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- majiayu000/claude-skill-registry
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- 2026년 4월 20일 12:49
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/majiayu000/claude-skill-registry --skill adventure명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
LLM token logprobs and calibration. Per-decision confidence, ECE, Brier, reliability diagrams, low-confidence triage.
Analyze LLM token logprobs and calibration. Use for per-decision confidence, ECE, Brier scores, reliability diagrams, and low-confidence triage.
回顾最近 N 天的 Claude Code 使用记录——扫描原始会话数据,按主题分组汇总"我都做了什么",并从个人操作系统视角输出模式、风险与增删建议。当用户说 /recap、"看看我这几天做了什么"、"回顾一下我最近的会话"、"这两天我用 claude 干了啥"、"活动回顾" 时使用。
SOC 직업 분류 기준
SKILL.md 표시 중
| name | adventure |
| description | Room-based exploration with narrative evidence collection |
| allowed-tools | ["read_file","write_file","list_dir"] |
| tier | 1 |
| protocol | ADVENTURE |
| lineage | Colossal Cave, Zork, MUD, LambdaMOO |
| inherits | simulation |
| related | ["room","character","incarnation","simulation","card","memory-palace","world-generation","debugging","sniffable-python"] |
| tags | ["moollm","exploration","narrative","investigation","game","interactive-fiction"] |
| templates | [{"file":"ADVENTURE.yml.tmpl","purpose":"Complete adventure state (inherits simulation properties)"},{"file":"LOG.md.tmpl","purpose":"Summary table (turns, locations, files changed)"},{"file":"TRANSCRIPT.md.tmpl","purpose":"Pure narration (story, YAML objects, mermaid diagrams)"}] |
"Every directory is a room. Every file is a clue. Navigation is investigation."
Turn exploration into a quest — or any simulation into a hybrid LLM/deterministic CLI.
Lineage: Colossal Cave (Crowther & Woods), Scott Adams Adventures, Zork (Infocom), MUD (Bartle), LambdaMOO (Curtis).
Inherits from: simulation/ — all simulation properties plus adventure-specific state.
[!TIP] This is a general pattern. Text adventure is the reference implementation, but the same architecture powers city sims, cloud management tools, board games — anything where deterministic transforms meet creative narration.
[!TIP] Perfect for codebase archaeology. "Find where the auth bug was introduced" — that's a quest!
An adventure creates a player with state, places them in a room, and the LLM dungeon masters them around.
# player.yml
name: Alice
location: entrance-hall
inventory:
refs: # Lightweight pointers (weight: 0)
- pub/bar/brass-lantern.yml
- street/acme-catalog.yml#portable-hole
objects: # Deep copies (has weight)
- { id: notebook, name: "Notebook", weight: 0.5 }
fungibles: # Stacks
- { proto: economy/gold.yml, count: }
```
Inventory Protocol: See skills/inventory/ for full TAKE/DROP/BOX/BEAM operations, pointer syntax, and structural editing.
The core loop:
User: "go north"
→ DM: Updates player.location, describes the new room
User: "look around"
→ DM: Reads room YAML, narrates contents atmospherically
User: "take the rusty key"
→ DM: Moves key to player.inventory, narrates the action
The mapping:
This is Memory Palace with narrative framing and a player character.
Naturally supports multiple simultaneous participants:
# characters/
├── alice.yml # Human player 1
├── bob.yml # Human player 2
├── merchant.yml # NPC (DM-controlled)
├── guard-bot.yml # Autonomous bot (action queue)
└── oracle.yml # LLM agent with own goals
Character types:
| Type | Controlled By | Example |
|---|---|---|
| Player Character | Human via chat | Alice exploring the dungeon |
| NPC | DM (LLM) responds when addressed | Merchant sells items |
| Bot | Action queue runs autonomously | Guard patrols on schedule |
| Agent | LLM with own goals & initiative | Oracle pursues prophecies |
All coexist in the same world:
# library/ROOM.yml
occupants:
- alice # Player exploring
- bob # Another player
- librarian # NPC who answers questions
- dust-sprite # Bot that cleans autonomously
Like The Sims and Populous, you have a selection — who you're controlling right now:
selection:
mode: single # or: group, swarm
current: alice # commands go to Alice
# Or control multiple at once:
selection:
mode: group
current: [alice, bob, charlie] # "go north" moves all three
# Or a whole swarm (Populous/Dungeon Keeper style):
selection:
mode: swarm
filter: { type: imp, location: mines }
Selection commands:
| Command | Effect |
|---|---|
SELECT alice | Control Alice |
SELECT alice, bob | Control both |
SELECT ALL imps | Swarm control |
CYCLE | Next character in rotation |
Commands apply to selection:
> SELECT alice, bob, charlie
> go north
Alice goes north.
Bob goes north.
Charlie goes north.
The coherence engine orchestrates all:
graph TD
START[🎯 Quest Objective] --> R1[Enter Room]
R1 --> LOOK[👀 Look Around]
LOOK --> EXAMINE[🔍 Examine Objects]
EXAMINE --> COLLECT[📝 Collect Evidence]
COLLECT --> DECIDE{What next?}
DECIDE -->|New room| R1
DECIDE -->|Solved| END[🏆 Quest Complete]
quest/
├── ADVENTURE.yml # Quest state
├── LOG.md # Narrative journal
├── EVIDENCE/ # Collected clues
└── MAP.yml # Explored territory
adventure:
quest: "Find the authentication bug"
status: in_progress
current_room: "src/auth/"
rooms_explored: 5
clues_found: 3
hypothesis: "Session cookie not being set"
confidence: 0.7
# Adventure Log
## Day 1: Entering the Auth Dungeon
I stepped into `src/auth/` — a maze of middleware.
