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coworld-tools
coworld-tools contient 57 skills collectées depuis Metta-AI, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Use when designing or repairing a CoGames-style game and the main risk is that the rules, map, roles, or play loop do not yet match the real game or prompt closely enough.
Use when creating a new mettagrid game from scratch and you need the design-first workflow that writes the rules contract, checks engine fit, and hands a clean build plan to `cg.game.build-game`.
Use when a CoGames-style game already works visually and mechanically and now needs to be split into a composable variant registry, dependency tree, and optional curriculum tree without regressing the default game.
Use when implementing or overhauling a CoGames-style game once the target contract is known, including scaffold, registration, mechanics, assets, and variant factoring.
Use when designing or repairing a CoGames-style game and the main risk is that the rules, map, roles, or play loop do not yet match the real game or prompt closely enough.
Use when a CoGames-style game is mechanically working but still has missing, placeholder, wrongly themed, or non-namespaced art, terrain, or atlas entries.
Use when creating a new mettagrid game from scratch and you need the design-first workflow that writes the rules contract, checks engine fit, and hands a clean build plan to `cg.game.build-game`.
Use when a CoGames-style game already works visually and mechanically and now needs to be split into a composable variant registry, dependency tree, and optional curriculum tree without regressing the default game.
Generate Cogshambo or Mettascope-style pixel art sprites using Retro Diffusion on Replicate
Use when designing or repairing a CoGames-style game and the main risk is that the rules, map, roles, or play loop do not yet match the real game or prompt closely enough.
Use when creating a new mettagrid game from scratch and you need the design-first workflow that writes the rules contract, checks engine fit, and hands a clean build plan to `cg.game.build-game`.
Use when a CoGames-style game already works visually and mechanically and now needs to be split into a composable variant registry, dependency tree, and optional curriculum tree without regressing the default game.
Apply review comments (including comment-on-lines) and respond to each with what changed. Use when asked to address review feedback.
Add new behavior options without changing core roles.
Generate a list of new behaviors aligned to territory control.
Create a plan to modularize the AI include chain.
Audit scripted roles and behavior coverage.
Normalize sprite assets (size and transparency) in batch.
Generate oriented sprites using prompts.
Split a 2x2 sprite sheet into four PNGs.
Wire new sprites into registry and tileset.
Check CI status for the current PR/branch using gh or gt and summarize failures. Use when asked to check CI.
Locate the latest checkpoint for a run id and provide a follow-up play/eval command. Use when asked to find a checkpoint.
Audit for cleanup or complexity hotspots.
Simplify code and remove legacy/backcompat shims while preserving behavior. Use when asked to clean up or simplify code.
Read Codex logs for this repo and synthesize docs in docs/.
Craft or adjust `cogames` commands for train/play/eval with missions, variants, and policies. Use when asked for a CoGames command.
Debug CoGames mission or variant regressions by comparing branch vs main. Use when behavior changes or a `cogames play` command regresses.
Analyze a traceback or error log, identify root cause, and implement the minimal fix with a short summary. Use when a traceback is provided.
Split changes into a Graphite stack with PR titles and descriptions. Use when asked to create or propose a stacked PR series.
Map include chains and explain module relationships.
Inline single-use helpers to reduce indirection.
Run lint autofix (default `metta lint --fix`), address remaining lint errors, and summarize changes. Use when asked to fix lint issues.
Resolve merge conflicts with repo-specific priorities.
Audit policy save/load and checkpoint handling across metta/cogames to find compatibility risks or legacy shims. Use when save/load behavior is in question.
Generate a PR title and description from the branch diff vs main. Use when asked for a PR summary or PR description.
Explain maps, variants, and curriculum ordering used by a training command or recipe. Use when asked to audit a recipe configuration.
Review branch changes vs main using a merge-base diff and return prioritized findings, risks, and cleanup opportunities. Use when asked to review changes against main/origin/main.
Execute provided command(s), capture failures, and summarize root cause and fixes. Use when asked to run a command and report errors.
Run the standard local validation steps for tribal-village (alias: tv-validate).