world-replay-buffer
Maximally snapshotted replay buffer with DuckLake embedding VSS and moments of interaction for world-transition storage
Best use case
world-replay-buffer is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Maximally snapshotted replay buffer with DuckLake embedding VSS and moments of interaction for world-transition storage
Teams using world-replay-buffer should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/world-replay-buffer/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How world-replay-buffer Compares
| Feature / Agent | world-replay-buffer | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Maximally snapshotted replay buffer with DuckLake embedding VSS and moments of interaction for world-transition storage
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# World Replay Buffer
**Trit**: 0 (ZERO)
**Domain**: Reinforcement Learning / World Transitions
**Principle**: Worlds (a-z) as successor worlds with GF(3) balanced sampling
## Overview
A maximally snapshotted replay buffer system for storing and retrieving world-transitions with:
- **DuckDB persistence** with vector similarity search (VSS)
- **GF(3) Galois Field classification** {-1=MINUS, 0=ZERO, +1=PLUS}
- **Trit-tick timing** at 1/141,120,000 second (~7.09 ns) precision
- **Content-addressed deduplication** via SHA-256 hashing
- **Play/Coplay Arena semantics** for action-observation pairs
## Mathematical Definition
```
REPLAY: WorldState × Action → WorldState' × Observation × Reward
GF3_COLOR: Experience → {-1, 0, +1}
TRIT_TICK: 1 / 141_120_000 seconds ≈ 7.09 nanoseconds
```
## Architecture
```
┌─────────────────────────────────────────────────────────┐
│ World Replay Buffer │
├─────────────────────────────────────────────────────────┤
│ replay_buffer.lpy │ Pure Basilisp in-memory buffer │
│ replay_buffer.py │ Python + DuckDB/VSS persistence │
│ replay_orchestrator.py│ Unified orchestrator with DB │
│ replay_bridge.lpy │ Basilisp-Python interop bridge │
└─────────────────────────────────────────────────────────┘
```
## Key Components
### 1. Experience Storage
```clojure
;; Basilisp experience structure
{:world-from "world-a"
:world-to "world-b"
:action {:play [:move :forward]}
:obs {:coplay [:sensor :reading]}
:reward 1.0
:timestamp 1711471200.0
:gf3-color 1} ; PLUS
```
### 2. GF(3) Classification
Uses SplitMix64 deterministic hashing for reproducible coloring:
```python
def gf3_color(content: str) -> int:
"""GF(3) classification via SplitMix64 hash."""
h = splitmix64_hash(content)
return (h % 3) - 1 # {-1, 0, +1}
```
### 3. World Transitions
Worlds are labeled a-z as **successor worlds**, NOT todos:
```
world-a → world-b → world-c → ... → world-z
```
Each transition stores:
- Source world state
- Action taken (play)
- Resulting observation (coplay)
- Reward signal
- GF(3) color for balanced sampling
### 4. Prioritized Sampling
Balanced sampling across GF(3) classes ensures no class dominates:
```clojure
(defn sample-balanced-gf3
"Sample experiences balanced across GF(3) classes."
[buffer n]
(let [by-color (group-by :gf3-color buffer)
per-class (max 1 (quot n 3))]
(->> (vals by-color)
(mapcat #(take per-class (shuffle %)))
(take n))))
```
## DuckDB Schema
```sql
CREATE SEQUENCE IF NOT EXISTS exp_id_seq;
CREATE TABLE IF NOT EXISTS experiences (
id INTEGER PRIMARY KEY DEFAULT nextval('exp_id_seq'),
world_from TEXT NOT NULL,
world_to TEXT NOT NULL,
action_json TEXT NOT NULL,
obs_json TEXT NOT NULL,
reward DOUBLE NOT NULL,
timestamp_ns BIGINT NOT NULL,
gf3_color INTEGER NOT NULL,
content_hash TEXT UNIQUE NOT NULL
);
CREATE INDEX IF NOT EXISTS idx_gf3 ON experiences(gf3_color);
CREATE INDEX IF NOT EXISTS idx_world_from ON experiences(world_from);
```
## Usage
### Basilisp (Pure In-Memory)
```clojure
(ns replay-buffer)
;; Add experience
(def exp {:world-from "world-a"
:world-to "world-b"
:action {:type :move}
:obs {:type :sensor}
:reward 1.0})
(add-experience! buffer exp)
;; Sample balanced
(sample-balanced-gf3 @buffer 10)
```
### Python (With Persistence)
```python
from replay_orchestrator import ReplayOrchestrator
orch = ReplayOrchestrator()
orch.store_experience(
world_from="world-a",
world_to="world-b",
action={"type": "move"},
observation={"type": "sensor"},
reward=1.0
)
samples = orch.sample_balanced(n=10)
```
### Basilisp-Python Bridge
```clojure
(ns replay-bridge
(:import importlib))
(def orch (get-orchestrator))
(store-experience! orch {:world-from "world-a" ...})
```
## Integration with GF(3)
This skill participates in triadic composition:
- **Trit 0** (ZERO): Neutral/balanced storage
- **Conservation**: Σ trits ≡ 0 (mod 3) across skill triplets
- **Balanced Sampling**: Equal representation of {-1, 0, +1} classes
## Trit-Tick Timing
```python
TRIT_TICK = 1 / 141_120_000 # ~7.09 nanoseconds
timestamp_tritticks = int(time.time() / TRIT_TICK)
```
## Files
Located in `/Users/alice/worlds/`:
- `replay_buffer.lpy` - Pure Basilisp implementation
- `replay_buffer.py` - Python with DuckDB
- `replay_orchestrator.py` - Unified orchestrator
- `replay_bridge.lpy` - Basilisp-Python bridge
## Related Skills
- world-hopping (trit +1) - Navigate between worlds
- worlding (trit -1) - World construction
- trajectory (trit -1) - Path through phase space
- gf3-classification (trit 0) - Triadic classification
- ducklake (trit +1) - DuckDB lakehouse
---
**Skill Name**: world-replay-buffer
**Type**: Reinforcement Learning / Experience Storage
**Trit**: 0 (ZERO)
**GF(3)**: Conserved in triplet composition
## Non-Backtracking Geodesic Qualification
**Condition**: μ(n) ≠ 0 (Mobius squarefree)
This skill is qualified for non-backtracking geodesic traversal:
1. **Prime Path**: No world revisited in transition chain
2. **Mobius Filter**: Composite paths (backtracking) cancel via μ-inversion
3. **GF(3) Conservation**: Trit sum ≡ 0 (mod 3) across skill triplets
4. **Content Dedup**: SHA-256 ensures no duplicate experiences
```
Geodesic Invariant:
∀ path P: backtrack(P) = ∅ ⟹ μ(|P|) ≠ 0
World Transition:
world_a →[action]→ world_b →[action]→ world_c
GF(3) Balance:
|{exp : color = -1}| ≈ |{exp : color = 0}| ≈ |{exp : color = +1}|
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