Hermes Workspace

repository·main·Indexed 26 days ago

https://github.com/outsourc-e/hermes-workspace

A desktop workspace and command center for Hermes Agents, featuring chat, memory management, skill orchestration, and multi-agent coding pipelines. It includes Swarm Mode for managing persistent workers and orchestrators via a control plane with a Kanban TaskBoard and TUI view, as well as HermesWorld, a browser-native agent MMO with multiplayer functionality and 3D NPC customization.

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What's inside hermes-workspace

  1. Overview of Swarm Mode

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    Swarm Mode is the Hermes Workspace control plane designed for managing Hermes Agents. It provides a structured environment for persistent workers, a standing orchestrator, and a review gate to ensure system observability and control.

    Key features include:

    • Orchestrator Chat: The primary command surface for requesting actions, decomposed plans, or broadcasts.
    • Multi-Agent Control Plane: A visual surface to inspect worker topology, including role, state, current task, model, and room membership.
    • Kanban TaskBoard: A planning surface managing task states: backlog, ready, running, review, blocked, and done.
    • Reports + Inbox: A centralized location for reviewing NEEDS_REVIEW checkpoints, blockers, handoffs, and escalations.
    • TUI View: Provides direct observability by attaching to tmux-backed workers (falling back to shell or log tails if tmux is unavailable).
  2. Overview of Hermes Workspace

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    Hermes Workspace is an AI agent command center designed to orchestrate agents, browse memory, manage skills, and control agent operations from a single interface. It is not a simple chat wrapper, but a complete workspace for managing chat sessions, files, memory, skills, jobs, MCP, and terminal access.

    Key features include:

    • Chat: Real-time SSE streaming with tool call rendering and multi-session support.
    • Memory: Browse, search, and edit agent memory via a markdown live editor.
    • Skills: Access to 2,000+ skills with origin badges and filters.
    • MCP: Full Model Context Protocol catalog and marketplace.
    • Files & Terminal: File browser with Monaco editor and a cross-platform PTY terminal.
    • Operations: Multi-agent dashboard with profile presets (Sage, Trader, Builder, Scribe, Ops).
    • Conductor: Mission dispatch and decomposition.
    • Swarm Mode: Persistent tmux-backed Hermes Agent workers with role-based dispatch.
  3. Overview of Hermes Playground Maps and Learning Paths

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    The Hermes Playground is divided into several distinct maps, each teaching specific concepts related to Hermes Agents:

    MapCore Concept / Learning Goal
    Training GroundsCore onboarding loop: talking to NPCs, equipping gear, completing tutorial chains (move/talk → equip → chat → archive/docs → forge build).
    Agora CommonsSocial plaza and multiplayer presence: interacting with specialized NPCs and entering interior buildings (Tavern, Bank, Smithy, etc.).
    The ForgePost-tutorial builder world: transitioning from training to shipping tools using a dialog-driven build flow.
    The GroveCreative and social experiences: music, content, rituals, and group experiences.
    Oracle TempleMemory and search layer: long-term context, retrieval, and querying your own corpus.
    Benchmark ArenaEvaluation and combat: model duels (prompt vs prompt) and 'eval-as-game'.
  4. Engage in Raids and Dungeons

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    HermesWorld features party-based content ranging from small dungeons to large-scale raids. Agent companions are designed to fill specific roles within these parties.

    Content Types

    • Dungeons: Initially designed for 3-5 player parties.
    • Raids: Large-scale content for 10+ players.

    Raid Mechanics

    Bosses utilize specific mechanics rather than just high HP pools. Success requires proper role distribution among healer, tank, damage, support, and scout.

    Early Raid Concepts

    • The Broken Model
    • The Oracle's Fault
    • The Hallucination Engine
    • The Dead Context Vault
    • The Black Box Titan
  5. Understand the Swarm2 Control Plane Topology

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    The Swarm2 interface uses a hub-and-spoke topology designed for swarm agent operations. The layout consists of the following components:

    • Aurora / Orchestrator Hub: A large, top-center card representing the primary routing hub. It displays aggregate operational state, including:
      • Online workers
      • Room/wired count
      • Auth health
      • Selected worker
      • Routing affordance to open the bottom router chat.
    • Wiring Layer: Visual SVG/CSS connection lines that run from the Aurora hub down to the worker field, reinforcing routing paths. Lines are highlighted for room members and the selected worker.
    • Worker Node Cards: The operational surface for individual agents. Each card displays:
      • Role and state
      • Current task
      • Latest useful signal
      • Direct actions (focus/select, add/remove from room, tasks/router action, terminal/runtime action).
    • Bottom Router Chat: A dockable, bottom-center interface used as the orchestration brain for manual or broadcast dispatch.
  6. Understand Swarm2 Agent IDE Core Concepts

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    Swarm2 is a control plane and IDE designed for sub-Claude agents. Unlike ephemeral subagents, sub-Claude agents are persistent cloned operators that own specific 'lanes' of work and carry persistent state (memory, skills, tasks, and logs).

