MOOLLM Skills
July 8, 2026 · View on GitHub
"Skills are conventions the model follows, not code the orchestrator runs."
Userland protocols over files.
Tip
New here? Start with constructionism/ — the philosophy. Then skill/ — the meta-skill explaining how skills work. Then explore room/ — it has everything!
INDEX.md — Tour of all 128 skills and how they connect. INDEX.yml — Machine-readable registry.
Eight Architectural Extensions
MOOLLM extends Anthropic's skill model with eight innovations:
| # | Extension | What It Adds | Proof |
|---|---|---|---|
| 1 | Instantiation | Skills as prototypes creating instances. Not just prompts — living programs. | adventure/ → adventure-4/ with 150+ files |
| 2 | Multi-Tier Persistence | Platform (ephemeral) → Narrative (append) → State (edit) → MOO-Maps (GLANCE/CARD/SKILL/README/examples/templates/source). | 6000+ line session logs, persistent room state |
| 3 | K-lines | Names as semantic activation vectors (Minsky). | "Palm" activates entire soul, history, relationships |
| 4 | Empathic Templates | Smart generation, not string substitution. | Biscuit's description generated from traits |
| 5 | Speed of Light | Many turns in one call, minimal tokenization. | 33-turn Fluxx, 21-turn cat prowl |
| 6 | CARD.yml | Machine-readable interface with advertisements. | Every skill exposes methods, tools, state schema — see card/ |
| 7 | Ethical Framing | Room-based inheritance of performance context. | pub/stage/ inherits framing: performance |
| 8 | Ambient Skills | Always-on behavioral shaping (NO-AI hygiene suite). | no-ai-slop, postel, robust-first — see skill/ |
The key insight: Skills aren't documentation. They're programs. The LLM is eval().
Full explanation: MOOLLM Eval Incarnate Framework
Design by Accretion
This library is not specified top-down; it accretes — the method Maxis designer Chris Trottier named in describing how The Sims came together: layer, accumulate, let it grow, tune late. You can watch the signature in this very directory: the skill count in this README, in INDEX.yml, and on disk usually disagree, because the pile grows faster than its catalogs. That lag is the method working, not an error — the tuning pass (recount, re-index, prune, compose) comes after the layers.
The vocabulary of accretion is itself accreted here as skills: cauldron/ (melt → stir → ladle), play-learn-lift/ (explore → stabilize → publish), simulator-effect/ (implication over simulation — Will Wright). The Repo Show planted a flagship episode on exactly this, with Chris as the guest who lived it: Design by Accretion — including a question from Palm, a character who lives inside this accreting design: from inside, how do you tell a heap from an organism?
Skill Index (128 skills)
Philosophy & Core Concepts
| Skill | One-liner |
|---|---|
| moollm/ | The soul of MOOLLM. Self-explanation, help, navigation |
| leela-ai/ | Manufacturing Intelligence. Leela AI develops MOOLLM for practical devops and exploring industrial applications |
| manufacturing-intelligence/ | The slogan unpacked -- seven readings of one phrase |
| skill/ | The meta-skill. How skills work, evolve, compose |
| k-lines/ | Minsky's K-lines — names that activate conceptual clusters |
| constructionism/ | Learn by building inspectable things (Papert, Kay, Logo) |
| prototype/ | Self-language philosophy — clone, don't instantiate |
| yaml-jazz/ | Semantic YAML where comments are data |
| postel/ | The Robustness Principle — be liberal in acceptance |
| robust-first/ | Survive first, be correct later (Dave Ackley) |
| coherence-engine/ | LLM as consistency maintainer & orchestrator |
| speed-of-light/ | Many turns in one call — instant telepathy |
| simulator-effect/ | Implication beats simulation (Will Wright) — imagination renders |
| society-of-mind/ | Intelligence emerges from many simple agents (Minsky) |
| procedural-rhetoric/ | Rules persuade, structure IS argument (Bogost) |
| schema-mechanism/ | Drescher's causal learning extended with LLM semantics |
Formats & Structure
| Skill | One-liner |
|---|---|
| plain-text/ | Text files are forever — no lock-in, no corruption |
| markdown/ | Readable raw AND rendered |
| format-design/ | How to design formats that succeed |
| sniffable-python/ | Structure Python so LLMs understand in 50 lines |
| naming/ | Big-endian file naming as semantic binding |
