Claude-skill-registry-data mechinterp-glossary-and-constraints

Reference skill for Splatoon ability families, AP rungs, token constraints, and domain rules for mechinterp experiments

install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry-data
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry-data "$T" && mkdir -p ~/.claude/skills && cp -r "$T/data/mechinterp-glossary-and-constraints" ~/.claude/skills/majiayu000-claude-skill-registry-data-mechinterp-glossary-and-constraints && rm -rf "$T"
manifest: data/mechinterp-glossary-and-constraints/SKILL.md
source content

MechInterp Glossary and Constraints

A read-only reference skill providing domain knowledge for mechanistic interpretability research on SplatNLP's SAE features.

Purpose

This skill provides the domain-specific knowledge needed to design valid experiments:

  • Ability token families and their AP rungs
  • Main-only vs stackable abilities
  • Constraints that experiments must respect
  • Common pitfalls to avoid

When to Use

Invoke this skill when you need to:

  • Look up ability family codes (SCU, ISS, SSU, etc.)
  • Understand AP rung meanings
  • Check constraint definitions
  • Verify valid token combinations

Quick Reference

Ability Family Short Codes

CodeFull NameStackable
SCUspecial_charge_upYes
SPUspecial_power_upYes
SSspecial_saverYes
ISSink_saver_subYes
ISMink_saver_mainYes
SSUswim_speed_upYes
RSUrun_speed_upYes
IRUink_recovery_upYes
QRquick_respawnYes
QSJquick_super_jumpYes
IAintensify_actionYes
SubPUsub_power_upYes
SRUsub_resistance_upYes
INKRink_resistance_upYes

Main-Only Abilities (Fixed 10 AP) — BINARY

AbilityGear Slot
comebackhead
last_ditch_efforthead
opening_gambithead
tenacityhead
ability_doublerclothes
hauntclothes
ninja_squidclothes
respawn_punisherclothes
thermal_inkclothes
drop_rollershoes
object_shreddershoes
stealth_jumpshoes

⚠️ IMPORTANT FOR EXPERIMENTS: These abilities are binary (present or absent, no scaling). In 1D sweeps, they will always show delta = 0 because there's no AP variation to test. This does NOT mean they don't affect the feature.

⚠️ TOKEN FORMAT: Binary abilities appear as just the ability name (e.g.,

comeback
,
stealth_jump
) WITHOUT an AP suffix. They do NOT appear as
comeback_10
or
stealth_jump_10
. The
parse_token()
function returns
(name, None)
for these tokens, not
(name, 10)
.

To evaluate binary abilities:

  1. Check their PageRank score (correlation with high activation)
  2. Check presence rate enrichment in high-activation examples (>1.5x = characteristic)
  3. Check mean activation WITH vs WITHOUT the token (delta > 0.03 = meaningful)
  4. Run manual 2D analysis at each scaling ability level to see conditional effects
  5. Test combinations of binary abilities together (they may have stronger effects as a group)

Standard AP Rungs

APTypical Source
31 sub slot
62 sub slots
124 subs OR 1 main
211 main + 3-4 subs
291 main + 6 subs
352 mains + 5 subs
412 mains + 7 subs
453 mains + 5 subs
483 mains + 6 subs
513 mains + 7 subs
543 mains + 8 subs
573 mains + 9 subs (MAX)

Constraints

one_rung_per_family (HARD)

Only one AP rung per ability family can appear in a build.

Invalid:

[swim_speed_up_21, swim_speed_up_12]
- same family, different rungs Valid:
[swim_speed_up_21, special_charge_up_12]
- different families

Rationale: AP rungs represent cumulative investment. You can't have both 21 AP and 12 AP in the same ability simultaneously.

no_weapon_gating_if_relu_floor (SOFT)

Skip weapon-specific experiments when base activation is near zero.

When base activation is at the ReLU floor (~0), activation changes become quantized and unreliable. Check

diagnostics.relu_floor_detected
before trusting weapon gating results.

valid_gear_combinations (HARD)

Main-only abilities can only appear on their designated gear slot.

Invalid: ninja_squid on headgear (it's clothes-only) Valid: ninja_squid on clothes

max_ap_budget (SOFT)

Total AP should not exceed 57 (3 mains + 9 subs).

Builds exceeding this are physically impossible in-game.

Common Pitfalls

  1. Multi-rung conflicts: When sweeping family levels, ensure base contexts don't already contain the family being swept.

  2. ReLU floor quantization: Low base activations cause delta measurements to be unreliable. Check for

    relu_floor_detected: true
    in diagnostics.

  3. OOD token combinations: Very rare ability combinations may produce unreliable activations. Prefer combinations that appear in training data.

  4. Weapon bias: Some features respond to weapon kit properties (sub/special type) rather than abilities. Control for this in experiments.

Programmatic Access

from splatnlp.mechinterp.schemas.glossary import (
    TOKEN_FAMILIES,
    DOMAIN_CONSTRAINTS,
    STANDARD_RUNGS,
    get_family_for_token,
    parse_token,
    validate_build_tokens,
    get_glossary_text,
)

# Get family for a token
family = get_family_for_token("swim_speed_up_21")
print(family.short_code)  # "SSU"

# Parse token into family and AP
name, ap = parse_token("special_charge_up_57")
# ("special_charge_up", 57)

# Validate a build
violations = validate_build_tokens(["ssu_21", "ssu_12"])
# ["Constraint 'one_rung_per_family' violated: ..."]

# Get full glossary text
text = get_glossary_text()

See Also

  • mechinterp-state: Manage research hypotheses and evidence
  • mechinterp-next-step-planner: Propose experiments respecting constraints
  • mechinterp-runner: Execute experiments with constraint enforcement