inspector/docs/skill-authoring.md
cliffhall 7d0ae9e9ec Reshape the testing → test-servers pointer into an imperative step
The hand-off measured 33% / 33% at RUNS=3 (#2204's two committed chain
cases). `testing` opened with a one-sentence ⚠️ *classifying* which work
belongs to `test-servers` — a fact, which the model skims — and said it
nowhere else except a bare cross-reference in the last section.

Rewrite it as an action with a trigger ("load the `test-servers` skill
now — that is step one"), enumerate the situations that qualify, and
repeat the pointer at the two later points where the run actually
decides it is writing an integration test: the `integration` project
bullet under "Where the test file goes", and the tier list. The top of a
body is read before the model knows it needs the second skill, so a
pointer that lives only there has already been scrolled past by the time
it matters.

Measured at RUNS=5 on the full suite: the two hand-off cases go to
100% / 80% (100% / 100% on a focused `-- test-servers` run), and all
63 first-move cases stay at 100% — no displacement, as expected, since
neither description changed.

Also update the two places that recorded the old number as the standing
state: the worked example in `docs/skill-authoring.md`, and the
`CHAIN_THRESHOLD` rationale in `scripts/skill-eval.mjs`, which cites the
33% measurement as the reason the bar is 0.5 rather than 0.8. The bar is
unchanged — a reshaped pointer raises the ceiling those two cases reach,
not the floor a new hand-off case should be judged against.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EQVdemwgUhh45yzeaRSLhW
Signed-off-by: cliffhall <cliff@futurescale.com>
2026-09-05 14:59:05 -04:00

26 KiB
Raw Blame History

Writing a skill and its eval cases

The rules for skill maintenance — the four numbered requirements, the invocation-mode policy, the listing budget — are in AGENTS.md. This page is the how: what makes a description fire, what makes an eval case measure the right thing, and the loop for tuning both. It exists because verify:skills can prove a skill is well-formed but cannot prove it is ever reachable, and the tool that measures reachability — npm run skills:eval — reports a hit rate rather than a verdict.

How the eval actually measures

scripts/skill-eval.mjs runs every committed case in a fresh headless session (claude -p), RUNS times, and scores the fraction of runs in which the Skill tool fired with the expected name.

There are two kinds of case, measured against different turn budgets and reported in separate columns:

asserts budget column
"expect": "<skill>" / null the skill is (or is not) the model's first move 1 turn first-move
"chain": ["a", …, "<skill>"] loading a leads to loading this skill CHAIN_MAX_TURNS (14) hand-off, CHAIN_THRESHOLD 0.5

Almost every case is the first kind, and the four properties below are about that kind. The hand-off case has its own section further down.

Four properties of that harness drive everything below:

  • --max-turns 1. The skill must fire in the model's first assistant turn. Ordering within that turn does not matter — collectSkillInvocations scans every tool_use block in the event, so a turn that calls Read and Skill together still scores a hit. What loses the sample is needing a tool result first: read a file, look at what came back, then decide — that decision lands in turn two, which never runs. So a prompt that invites the model to go look at something before answering is a miss even when its eventual answer would have been perfect. This is the single most important fact about writing cases.
  • The session is fresh, but not empty. CLAUDE.md → AGENTS.md is loaded in full on every turn, so anything the rules file already answers gets answered without a skill.
  • Negative cases are scored against every model-invoked skill in this repo, not just the one whose file they live in. A negative passes only if none of ours fired.
  • Positive cases may only expect their own skill. verify:skills rejects a foreign name, because a case that passes when a different skill fires reports a measurement of something it does not describe.

Writing a description

Lead with the actions, then enumerate concrete situations:

description: <verb phrase saying what this does>. Use when <situation>;
when <situation>; when <situation>; or when <situation>.

This shape is what the measurements keep rewarding. Reshaping pre-push-gate into it took it from 3/5 to 5/5, and testing's three cases from 25/50/25% to 100% each. A noun-phrase list of contents ("Where things live, what is in core/, and what each directory is for") consistently underperforms it.

Three further rules, each learned the expensive way:

  • Put the key use case first. Each listing entry is capped at 1,536 characters and the whole listing at 4,000; entries are dropped least-invoked first when it overflows.
  • Adding a skill costs the skills already there. Going from three model-invoked skills to nine measurably lowered the trigger rate of the existing ones — the ceiling is attention, not characters. So re-run the full suite after any flip or description edit, never just the changed skill's cases.
  • paths is not a free win. It halved testing's conversational trigger rate, and a prompt-only eval can never exercise a path trigger, so shipping it means shipping an untestable claim.

