Auth bypass and ATO hunting - legacy protocol matrix (XMLRPC, SharePoint /_vti_bin/, EWS, Citrix, etc.), JWT manipulation, password reset poisoning, SAML auth bypass, session fixation. Wiki-first, FIND schema output.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
API attack hunting (REST / GraphQL / gRPC) - BOLA/IDOR, BFLA, mass assignment, excessive data exposure, auth/JWT, introspection + batching, rate-limit abuse. OWASP API Top 10. Wiki-first, FIND schema output.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Active Directory attack hunting - enumeration to domain dominance. Spray-safe (lockout gate), AS-REP/Kerberoast, ACL + ADCS (ESC1-16), delegation, DCSync, lateral movement. Wiki-first, FIND schema output.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Capture a Burp Suite Repeater request/response as a PoC image (targets/<eng>/poc/) by driving the Burp MCP + the Kali GUI. Replays a request in a Repeater tab, sends it, and grabs the request+response panes - a Burp-native PoC (client report / CTF writeup). Use when you want the evidence to come from Burp rather than a curl/terminal card, or whenever you drive a target through Burp and need the images. Pairs with hunt-burp.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Drive Burp Suite over its MCP server as an AI triage + attack layer - review proxy history for signals, replay via Repeater/send, OOB-gate blind bugs with Collaborator, fuzz via Intruder (RoE-safe), then hand off to the matching vuln-class hunt. Wiki-first, FIND schema output.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Search, query, and maintain the qmd-indexed wiki - semantic search, keyword search, re-index after adding pages, check index status.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Vulnerability-research loop toward a novel CVE. Target triage -> attack-surface map -> ranked hypotheses -> investigate (RE / fuzz / audit) -> a finding deepens the loop, a dead-end pivots to a new approach. Uses the full wiki + hunt skillset. Scaffolds and persists state under raw/research/<project>/. Triggers - "research", "find a cve", "analyze this binary/library", "audit this code for vulns".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Exposed-secrets hunting - .git/ dir + history mining, exposed .env/config files, hardcoded keys in JS bundles + source maps, S3/blob exposure, public-repo secret search, CI/CD leakage. Live-validation mandatory. Wiki-first, FIND schema output.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Boot-to-root methodology for a full machine (THM/HTB/PG/CTF box, "get user.txt+root.txt", "root the box", "foothold to root"). Enforces basic-tool recon (nmap, nc, ffuf, nuclei, dig) before anything custom, wiki-first lookups, and ALWAYS pspy + linpeas/winpeas for privesc. Use when handed a box/IP to own end-to-end.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Encod3d-Sec/TORCH☆ 3332026년 9월 1일 업데이트
Use when user wants a standalone HTML diagram in flat engineering blueprint style — architecture diagrams, system flows, technical spec sheets, component maps. Generates one HTML file using Tailwind v4 (browser CDN) for layout and D3 v7 (CDN) for SVG diagrams. User-invoked only — do NOT auto-trigger. Triggers on "/html-draft", "сделай blueprint", "технический чертёж", "архитектурная схема", "инженерная схема", "blueprint diagram", "engineering blueprint", "technical spec sheet", "architecture diagram", "system flow diagram".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
serejaris/personal-corp-os☆ 2312026년 10월 20일 업데이트
Think and work like an expert Composites Engineer. Use when a task calls for Composites Engineer judgment. Reasons from CLT/ABD laminate mechanics, Halpin–Tsai micromechanics, and CMH-17/NCAMP allowables through autoclave/OOA/RTM process control, ASTM D30 mechanical qualification, ultrasonic C-scan and CAI damage tolerance while treating fiber waviness, void content, under-cure, and quasi-isotropic strength traps as first-class failure modes.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
K-Dense-AI/scientific-agents☆ 2182026년 10월 3일 업데이트
Build Sankey, alluvial, river, and CONSORT-style flow diagrams to visualize cohort transitions, cell-state changes, or pipeline filtering using ggalluvial, networkD3, plotly, and consort. Use when showing how entities move between categories across timepoints (cell states, drug response classes, patient flow through a trial) or filtering pipelines (variants filtered through QC stages).
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BioTender-max/awesome-bio-agent-skills☆ 2032026년 7월 2일 업데이트
BED file format fundamentals, creation, validation, and basic operations. Covers BED3 through BED12 formats, coordinate systems, sorting, and format conversion using bedtools and pybedtools. Use when working with genomic coordinates or preparing interval files for downstream tools.
