Room-based exploration with narrative evidence collection
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---
name: adventure
description: Room-based exploration with narrative evidence collection
allowed-tools:
- read_file
- write_file
- list_dir
tier: 1
protocol: ADVENTURE
lineage: "Colossal Cave, Zork, MUD, LambdaMOO"
inherits: simulation
related: [room, character, incarnation, simulation, card, memory-palace, world-generation, debugging, sniffable-python, exit, time, speech]
tags: [moollm, exploration, narrative, investigation, game, interactive-fiction]
templates:
- file: ADVENTURE.yml.tmpl
purpose: Complete adventure state (inherits simulation properties)
- file: LOG.md.tmpl
purpose: Summary table (turns, locations, files changed)
- file: TRANSCRIPT.md.tmpl
purpose: Pure narration (story, YAML objects, mermaid diagrams)
---
# Adventure
> *"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/](../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.
```yaml
# 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/](../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](../memory-palace/) with **narrative framing** and a **player character**.
## Multi-User, Multi-Agent (Engelbart NLS tradition)
Naturally supports **multiple simultaneous participants**:
```yaml
# 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:**
```yaml
# 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:
```yaml
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
```mermaid
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
```yaml
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
```markdown
# 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](../../designs/pie-stack-views/RESELECTION.md), 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 `SUPERBRIEF` or `GLYPH`. `GLANCE.yml` is the glance rung; `ROOM.yml` carries the
name and the sign; `README.md` is 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.md`](../../designs/TAGSONOMY-COMPILER.md) for the build-time
version, and [`ADVENTURE-COMPILER.md`](ADVENTURE-COMPILER.md) for 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`](../../designs/pie-stack-views/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:**
```html
<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](./CHARACTER.yml) — canonical location updated
- [ADVENTURE.yml](../../ADVENTURE.yml) — mirror updated
</details>
```
**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](../card/) can be your adventure companions:
```yaml
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](./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:
1. **DESCRIBE** — List contents, note what's here
2. **EXAMINE** — Read interesting files
3. **COLLECT** — Note evidence in adventure log
4. **EXITS** — Note paths to other rooms
5. **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/](../../examples/adventure-4/)** — The gold standard.
### The Pub (Crown Jewel)
[examples/adventure-4/pub/](../../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):
```yaml
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):
```yaml
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**:
```yaml
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):
```yaml
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/](../../examples/adventure-4/) — Current walkable instance
- [examples/old/adventure-3/](../../examples/old/adventure-3/) — Earlier version
- [examples/old/adventure-2/](../../examples/old/adventure-2/) — Extended exploration
- [examples/old/adventure-1/](../../examples/old/adventure-1/) — Minimal starting point
## The Intertwingularity
```mermaid
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 north` jumps to an abstract room; the DM does not simulate every footstep.
- `LOOK` / `EXAMINE` use [pickDescription LOD](CARD.yml#runtime-descriptions) — detail on demand.
- [exit](../exit/) edges connect graph nodes; guards are option preconditions.
- [time](../time/) `TICK` fires 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](https://github.com/SimHacker/WillWrightShowForFood/blob/main/repo-shows/ideas/urban-ebike-safari.yml) — voice options ("next Invader") then `SET DESTINATION`; Bosch turn-by-turn is micro layer only.
Full treatment: [simulation/ONE-STEP-TRAP.md](../simulation/ONE-STEP-TRAP.md) · [examples/one-step-trap.yml](../simulation/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](../simulation/examples/urban-safari-ride-game.yml) · [WWSFF room](https://github.com/SimHacker/WillWrightShowForFood/blob/main/characters/don-hopkins/sources/urban-safari-steering-voystick-pie-network.md)
---
## Future Vision
> **CLI Uplift Plan, Browser Compilation, Scott Adams History, Owl Simulation**
> See [README.md](./README.md) for complete development roadmap and inspiration.
## Dovetails With
### Sister Skills
- [simulation/](../simulation/) — Base class (adventure inherits this)
- [simulation/ONE-STEP-TRAP.md](../simulation/ONE-STEP-TRAP.md) — Options vs one-step rollout
- [exit](../exit/) — Graph edges between rooms
- [time](../time/) — Turns vs LLM iterations
- [memory-palace/](../memory-palace/) — Method of loci (iLoci / spatial safari)
- [speech/](../speech/) — Voice command parser; field STT
- [simulator-effect/](../simulator-effect/) — Implication beats simulation
### Kernel
- [kernel/context-assembly-protocol.md](../../kernel/context-assembly-protocol.md) — Working set loading
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