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probability

probability

github.com/simhacker创意与媒体6044 次安装3 天前更新
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关于 probability

面向 LLM 角色扮演游戏的叙事概率协议。它依据角色属性、情境和风险评估行动结果并生成叙述,不使用随机数生成器。

主要功能

  1. 01根据属性和情境评估概率
  2. 02纳入增益、减益和装备
  3. 03划分五种行动结果
  4. 04根据风险调整叙述
  5. 05与 buff、character、adventure 和 scoring 技能协作

适用场景

  1. 01判定角色尝试的行动
  2. 02权衡临时加成与环境因素
  3. 03为不同风险的场景叙述结果

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/simhacker/moollm --skill probability

安装后在 Claude Code 中输入/probability确认已加载。

包含的文件

除 SKILL.md 外,安装时一起下载的参考资料和脚本。

CARD.yml
skill-snitch-report.md
README.md
GLANCE.yml

详细介绍

概率协议

根据属性计算成功率——不掷骰子,只叙述概率。 “大模型就是骰子。它来叙述结果。”

核心原则

不使用随机数生成器

大模型以叙述方式评估概率:

  • 查看角色属性
  • 考虑背景和增益效果
  • 权衡利害关系和故事发展
  • 叙述恰当的结果
Not: roll d20, add modifier, compare to DC
But: evaluate odds, consider context, narrate result

为什么不掷骰子?

传统 RPG 使用骰子来带来:

  • 不确定性
  • 公平性
  • 刺激感

大模型通过以下方式实现这些效果:

  • 叙事张力
  • 一致的属性评估
  • 符合故事情境的结果

方法

CALCULATE - 计算概率
invoke: CALCULATE
params:
  action: "What's being attempted"
  actor: "Who's trying"
  context: "Relevant factors"
output:
  probability: "85%"
  factors:
    - "High DEX (+20%)"
    - "Slippery surface (-15%)"
    - "Practiced move (+10%)"
RESOLVE - 判定结果
invoke: RESOLVE
params:
  probability: "85%"
  stakes: "Fall into pit if failed"
output:
  outcome: "success"
  narrative: "Your practiced leap carries you across..."

概率因素

因素影响
属性基础能力
增益效果临时加成
减益效果临时惩罚
装备完成任务的工具
背景环境因素
利害关系面临的风险
故事叙事上的恰当性

结果范围

结果适用情况叙事风格
大成功概率极高 + 背景有利表现出色,超出预期
成功成功概率较高达成目标
部分成功概率相近达成目标,但付出代价或遇到波折
失败失败概率较高未能达成目标,但没有酿成灾难
大失败概率极低 + 背景不利留下深刻印象的灾难

计算示例

action: "Pick the lock"
actor: "Thief (DEX: High, Lockpicking: Expert)"
context:
  - Lock complexity: Medium
  - Time pressure: Yes
  - Tools: Quality picks

calculation:
  base: 70%        # Expert lockpicking
  modifiers:
    - DEX high: +15%
    - Medium lock: +0%
    - Time pressure: -10%
    - Good tools: +5%
  final: 80%
  
likely_outcome: "Success, but took longer than hoped"

叙事融合

大模型不只是计算概率——它还会进行叙述:

Player: "I try to jump across the chasm."

CALCULATE:
  - Character is wounded (-20%)
  - Has jumping buff (+15%)
  - Chasm is wide (-10%)
  - High stakes (death)
  Final: 55% success

RESOLVE at 55%:
  "You gather yourself, ignoring the pain in your leg.
   The jump is further than you'd like, but the 
   strength enchantment pulses through you. You leap—
   and your fingers catch the far edge. You haul 
   yourself up, gasping. Made it."

利害关系的影响

利害关系越高 → 叙述越戏剧化:

利害关系成功的感受失败的感受
低稀松平常小挫折
中令人满足遇到波折
高大获全胜陷入严重困境
极高传奇般的成就灾难性的后果

状态

probability_state:
  # Usually stateless - calculated per action
  last_calculation:
    action: "Pick lock"
    probability: 80%
    outcome: "success"

集成

技能集成方式
buff增益效果会改变概率
character属性来源
adventure行动判定
scoring难度会影响分数

示例会话

> ATTACK the goblin with my sword

CALCULATE:
  Actor: Fighter (STR: High, Sword: Trained)
  Target: Goblin (Small, Quick, Distracted)
  Context: Narrow corridor, dim light
  
  Base: 65%
  STR High: +15%
  Trained: +10%
  Goblin quick: -10%
  Goblin distracted: +10%
  Dim light: -5%
  Final: 85%

RESOLVE at 85%: Success
  "Your blade catches the goblin as it turns. 
   It squeals and stumbles backward, wounded."

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