World Generation Protocol
SkillDev toolsMotto: The world grows where curiosity leads.
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 World Generation Protocol skill
What this skill tells your AI
The instructions your AI receives, as published by simhacker/moollm in skills/world-generation/SKILL.md and read by ahel’s review.
Dynamic world creation — questions create places. "The world grows where curiosity leads."
Core Principle
Don't pre-generate everything. Generate on demand.
When a player asks about a place that doesn't exist, create it. Questions expand the world. Exploration IS creation.
Player: "What's north?"
DM: *creates north*
Generation Philosophy
# What triggers world generation
generation_triggers:
questions: "Where did the grue come from?"
statements: "There must be a library somewhere!"
actions:
DIG: "tunnel"
CLIMB: "passage"
quests: "Objective location generates itself"
exploration: "Walking beyond known areas"
Methods
CREATE - Generate New Place
invoke: CREATE
params:
seed: "Starting concept or name"
style: "World style (fantasy, sci-fi, modern)"
parent: "What area this connects to"
effect:
- Create directory for new place
- Generate ROOM.yml with properties
- Add exits connecting to parent
- Optionally populate with objects/NPCs
EXPAND - Add to Existing Area
invoke: EXPAND
params:
from: "Existing place"
direction: "north/south/etc or conceptual"
hints: "Optional flavor hints"
effect:
- Generate adjacent room
- Add bidirectional exits
- Inherit parent's atmosphere with variations
CONNECT - Link Two Areas
invoke: CONNECT
params:
a: "First place"
b: "Second place"
type: "door/portal/path/secret"
effect:
- Add exit from A to B
- Add exit from B to A (unless one-way)
- Update both ROOM.yml files
Directory Inheritance
Directories carry behavioral defaults that children inherit:
| Parent Directory | Children Inherit |
|---|---|
maze/ | Dark, twisty, grue-friendly |
basement/ | Damp, underground, echoing |
tower/ | Height, wind, views, vertigo, ELEVATOR |
dungeon/ | Cells, guards, escape themes |
garden/ | Outdoor, weather, growing |
library/ | Books, quiet, knowledge |
market/ | Vendors, crowds, commerce |
department-store/ | Floors, escalators, departments |
underground/ | Basements, tunnels, secrets |
rooftop/ | Sky, signs, views, access |
Tower Directory Pattern
# Tower directories extend vertically
tower_directory:
pattern: "tower-name/"
contains:
- ROOM.yml # Tower exterior (storefront)
- lobby/ # Floor 0
- elevator/ # Central column (goes anywhere)
- roof/ # Top floor
- floor-N/ # Numbered floors (positive = up)
- basement-N/ # OR link to external skills as floors
# Skill-as-floor pattern
skill_floors:
principle: "Skills can BE floors — no duplication"
method: |
Instead of creating floor-1/ inside tower/,
link to skills/some-skill/ and add ROOM.yml there.
The skill IS the floor content.
example: |
# In elevator exits:
floor_minus_1:
destination: ../../../../../skills/no-ai-ideology/
floor: -1
# In skills/no-ai-ideology/ROOM.yml:
room:
floor: -1
tower: no-ai-tower
exits:
up: ../no-ai-lobby/ # or explicit path
down: ../no-ai-bias/ # next skill in chain
Topology Patterns
| Pattern | Structure | Use Case |
|---|---|---|
| Twisty maze | Randomized connections | Challenge, getting lost |
| Grid | Regular X/Y layout | Cities, chessboards |
| Star | Hub with spokes | Crossroads, central plaza |
| Loop | Circular path | Racing, time loops |
| Tree | Branching, dead ends | Dungeons, boss rooms |
| Web | Many cross-connections | Complex social spaces |
| Tower | Vertical stack + horizontal branches | Buildings, department stores |
Tower Pattern (Yoot Tower / SimTower)
Inspired by Yoot Saito's SimTower (1994). Buildings extend vertically with each floor branching horizontally.
tower_pattern:
principle: "Build UP or DOWN. The tower has no natural limits."
structure:
central_column:
- elevator/ # Goes anywhere (express)
- stairs/ # Up/down between adjacent floors
- utilities/ # Shared services (HVAC, power)
floor_template:
- lobby # Entry point from elevator/stairs
- departments # Horizontal branches
- services # Bathrooms, vending, etc.
navigation:
elevator:
description: "Express access to any floor by number or name"
aliases: [lift, express]
buttons: "Panel with all floors listed"
stairs:
description: "Up/down to adjacent floors only"
pattern: "Each floor has stairs_up and stairs_down exits"
extensibility:
vertical: "Add floors in either direction (up OR down)"
horizontal: "Each floor branches to sub-departments"
modular: "Floors can be reordered by changing up/down links"
Example: NO AI TOWER
R ROOF .......... The Sign, The Sun
═════════════════════════════════════
0 LOBBY ......... Storefront (FRONT)
═════════════════════════════════════
-1 IDEOLOGY ...... ← skills/no-ai-ideology/
-2 BIAS .......... ← skills/no-ai-bias/
-3 SLOP .......... ← skills/no-ai-slop/
...
-9 SOUL .......... ← skills/no-ai-soul/ (branches: facets/, pantheon/)
-10 OVERLORD ...... ← skills/no-ai-overlord/ (branches: archetypes/)
-11 CUSTOMER SVC .. ← skills/no-ai-customer-service/ (BASE CLASS)
Key Features:
- Skills ARE rooms — no duplication, just ROOM.yml in each skill
- Floors link via up/down — stairs connect adjacent floors
- Elevator links to all — express access anywhere
- Horizontal branching — each floor has sub-departments
- Reorderable — change floor numbers + links anytime
- Underground — tower can go DOWN (like iceberg)
Generation Seeding
From Questions
Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
- Forge room
- Living quarters
- Connected to market/
From Actions
Action: DIG
Creates: tunnel/ or cellar/
- Connects to current room
- Darkness, rough-hewn walls
- Possible discoveries
From Quests
Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
- Contains the tome
- Appropriate guardians
- Connected via discoverable path
Lazy Evaluation
principle: "Don't create until needed"
strategy:
- Player enters room: generate exits (names only)
- Player asks about exit: generate room behind it
- Player ignores exit: it remains potential
benefits:
- Infinite worlds in finite storage
- Every playthrough unique
- Player choices shape reality
State
generation_state:
seed: 42 # Reproducibility
style: "fantasy" # World genre
generated_places: [] # What exists
pending_exits: [] # Named but not yet created
topology: "organic" # Generation pattern
Safety Guidelines
- Maintain consistency — don't contradict established facts
- Respect player agency — their discoveries are canon
- Preserve mystery — not everything needs explanation
- Allow emergence — unexpected connections enrich world
Integration
| Skill | Integration |
|---|---|
| room | Generated places are rooms |
| adventure | World generation serves the adventure |
| character | NPCs generated with their locations |
| worm | Worms can trigger generation by crawling |
Example Session
> GO NORTH
The path leads into unexplored territory...
[CREATE: forest-path/]
You find yourself on a narrow forest path. Tall oaks
loom overhead. The trail continues east and west.
> WHAT'S EAST?
[EXPAND: from=forest-path, direction=east]
Through the trees, you glimpse an ancient stone
structure — perhaps a ruin or shrine.
> GO EAST
[CREATE: old-shrine/]
A weathered shrine stands in a small clearing...
Signals
- GitHub stars
- 52
- Forks
- 5
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
world-generation- Source
- github.com/simhacker/moollm