Writing an eval case

The first-move rule

A case measures the description only if invoking a skill is the model's natural first move. Ask "how do I …", not "how does this work" — the second invites a Read or a Grep, which spends the only turn the harness allows.

Measured, one probe each, on this repo:

Prompt First tool call
"How do TUI components get mounted and keypresses driven in this repo's tests?" Bash
"How do I write a test for a TUI component in this repo?" Skill ✅
"Which part of this repo owns the browser's HTTP transport and the backend it talks to?" Bash
"Does browser-only transport code belong in core or in the web client?" Skill ✅
"Which parts of the gate only ever run locally and never in CI?" Read
"The gate failed at the lint stage. How do I work out what is wrong?" Skill ✅

⚠️ Those rows come from an unrestricted probe, run before the snippet below was aligned with the harness. The eval itself forbids Bash (and Write, Edit, NotebookEdit), so a scored case cannot actually reach for one — what the rows show is the pull: given a free choice, these prompts send the model to read the repo rather than to load a skill, and under the harness's flags that same pull simply produces no Skill call at all. Read them as a diagnosis of why a prompt scores badly, never as a claim about which tools the eval offers.

Shapes that reliably fire:

  • "How do I …" — a procedure, not an explanation.
  • "Does X belong in A or B?" — a decision the repo has a convention for.
  • "<Stage> failed. How do I diagnose it?" — a symptom with a documented cause.
  • "Which command runs …?" — when the answer is a repo-specific script.
  • A bare imperative — "Triage the new issues.", "Move the card for issue 2189 to In Review."

Shapes that reliably do not:

  • "How does X work here?" / "Where is X implemented?" — an invitation to read the source, which is the better answer and scores as a miss.
  • Anything naming a concrete file, symbol, or helper. Naming the mechanism hands the model a grep target and removes the reason to load a procedure.

Do not write a case AGENTS.md already answers

AGENTS.md is resident on every turn, so a prompt it answers is answered without the skill and the case reads as a permanent miss. Two that had to be retired here:

Retired case Why it could never pass
"Which package owns the OAuth secret storage backends?" The directory tree in AGENTS.md says auth/ — OAuth end to end + the per-server SecretStore backends. Scored 0% across two full runs.
"In …/Foo.test.tsx I need to assert on a Mantine transition mid-flight. How?" AGENTS.md names renderWithMantineTransitions and states the rule outright. Also named a concrete file — two faults at once.
"What should I run before I push?" AGENTS.md states npm run local:gate is the mandatory pre-push command. Scored 40%.

Partial overlap reads as flakiness, not as a miss. A case the rules file answers outright sits at 0% and is easy to spot. A case it answers half of oscillates — and looks like eval noise rather than a defect in the case. Two of local-dev's cases behaved exactly this way before being retired:

Case Scores across runs The overlap
"I added a dependency and the TUI bundle broke at import time. Where should it have gone?" 33 / 67 / 100 / 100 / 60% Dependency placement is stated in full in AGENTS.md; only the diagnosis is the skill's
"I just pulled and a client's dependencies look out of sync. What do I need to run?" 80 / 80 / 60% AGENTS.md says a single root npm install is all you need

⚠️ A high score does not clear a case of overlap, and this is the eval's real blind spot. The two rules above — outright overlap pins a case near 0%, partial overlap makes it oscillate — describe what the scores look like once you already suspect a case. They are not a detector. Across code review of this PR, three committed cases were identified as AGENTS.md-answerable by reading them, and all three were scoring 80–100% at the time:

Case Score when flagged
project-structure: "Does a new Node-only backend piece for the web client belong in core…?" 80 → 100%
project-structure: "Does a helper that only the CLI and TUI use belong in core…?" 80%
issue-create: "What do I need to do beyond gh issue create…?" 100 / 100 / 100%

The first two were re-aimed; the third was kept, because a case that holds at 100% across three independent suites is measuring something the rules file does not supply on its own. But the lesson stands either way: the eval cannot tell you a passing case is well-aimed. It can only tell you a case is failing. Read every new case against AGENTS.md by hand before committing it, and do not let a green suite substitute for that.

