Notre avis
Cette compétence définit des liens de navigation entre les pièces d'un palais de la mémoire, en s'appuyant sur une topologie de menus en éventail (pie menus) et un système de gardiens conditionnels.
Points forts
- Permet de créer des structures de navigation complexes et significatives.
- Intègre des gardiens naturels et des conditions de passage programmables.
- Supporte différents types de sorties (simples, cachées, à sens unique, métaphysiques).
- S'inspire des principes des palais de la mémoire pour une navigation intuitive.
Limites
- La configuration YAML peut devenir verbeuse pour de nombreux liens.
- Les gardiens nécessitent une logique de programmation pour les conditions avancées.
- La métaphore spatiale peut ne pas convenir à tous les contextes.
Utilisez cette compétence lorsque vous concevez un environnement de navigation spatiale avec des directions sémantiques, comme un jeu d'aventure ou un outil d'organisation mentale.
Évitez cette compétence pour des systèmes de navigation simples ou plats, ou lorsque la métaphore du palais de la mémoire n'est pas pertinente.
Analyse de sécurité
SûrThe skill is a documentation file describing game navigation concepts. It only uses read_file and write_file, and does not instruct any destructive, data-exfiltrating, or unsafe actions. No risky code execution or obfuscated payloads.
Aucun point d'attention détecté
Exemples
Create an exit from the current room to the library going north.Add a guarded exit east to the treasury that requires the player to have the treasury key.Create a hidden exit down to a secret cellar with a hint about the rug being oddly placed.name: exit description: Navigation links between rooms — the edges of the memory palace allowed-tools:
- read_file
- write_file tier: 1 protocol: PIE-MENU-TOPOLOGY tags: [moollm, navigation, room, topology, pie-menu] related: [room, adventure, memory-palace] adversary: dead-end
Exit
"Every exit is a promise of adventure." — The Rusty Lantern Guest Book
What Is It?
An Exit is a navigation link connecting one room to another. In MOOLLM's spatial architecture, exits are the EDGES of the memory palace graph.
Exits can be:
- Simple — just a destination
- Guarded — require conditions to pass
- Hidden — discoverable through exploration
- Metaphysical — conceptual rather than physical
Pie Menu Topology
Don Hopkins' pie menu insight: direction IS meaning.
| Direction | Purpose | |-----------|---------| | N/S/E/W | "Highway" links to major rooms | | NW/NE/SW/SE | "Grid" links to expandable sub-rooms | | UP/DOWN | Vertical transitions | | IN/OUT | Conceptual transitions |
Cardinal directions form the spiderweb — the main navigation network. Diagonal directions form grids — expandable arrays of sub-rooms.
Guard System
Guards are natural language conditions that control access:
guard: "player has the brass key"
guard_js: "(ctx) => ctx.player.inventory.includes('brass-key')"
guard_py: "lambda ctx: 'brass-key' in ctx.player.inventory"
The guard field contains human-readable intent.
The guard_js and guard_py fields contain compiled code.
The adventure compiler emits COMPILE_EXPRESSION events for guards that need compilation.
Exit Types
Simple Exit
north:
destination: ../maze/room-a/
description: "A dark passage leads north."
Guarded Exit
east:
destination: ../treasury/
description: "A heavy iron door."
guard: "player has treasury key"
locked: true
lock_message: "The door won't budge."
unlock_with: "treasury-key"
Hidden Exit
down:
destination: ../secret-cellar/
hidden: true
hint: "The rug seems oddly placed..."
One-Way Exit
down:
destination: ../pit/
one_way: true
description: "A slide into darkness. No going back."
Metaphysical Exit
inward:
destination: ../consciousness/
metaphysical: true
description: "Close your eyes and think about who you really are."
Memory Palace Integration
From Frances Yates' "The Art of Memory":
"The method of loci places items at specific locations along an imagined journey."
Every exit is a doorway in the memory palace. The direction encodes meaning. Players navigate by spatial memory.
Related Skills
- room — Where exits live
- adventure — Uses exits for navigation
- memory-palace — Exits as mnemonic paths
Protocol Symbol
PIE-MENU-TOPOLOGY — Direction IS meaning
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