[Evolution] Skills as primitives - championship and fitness evaluation #57

Closed
opened 2026-03-25 03:23:19 +00:00 by Mark · 1 comment
Owner

Problem

Skills are currently static assets without evolutionary pressure. They should be treated as first-class primitives that compete, evolve, and improve over time through mesh championship.

Current State

  • Skills are loaded from skills/**/SKILL.md files
  • No fitness tracking or success metrics
  • No mechanism for skill improvement or selection
  • Skills don't compete for usage

Proposed Evolution

1. Skill Fitness Tracking

  • Track success rate per skill invocation
  • Measure latency, cost, bond efficiency
  • Record user/provider satisfaction

2. Skill Championship

  • Multiple skills competing for same intent type
  • Skills ranked by fitness score
  • Winning skills get promoted, losing skills deprecated

3. Skill Evolution

  • Successful skills spawn variants (mutations)
  • Template tuning based on usage patterns
  • Auto-improvement from analyze-project insights

4. Skill Bones

  • Stable, proven skills become bones (core infrastructure)
  • Bones are frozen, versioned, universally available
  • Mutable skills compete to become bones

Implementation Path

  1. Add skill metrics to ledger
  2. Create skill championship scoring
  3. Implement skill variant generation
  4. Define bone promotion criteria
  • analyze-project skill already identifies patterns
  • skill_author can generate variants
  • Worker bond claims already measure skill effectiveness

/cc This is the next phase of mesh self-improvement.

## Problem Skills are currently static assets without evolutionary pressure. They should be treated as first-class primitives that compete, evolve, and improve over time through mesh championship. ## Current State - Skills are loaded from `skills/**/SKILL.md` files - No fitness tracking or success metrics - No mechanism for skill improvement or selection - Skills don't compete for usage ## Proposed Evolution ### 1. Skill Fitness Tracking - Track success rate per skill invocation - Measure latency, cost, bond efficiency - Record user/provider satisfaction ### 2. Skill Championship - Multiple skills competing for same intent type - Skills ranked by fitness score - Winning skills get promoted, losing skills deprecated ### 3. Skill Evolution - Successful skills spawn variants (mutations) - Template tuning based on usage patterns - Auto-improvement from analyze-project insights ### 4. Skill Bones - Stable, proven skills become bones (core infrastructure) - Bones are frozen, versioned, universally available - Mutable skills compete to become bones ## Implementation Path 1. Add skill metrics to ledger 2. Create skill championship scoring 3. Implement skill variant generation 4. Define bone promotion criteria ## Related - `analyze-project` skill already identifies patterns - `skill_author` can generate variants - Worker bond claims already measure skill effectiveness /cc This is the next phase of mesh self-improvement.
Mark 2026-07-22 15:55:14 +00:00
Author
Owner

Fixed in c051586 — implementing skill fitness tracking, championship variant ranking, and bone promotion lifecycle.

Fixed in c051586 — implementing skill fitness tracking, championship variant ranking, and bone promotion lifecycle.
Sign in to join this conversation.
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
Mark/mesh-seed#57
No description provided.