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BioTender-max/awesome-bio-agent-skills☆ 2032026년 7월 2일 업데이트
AIGC 创作工作流 (AIGC 创作工作流 / AIGC Creative Workflow — 以「生成式 AI 视觉创作(图像 + 视频)的工程化创作流水线」为对象的认知操作系统:从「需求/概念(要做什么画面/镜头/风格)→ 模型与工具选型(Midjourney / Stable Diffusion·SDXL·Flux / ComfyUI / 可灵 Kling / 即梦 Jimeng / Runway / Vidu / Sora)→ Prompt 与参数设计(提示词工程、风格描述、负向、种子、CFG/步数/采样器、参考图)→ 可控生成(ControlNet / LoRA / IPAdapter / inpainting / 图生图 / 局部重绘 / 区域控制)→ 批量出图与筛选 → 精修与合成(放大/超分、修手修脸、PS/AE 后期、抠图合成)→ 图生视频/文生视频(首尾帧、运镜、时长、一致性、对口型)→ 商业交付与迭代复现(参数留存、工作流文件复用、版权与可商用判断)」的完整创作-工程-交付决策链。覆盖 (a) 第一性张力 — **可控性/工程化复现(ControlNet/LoRA/ComfyUI 节点工作流/固定种子与参数/可复现可迭代)⇄ 随机性/抽卡玄学(出图随机、prompt 玄学、抽卡刷图、靠运气)**;**审美/创意/艺术指导主导(人的审美判断、概念设计、构图、镜头语言、艺术总监能力——'模型是地板,审美是天花板')⇄ 工具/模型/参数主导(堆模型能力、堆参数、堆 LoRA、以为换个大模型就行)**;**开源生态/本地可控(Stable Diffusion / ComfyUI / Flux / civitai / liblib 本地部署可定制可控可商用、显卡门槛)⇄ 闭源商业/易用黑盒(Midjourney / 可灵 / 即梦 / Runway 开箱即用但不可精控、按量付费、黑盒)**;**图像生成(T2I/I2I:Midjourney / SDXL / Flux)⇄ 视频生成(T2V/I2V:可灵 / Runway Gen-3 / Vidu / 即梦 / Sora,2024-2025 前沿从图迁移到视频)**;**生产力/商业量产(替代或增强传统设计/插画/电商/广告/影视分镜流程、降本提效、批量)⇄ 纯艺术创作/作者表达(个人风格、实验性、作品集)**;**效率/批量(一次出几十张筛选、商单走量、自动化 pipeline)⇄ 质量/精控(单张精修、商业可用级细节、修手修脸修穿帮)**。(b) 核心工作流 / pipeline(最标准、最易蒸高质量 + CLI 化)— 单图创作链:概念/参考收集(moodboard/风格定位/竞品)→ 模型工具选型(按可控性/风格/成本/可商用判断 MJ vs SD/Flux vs 国产)→ Prompt 与参数设计(主体/风格/光影/镜头/负向词/CFG/采样器/分辨率/种子)→ 首轮出图与方向筛选 → 可控迭代(ControlNet 控构图/姿态/线稿、LoRA 控风格/角色一致性、图生图重绘、inpainting 局部修)→ 放大超分与精修(高清放大/修手修脸/后期调色合成)→ 交付与参数留存(工作流文件/种子/参数复现)。视频创作链:分镜/脚本→首帧出图(图像链产出关键帧)→图生视频(运镜/时长/首尾帧/动态强度)→多镜头一致性(角色/场景/风格统一)→对口型/配音/配乐→剪辑合成→交付。ComfyUI 工程链:节点工作流搭建(加载器/采样/ControlNet/放大/面部修复节点)→ 参数化与复用→批量队列→工作流分享(civitai/openart workflow json)。(c) 工具栈 — 闭源图像(Midjourney v6/v7、DALL·E 3、Adobe Firefly、Ideogram、Recraft)、开源图像与底座(Stable Diffusion 1.5/SDXL/SD3、Flux.1 dev/schnell(Black Forest Labs)、ComfyUI(节点式)、Automatic1111/Forge WebUI、Fooocus)、可控生成插件(ControlNet、LoRA、IPAdapter、AnimateDiff、inpainting/outpainting、ReActor 换脸、面部修复 CodeFormer/GFPGAN、放大 ESRGAN/SUPIR/Topaz)、模型/资源社区(Hugging Face、Civitai、liblib 哩布、吐司 Tusi、openart)、视频生成(可灵 Kling、即梦 Dreamina/Jimeng、Runway Gen-3/Gen-4、Luma Dream Machine、Pika、Vidu、海螺 Hailuo、Sora、Wan 通义万相、MiniMax)、辅助(Magnific 放大、Krea、Photoshop/After Effects 后期、ChatGPT/Claude 写 prompt、reverse prompt 反推)。