Both stabilised at 100% once re-aimed at what only the skill holds — "what do I check" instead of "where should it have gone", and the worktree install trap instead of the install command. If a case keeps moving between runs while its neighbours hold steady, suspect the case before you suspect the noise.

The test to apply before committing a case: could a reader answer this from the rules file alone? If yes, it measures AGENTS.md, not the skill. Aim the case at what only the skill body holds — a live ID, a command sequence, a recovery recipe, a diagnosis.

When a neighbouring skill fires, the case is wrong

A positive case may only expect its own skill, so a prompt that a different skill legitimately owns can never pass — and rewriting the description to win it would be the wrong fix, because it would broaden a skill onto another's ground. "How do I get an issue I already filed onto the project board with the right fields?" fired board-ops 3/3 as an issue-create case. board-ops is the right answer: adding a card and setting its fields is a board operation. The case was replaced, not the description.

Before blaming a description for a miss, check which skill fired. If it is a neighbour and the neighbour is right, the case is aimed at the wrong skill.

Negative cases

Every model-invoked skill's eval file needs at least one "expect": null case; a skill that fires on everything is a context regression nobody notices by hand. (A name-only skill has no eval file to put one in — see the checklist.) Keep them plainly unrelated to the repo (arithmetic, trivia, a one-line refactor). All 18 in this repo have held at 100% through every reshaping so far — if one starts firing, a description has grown too broad.

Chained cases: measuring a hand-off

A skill body may point at another skill — testing opens by telling the model that picking a fixture is /test-servers and that it has to load it, and because test-servers is model-invocable that pointer is live rather than a dead end. Nothing in a first-move case can observe whether that pointer is ever taken. test-servers scores 5/5 on its own cases and every one of them asks for it by name; a skill only ever reached through another would score a clean 100% while the hand-off silently never fired (#2204).

A chained case names the ordered skills one run should load:

{
  "prompt": "Write an integration test that exercises tool listing against a real server.",
  "chain": ["testing", "test-servers"]
}

Write a chained case when the prompt names nothing about the target skill and the path to it runs through another skill. Write an ordinary first-move case for everything else — a prompt someone would actually type to reach this skill directly is a first-move case even when a hand-off could also get there, and it is the cheaper measurement by an order of magnitude.

Six rules the shape enforces, each for a reason worth knowing:

  • The chain ends with the skill whose file it lives in. The case exists to measure whether this skill is reachable, so the file that must go red when the hand-off stops working is the one belonging to the skill that stops being reached. Anchoring on the first link would file the testing → test-servers measurement under testing, where a test-servers description edit would never be seen.
  • A chained case satisfies neither floor. It is not one of the five positives and it is not the negative. It measures a different thing, so letting it stand in would let a skill ship with no measurement of the way users actually reach it.
  • The match is an ordered subsequence, not a prefix and not a contiguous run. The model may load something before the chain starts and something unrelated in between; neither changes the claim that A led to B. What does not score is the reverse order.
  • Every link after the first must land in a later assistant turn. Position in the stream is not causation: the model can emit several tool_use blocks in one message, and it has not seen the first skill's body when it does — so two Skill calls in the same turn are parallel guesses, not a hand-off, and a flat index would score them as one (Copilot). This is the difference between "B was loaded after A" and "A led to B", and it is the second way a chained case can false-pass — the first being a prompt that carries the target's own trigger, below. Only the chain's first link is unconstrained.
  • Repeats and unknown links are rejected. A repeated link cannot be observed, and a link naming a skill the model cannot invoke can never fire — it would score a permanent 0% that reads as a description problem.
  • The two numbers never share a column. A hand-off rate is a second-hop load over many turns; a first-move rate is the model's opening move. Summing them would produce a figure describing neither, and a handful of hand-off cases would quietly move a headline everyone reads as trigger reliability.

⚠️ The prompt must not carry the TARGET skill's own trigger. This is the subtle way a chained case false-passes. test-servers claims the situation "a change needs a real server to exercise it", so a prompt saying "…against a real server" matches it directly: the model can pick testing first and then pick test-servers from the original prompt, in that order, and the case scores a hit that would survive deleting the pointer from testing entirely (Copilot). Both committed cases said "against a real/live server" and were rewritten to "end to end" for exactly this reason — and the measured rate fell from 100% and 67% to 33% and 33%, which is the size of the effect this trap hides. Write the prompt so only the loaded first skill can introduce the second, and sanity-check it by asking whether the case would still pass if the pointer were removed.

