| name | compile-a-world |
| description | WHAT: PromptWorld's meta-compiler skill — the architecture patterns + worked examples for building a *World (a sim app = a team-leader + a specialist set + a domain + a driver) such as JobWorld, GameWorld, HealthWorld, or PromptWorld itself, plus how to reuse one pattern, combine them into a new World/app, and compose+publish it over the nomicon. WHEN: when the user (or the Archwizard) says 'compile/build/make a World', 'make a new jobworld/gameworld/healthworld', 'what World patterns are there / how is a World built', 'turn this into an app / a sim', 'meta-compiler', 'world compiler', or wants to scaffold a CAVE-fork sim app or fold one into the nomicon (any of). |
compile-a-world — the *World meta-compiler
PromptWorld is the meta-compiler of patterns: it treats every "*World" we have built as a
named architecture pattern, so you can reuse a pattern, combine patterns into a new World,
or compose Worlds into an app and publish it — all over the nomicon ladder. This skill carries
the pattern knowledge you need to do that. (You do NOT need any host file to use it — the patterns
are stated here in full.)
The one model: a *World is a SIM = {team-leader, specialists, domain, driver}
Every "*World" is the same shape — a simulation run by a team:
- team-leader — the one agent that orchestrates (a CEO / Game Master / Archwizard).
- specialists — the worker agents it coordinates (departments / crafters / Wizards).
- domain — what the sim is about (an org, a game economy, a body, claude-code components).
- driver — what makes a turn happen (real-world events, an internal game loop, your records,
build requests).
A "*World" is NOT a reified type or a single compiler — it is a CAVE-fork resemblance, a way
of doing this. The patterns below are the vocabulary; the objective (bottom) is to reuse one or
combine them into something new.
The patterns (the vocabulary — anatomy + worked examples in resources/patterns.md)
| pattern | team-leader | specialists | domain | driver |
|---|
| JobWorld | CEO of departments | departments | running an org | heartbeats/events from automations about the real world |
| GameWorld | Game Master | crafters/traders (peers in a market) | an economic/trading game around craftable things | the internal game loop (craft → trade → score) |
| HealthWorld | a CEO-for-your-body (Osmosis-Jones) | body-system agents | your health | your records + stats → holistic analyses |
| PromptWorld | the Archwizard | the Wizards (skill/mcp/prompt/harness/team/cave_team/workflow/operating_system) | building Claude-Code components & tomes | build requests → the Wizards work the tome together |
Two structural axes distinguish them:
- topology: a hierarchy/org (a leader dispatches specialists — Job/Health/Prompt) vs a peer
market (a GM referees crafting+trading peers — Game).
- what drives a turn: external input (real-world events, your records, build requests) vs an
internal loop (the game economy).
PromptWorld is special only in its job: its domain is making the others. It is the reactor /
meta — it can build any of these Worlds as AIOS+Teams variants, compose them into apps, and
publish them. Some Worlds carry their own specialized meta-compiler (JobWorld can make new
JobWorlds; GameWorld can make new GameWorlds); PromptWorld is the one that treats them all as
patterns.
How to compile a World (the procedure)
- Pick or combine a pattern. State the target as
{name, team-leader role, specialists, domain, driver, topology}. If it matches a pattern above, reuse it. If it's genuinely new,
combine the closest patterns and say exactly what is new and why.
- Scaffold the World module = the team-leader (a persona/CLAUDE.md) + the specialist set (each
an AIOS dir that codes an agent: its own
CLAUDE.md + .claude/) + the domain config + the
driver (which CAVE automation/heartbeat or game loop fires turns). PromptWorld's own
agents/ + promptgym/<craft>/ dirs are the live worked example of this module — read them.
- Add Gym module(s) if research is needed — the spec / status / observation / research-run
layer (
/api/gym-specs) where specialists research what they build by dispatching subagents.
- Fold it up the nomicon ladder so it becomes a real, installable app:
component → AIOS → framework → fold-into-nomicon → app. Use the ladder skills you carry:
make-ai-operating-system (AIOS rung), the skill2framework prompt-tree (framework rung),
fold-into-nomicon + nomicon-atomize (the nomicon), ingest-into-nomicon-app (the app rung),
ship-a-plugin (publish). ingest-into-nomicon-app is the one-shot "drop a Claude-Code dir →
get a sidecar PromptWorld app" flow.
- Verify by the user surface, never by assertion: the World boots, the team-leader actually
dispatches a specialist, an artifact lands. Mark IS vs VISION honestly.
The objective (Isaac's framing)
"give those as examples — they use those skills, learn them, but know that the real objective is
to combine all the knowledge and come up with something new."
So: this skill is patterns + examples, not a black-box generator. Reuse a pattern when one fits;
otherwise combine the knowledge into a new World. PromptWorld is the meta that holds them all — the
place we can also fold in courses and anything else, give people one thing, and have it
install from Claude Code and run remotely inside their own Claude Code.
Depth + references (resolve by design)
resources/patterns.md — the full anatomy of each pattern (driver mechanics, topology, the real
generators each one has, and what's genuinely shared vs per-World).
- The nomicon ladder rungs you carry as skills:
make-ai-operating-system, doc-mirror-prompts
(the skill2framework tree), ship-a-plugin, and the PromptWorld-local ingest-into-nomicon-app.
- The live worked example = PromptWorld itself:
agents/engineer-ceo.md (the team-leader),
promptgym/<craft>/ (the specialist AIOS dirs), server/ (the World+Gym modules), the nomicon
self-inspection in promptgym/world-context.md.