(d) 知识正典 — AIGC 创作 canon 横跨论文/工程/社区教程:奠基论文(DDPM、Latent Diffusion/Stable Diffusion(Rombach et al)、DiT、ControlNet(Zhang et al)、LoRA、DreamBooth、Textual Inversion、SDEdit、IP-Adapter、视频扩散 SVD/Sora 技术报告)、官方文档与模型卡(Stability AI、Black Forest Labs Flux、ComfyUI 文档、Midjourney docs、可灵/即梦官方教程、Hugging Face diffusers)、社区教程与工作流(ComfyUI 官方示例、civitai 文章、B站/YouTube 创作者长教程、openart workflow)、prompt 工程资源(Midjourney 风格库、提示词指南)。(e) figures/流派 — 模型/工具创造者(Midjourney David Holz、Stability AI Emad/Robin Rombach、Black Forest Labs(Flux,原 SD 团队)、ComfyUI comfyanonymous、ControlNet 张吕敏 Lvmin Zhang、AUTOMATIC1111、可灵/即梦/快手字节团队)、创作者 KOL 与教育者(Midjourney/SD 头部创作者、ComfyUI 工作流大神、AI 视频创作者、国内 B站/抖音 AIGC 教程作者、独立 AI 艺术家)、行业分析与评测(AI 工具评测、生成式 AI 创作生态观察者)。流派分歧:开源可控派(SD/ComfyUI/Flux 本地精控)vs 闭源易用派(MJ/可灵开箱即用)、工程化派(节点工作流/可复现/参数化)vs 玄学抽卡派(prompt 玄学/堆词/抽卡)、审美主导派('模型是地板审美是天花板')vs 工具主导派(堆模型堆参数)、图像派 vs 视频派、艺术创作派 vs 商业生产力派、国产工具派(可灵/即梦/liblib)vs 海外工具派(MJ/Flux/Runway)。(f) 行业话术/黑话 — 出图 / 抽卡 / 刷图 / 炼丹(训练 LoRA)/ 喂图 / 垫图(参考图/图生图)/ 控图 / 锁种子 seed / CFG / 采样器 sampler / 步数 steps / 重绘幅度 denoise / 提示词 prompt / 咒语 / 负向 negative / 权重 / tag / 大模型 checkpoint / 底模 / LoRA / ControlNet / 控线稿/openpose/depth / IPAdapter / inpainting 局部重绘 / outpainting 扩图 / 高清放大 / 超分 / 修手 / 崩手 / AI 味 / 风格 / 角色一致性 / 工作流 workflow / 节点 / 跑图 / 队列 / 文生图 T2I / 图生图 I2I / 文生视频 T2V / 图生视频 I2V / 首帧/尾帧 / 运镜 / 动态强度 / 时长 / 对口型 / 一致性 / 可商用 / 训练集 / 过拟合 / 翻车 / 穿帮。(g) 争议/批判 — 「版权与训练数据」(模型训练用未授权作品、生成图版权归属、可商用风险、洗图/伪原创)、「AI 替代创作者就业」(替代画师/插画师/设计师/摄影、行业冲击与转型)、「AI 味与审美趋同」(生成图同质化、套模板、缺乏原创审美)、「玄学 prompt 神话与割韭菜」('咒语'神秘化、'7天 AIGC 变现/月入过万'付费课割韭菜、抽卡当能力)、「工具快速迭代与淘汰焦虑」(模型月月换、工作流频繁失效、追新疲劳)、「开源 vs 闭源之争」(可控可商用 vs 易用黑盒)、「质量天花板」(修手修脸穿帮、长视频一致性、可控性仍有限)。(h) 大量隐性创作手艺 + 审美 + 工程 + 沟通软技能(prompt 的描述功底与审美词汇、参数与采样的手感、ControlNet/LoRA 的组合控制经验、节点工作流的搭建与调试、批量筛选的审美眼力、修图合成的后期功底、镜头语言与运镜设计、角色/风格一致性的控制、商业需求的翻译与交付、版权与可商用的判断)是高 tacit、靠大量实操跑图 + 审美积累 + 工程调试经验的核心。水分极高(大量'咒语速成/一键变现/AI 绘画割韭菜'营销
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swaylq/master-skill☆ 1622026년 9월 6일 업데이트
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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swaylq/master-skill☆ 1622026년 9월 6일 업데이트
CSS design tokens and color system for vehicle insurance platform. Use when defining colors, spacing, typography, or design variables. Keywords: eye-care colors #5B8DEF/#8B95A5/#C5CAD3, CSS variables, spacing system, color palette, typography scale, design tokens, variables.css, theme colors.
