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hierarchical-skill-repr
Representations for hierarchical skill structures including knowledge graphs and ontological decomposition
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Representations for hierarchical skill structures including knowledge graphs and ontological decomposition
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Instruction manual for agents driving Port Daddy multi-agent coordination. Use when an agent will edit a repo, recover work, coordinate with other sessions, inspect FleetBar/Fleet Control Center truth, package skill/docs surfaces, or leave a durable handoff. NOT for generic coding that does not need Port Daddy state.
Contributor manual for agents working ON the Port Daddy codebase itself — the daemon, MCP server, FleetBar / Fleet Control Center, website, CLI surface, distribution mirrors, internal recovery ledger, and the named internal actors (Coxswain / Navigator / Cartographer / Lookout / Quartermaster + Shipwright). Use when editing the port-daddy repo. NOT for agents using Port Daddy on other projects (use port-daddy-agent-skill for that), and NOT distributed to public skill catalogs — this skill is private to the port-daddy repo.
Decide which single operator surface — Scout, FleetBar, or pd-console — owns each capability by its distance-from-work (intake/ambient/deep), and audit that placement for authority spread, unenforceable controls, evidence overflow into FleetBar, and hot/cool bus-subscription mismatches. Use when placing a new capability on one of Agent Harbor's three operator surfaces, reconciling a mockup that duplicates a capability across two surfaces, or auditing an existing operator-surface spec before implementation locks it in. NOT for choosing SDK/CLI/MCP/GUI surfaces for API-consuming developers (developer-surface-strategist), designing the concrete interaction flow within one already-assigned surface (agentic-coding-ux-designer), or the hot-bus/cool-bus transport mechanics themselves (swarm-invocation-designer).
Audit what PRs this session produced. Ask: "What work did I do this session that isn't in a PR yet, or isn't merged?" Forces the agent to account for all code changes before declaring done. Use at any point — especially at session end, after a manager wave, or when asked "what's left?"
After each execution wave completes, inspect the DAG's commitment landscape and premortem risk score. If any surviving nodes carry `commitment_level: TENTATIVE`, or if the premortem `recommendation` is `ACCEPT_WITH_MONITORING` or `ESCALATE_TO_HUMAN`, pause execution and run a structured parley: re-evaluate TENTATIVE nodes against the evidence produced by the just-completed wave, update risk severity where warranted, and either promote nodes to COMMITTED, demote them to EXPLORATORY, or prune them before launching the next wave. Parley is a scheduled operation triggered by wave completion — not an ad-hoc intervention — making wave boundaries the natural formation-break point where plans meet reality.
Build and extend pd-console — Port Daddy's GPU-native macOS operator console (GPUI 0.2.x, Zed's Rust UI). Covers the render-agnostic Block/Pane(Surface) contract, the two-thread reqwest↔smol refresh pipeline, Taffy flexbox layout, uniform_list virtual scroll, focus + keyboard nav, the OKLCH theme and ICS maritime flag badges, GPUI's missing text-input, and the real feature-gated cargo/CI gate. Use when adding panes, visual polish, or debugging GPUI rendering/layout/focus in core/pd-console. NOT for the TypeScript daemon, generic Rust toolchain/borrow-checker help (use rust-with-claude-code), or non-pd GPUI apps with a different theme/architecture.
| license | Apache-2.0 |
| name | hierarchical-skill-repr |
| description | Representations for hierarchical skill structures including knowledge graphs and ontological decomposition |
| metadata | {"category":"Research & Academic","tags":["skill-representation","hierarchical","knowledge-graphs","decomposition","ontology"],"io-contract":{"kind":"deliverable","produces":[{"kind":"design-doc","description":"Hierarchical skill decomposition architecture with control affordances, nullspace composition rules, and Bayesian affordance models for sensorimotor grounding","format":"markdown"},{"kind":"diagram","description":"Control hierarchy diagrams showing subordinate ⊳ superior composition, schema convergence flowcharts, and curriculum progression decision trees","format":"svg"},{"kind":"refactor-plan","description":"Skill acquisition curriculum design with resource scaffolding stages, convergence criteria, and failure mode recovery strategies","format":"markdown"},{"kind":"critique","description":"Analysis of schema interference, affordance model drift, and exploration-exploitation tradeoffs in hierarchical control systems","format":"markdown"}]}} |
| allowed-tools | Read,Write,Edit,Glob,Grep |
Source: Sen, Sherrick, Ruiken, Grupen (UMass Amherst Laboratory for Perceptual Robotics)
Domain: Robotics, AI, control theory, cognitive architecture
Load this skill when facing problems involving autonomous skill acquisition, sensorimotor grounding, hierarchical control composition, or bridging symbolic reasoning with continuous control. Particularly effective when agents must learn domain-general capabilities without task supervision.
Also load for:
Struggles when: Tasks require pure symbolic reasoning without sensorimotor grounding, real-time constraints prevent exploratory information gathering, or the environment provides no convergent feedback signals.
Load detailed references for any of these (see Reference Documentation below).
