Adventure
SkillDev toolsRoom-based exploration with narrative evidence collection
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Adventure skill
What this skill tells your AI
The instructions your AI receives, as published by simhacker/moollm in skills/adventure/SKILL.md and read by ahel’s review.
"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!
The Premise
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: 50 }
health: 100
notes: "Looking for the lost artifact"
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:
- Directories = Rooms to enter
- Files = Clues, artifacts, characters
- player.yml = Your state (location, inventory, health)
- Chat = How you control your character
- LLM = Dungeon Master (narrates, adjudicates, surprises)
This is Memory Palace with narrative framing and a player character.
Multi-User, Multi-Agent (Engelbart NLS tradition)
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
Selection: Current Character or Swarm (Sims/Populous tradition)
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:
- Players get chat turns
- NPCs respond when spoken to
- Bots execute their action queues
- Agents pursue goals in background
- Selection determines who receives your commands
Quest Structure
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]
The Files
quest/
├── ADVENTURE.yml # Quest state
├── LOG.md # Narrative journal
├── EVIDENCE/ # Collected clues
└── MAP.yml # Explored territory
ADVENTURE.yml
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
LOG.md
# 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...
Commands
| 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 |
GLYPH / SUPERBRIEF / BRIEF / VERBOSE / INFODUMP | Set the detail rung — see below |
The rung selector
Rule: every describable thing answers at any rung, and the reader picks the rung — not the author.
Adventure games shipped this in 1977. VERBOSE, BRIEF, and SUPERBRIEF are viewspecs:
per-reader, persistent across the session, set by the reader and applying to everything thereafter.
That is the same control Engelbart had in NLS a decade earlier, and the same thing OPML later stored
as expansionState. Three independent traditions concluded that a document needs a view knob, and
only the web shipped without one.
MOOLLM generalizes it past rooms. Any object — room, character, item, idea, design doc, commit, scene — must be renderable at every rung, because the rung is a property of the reading, not of the thing:
| Rung | Renders as | Classic |
|---|---|---|
GLYPH | One mark. No text. A map symbol, a pie slice, a graph node | — |
SUPERBRIEF | The name, every time, even on first encounter | Infocom |
BRIEF | Full on first encounter, name thereafter | Infocom (default) |
VERBOSE | Full description, every time | Infocom |
INFODUMP | Everything attached: description, lore, provenance, backlinks, design notes, the YAML itself | — |
GLYPH and INFODUMP are the new ends. The glyph rung is the one that can be
apprehended in parallel — a map or contact sheet of glyphs is scanned pre-attentively, where a
page of descriptions is read serially. INFODUMP is what a curious reader or an agent wants: not
a better summary, all of it.
Two details from 1977 worth honoring
BRIEF is adaptive, and that is the sophisticated part. It is not a fixed detail level — it is
full once, then name only, which makes detail a function of what this reader has already seen.
A rung with memory. Nothing in the modern summary-ladder discussion has this, and it is strictly
better than a static setting: it spends words exactly where they are new. Implement it by reading
visit history, so BRIEF on a revisit is not a shorter description but a different one.
LOOK is the one-shot override. In the classic games LOOK redisplays the room in full
regardless of the current mode, without changing the setting. That is a peek: a temporary
excursion to a deeper rung that does not disturb your global preference — the same contract as a
link popup, and the same as reselection, where you
browse a consequence before committing to it. Keep LOOK doing exactly this, and let EXAMINE be
the object-scoped version.
Consequences for authoring
- A room, character, or object whose YAML supplies only a full description is incomplete — it
cannot answer at
SUPERBRIEForGLYPH.GLANCE.ymlis the glance rung;ROOM.ymlcarries the name and the sign;README.mdis the body. The three-file contract is the rung contract. - Missing rungs may be generated rather than blocking, which is what makes the requirement cheap
— see
designs/TAGSONOMY-COMPILER.mdfor the build-time version, andADVENTURE-COMPILER.mdfor compiling a world. - The reader's rung choice is state worth saving, which makes it part of a view record rather
than a hidden preference:
VIEW-STATE-ANCESTORS.md.
Debug Mode
Toggle technical output with DEBUG-ON and DEBUG-OFF.
When debug is ON, logs include collapsible sections showing:
- File operations (creates, edits, deletes, moves)
- State changes with before/after values
- YAML data islands with abbreviated data
- Markdown links to all referenced files
- Technical narrative explaining HOW and WHY
Example debug output:
<details open>
<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:
- CHARACTER.yml — canonical location updated
- ADVENTURE.yml — mirror updated
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.
Integration with Cards
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"
Sister Script Integration
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 |
Evidence Types
| 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 |
Room Protocol
When entering any directory:
- DESCRIBE — List contents, note what's here
- EXAMINE — Read interesting files
- COLLECT — Note evidence in adventure log
- EXITS — Note paths to other rooms
- DECIDE — Choose next direction
Codebase Archaeology
Adventures work for code exploration:
| Adventure | Investigation |
|---|---|
| Quest | Bug hunt |
| Room | Directory |
| Clue | Evidence |
| Companion | Tool card in play |
| Journal | session-log.md |
Live Examples
Best example: examples/adventure-4/ — The gold standard.
The Pub (Crown Jewel)
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
Key Patterns from adventure-4
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"
Other Examples
- examples/adventure-4/ — Current walkable instance
- examples/old/adventure-3/ — Earlier version
- examples/old/adventure-2/ — Extended exploration
- examples/old/adventure-1/ — Minimal starting point
The Intertwingularity
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
Temporal abstraction (Sutton one-step trap)
Adventure commands are options in Sutton's sense — semi-MDP macros, not iterated micro-transitions.
GO northjumps to an abstract room; the DM does not simulate every footstep.LOOK/EXAMINEuse pickDescription LOD — detail on demand.- exit edges connect graph nodes; guards are option preconditions.
- time
TICKfires on meaningful moves, not every chat line.
Anti-pattern: rolling out N implicit one-step predictions to answer "what happens if I keep going?"
Field case: Urban eBike Safari — voice options ("next Invader") then SET DESTINATION; Bosch turn-by-turn is micro layer only.
Full treatment: simulation/ONE-STEP-TRAP.md · examples/one-step-trap.yml
Field ride game: continuous AI guess/suggest; pie-menu network by biking; VoyStick + steering law — urban-safari-ride-game.yml · WWSFF room
Future Vision
CLI Uplift Plan, Browser Compilation, Scott Adams History, Owl Simulation See README.md for complete development roadmap and inspiration.
Dovetails With
Sister Skills
- simulation/ — Base class (adventure inherits this)
- simulation/ONE-STEP-TRAP.md — Options vs one-step rollout
- exit — Graph edges between rooms
- time — Turns vs LLM iterations
- memory-palace/ — Method of loci (iLoci / spatial safari)
- speech/ — Voice command parser; field STT
- simulator-effect/ — Implication beats simulation
Kernel
- kernel/context-assembly-protocol.md — Working set loading
Signals
- GitHub stars
- 52
- Forks
- 5
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
adventure- Source
- github.com/simhacker/moollm