Asi vibe-snipe

vibe-snipe Skill

install
source · Clone the upstream repo
git clone https://github.com/plurigrid/asi
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/plurigrid/asi "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/vibe-snipe" ~/.claude/skills/plurigrid-asi-vibe-snipe && rm -rf "$T"
manifest: skills/vibe-snipe/SKILL.md
source content

vibe-snipe Skill

Play/Coplay bidirectional evaluation with compiled artifact verification

Trit: +1 (PLUS - generator)

Origin

From Interverse transcript (Dec 12, 2025 - Alice Through the Looking Glass):

"How would you evaluate whether I met your VibeSnipe or not in some artifact that can be verified independently in sort of compiled artifacts of some kind?"

Core Concept

VibeSnipe = Packing context with interleaved structures you already know, then evaluating whether the counterpart met your expectation via compiled artifacts.

Player A: Sends VibeSnipe (context-packed prompt)
Player B: Responds with Play
Player A: Evaluates via Coplay (simultaneous with B's evaluation)
Artifact: Compiled verification (Olog, diagram, code)

The Play/Coplay Duality

From open games theory:

data OpenGame s t a b = OpenGame
    { play   :: s -> a           -- Forward pass
    , coplay :: (s, b) -> t      -- Backward pass (with context)
    }

-- VibeSnipe is the initial state s
-- Play is the action a
-- Coplay evaluates with access to both s and response b

Artifact Types for Verification

  1. Olog - Ontology log (categorical diagram)
  2. Colored wiring diagram - Morphism visualization
  3. Compiled code - Executable verification
  4. Statement file - Formal specification

Implementation

struct VibeSnipe
    context::Vector{Symbol}       # Interleaved structures
    expectation::Function         # What counts as "met"
    artifact_type::Symbol         # :olog, :wiring, :code
end

struct PlayCoplay
    play::Function                # Player's response
    coplay::Function              # Simultaneous evaluation
end

function evaluate_vibe_snipe(vs::VibeSnipe, pc::PlayCoplay, input)
    play_result = pc.play(input)
    coplay_result = pc.coplay(vs.context, play_result)
    
    # Both evaluate simultaneously - that's the point
    return (
        play_met = vs.expectation(play_result),
        coplay_met = vs.expectation(coplay_result),
        artifact = compile_artifact(vs.artifact_type, play_result)
    )
end

Olog in Lisp

"Can I make an Olog with this in one? You should be able to... implement the entirety of the Olog in Lisp."

;; Olog as S-expression
(defolog alice-chirality
  (objects
    :alice "The English name"
    :elisa "The Spanish name"  
    :chirality "Handedness property")
  (arrows
    [:alice :elisa :via-negativa]
    [:elisa :alice :symmetry-breaking]
    [:chirality :alice :determines]))

Related Skills

  • open-games
    (0): Play/Coplay formalism
  • lispsyntax-acset
    (+1): Olog in Lisp
  • glass-bead-game
    (+1): Interdisciplinary synthesis
  • bisimulation-game
    (0): Observational equivalence

Commands

# Create VibeSnipe session
bb vibe-snipe.bb --context "chirality,jabberwocky,syntax-physics"

# Compile Olog artifact
just olog-compile alice.olog --format svg

Autopoietic Marginalia

The interaction IS the skill improving itself.

Every use of this skill is an opportunity for worlding:

  • MEMORY (-1): Record what was learned
  • REMEMBERING (0): Connect patterns to other skills
  • WORLDING (+1): Evolve the skill based on use

Add Interaction Exemplars here as the skill is used.