IF object_uncertainty > convergence_threshold:
IF low-cost_visual_exploration available:
→ Execute visual inspection from multiple angles
→ Update Bayesian belief over object affordances
ELSE IF tactile_exploration safe:
→ Execute gentle contact with surface normals
→ Track force convergence patterns
ELSE:
→ Default to most probable schema based on priors
IF object_uncertainty ≤ convergence_threshold:
IF goal_affordance_confidence > action_threshold:
→ Execute goal schema (grasp, manipulate)
ELSE:
→ Select schema maximizing I(action; goal_affordance)
IF schema_convergence_rate < stability_threshold:
→ Check prerequisite schemas are stable
→ Reduce DOF constraints further
→ Increase practice iterations before advancement
IF schema_convergence_rate ≥ stability_threshold:
IF subordinate_schemas available AND superior_schema stable:
→ Attempt nullspace composition: subordinate ⊳ superior
ELSE IF next_complexity_level unlocked:
→ Add sensorimotor resource (additional DOF, sensor modality)
→ Initialize new schema learning
IF multiple_control_objectives active:
Rank by criticality:
IF safety_constraint violated:
→ All controllers ⊳ collision_avoidance
ELSE IF visual_track required for task:
→ force_control ⊳ visual_track
→ orientation_adjust ⊳ (force_control ⊳ visual_track)
ELSE:
→ Apply standard priority hierarchy from training
Calculate: a_combined = a_superior + (I - J_superior†J_superior) * a_subordinate
Detection: Subordinate performance degrades when superior activates, or combined error increases monotonically
Detection: Schema reports "converged" but goal affordance uncertainty H(g) remains above threshold
Detection: Complex schema learning fails repeatedly; prerequisite schemas show instability
Detection: Object recognition confidence decreases over time despite consistent sensory input
Detection: I(a; g) never decreases below action threshold despite multiple exploratory actions
Initial State: 7-DOF arm, RGB camera, force sensors. No prior cup knowledge.
Phase 1 — Visual Tracking (L1)
Phase 2 — Reach Coordination (L2)
Phase 3 — Force Integration (L3)
Final affordance model: Cup = {rim_visual_tracking: [x,y,θ] distribution, surface_force_tracking: normal directions, grasp_points: force + visual intersection}
Scenario: Ambiguous cylindrical object (cup vs. can vs. bottle) partially occluded.
Decision trace:
references/bayesian-affordance-models-for-action-selection.md — Generative Bayesian models of object affordances for recognition and planning. Read when deciding how to represent object knowledge or selecting actions under object uncertainty.references/control-affordances-as-knowledge-representation.md — Grounding object models in executable sensorimotor programs; bridges symbolic reasoning and continuous control. Read when designing representations that connect perception to action.references/hierarchical-composition-and-nullspace-projection.md — Coordinating multiple objectives via nullspace projection (c₂ ⊳ c₁). Read when composing subordinate and superior controllers without conflict.references/information-theoretic-action-selection-under-uncertainty.md — Computing I(a; g) to decide exploration vs. exploitation. Read when designing action selection under incomplete information.references/intrinsic-motivation-for-skill-acquisition.md — Curriculum design via resource restriction and convergence rewards. Read when structuring autonomous skill learning without task supervision.references/hierarchical-abstraction-for-problem-decomposition.md — Compositional task decomposition to avoid combinatorial explosion. Read when breaking complex tasks into learnable hierarchical subtasks.references/failure-modes-in-complex-control-systems.md — Recognizing and recovering from breakdowns in multi-level control hierarchies. Read when debugging or hardening hierarchical skill systems.| Pattern | Wrong | Right |
|---|---|---|
| Object grounding | Visual features (color, SIFT) | Spatial distributions of control affordances |
| Reward design | Hand-crafted per skill | Domain-general convergence reward (0→1) |
| Control combination | Weighted sums w₁a₁+w₂a₂ | Nullspace projection c₂ ⊳ c₁ |
| Action commitment | Act at classification threshold | Explore until H(g) < action threshold |
| Policy learning | Monolithic end-to-end | Compose primitive SEARCHTRACK schemas |
| Object models | Discriminative classifier only | Generative Bayesian (recognition + planning) |
| Object templates | Single canonical pose | Distribution over affordance locations |
| Architecture | Perceive→plan→execute (open-loop) | Closed-loop tracking controllers |
| File | When to Load |
|---|---|
control-affordances-as-knowledge-representation.md | Grounding object models in executable control programs; SEARCHTRACK mechanics; representational discontinuity |
intrinsic-motivation-for-skill-acquisition.md | Autonomous curriculum; resource restriction scaffolding; convergence-based reward without task supervision |
hierarchical-composition-and-nullspace-projection.md | Nullspace math; coordinating simultaneous objectives; c₂ ⊳ c₁ notation; avoiding control conflicts |
bayesian-affordance-models-for-action-selection.md | Generative object models; graphical model (O → p, f, r); inference for recognition and planning |
information-theoretic-action-selection-under-uncertainty.md | Algorithm 1 implementation; mutual information computation; explore/exploit thresholds |
hierarchical-abstraction-for-problem-decomposition.md | Schemas as temporally extended actions; compositional solutions; planning with skill primitives |
Do NOT use for:
Delegate when:
Resource requirements: Closed-loop control capability, multiple DOF, reliable sensor feedback. Scales poorly with discrete-only state spaces, purely reactive tasks, or human-speed interactions.