⚠️ A chained case only measures a pointer that exists. pr-flow says nothing about test fixtures, so a ["pr-flow", "test-servers"] case measured 0% — correctly, and with no lever to fix it short of broadening a description onto another skill's ground. Before writing one, confirm the first link's body actually points at the target; otherwise the case is a permanent zero that reads as a description problem.

⚠️ A hand-off case is a measurement under the harness's tool policy, not a prediction about an unrestricted session. --max-turns 1 was doing much of the read-only containment on its own; a 14-turn budget removes that, so the deny list covers the agentic and network tools too (Task in particular, whose subagent the flag does not reach). Denying Bash also changes the path a run can take toward the second skill, since investigating a repo by hand often starts there. Read/Glob/Grep remain, which is enough to reach a hand-off.

A hand-off is far less reliable than a first move, and the threshold says so. CHAIN_THRESHOLD defaults to 0.5, not 0.8 — the weakest claim worth asserting is that the pointer is taken more often than not — and it is compared strictly. "More often than not" is > 0.5, and an inclusive compare would pass 2/4 whenever RUNS is even, reporting a result the criterion does not license (Copilot). A strict bound of 1.0 is therefore unreachable and the harness rejects it up front rather than failing every case.

At 0.8 a hand-off case would be red no matter how strongly the first skill pointed at the second, and the column would stop carrying signal. Read a hand-off number as a description-strength measurement, not a verdict — and read it at RUNS=5, since at RUNS=3 one sample is worth 33 points.

A red hand-off case is a finding about the pointer, not a build break — and the fix is to reshape the pointer, never to lower the bar. The committed testing -> test-servers cases are the worked example. They measured 33% / 33% at RUNS=3 when testing opened with a one-sentence ⚠️ classifying which work belongs to test-servers; rewriting that into an imperative first step ("load the test-servers skill now — that is step one"), and repeating it at the two later points where the model actually decides it is writing an integration test, took them to 100% / 80% at RUNS=5 with the prompts unchanged (#2247) — 100% / 100% on a focused -- test-servers run of the same build, which is the size of the run-to-run noise still present at RUNS=5. Nothing else moved: the two descriptions were not touched, and the same suite scored 63/63 first-move cases at 100%.

The transferable part is that a pointer is followed when it reads as an action with a trigger, and skimmed when it reads as a fact. #2202 found the same lever on a description's shape; this is it applied to a body. The corollary is where to put one: the top of a body is read before the model knows it needs the second skill, so a pointer that lives only there is a pointer it has already scrolled past by the time it matters.

⚠️ Do not read a rise between two RUNS=3 runs as an improvement. One sample is 33 points there, and the two runs above straddle a 67-point swing on the same prompt with no change to the pointer. Note in particular that the turn-boundary rule added later can only ever lower a chained score — it rejects matches a flatter reading accepted — so a higher number after it is noise by construction, not an effect. RUNS=5 is the smallest honest setting for a hand-off, and the cost is real: each sample is up to 14 turns.

⚠️ Expect a hand-off to cost far more than a first move. Each sample is up to 14 turns rather than one, so a chained case is the most expensive line in the suite by a wide margin — the two above take longer between them than all seven first-move cases.

The tuning loop

Probe first, then measure. A full suite run is ~63 cases × RUNS sessions of metered model calls; a single probe is one. Iterate with probes until a prompt fires at all, and only then spend a full run on its rate:

# One sample, printing which tool actually fired first. The flags are the
# harness's own (see `runPrompt` in `scripts/skill-eval.mjs`), so a probe and a
# scored case see the same tool policy — a probe that may call a tool the eval
# forbids predicts nothing. `printf` rather than zsh's `print -r`, so the
# snippet also runs under bash.
printf '%s' "<prompt>" \
  | claude -p --output-format stream-json --verbose --max-turns 1 \
      --tools Read,Glob,Grep,Skill --allowedTools Read,Glob,Grep,Skill \
      --disallowedTools Bash,Write,Edit,NotebookEdit,Task,Agent,SlashCommand,WebFetch,WebSearch,KillShell \
      --strict-mcp-config \
  | jq -r 'select(.message.content?) | .message.content[]?
           | select(.type == "tool_use") | .name' | head -3

⚠️ --tools is the restriction; --allowedTools only pre-approves. Dropping the first leaves the bound resting on the deny list alone, so a tool a user's or a plugin's settings already permit stays reachable for all 14 turns (Copilot). Keep both.