| empathic-expressions/ | Intent-based code interpretation |
| empathic-templates/ | Smart templates with semantic understanding |
Methodology (How to Work)
| Skill | One-liner |
|---|---|
| bootstrap/ | Wake up, orient, warm the context |
| play-learn-lift/ | Explore → Learn → Share wisdom |
| planning/ | Flexible task decomposition |
| plan-then-execute/ | Frozen plans with human approval gates |
| sister-script/ | Document-first automation |
| research-notebook/ | Structured investigation with sources |
| debugging/ | Hypothesis-driven bug hunting |
| code-review/ | Systematic code analysis |
Spatial (Room/Card System)
| Skill | One-liner |
|---|---|
| room/ | Directories as activation contexts |
| card/ | Capabilities as portable, playable cards |
| container/ | Intermediate scopes — inheritance without navigation |
| logistic-container/ | Factorio-style logistics boxes |
| adventure/ | Narrative room exploration |
| memory-palace/ | Spatial knowledge organization |
| data-flow/ | Rooms as pipeline nodes (THROW/INBOX) |
| return-stack/ | Navigation history as continuation |
| multi-presence/ | Same card active in multiple rooms |
| exit/ | Connections between rooms |
| object/ | Things in the world |
| context/ | Activation environment |
Characters & Identity
| Skill | One-liner |
|---|---|
| character/ | Core patterns — home, location, relationships |
| incarnation/ | Gold-standard creation — characters write their own souls |
| persona/ | Identity layers (WHO vs WHAT) |
| soul-chat/ | Everything speaks — multi-voice dialogues |
| mind-mirror/ | Personality via four Thought Planes (Leary) |
| hero-story/ | Safe K-line references to real people |
| representation-ethics/ | Ethics of simulating people |
| visualizer/ | Semantic image generation with metadata |
Animal Characters
| Skill | One-liner |
|---|---|
| cat/ | Feline behavior — trust earned, charms, the forbidden belly |
| dog/ | Canine behavior — loyalty, pack dynamics, unconditional love |
Role Skills (Professions)
| Skill | One-liner |
|---|---|
| bartender/ | Pour drinks, manage tabs, know everyone's secrets |
| budtender/ | Cannabis-specialized — strains, terpenes, responsible service |
Game Mechanics (Sims-style)
| Skill | One-liner |
|---|---|
| simulation/ | Central hub — turns, party, selection, world |
| time/ | Simulation turns vs LLM iterations |
| buff/ | Temporary effects (curses = negative buffs) |
| needs/ | Dynamic motivations — hunger, energy, fun |
| party/ | Companions and group dynamics |
| action-queue/ | Sims-style task queue |
| advertisement/ | Objects announce what they can do |
| world-generation/ | Questions create places |
Economy & Scoring
| Skill | One-liner |
|---|---|
| economy/ | Currency, trade, gold flow |
| probability/ | Success calculation from stats |
| scoring/ | Achievement valuation |
| reward/ | Dynamic achievement rewards |
Decision & Deliberation (Mike Gallaher's Methodology)
| Skill | One-liner |
|---|---|
| adversarial-committee/ | Committee of opposing personas force genuine debate |
| debate/ | Structured multi-perspective deliberation |
| roberts-rules/ | Parliamentary procedure prevents short-circuiting |
| rubric/ | Measurable criteria for scoring decisions |
| evaluator/ | Independent assessment without debate context |
"Everything is a story. No single story is true — but the ensemble approximates actionable wisdom."
Memory & Context
| Skill | One-liner |
|---|---|
| summarize/ | Compress without losing truth |
| honest-forget/ | Graceful memory decay |
| session-log/ | Human-readable audit trail |
| scratchpad/ | Working memory |
Communication
| Skill | One-liner |
|---|---|
| postal/ | Intra-world mail system — letters, packages, inboxes, THROW |
System & Recovery
| Skill | One-liner |
|---|---|
| self-repair/ | Checklist-based healing |
| storytelling-tools/ | Narrative capture — notebooks, letters, photos |
| runtime/ | Execution environment |
| image-mining/ | Extract resources from images |
Goals & Subjective
| Skill | One-liner |
|---|---|
| goal/ | Objectives and quests |
| subjective/ | First-person experience |
Skill Tiers
| Tier | Tools Required | Examples |
|---|---|---|
| 0 | None (pure prompt) | Writing styles, reasoning patterns |
| 1 | File read/write | Most skills |
| 2 | + Terminal | Debugging, code-review |
Principle: Use the lowest tier possible.
