Proceduralgen

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AI 工具 未标注权限 许可证不明确
安装这个技能

ProceduralGen专用技能,帮助AI Agent高效完成相关任务。

一句话选型结论

按资料字段整理

Proceduralgen是AI 工具类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类AI 工具 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install user_3c6cb52e/procedural-gen-ann6
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

AI 工具
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方user_3c6cb52e仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 community
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791622883
正文体量7.1 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
组合多个 AI 能力

把写作、检索、总结串成一条流程。

搭工作流

把固定流程做成可重复调用的步骤。

做提示词与评测

整理提示词并对比输出效果。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在AI 工具场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Proceduralgen当前 未标注权限 未标注 未标注 未标注 有
执行计划 只读 GitHub 仓库 151.5 万 Codex、Claude、Cursor 有
Playwright MCP 测试 浏览器控制 ClawHub 市场 136.5 万 OpenClaw 有
完成前的验证 未标注权限 GitHub 仓库 131.9 万 Codex、Claude、Cursor 有
子 Agent 驱动开发 只读 GitHub 仓库 131.2 万 Codex、Claude、Cursor 有
前端设计 执行命令 GitHub 仓库 125.6 万 Codex、Claude、Cursor 有

SKILL.md 全文

7.1 KB
模型实际读到的说明书原文,来自技能仓库

Procedural generation

Generate levels, terrain, and loot from compact rules and a seed. The throughline
of good procgen is determinism: a single seed reproduces the same world, so
bugs are repeatable and players can share seeds. This skill owns the core
algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
roguelike and survival-crafting consume it.

When to use

  • Use to generate maps, dungeons, terrain heightmaps, item drops, or any content
    you do not want to author by hand.
  • Use when results must be reproducible from a seed (debugging, daily
    challenges, shareable worlds).
  • Use to pick weighted random outcomes (loot rarity, spawn tables).

When not to use: for the engine's tile API to paint the result, use
godot-tilemap or unity-tilemap-2d. For routing AI through the generated map,
use game-ai. For carefully hand-paced levels, use level-design — procgen and
authored design are complementary, not interchangeable.

Core workflow

  1. Own your randomness. Create one seeded RNG instance and pass it
    everywhere. Never call the global/static random in generation code — it makes
    results irreproducible and order-dependent.
  2. Pick the technique for the content. Continuous terrain/heightmaps → noise.
    Discrete rooms/corridors → space partitioning or agent-based carving.
    Outcomes with rarities → weighted tables.
  3. Generate into a plain data grid/array first, decoupled from rendering.
    Generation fills int[][] or a dict; a separate pass draws it.
  4. Validate before shipping the result to the player. Is every room
    reachable? Is the spawn safe? Is there a path to the exit? Reject or repair
    layouts that fail; do not hand the player a broken map.
  5. Tune with the seed fixed so each parameter change is visible in isolation,
    then sweep seeds to check the distribution, not just one lucky map.

Patterns

1. Seeded, deterministic RNG (the foundation)

import random
rng = random.Random(seed)        # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12)  # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.

Engine equivalents: Godot var rng = RandomNumberGenerator.new(); rng.seed = s;
Unity var rng = new System.Random(seed) (or UnityEngine.Random.InitState).
Store the seed in the save file so a world can be regenerated.

2. Fractal (fBm) noise for heightmaps

# Sum several octaves: each higher octave has higher frequency, lower amplitude.
def fbm(noise, x, y, octaves=5, lacunarity=2.0, gain=0.5):
    total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0
    for _ in range(octaves):
        total += amp * noise(x * freq, y * freq)   # noise() returns ~0..1
        norm  += amp                                # track total amplitude
        amp   *= gain                               # each octave contributes less
        freq  *= lacunarity                         # ...at a higher frequency
    return total / norm                             # normalize back into 0..1

# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland.
elevation = pow(fbm(noise, nx, ny), 2.2)

Use a real noise library (FastNoiseLite, opensimplex,
Unity.Mathematics.noise, or Mathf.PerlinNoise) — do not implement gradient
noise yourself. Seed elevation and moisture with different seeds so a
biome lookup over both fields isn't perfectly correlated. Full biome lookup and
island shaping are in references/noise.md.

3. Weighted loot table (rarity-correct selection)

# Roll proportional to weight: common drops far more often than legendary.
def weighted_pick(rng, table):           # table: list of (item, weight)
    total = sum(w for _, w in table)
    roll = rng.uniform(0, total)          # a point on the cumulative line
    upto = 0.0
    for item, w in table:
        upto += w
        if roll < upto:                   # first bucket the roll falls into
            return item
    return table[-1][0]                   # float-safety fallback

loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])

Weights need not sum to 100 — they are relative. To prevent bad streaks, use a
"pity"/bag system (see references/dungeon-generation.md notes on distributions).

4. Rooms-and-corridors dungeon (sketch)

# 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid.
rooms = []
for _ in range(attempts):
    r = Rect(rng.randint(1, W-w-1), rng.randint(1, H-h-1), w, h)
    if not any(r.intersects(o.expand(1)) for o in rooms):  # keep a 1-tile gap
        rooms.append(r)
for a, b in zip(rooms, rooms[1:]):       # connect each room to the next
    carve_l_corridor(grid, a.center, b.center, rng)   # horizontal then vertical

The complete generator (BSP partitioning, L-corridors, reachability check, and
random-walk caves) is in references/dungeon-generation.md.

Pitfalls

  • Using the global RNG inside generation makes worlds unreproducible and
    breaks the moment call order changes. Always pass a seeded instance.
  • Correlated noise fields: sampling elevation and moisture from the same
    seed/offset produces biomes that line up in bands. Offset or reseed each field.
  • Octave artifacts: adding octaves without renormalizing pushes values out of
    0..1; divide by the summed amplitude (and beware library output ranges — some
    return -1..1, some 0..1).
  • No connectivity check: rooms or caves can end up isolated. Flood-fill from
    the spawn and discard/reconnect unreachable regions before play.
  • Unbounded placement loops: "keep trying until N rooms fit" can spin forever
    on a small grid. Cap attempts and accept fewer rooms.
  • Seeding once globally, then relying on frame timing: any non-deterministic
    input (time, physics, hash randomization) leaking into generation destroys
    reproducibility.

References

  • references/noise.md — octaves/lacunarity/gain, redistribution, island
    shaping, two-axis biome lookup, blue-noise object scatter.
  • references/dungeon-generation.md — BSP, rooms+corridors, random-walk caves,
    cellular-automata smoothing, connectivity validation, distribution/pity tables.

Related skills

  • godot-tilemap, unity-tilemap-2d — paint the generated grid into the engine.
  • game-ai — pathfinding over the generated graph.
  • level-design — pacing and hand-authored structure that procgen complements.
  • roguelike, survival-crafting — genres that compose this skill.

常见问题

5 问
答案由本站依据条目字段整理
Proceduralgen怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_3c6cb52e/procedural-gen-ann6。安装方式为未标注。装完刷新技能列表或重开客户端。

Proceduralgen支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Proceduralgen权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Proceduralgen收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Proceduralgen用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。