**Clues found:**
- `session.ts` — handles cookie creation
- `middleware.ts` — checks auth state
**Suspicion:** The cookie is created but never sent...
| Command | Action |
|---|---|
GO [direction] | Navigate |
LOOK | Describe current room |
EXAMINE [object] | Study a file |
TAKE [object] | Add to inventory |
TALK TO [npc] | Start conversation |
COLLECT [clue] | Add to evidence |
DEDUCE | Form/update hypothesis |
MAP | Show visited rooms |
INVENTORY | List held items |
DEBUG / DEBUG-ON | Enable debug mode |
DEBUG-OFF | Disable debug mode |
Toggle technical output with DEBUG-ON and DEBUG-OFF.
When debug is ON, logs include collapsible sections showing:
Example debug output:
<details>
<summary>📂 <strong>Editing CHARACTER.yml to update player location from start/ to coatroom/</strong></summary>
```yaml
# State change (CHARACTER.yml is canonical)
player:
location: start/ → coatroom/ # Character owns their location
The character file owns location state. ADVENTURE.yml mirrors it for convenience.
Files affected:
When debug is OFF, output is clean narrative without technical sections.
Customize with natural language:
> DEBUG-FORMAT Show only file operations, skip YAML, use 🔧 emoji
The format field in ADVENTURE.yml accepts natural language instructions for how to format debug output.
Trading cards can be your adventure companions:
cards_in_play:
- card: "Index Owl 🦉"
goal: "Search for cookie-related code"
- card: "Git Goblin 🧌"
goal: "Find when session handling changed"
Vision: Python CLI handles deterministic operations; LLM focuses on narrative. See README.md for full CLI vision and development plan.
| Layer | Python Does | LLM Does |
|---|---|---|
| State | Parse YAML, validate schemas | Generate content |
| Movement | Update coordinates | Narrate the journey |
| Scanning | Find pending work | Prioritize and process |
| Type | Description | Example |
|---|---|---|
| Clue | Information that might matter | "Different test runner versions" |
| Item | File worth remembering | CI config, setup.ts |
| Character | Code entity with personality | "jest.config.js — Strict about modules" |
| Map | Mental model of structure | Directory relationship diagram |
When entering any directory:
Adventures work for code exploration:
| Adventure | Investigation |
|---|---|
| Quest | Bug hunt |
| Room | Directory |
| Clue | Evidence |
| Companion | Tool card in play |
| Journal | session-log.md |
Best example: examples/adventure-4/ — The gold standard.
examples/adventure-4/pub/ — A complete social space:
pub/
├── ROOM.yml # Themeable tavern (6 themes!)
├── bartender.yml # NPC with 6 identity variants
├── pie-table.yml # Octagonal debate table
├── gong.yml # Gong of Gezelligheid
├── bar/
│ ├── bartender.yml # The omniscient bartender
│ ├── budtender-marieke.yml
│ └── cat-cave/ # TARDIS-like cat sanctuary
│ ├── ROOM.yml
│ └── 10 cats (Terpie, Stroopwafel, kittens...)
├── arcade/ # Pacman, Pong, Pinball, Fruit Machine
├── games/ # Chess, Darts, Cards
├── stage/
│ └── palm-nook/ # Multi-room character space
│ ├── study/ # Infinite typewriters, infinity desk
│ ├── gym/ # Infinite climb
│ ├── play/
│ └── rest/ # Hammock, silence cushion
└── menus/ # Drinks, snacks, buds, games
Themeable NPCs (bartender.yml):
identity:
classic_adventure:
name: Grim
appearance: "Weathered human, salt-and-pepper beard..."
space_cantina:
name: Z-4RT
appearance: "Multi-armed service droid..."
cyberpunk_bar:
name: Nyx
appearance: "Chrome-implanted bartender..."
Themeable Rooms (pub/ROOM.yml):
theme:
current: classic_adventure
themes:
classic_adventure:
name: "The Gezelligheid Grotto"
bartender: "Grim, a weathered human"
menu: ["Ale (1 gold)", "Mystery meat pie (3 gold)"]
space_cantina:
name: "The Rusty Hyperdrive"
bartender: "Z-4RT, a droid with too many arms"
menu: ["Blue milk (1 credit)", "Bantha burger"]
Rich Activities:
activities:
PERFORM: { venue: stage, effects: [tips, drinks_thrown] }
DEBATE: { venue: pie_table, rules: roberts_rules }
RING-GONG: { protocols: [once: attention, twice: emergency, thrice: mercy] }
CELEBRATE: { effects: [free_round, +morale, everyone_toasts] }
Framing Protocol (for tribute performances):
framing:
mode: [performance, celebration, tribute]
tribute_protocol:
invocation: "Before they arrive, acknowledge we're summoning them"
performance: "Depicting them as we imagine their best selves"
acknowledgment: "After they depart, note this was a tribute"
graph LR
AP[⚔️ adventure] -->|IS-A| R[🚪 room]
AP -->|companions| TC[🎴 card]
AP -->|logs to| SL[📜 session-log]
AP -->|similar to| DB[🔧 debugging]
MP[🏛️ memory-palace] -->|sibling of| AP
CLI Uplift Plan, Browser Compilation, Scott Adams History, Owl Simulation See README.md for complete development roadmap and inspiration.