Skill Anatomy (Required Structure)
skills/
my-skill/
README.md # Human entry point (GitHub renders this)
SKILL.md # Full spec with YAML frontmatter
CARD.yml # Machine-readable interface definition
*.tmpl # Optional: templates at root level
Every skill has three required files:
| File | Purpose |
|---|---|
README.md | Quick overview, links (GitHub renders this) |
SKILL.md | Full protocol with YAML frontmatter (name, tier, allowed-tools) |
CARD.yml | Interface definition: methods, tools, state, advertisements |
Skills may be published independently (zip or bare SKILL.md). Publishing policy: designs/SKILL-PUBLISHING-POLICY.md — self-contained SKILL.md, related skills documented, standard "Part of MOOLLM" blurb, metadata compatible with Anthropic/Agent Skills.
Quick Start
Use a Skill
- Read the skill's
README.md - Read
SKILL.mdfor full protocol - Copy
*.tmplfiles to your working directory - Follow the documented protocol
Create a New Skill
- Create
skills/my-skill/directory - Copy templates from
skills/skill/:README.md.tmpl→README.mdSKILL.md.tmpl→SKILL.md
- Create
CARD.ymlwith methods, tools, state - Fill in template variables
- Register in
INDEX.yml
Or just tell the LLM: "Create a new skill called 'my-skill' using the skill skill."
Meta Files
| File | Purpose |
|---|---|
| INDEX.yml | Machine-readable skill registry |
| ROOM.yml | The Skill Nexus — this directory as a metaphysical room |
| skill/ | The meta-skill with templates and protocols |
The Skill Nexus as Shared Space
This skills/ directory is a shared room accessible from any adventure. Unlike adventure-specific rooms, it lives at the repo root and connects to ALL adventures.
Path Variables
Instead of counting ../../../ levels, use path variables that resolve at runtime. See kernel/NAMING.yml for the full specification.
| Variable | Resolves To | Use Case |
|---|---|---|
| REPO-SCOPED | Shared across all adventures | |
$REPO/ | moollm/ | Repository root |
$SKILLS/ | moollm/skills/ | Skill definitions |
$KERNEL/ | moollm/kernel/ | Core protocols |
$DESIGNS/ | moollm/designs/ | Architecture docs |
| ADVENTURE-SCOPED | Plugged in at runtime | |
$ADVENTURE/ | Current adventure | From startup.yml |
$CHARACTERS/ | $ADVENTURE/characters/ | Character alcoves |
$ANIMALS/ | $CHARACTERS/animals/ | Animal sanctuary |
$PERSONAS/ | $ADVENTURE/personas/ | Mask wardrobe |
$PUB/ | $ADVENTURE/pub/ | The gathering place |
$COATROOM/ | $ADVENTURE/coatroom/ | Transformation room |
$START/ | $ADVENTURE/start/ | Origin point |
Dynamic Binding: Skills use $ANIMALS/dog-biscuit/ — adventure provides the concrete path.
Two-way links dovetail: skill→adventure and adventure→skill resolve consistently.
