Stemem
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| SEELE_BRIDGE | No | Seele 引擎桥路径(可选;默认用 vendored 副本)。 | engine/seele_bridge.js |
| NESHAMA_ENGINE | No | NeshamaEngine 路径(可选;默认用 vendored 副本)。 | engine/neshama_engine.js |
| STEMEM_AGENT_ID | No | 人格实例 ID(多分身互不污染)。 | default |
| STEMEM_STATE_DIR | No | 状态目录(每 agent 一个子目录)。 | ~/.stemem |
| STEMEM_TONE_LANG | No | 语气渲染语言。默认英文渲染;中文 agent 可设为 zh。 |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| initA | 初始化一个人格态(首次装配人格时调用一次)。可传 OCEAN 预设;不传则随机 baseline。 |
| eventA | 喂入一个记忆事件,驱动人格/情绪演化。当本轮交互人格相关时调用。返回演化后 snapshot + voiceHint/logicHint。 |
| tickB | 时间流逝心跳:驱力自然紧迫 + 漂移衰减。空闲/心跳时调用。 |
| satisfyC | 满足某驱力(闭环)。 |
| snapshotA | 读取紧凑身份态(OCEAN+主导情绪+驱力)+ 可注入 prompt 片段。每轮重注入宿主 prompt 抗压缩失忆。 |
| autostepB | 自主行为推进:按驱力自己决定并做想做的事(玩家不干预也活)。 |
| interveneB | 人工干预:顺驱力(帮他做想做的)或逆驱力(对抗意愿去塑造他)。 |
| statusB | 完整状态检视(调试用)。 |
| generate_soulB | 导出 SoulSpec v0.4 包(soul.json + SOUL.md + IDENTITY.md),进 ClawSouls 分发。 |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 9 tools
Most tools have clearly distinct purposes (init, event, tick, satisfy, intervene, autostep). Minor overlap exists: snapshot vs status both read state (compact vs full debug), and event/autostep/intervene all drive evolution, but descriptions clarify scope.
Consistent lowercase snake_case formatters throughout (init, event, tick, satisfy, autostep, intervene, status, generate_soul). Minor deviation in that most are single-word verbs while some are nouns (event, snapshot, status) and one is verb_noun (generate_soul).
Nine tools is well-scoped for a personality/emotion simulation engine, and each tool maps to a distinct lifecycle operation (initialize, feed, tick, satisfy, read, export). No redundant or filler tools.
The surface covers the full lifecycle: init, event feeding, ticking, drive satisfaction, state reading, autonomous stepping, intervention, and soul export. Minor gaps like explicit reset/multi-persona management exist but are workable around init.