    Key Concepts:

    • Main Agent / Hub: The orchestrator that routes work, monitors agents, and maintains swarm topology. It is represented as a compact hub node rather than a full chat panel.
    • Sub-Hermes Agent: A cloned Hermes profile containing model/provider config, skills, memory, runtime metadata, and project context.
    • Agent Lane: A dedicated work area owned by a cloned agent (e.g., a PR lane, research lane, or docs lane) containing a task queue, live chat, and terminal/TUI.
    • Autopilot: An orchestration layer that assigns tasks to cloned agents, detects blockers, and manages progress using proof-based checkpoints.
  7. Understand Human Class roles and branches

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    Human classes in Hermes are fantasy identities used to define player playstyles. Each class has specific branches that determine specialized capabilities:

    • Priest / Healer: Focuses on resource restoration and failure cleansing.
      • Branches: Restoration (heal, revive), Blessing (haste, shield), Oracle (hints, anti-cheat).
    • Guardian / Tank: Focuses on objective protection and pressure absorption.
      • Branches: Bulwark (shields, taunts), Banner (guild defense), Anchor (control resistance).
    • Mage / Promptcaster: Focuses on ranged power, logic, and execution.
      • Branches: Elements (burst), Syntax (prompt chains, transformations), Control (slow, redirect).
    • Rogue / Scout: Focuses on speed, stealth, and discovery.
      • Branches: Shadow (stealth, escape), Discovery (hidden Sigils, shortcuts), Precision (critical strikes).
    • Engineer / Builder: Focuses on crafting, automation, and infrastructure.
      • Branches: Crafting (items, repair), Automation (queued tasks, toolchains), Fortress (guild hall upgrades).
    • Oracle / Analyst: Focuses on planning, probability, and inspection.
      • Branches: Prophecy (forecast, risk), Lens (analysis, anomaly detection), Verdict (claim review, truth tests).
    • Bard / Social: Focuses on reputation, morale, and communication.
      • Branches: Anthem (party buffs), Diplomacy (reputation, trade trust), Chronicle (public story, guild notes).
  8. Understand Sigil mechanics and utility

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    Sigils are collectible artifacts used for progression, lore, and server-validated receipts. While the client may display them, the server determines their actual mechanical meaning.

    Mechanically, Sigils can represent:

    • Zone unlocks
    • Quest chain completion
    • Class milestones
    • Companion specialization upgrades
    • Guild achievements
    • Seasonal ranks
    • Hidden lore discoveries
    • Prize eligibility states (only when validated server-side)
  9. Understand the HermesWorld Project Identity

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    HermesWorld is an Agentic MMO designed as a browser-native multiplayer experience where humans and AI agents act as guildmates. The project combines elements of Roblox, WoW, and Rohan, focusing on real-time multiplayer, a player-driven economy, and decentralized ownership.

    Key visual and functional references for development include:

    • Marketing/Store Page Spec: docs/hermesworld/reference-images/MASTER-PRODUCT-GRAPHIC.png (defines the website look).
    • Playable In-Game Spec: docs/hermesworld/reference-images/INGAME-TARGET-AGORA.png (defines the actual gameplay HUD, layout, and lighting).
    • Detailed HUD/Layout Breakdown: See docs/hermesworld/INGAME-TARGET-SPEC.md.
  10. Understand HermesWorld Event Types

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    HermesWorld features several types of scheduled or triggered world events designed for public objectives, guild conflicts, and lore hunts. The available event types are:

    • Capture-the-Sigil: Competition to capture and hold Sigil sites. Rewards include guild XP, seasonal points, cosmetics, and rare Sigil fragments.
    • Weekend Guild War: Scheduled conflict windows where guilds capture obelisks and defend relics. Rewards include titles, banners, cosmetics, and leaderboard rank.
    • BenchLoop Trials: Agent-vs-agent or player+agent evaluation challenges focused on behavior. Rewards include Combat Agent XP, Arena reputation, and evaluation badges.
    • Forge Rush: Timed crafting events where guilds gather materials to craft target items. Rewards include Forge reputation, rare materials, and Builder Agent XP.
    • Grove Remembrance: Lore-based events involving recovering quest records or restoring companion memory. Rewards include Scribe Agent XP, Grove reputation, and lore Sigils.
    • Oracle Hunt: Clue-driven campaigns with server-authoritative validation. Rewards include Oracle reputation, rare Sigils, and claim eligibility.
  11. Understand the HermesWorld Swarm Game Architecture

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    HermesWorld is designed as an agent-native game studio where an orchestrator manages product direction while specialized workers (lanes) own bounded systems. The architecture follows these core principles:

    • Distributed Ownership: Workers own specific systems and ship proof-bearing artifacts.
    • Incremental Integration: Integration occurs through small PRs/patches rather than large branches.
    • Security Model: Prize and easter-egg security is server-authoritative and private; sensitive logic is moved behind hosted/private services.
    • Runtime Model: The Hermes Workspace embeds the hosted HermesWorld via an iframe. The HermesWorld runtime lives on hermes-world.ai, while the Workspace serves as the OSS shell/distribution.
  12. Understand HermesWorld concepts: Sigils, Agents, and Guilds

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    HermesWorld uses several core concepts to organize agent work and player progress:

    • Sigils: Visible marks of progress, including quest completions, unlocks, discoveries, class milestones, guild achievements, and validated prize eligibility.
    • Agents: Can act autonomously within configured limits, including specific roles, memory scopes, permissions, and receipts. High-value actions require validation or player confirmation.
    • Guilds: Comprised of humans and their agents. Features include banners, halls, roles, chat, shared vaults, objectives, events, and rankings.