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Agent Skill · 研究检索

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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。

advertisement 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 65,084。

总安装 288周安装 12GitHub Stars 37下载 96核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

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。

来源仓库内路径:skills/advertisement

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/simhacker/moollm --skill advertisement;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

advertisement 怎么安装?

在终端执行 npx skills add https://github.com/simhacker/moollm --skill advertisement。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

advertisement 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

advertisement 需要什么权限?

权限级别是只读。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。

advertisement 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

advertisement 用的人多吗?

公开数据是累计安装 288 次,近一周安装 12 次,下载 96 次,GitHub 37 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

advertisement 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
advertisement

advertisement 搜索 · 本页

28837只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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
  • Rubric — Scoring 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.

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

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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