Skip to main content

probability

Motto: The LLM is the dice. It narrates the outcome.

来源信息

仓库
SimHacker/moollm
最近来源活动
2026年10月20日 17:39
检测到的 SKILL.md 语言
英语
星标
62
Forks
5

安装方式

默认使用会先检查来源的 Prompt;你也可以切换为直接命令,或下载本地副本。

检查来源文件

决定是否安装前,请先阅读 SKILL.md,以及 SkillsMP 当前展示的配套文件。

文件资源管理器
5 个文件

正在显示 SKILL.md

SKILL.md
来源说明 · 只读预览
name
probability
description
Motto: The LLM is the dice. It narrates the outcome.
license
MIT
tier
1
allowed-tools
["read_file"]
related
["buff","character","adventure"]
tags
["moollm","probability","randomness","narrative","game"]
# Probability Protocol > Success calculation from stats — no dice, just narrative odds. > *"The LLM is the dice. It narrates the outcome."* ## Core Principle **No Random Number Generators** The LLM evaluates probability narratively: - Read character stats - Consider context and buffs - Weigh stakes and story - Narrate an appropriate outcome ``` Not: roll d20, add modifier, compare to DC But: evaluate odds, consider context, narrate result ``` ## Why No Dice? Traditional RPGs use dice for: - Uncertainty - Fairness - Excitement The LLM achieves these through: - Narrative tension - Consistent stat evaluation - Story-appropriate outcomes ## Methods ### CALCULATE - Compute Odds ```yaml invoke: CALCULATE params: action: "What's being attempted" actor: "Who's trying" context: "Relevant factors" output: probability: "85%" factors: - "High DEX (+20%)" - "Slippery surface (-15%)" - "Practiced move (+10%)" ``` ### RESOLVE - Determine Outcome ```yaml invoke: RESOLVE params: probability: "85%" stakes: "Fall into pit if failed" output: outcome: "success" narrative: "Your practiced leap carries you across..." ``` ## Probability Factors | Factor | Effect | |--------|--------| | **Stats** | Base capability | | **Buffs** | Temporary bonuses | | **Debuffs** | Temporary penalties | | **Equipment** | Tools for the job | | **Context** | Environmental factors | | **Stakes** | What's at risk | | **Story** | Narrative appropriateness | ## Outcome Spectrum | Outcome | When | Narrative Style | |---------|------|-----------------| | **Critical Success** | Very high odds + good context | Exceptional, exceeds expectations | | **Success** | Odds favor | Accomplishes goal | | **Partial Success** | Close odds | Achieves with cost or complication | | **Failure** | Odds against | Doesn't achieve, but no disaster | | **Critical Failure** | Very low odds + bad context | Memorable disaster | ## Calculation Example ```yaml action: "Pick the lock" actor: "Thief (DEX: High, Lockpicking: Expert)" context: - Lock complexity: Medium - Time pressure: Yes - Tools: Quality picks calculation: base: 70% # Expert lockpicking modifiers: - DEX high: +15% - Medium lock: +0% - Time pressure: -10% - Good tools: +5% final: 80% likely_outcome: "Success, but took longer than hoped" ``` ## Narrative Integration The LLM doesn't just compute odds — it narrates: ``` Player: "I try to jump across the chasm." CALCULATE: - Character is wounded (-20%) - Has jumping buff (+15%) - Chasm is wide (-10%) - High stakes (death) Final: 55% success RESOLVE at 55%: "You gather yourself, ignoring the pain in your leg. The jump is further than you'd like, but the strength enchantment pulses through you. You leap— and your fingers catch the far edge. You haul yourself up, gasping. Made it." ``` ## Stakes Influence Higher stakes → more dramatic narration: | Stakes | Success Feels | Failure Feels | |--------|---------------|---------------| | **Low** | Routine | Minor setback | | **Medium** | Satisfying | Complication | | **High** | Triumphant | Serious trouble | | **Extreme** | Legendary | Catastrophic | ## State ```yaml probability_state: # Usually stateless - calculated per action last_calculation: action: "Pick lock" probability: 80% outcome: "success" ``` ## Integration | Skill | Integration | |-------|-------------| | **buff** | Buffs modify probability | | **character** | Stats source | | **adventure** | Action resolution | | **scoring** | Difficulty affects score | ## Example Session ``` > ATTACK the goblin with my sword CALCULATE: Actor: Fighter (STR: High, Sword: Trained) Target: Goblin (Small, Quick, Distracted) Context: Narrow corridor, dim light Base: 65% STR High: +15% Trained: +10% Goblin quick: -10% Goblin distracted: +10% Dim light: -5% Final: 85% RESOLVE at 85%: Success "Your blade catches the goblin as it turns. It squeals and stumbles backward, wounded." ```
在 GitHub 查看