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putervisionputervision/behavior-mcp/.agents/skills/world-model-mcp/SKILL.md

world-model-mcp

Skill24 starsChanged 49 days agoMITView on GitHub

Teaches the agent to use the Spatial World Model MCP server to track entities, 3D/2D positions, spatial relationships, object permanence, and movement simulation.

4 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 0 are distinctive, and 5 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 5

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Inspect World: Call get_spatial_map with format: 'summary' to check total entities and spatial bounding box.

    line 20
  2. Very specific:

    Proximity Lookup: Call query_entities with near_position and max_distance, or entity_id for direct lookup.

    line 21
  3. Very specific:

    Ingest Perception: When new visual elements are detected, call ingest_observation.

    line 22
  4. Very specific:

    Collision Pre-Check: Call simulate_movement before issuing action commands.

    line 23
  5. Very specific:

    Update State: Call record_outcome after actions complete.

    line 24

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Spatial World Model (world-model-mcp)

This skill provides step-by-step guidance and operational patterns for interacting with @putervision/world-model-mcp.


1. Role in the PuterVision Triad

  • Perception Layer (vision-memory-mcp): Ingests images, detects bounding boxes, extracts OCR.
  • World Model Layer (world-model-mcp): Maintains persistent 3D/2D coordinates, bounding volumes, topological relations, and object permanence.
  • Action/State Layer (state-memory-mcp): Manages task execution DAGs, decisions, blockers, and milestones.

2. Core Operational Sequence

  1. Inspect World: Call get_spatial_map with format: 'summary' to check total entities and spatial bounding box.
  2. Proximity Lookup: Call query_entities with near_position and max_distance, or entity_id for direct lookup.
  3. Ingest Perception: When new visual elements are detected, call ingest_observation.
  4. Collision Pre-Check: Call simulate_movement before issuing action commands.
  5. Update State: Call record_outcome after actions complete.

3. Tool Reference (15 Tools)

Tool NameKey InputsDescription
update_entityname, type, position, bounding_box, propertiesUpsert entity into spatial memory
query_entitiesquery, type, near_position, entity_id, include_historyFind entities by text search, proximity, or entity ID
set_relationsource_id, relation, target_id, offsetRecord spatial relationship (on, inside, near, etc.)
get_spatial_mapregion_id, format (json, gltf, obj, summary)Export structured spatial layout or summary
simulate_movemententity_id, delta_position, mode, check_collisionsPredict movement path or compute navigation waypoints
ingest_observationobserver_pose, detections, visual_state_id, reconcileIngest perception detections and reconcile frustum view
get_expected_viewobserver_position, observer_orientation, fovCalculate visible entities from observer pose
link_to_goaltask_id, entity_id, relationship, actionAssociate entity with task or extract spatial slice
record_outcomeaction_name, success, resulting_positionUpdate world state after action completion
manage_spatial_specaction, name, bounds, constraintsSpatial SDD contract registration and verification
create_evidence_packtask_id, entity_ids, snapshot_idsImmutable cryptographic evidence package
use_spatial_blackboardaction, topic, sender, payloadMulti-agent coordination and mutex locks
manage_snapshotaction, name, snapshot_a, snapshot_b, entity_idSnapshots, diffs, undo mutations, and time-travel
generate_game_inputsentity_id, target_position, control_profile, actionPlaywright game inputs and screen coordinate projection
wait_for_spatial_stateentity_id, condition, threshold, timeout_msPolling and waiting for spatial state condition

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