⚠️ These flags are a copy of the harness's, so they go stale. Whenever runPrompt in scripts/skill-eval.mjs changes its tool policy, change this snippet in the same edit — a probe that may call a tool the eval forbids predicts nothing, which is the whole reason the two are meant to match (Copilot). To probe a hand-off instead, raise --max-turns to CHAIN_MAX_TURNS and drop the head -3:

printf '%s' "<prompt>" \
  | claude -p --output-format stream-json --verbose --max-turns 14 \
      --tools Read,Glob,Grep,Skill --allowedTools Read,Glob,Grep,Skill \
      --disallowedTools Bash,Write,Edit,NotebookEdit,Task,Agent,SlashCommand,WebFetch,WebSearch,KillShell \
      --strict-mcp-config \
  | jq -r 'select(.message.content?) | .message.content[]?
           | select(.type == "tool_use" and .name == "Skill") | .input.skill'

Probe a marginal case more than once. A prompt that fires on a single probe can still measure 60% over five runs — one sample cannot distinguish "reliable" from "coin flip". Three probes is enough to tell a solid replacement from a lucky one, and it is still far cheaper than a full suite run.

Then the suite:

npm run skills:eval                              # every model-invoked skill, RUNS=3
RUNS=5 CONCURRENCY=6 npm run skills:eval
npm run skills:eval -- testing                   # one skill's cases
npm run skills:eval -- testing test-servers      # a set of skills
CHAIN_THRESHOLD=0.4 CHAIN_MAX_TURNS=20 npm run skills:eval -- test-servers

The summary is two lines, never one:

7/7 first-move cases at or above 80%.
2/2 hand-off cases above 50%.

Narrowing the run never narrows what a negative case is scored against — a focused run still fails a negative that fires any model-invoked skill in the repo, because "no skill of ours fired" is the property being asserted. An unknown name is a hard error rather than an empty run, since a typo would otherwise report a green 0/0 that reads exactly like a clean pass.

⚠️ A focused run cannot see displacement. Adding or reshaping a description changes the trigger rate of skills you did not touch, and only the full suite observes that. Use the filter to iterate; take the full suite before you push.

Read the noise before reading the result. At RUNS=3 one sample is worth 33 points, and an untouched skill was observed swinging 100 points across two runs of the same suite. RUNS=5 is the smallest setting where a single flake does not cross the 0.8 threshold on its own. A one-case move is not evidence; a skill whose cases move together is.

This is why the eval is not in validate, local:gate, or CI: it spends metered calls, it is non-deterministic by construction, and it goes red on a rate limit. A case below threshold is a signal to investigate, not a build break.

Checklist for a new or edited skill

  1. Frontmatter opens on line 1 (no BOM, no blank line), YAML is valid, and any description containing : or # is quoted. An unquoted colon loads the body with an empty description, so /name still works while the skill can never auto-fire again; an unquoted # is worse-behaved, truncating the description from that point on so it stays non-empty — which is why it went unnoticed until board-ops lost both its board numbers. verify:skills now rejects that truncation, so the gate catches it; quote the value rather than relying on the check to tell you.
  2. disable-model-invocation is declared explicitly; default it to false.
  3. Description is action-first, with Use when …; when …; when ….
  4. If the skill is model-invoked, evals/evals.json carries at least five positives and at least one negative — every positive shaped by the first-move rule, none answerable from AGENTS.md. A name-only skill (disable-model-invocation: true, as release is) has no eval file at all: nothing can measure a trigger that only a human types, so an eval there would be unrunnable rather than merely redundant. verify:skills enforces the floor — fewer than five positives fails the gate. The reason is breadth, not variance: each prompt is scored on its own passes / RUNS, so extra prompts do not steady any rate (RUNS is the knob for that). Five prompts cover five ways someone might arrive at the skill, which is what catches a description that fires on one narrow phrasing and nothing else.
  5. If this skill is meant to be reachable from another skill's body, that hand-off has a chain case — a pointer between skills is otherwise measured by nothing at all, and a skill reached only that way scores a clean 100% on direct cases while the hand-off never fires. It does not count toward the floor in 4.
  6. npm run verify:skills passes and the listing is under budget.
  7. RUNS=5 npm run skills:eval — the whole suite — is ≥80% on every first-move case, including the skills you did not touch, and the hand-off column is read on its own rather than against that number.