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Agent Skill

advertisement 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

288

周安装

12

GitHub Stars

37

下载量

96
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:advertisement(advertisement 搜索)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/advertisement
安装命令:
npx skills add https://github.com/simhacker/moollm --skill advertisement
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 advertisement

简介

广告技能采用类似 The Sims 的对象交互模式,让每个对象广播其可用操作并按相关性排序。

  • 适用于 Codex、Claude、Cursor、Gemini CLI 等宿主环境,适合需要对象主动展示功能的场景。
  • 通过 GitHub 仓库安装,使用 npx skills add 命令添加指定仓库的广告模块。
  • 使用前需确认权限范围和维护状态,注意可能触发联网、命令执行或文件读写操作。
  • advertisement 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Advertisement

*"Objects don't wait to be used — they announce what they can do."*

What Is It?

Advertisement is The Sims-style object interaction: every object in a room broadcasts its available actions, scored by relevance to the current context.

Instead of the user memorizing commands, objects advertise what's possible:

You approach the workbench.

Available actions (sorted by relevance):
  ⭐ CRAFT tool (you have materials)
  • EXAMINE blueprints
  • ORGANIZE parts
  • MORE options...

The Sims Connection

In The Sims, objects have "advertisements" — each interaction scores based on:

  • The Sim's current needs (hunger, fun, social)
  • Object properties (a fridge scores high for hunger)
  • Context (can't use stove if broken)

This extensible object architecture was key to The Sims' massive success:

  • User-created objects — anyone could make new furniture, appliances, characters
  • Expansion packs — just drop in new objects with their advertisements
  • No code changes — objects self-describe their behaviors
  • Infinite variety — the community created millions of objects

The same YAML file that defines what an object *is* also defines what it *can do*. Plug-in architecture for free.

MOOLLM applies this to any object:

# workbench.yml
type: object
advertisements:
  - action: CRAFT
    score_if: "has_materials AND has_skill"
    satisfies: [productivity, creativity]

  - action: EXAMINE
    score_if: "always"
    satisfies: [curiosity]

  - action: MORE
    score_if: "always"
    satisfies: [exploration]

How It Works

1. Objects Broadcast

Every object in the room has an advertisements list:

advertisements:
  - action: USE
    description: "Activate this tool"
    preconditions: [in_inventory, charged]
    score: 80

  - action: EXAMINE
    description: "Look closely"
    preconditions: []  # always available
    score: 50

2. Context Scores

Scores adjust based on:

  • Character needs — hungry character scores FOOD higher
  • Current goals — research goal scores EXAMINE higher
  • Environment — dark room scores LIGHT higher

3. Pie Menu Appears

Top actions surface in the PIE-MENU:

    [CRAFT]
       ⭐
[ORGANIZE] • [EXAMINE]
       •
    [MORE]

Center = highest score = default action.


Autonomous Selection

For autonomous agents, advertisements enable self-direction:

Agent evaluates all objects in room:
  workbench: CRAFT (85), EXAMINE (50)
  bookshelf: READ (70), ORGANIZE (30)
  door: EXIT (40)

Agent selects: CRAFT at workbench (score 85)

No hardcoded behavior. Objects define possibilities. Agent selects based on goals.


Example: Smart Room

# research-lab/ROOM.yml
objects:
  - microscope:
      advertisements:
        - action: ANALYZE_SAMPLE
          score_if: "has_sample"
          score: 90
        - action: CALIBRATE
          score_if: "accuracy < 0.9"
          score: 60

  - notebook:
      advertisements:
        - action: WRITE_NOTES
          score_if: "has_observations"
          score: 75
        - action: REVIEW
          score: 40

  - coffee_maker:
      advertisements:
        - action: BREW
          score_if: "fatigue > 0.3"
          score: 65
        - action: CLEAN
          score_if: "uses > 5"
          score: 30

Agent enters, sees:

Top actions:
  1. ANALYZE_SAMPLE at microscope (90) — you have a sample!
  2. WRITE_NOTES at notebook (75) — observations pending
  3. BREW at coffee_maker (65) — you're a bit tired

SimAntics Heritage

This is SimAntics — The Sims' behavioral engine:

SimAnticsMOOLLM
Object advertisementadvertisements: list in YAML
Motive scoresContext-based scoring
Autonomous selectionAgent picks highest-scored action
Pie menuPIE-MENU for user interaction

Don Hopkins worked on SimAntics. This is that tradition, for LLM agents.


HyperCard-Style Event Bubbling

When you click an advertised action, it triggers a symbolic event that bubbles up:

Click CRAFT on workbench

Event path:
  1. workbench (object)     → handles CRAFT? no, pass up
  2. workshop/ (room)       → handles CRAFT? no, pass up
  3. building/ (parent)     → handles CRAFT? no, pass up
  4. world/ (root)          → handles CRAFT? no, check inheritance
  5. workbench-prototype    → handles CRAFT? YES → execute

Just like HyperCard: events bubble from button → card → background → stack.

Containment Tree (Spatial)

Events bubble up the room hierarchy:

object in room in parent-room in world
   ↑         ↑              ↑        ↑
              event bubbles up

Inheritance Graph (Prototype)

If no handler in containment tree, check the prototype chain:

workbench
   ↓ inherits from
furniture-prototype
   ↓ inherits from
object-prototype     → has default CRAFT handler!

Combined Path

# Event resolution order:
1. The object itself
2. Parent room
3. Grandparent room
4. ... up to world root
5. Object's prototype
6. Prototype's prototype
7. ... up to root prototype

First handler that responds wins. Unhandled events can:

  • Log a warning
  • Trigger POSTEL (charitable interpretation)
  • Invoke a default handler

Example: Custom Behavior

# workshop/ROOM.yml
handles:
  CRAFT: |
    # Room-level craft handler
    Check if character has required skill.
    Check if materials available in room.
    If conditions met, delegate to object.
    Otherwise, suggest where to get materials.

The room intercepts CRAFT before it reaches the object, adding room-specific logic.


Dovetails With

  • Room — Where objects live and advertise
  • PIE-MENU — How advertisements surface to users
  • SNAP-CURSOR — Context-aware object interaction
  • Coherence Engine — Evaluates and selects actions
  • Trading Card — Cards can advertise too
  • RubricScoring criteria for advertisement evaluation
  • Scoring — How scores are calculated and valued

Protocol Symbols

ADVERTISEMENT        — Objects announce available actions
AUTONOMOUS-SELECTION — Agent picks based on scores
SIMANTICS            — The Sims behavioral model
PIE-MENU             — Radial display of options
FLY-UNDER-RADAR      — Normalize through defaults
PROCEDURAL-RHETORIC  — Rules carry ideology

See: PROTOCOLS.yml


The Deep Insight

From SIMANTICS:

*"The Sims' AI isn't centralized — it's distributed throughout objects."* *"A refrigerator knows it offers food. A bed knows it offers sleep."* *"The Sim chooses from what's advertised nearby."*

This IS MOOLLM's architecture. Objects self-describe. The coherence engine orchestrates. Intelligence is distributed throughout the world.

The advertisements ARE the AI.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

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

36.3%
按下载量换算35

Claude

31.98%
按下载量换算31

Cursor

17.37%
按下载量换算17

Gemini CLI

9.74%
按下载量换算9

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

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来源信息

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