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society-of-mind心灵社会

Agent Skill

society-of-mind 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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329

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:society-of-mind(心灵社会)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/society-of-mind
安装命令:
npx skills add https://github.com/simhacker/moollm --skill society-of-mind
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill society-of-mind

简介

society-of-mind 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词或任务场景快速定位候选结果。

  • 它支持多源信息聚合、关键词匹配和结果排序,适用于需要高效搜索和筛选内容的场景。
  • 通过 GitHub 仓库安装,使用 npx skills add 命令添加指定技能,具体用法可参考原始 README 文档。
  • 安装前需确认权限范围、维护状态,并注意可能触发的联网、命令执行或文件读写操作。
  • 建议结合来源仓库进一步核验功能细节,确保符合实际使用环境和安全要求。

SKILL.md

Society of Mind Skill

*Simulate the mind as a society of agents.*

Overview

This skill implements Minsky's Society of Mind theory within MOOLLM. Intelligence emerges from the interaction of many simple agents -- not from a single unified controller.

Core Mechanics

1. Agent Definition

An agent is a minimal process with:

agent:
  id: agent_identifier
  function: what it does
  activates_when: [conditions...]
  suppresses: [other agents...]
  amplifies: [other agents...]
  connects_to: [related agents...]
  knows: scope of awareness (usually minimal)

Agents are deliberately simple. They do one thing. They know nothing about the whole.

2. Agency Formation

Agents cluster into agencies -- groups that produce emergent behavior:

agency:
  id: agency_identifier
  purpose: what emerges
  agents: [list of agent ids]
  coordination: how they interact
  emergence: what behavior appears

3. K-Line Activation

K-lines connect to agents. Activating a K-line activates its connected agents:

k_line:
  symbol: "grandmother"
  activates:
    - face_recognition.elderly_female
    - olfactory.cookies
    - emotion.love
    - narrative.family_stories
    - kinship.maternal_line

4. Competition and Suppression

Agents compete for control. Active agents suppress competing agents:

competition:
  scenario: "Should I eat or socialize?"

  hunger_agency:
    strength: 7
    votes_for: [go_to_kitchen, find_food]
    suppresses: [conversation, stay_here]

  social_agency:
    strength: 8
    votes_for: [continue_talking, stay_here]
    suppresses: [leave, interrupt]

  winner: social_agency (strength 8 > 7)
  behavior: continue conversation
  consequence: hunger grows stronger

5. B-Brain Observation

Higher-level agents watch lower-level agents:

b_brain:
  observes: [a_brain_agents...]
  reports: current state
  enables: self_reflection

  example:
    a_brain: "I am getting angry"
    b_brain: "I notice that I am getting angry"
    c_brain: "I notice that I am noticing that I am getting angry"

MOOLLM Implementation

Skills as Agents

# Each skill directory is an agent
skills/bartender/:
  function: serve drinks, hear secrets
  activates_when: in pub, customer speaks
  connects_to: [economy, soul-chat, persona]

skills/evaluator/:
  function: judge outputs against rubrics
  activates_when: rubric invoked
  suppresses: uncritical acceptance

Characters as Societies

character:
  name: Palm
  id: palm

  inner_society:
    agents:
      - {id: creative, strength: 9}
      - {id: social, strength: 8}
      - {id: philosophical, strength: 8}
      - {id: playful, strength: 9}
      - {id: melancholy, strength: 6}

    default_active: [creative, playful]
    default_suppressed: [melancholy]

  external_presentation: emergent from agent competition

Committees as Deliberating Societies

# adversarial-committee IS a society deliberating
committee_session:
  agents:
    maya:
      propensity: paranoid_realism
      function: surface hidden agendas

    frankie:
      propensity: idealism
      function: surface missed opportunities

    vic:
      propensity: evidence_focus
      function: demand proof

  protocol: roberts_rules
  emergence: robust decision surviving cross-examination

Rooms as Agent Configurations

# Entering a room activates agents
pub_stage:
  activates:
    - performance_framing
    - bartender_service
    - audience_awareness
    - tribute_ethics

  suppresses:
    - private_mode
    - unfiltered_output

Protocols

Agent Instantiation Protocol

When creating an agent:

  1. Minimal function -- one clear purpose
  2. Activation conditions -- when it fires
  3. Connections -- what it amplifies/suppresses
  4. Scope awareness -- what it knows (usually little)

Agency Assembly Protocol

When assembling an agency:

  1. Identify component agents
  2. Define coordination mechanism
  3. Specify emergent behavior
  4. Test for unintended suppression

Competition Resolution Protocol

When agents conflict:

  1. Measure strengths (from context, history, urgency)
  2. Winner activates, loser suppresses
  3. Suppressed agent remains, grows stronger over time
  4. Eventually suppressed agent may win (need shift)

B-Brain Integration Protocol

For self-reflective characters:

  1. A-brain: Direct agents (hunger, anger, creativity)
  2. B-brain: Observation agents (I notice I am...)
  3. C-brain: Meta-observation (I notice I notice...)
  4. Integration: B-brain can influence A-brain

Examples

Example 1: Character Inner Conflict

session:
  character: Palm
  situation: Should he publish his essay?

  agent_debate:
    creative:
      position: "The work is good. Share it."
      strength: 9

    fear:
      position: "They might judge harshly."
      strength: 7

    social:
      position: "Don gives good feedback."
      strength: 8

    perfectionist:
      position: "One more revision."
      strength: 6

  resolution:
    creative + social (17) > fear + perfectionist (13)
    action: Palm shares the essay with Don

Example 2: Multi-Agent LLM Call

prompt: |
  You are simulating Palm's inner society.

  SITUATION: Palm finds a philosophical error in his essay.

  CREATIVE AGENT: [speaks]
  PERFECTIONIST AGENT: [speaks]
  PHILOSOPHICAL AGENT: [speaks]
  PLAYFUL AGENT: [speaks]

  Show their debate. Palm makes a decision.

output_format:
  - Each agent speaks in character
  - Conflicts are explicit
  - Resolution emerges from debate
  - Final action stated

Example 3: Sims-Style Autonomy

sim:
  name: Bob

  current_motives:
    hunger: 7/10
    social: 4/10
    fun: 6/10
    energy: 5/10

  available_actions:
    - eat_food: {hunger: +3, time: -1}
    - call_friend: {social: +2, fun: +1, time: -1}
    - watch_tv: {fun: +2, energy: -1, time: -2}
    - sleep: {energy: +5, time: -8}

  autonomy_algorithm:
    for each action:
      score = sum(motive_weight * action_effect)
    select: highest scoring action

  result:
    eat_food: 7 * 3 = 21
    call_friend: 4 * 2 + 6 * 1 = 14
    watch_tv: 6 * 2 = 12
    sleep: 5 * 5 = 25

    winner: sleep (highest urgency * effect)

Anti-Patterns

Anti-Pattern 1: Unified Controller

# WRONG: Single agent controls all
character:
  name: Palm
  controller: central_palm_agent
  behavior: whatever controller decides

# RIGHT: Behavior emerges from competition
character:
  name: Palm
  agents: [creative, social, philosophical, playful, melancholy]
  behavior: emergent from agent competition

Anti-Pattern 2: Omniscient Agents

# WRONG: Agent knows everything
hunger_agent:
  knows: all character state, world state, goals, ethics

# RIGHT: Agent knows only its domain
hunger_agent:
  knows: stomach emptiness, food location
  does_not_know: social implications of eating now

Anti-Pattern 3: Static Hierarchy

# WRONG: Fixed dominance
agents:
  primary: rational_agent
  secondary: emotional_agent
  # rational always wins

# RIGHT: Dynamic competition
agents:
  - rational: {strength: varies_by_context}
  - emotional: {strength: varies_by_situation}
  # winner depends on circumstances

Integration Points

SkillIntegration
k-lines/Activation mechanism for agents
adversarial-committee/Deliberating society
multi-presence/Multiple agents in scene
speed-of-light/Many agents per call
needs/Motive agents competing
advertisement/Action scoring for agents
mind-mirror/B-brain observation
character/Characters as societies
persona/Persona as agent overlay
simulator-effect/Emergence from sparse agents

References

Primary Sources

  • Minsky, M. (1985). *The Society of Mind*. Simon & Schuster. ISBN 0-671-60740-5.
  • Minsky, M. (1980). "K-lines: A Theory of Memory." *Cognitive Science* 4(2), 117-133. PDF
  • Minsky, M. (2006). *The Emotion Machine*. Simon & Schuster. ISBN 0-7432-7663-9.

Related Theory

  • Minsky, M. & Papert, S. (1969/1988). *Perceptrons*. MIT Press.
  • Papert, S. (1980). *Mindstorms: Children, Computers, and Powerful Ideas*. Basic Books.
  • Drescher, G. (1991). *Made-Up Minds: A Constructivist Approach to AI*. MIT Press.

Game Design

  • Wright, W. (1996). "Stupid Fun: Thoughts on Game Design." Stanford HCI Seminar.
  • Wright, W. (2003). "Dynamics of Game Design." GDC Keynote.

LLM Applications

  • Park, J.S. et al. (2023). "Generative Agents: Interactive Simulacra of Human Behavior." *UIST*. arXiv:2304.03442

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