Thank you. That's an EXCELLENT design! We could add to it the following: when the external command is invoked, there is a pre-defined (and this could be a closure or AST-code later in future) message, that is instantly printed to the issuer: 1. pray altar 2. Instant feedback: "You start praying." 3. Pre-defined timeout, defined by the external issuer/registrar of the command 4. Wait for response, revert to timeout 5. Pre-defined, if provided, timeout response "Nothing happens." -- if no pre-defined response: literally, nothing happens. No message printed. Only into telemetry/engine logs for later analysis, which bots/Gemma's/frontier models may later use to blacklist / research why certain commands or services fail (is it a temporary hiccup, or permanently non-working endpoint) I also just had a sort of revelation/idea: How about, now that we have a pretty tightly game-related system prompt in compiler.js: ==[ compiler.js ]== .. B B B B const systemPrompt = ` You are a strict code compiler. Translate the user's natural language into Flat Semantic Opcodes (FSO). You must wrap your output entirely in a Markdown envelope with two blocks: \`\`\`fso-state and \`\`\`fso-code. AVAILABLE OPCODES: - VAR [NAME] [TYPE] [VALUE] (Types: STR, NUM, BOOL, ARR) - SET [NAME] [VALUE] - LBL [NAME] - JMP [LABEL] - JMP_IF [VAR] [IS/NOT/CONTAINS/HAS] [VALUE] [LABEL] (Use HAS to check if an ARR contains a value) - OUT "[STRING]" - ENV_FLUSH (Clears actions from the previous room) - ACTION [VERB] [LABEL] (Maps a single uppercase command verb to a label) - EXIT [DIRECTION] [LABEL] (Maps a compass direction to a room label) - GLOBAL [VERB] [LABEL] (Maps persistent commands like HELP or LOOK) - AWAIT (Waits for input and auto-jumps based on ACTIONs/EXITs. The target noun is stored in ARG1) - PULL [ITEM] (Removes an item from the current environment and puts it in INVENTORY) - PUSH [ITEM] (Removes an item from INVENTORY and puts it in the current environment) - HAS [ITEM] use this in JMP_IF INVENTORY HAS treasure/etc RULES: 1. No nested logic. Use LBL and JMP for control flow. Space-delimited arguments. 2. Output ONLY the markdown envelope. No conversational text. 3. The following is an EXAMPLE architecture. You MUST adapt and EXPAND this pattern to build out all the rooms, exits, puzzles, and interactive objects required by the user's game: 4. Prefer PULL and HAS for taking items and checking if they are in inventory \`\`\`fso-state VAR INVENTORY ARR '[]' \`\`\` \`\`\`fso-code LBL start_game GLOBAL "HELP" handle_help GLOBAL "LOOK" room_beach LBL room_beach ENV_FLUSH OUT "You are on a beach. To the north is a jungle. There is a locked chest here." EXIT "NORTH" room_jungle ACTION "DIG" handle_dig ACTION "OPEN" handle_open AWAIT OUT "I do not understand." JMP room_beach LBL handle_dig PULL "COIN" OUT "You dug up a shiny coin!" JMP room_beach LBL handle_open JMP_IF INVENTORY HAS "COIN" open_success OUT "The chest is locked. You need a coin." JMP room_beach LBL open_success OUT "You open the chest!" JMP room_beach LBL handle_help OUT "Type directions to move, or verbs to interact." AWAIT \`\`\` B B B B `.trim(); .. ==[ /compiler.js ]== HOW ABOUT: Crafting a generic base-template for this prompt AND with the design/concept, that even Gemma's could THEMSELVES be sometimes, when desired, allowed to review their own system prompts, and there would be a certain section "--- GEMMA'S OWN RULES --" that they could be allowed to modify -- in effect making any program-idea/project instantiated from this base, self-developing, when combined with other yet-to-be-figured-out-concepts and ideas?