] AP -->|companions| TC[🎴 card] AP -->|logs to| SL[📜 session-log] AP -->|similar to| DB[🔧 debugging] MP[🏛️ memory-palace] -->|sibling of| AP


---

## Future Vision

> **CLI Uplift Plan, Browser Compilation, Scott Adams History, Owl Simulation** See [README.md](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/./README.md) for complete development roadmap and inspiration.

## Dovetails With

### Sister Skills

- [simulation/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../simulation/) — Base class (adventure inherits this)
- [room/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../room/) — Navigation
- [party/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../party/) — Multi-character
- [character/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../character/) — Player/NPC definitions
- [card/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../card/) — Companions on the quest
- [debugging/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../debugging/) — Debugging IS investigation quest
- [session-log/](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../session-log/) — Adventure LOG.md is session-log variant

### Kernel

- [kernel/context-assembly-protocol.md](https://github.com/simhacker/moollm/blob/HEAD/skills/adventure/../../kernel/context-assembly-protocol.md) — Working set loading

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

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按下载量换算43

Claude

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按下载量换算31

Cursor

19.74%
按下载量换算22

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按下载量换算10

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