Example Usage
# In skills/ROOM.yml — back-links to adventure
exits:
coatroom:
destination: $COATROOM/
relationships:
maurice:
location: $COATROOM/mannequin.yml
# In adventure YAML — forward-links to skills
exits:
east:
destination: $SKILLS/
Concrete Resolution (when adventure-4 is active)
| Path Variable | Resolves To |
|---|---|
$COATROOM/mirror.yml | examples/adventure-4/coatroom/mirror.yml |
$CHARACTERS/animals/monkey-palm/ | examples/adventure-4/characters/animals/monkey-palm/ |
$SKILLS/character/ | skills/character/ |
Navigation
| Direction | Destination |
|---|---|
| Up | Project Root |
| Sibling | kernel/ — Low-level protocols |
| Sibling | schemas/ — Data formats |
| Sibling | designs/ — Historical archives |
The Intertwingularity
"Everything is deeply intertwingled." — Ted Nelson
graph TB
subgraph FOUNDATION["FOUNDATION"]
MOOLLM[moollm<br/>self + help]
SKILL[skill<br/>meta-skill + 8 extensions]
KLINES[k-lines<br/>semantic activation]
BOOT[bootstrap<br/>compile + init]
MOOLLM --> SKILL
SKILL --> KLINES
MOOLLM --> BOOT
end
subgraph FORMAT["FORMAT"]
YAML[yaml-jazz<br/>comments = data]
POSTEL[postel<br/>liberal in, clean out]
NAMING[naming<br/>big-endian K-lines]
YAML --> POSTEL
YAML --> NAMING
end
subgraph AMBIENT["AMBIENT SKILLS — always on"]
SLOP[no-ai-slop]
GLOSS[no-ai-gloss]
SYCO[no-ai-sycophancy]
HEDGE[no-ai-hedging]
MORAL[no-ai-moralizing]
ROBUST[robust-first]
end
subgraph SPACE["SPATIAL"]
ROOM[room<br/>directory = context]
ADV[adventure<br/>exploration]
MP[memory-palace<br/>method of loci]
OBJ[object<br/>interactable atoms]
ROOM --> ADV
ROOM --> MP
ROOM -->|"contains"| OBJ
end
subgraph CHAR["CHARACTERS"]
CHARACTER[character<br/>body + home]
PERSONA[persona<br/>masks]
NEEDS[needs<br/>Sims motives]
MM[mind-mirror<br/>Leary + Sims]
INCARNATION[incarnation<br/>creation protocol]
CHARACTER --> PERSONA
CHARACTER --> NEEDS
CHARACTER --> MM
INCARNATION -->|"creates"| CHARACTER
end
subgraph SIMS["SIMS PIPELINE"]
ADS[advertisement<br/>objects broadcast actions]
AQ[action-queue<br/>task scheduler]
ECON[economy<br/>MOOLAH + karma]
ADS --> AQ
AQ --> ECON
end
subgraph SIM["SIMULATION"]
SIMULATION[simulation<br/>turns + state]
TIME[time<br/>turns ≠ iterations]
EXP[experiment<br/>SIMULATE/EVALUATE]
MICRO[micropolis<br/>city simulation]
SOL[speed-of-light<br/>many turns, one call]
SIMULATION --> TIME
SIMULATION --> EXP
SIMULATION --> MICRO
SOL -->|"accelerates"| SIMULATION
end
subgraph DELIBERATION["DELIBERATION"]
AC[adversarial-committee<br/>forced debate]
DEBATE[debate<br/>structured]
EVAL[evaluator<br/>independent]
RUBRIC[rubric<br/>criteria]
AC --> DEBATE
EVAL --> RUBRIC
end
subgraph INTROSPECTION["INTROSPECTION"]
MIRROR[cursor-mirror<br/>watch yourself think]
SNITCH[skill-snitch<br/>security audit]
SCHEMA[schema-mechanism<br/>causal learning]
MIRROR --> SNITCH
end
subgraph METHOD["METHODOLOGY"]
PLL[play-learn-lift<br/>explore, pattern, share]
SISTER[sister-script<br/>doc = automation]
LOG[session-log<br/>audit trail]
end
%% Cross-cluster: how everything connects
FOUNDATION -->|"defines"| FORMAT
FOUNDATION -->|"compiles"| AMBIENT
FORMAT -->|"structures"| SPACE
CHARACTER -->|"lives in"| ROOM
CHARACTER -->|"advertises via"| ADS
SIMULATION -->|"manages"| CHARACTER
ADV -->|"runs on"| SIMULATION
MICRO -->|"inherits"| ADV
AC -->|"debates about"| SIMULATION
SCHEMA -->|"learns from"| SIMULATION
EXP -->|"evaluated by"| EVAL
PLL -->|"records to"| LOG
MIRROR -->|"observes"| SIMULATION
AMBIENT -.->|"shapes all output"| DELIBERATION
AMBIENT -.->|"shapes all output"| SIM
Every skill connects to others. The foundation defines how skills work. Format shapes how data flows. Ambient skills shape every output. Characters live in rooms, advertise actions, and are managed by simulations. Deliberation debates simulation outcomes. Introspection watches it all. Methodology records what happens. Navigate freely.
📚 See Also
Protocols & Symbols
- PROTOCOLS.yml — Full symbol index (K-lines)
- QUICKSTART.md — 3-minute overview
Kernel (Infrastructure)
- kernel/ — The basement
- kernel/NAMING.yml — File naming conventions
Schemas (Shapes)
- schemas/ — Data format definitions