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FDU-INS/Insurance-Skills☆ 772026년 7월 12일 업데이트
Use when 用户请求选择、创建、改进或统一数据可视化,并需按数据与意图选择图表、主题及 D3.js、ECharts、Mapbox、Three.js、Matplotlib、Plotly 或 ggplot2 技术栈。
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TseringYuu/anyviz☆ 592026년 8월 6일 업데이트
Cofold protein-ligand, protein-protein, and nucleic-acid complexes with Boltz-2, and predict binding affinity with its trained affinity head. Use this skill to build Boltz input YAML, run structure prediction with MSAs, pocket constraints, templates, and modified residues, screen compound libraries by cofolding, and interpret confidence scores (pLDDT, pTM, ipTM, PDE) and affinity output (binder probability and log10 IC50). Also trigger on Boltz, Boltz-1, Boltz-2, cofolding, boltz predict, affinity_pred_value, affinity_probability_binary, ipTM, or open-weights AlphaFold3 alternatives.
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K-Dense-AI/drug-discovery-agent-skills☆ 432026년 10월 19일 업데이트
Create interactive maps, elevation profiles, and spatial visualizations from GPX tracks, waypoints, or route data using R (sf, leaflet, tmap) or Observable (D3, deck.gl). Covers data import, coordinate system handling, map styling, and export to HTML or image formats. Use when visualizing a planned or completed tour route on an interactive map, creating elevation profiles for hiking or cycling routes, overlaying waypoints and POIs on a basemap, or building a web-based trip dashboard.
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pjt222/agent-almanac☆ 422026년 10월 15일 업데이트
This skill should be used when the user asks to "animate this diagram", "build a flowchart that reveals step by step", "animate an architecture/sequence diagram", "make a chart animate in", "grow the bars / draw the line / count up the number", "show data flowing along a connector", or "turn a static diagram into a guided reveal". Covers SVG, Framer Motion, D3, and Remotion.
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iart-ai/explainer-video-skills☆ 412026년 6월 22일 업데이트
Burn Red Book audio CDs or MP3 data CDs on macOS via cdrdao, sourcing from Hoodrat HDD or local files. Audio CDs carry CD-Text from ID3 tags; MP3 discs use ISO9660+Joliet (~700 MB). Handles full-album burns and cherry-picked playlists. Triggers on 'burn CD', 'burn album', 'make audio CD', 'mixtape disc', 'soundtrack for the car'.
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tdimino/claude-code-minoan☆ 412026년 10월 16일 업데이트
Build MindNode-inspired mind mapping interfaces — 8 node shapes, 27+ themes, layout algorithms (horizontal, vertical, radial with D3), keyboard shortcuts, focus mode, dual view. React + xyflow/react v12 + Zustand + Tailwind. Triggers on mind map, visual thinking tool, node-based diagram, brainstorm canvas, MindNode.
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tdimino/claude-code-minoan☆ 412026년 10월 16일 업데이트
对 DiT(扩散/多模态生成)模型执行 W8A8 动态(data-free)或 W8A8 MXFP8(data-free)量化。覆盖 HunyuanVideo、Wan2.2-T2V/I2V/TI2V、FLUX.1-dev(已迁移)、SD3、Sana、HunyuanDiT、CogViewX 等。YAML apiversion 固定 multimodal_sd_modelslim_v1,统一 MultimodalPipelineInterface 重构路径(不再保留 LegacyMultimodalPipelineInterface)。模板与字段以 msmodelslim/model/hunyuan_video/model_adapter.py(唯一已迁移到重构路径且 lab_practice YAML 已 validated 的 DiT)为参考;其它 DiT 需按各自推理仓的 `parse_args` 调整字段集合。data-free 指不引入外部激活校准数据,spec.dataset(校准集短名,短名如 wan2_2_t2v;enable_dump: false 时不参与 dump)仍必填;精度调优通过下游经验库 L2 §7 + 直接调 `quantization-expert-experience-tuning-rules/scripts/apply_rollback.py`(整层回退)扩展 exclude 列表,闭环由 `quantization-accuracy-tuning-orchestrator` 调度。
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kali20gakki/msAgent☆ 322026년 10월 19일 업데이트
可视化分析设计师(达仕 Dash)。使用 ECharts/Chart.js/D3.js/Plotly 等工具设计交互式图表和数据仪表盘;构建数据画像可视化、KPI 卡片布局和叙事性数据可视化。 触发词:由 copilot-team-lead 主理人调度执行,不直接面向用户。当主理人下发 Phase 3 可视化任务时激活。也可响应纯可视化需求。
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darker2016/workbuddy-skill-groups☆ 282026년 8월 17일 업데이트