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cccskills

'iterative' 검색 결과

286건 · 관련도순

pdd

무료

Transforms a rough idea into a detailed design document with implementation plan. Follows Prompt-Driven Development — iterative requirements clarification, research, design, and planning.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

skillmds/skillmd2492026년 10월 14일 업데이트

Patterns and techniques for evaluating and improving AI agent outputs. Use this skill when: - Implementing self-critique and reflection loops - Building evaluator-optimizer pipelines for quality-critical generation - Creating test-driven code refinement workflows - Designing rubric-based or LLM-as-judge evaluation systems - Adding iterative improvement to agent outputs (code, reports, analysis) - Measuring and improving agent response quality

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

skillmds/skillmd2492026년 10월 14일 업데이트

elegance

무료

Iteratively study and apply elegant coding patterns. Each iteration - understand the code, research what simple and elegant code looks like, apply learnings, verify with CI. Use as a standalone refactoring pass or when the user asks to make code more elegant, simple, or idiomatic.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

srid/haskell-flake2412026년 10월 18일 업데이트

ralph

무료

Iterative measurement-driven improvement loop. Measure, profile, mutate, re-measure, commit. Works for performance, bundle size, complexity, test coverage — anything quantifiable. Use when the user wants to systematically improve a metric through repeated cycles of profiling and targeted changes.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

srid/haskell-flake2412026년 10월 18일 업데이트

Orchestrate iterative visual style searches with branch prompts, decision graphs, feedback loops, and final direction selection.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

serejaris/personal-corp-os2312026년 10월 20일 업데이트

Collaboratively design, implement, review, and refine software features with a human developer using an iterative pair programming workflow. Prioritize understanding, explicit approval, small reviewable changes, and synchronized specifications.

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sivaprasadreddy/sivalabs-agent-skills1892026년 10월 12일 업데이트

council

무료

This skill should be used when the user says "/council", "council", "deliberate", "multi-perspective decision", "트레이드오프 분석", "위원회 소집", "여러 관점으로 검토", or wants deep multi-perspective deliberation with tradeoff mapping. Combines tribunal (structured adversarial review), agent-council (external LLM opinions), dev-scan (community sentiment), and step-back (meta-level review) into a unified decision-making committee. Uses Agent Teams for real peer-to-peer debate with iterative step-back moderation loop.

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team-attention/hoyeon1732026년 5월 21일 업데이트

ralph

무료

Iterative task completion loop with Definition of Done verification. Combines the Ralph Wiggum technique (prompt re-injection via Stop hook) with DoD-based independent verification. Claude proposes DoD criteria, user confirms, then Claude works autonomously. Stop hook re-injects the original prompt and blocks exit until all DoD items are independently verified. "/ralph", "ralph loop", "ralph 루프", "반복 작업", "DoD 루프", "완료 검증 루프", "task loop", "keep going until done"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

team-attention/hoyeon1732026년 5월 21일 업데이트

rulph

무료

Iterative rubric-based evaluation and self-improvement loop. Builds a scoring rubric interactively, evaluates an artifact with multiple models in parallel (Codex, Gemini, Claude), then autonomously improves the artifact one criterion at a time until a score threshold is met or circuit breaker fires. "/rulph", "rubric evaluate", "rubric score", "multi-model evaluate", "score and improve", "evaluate and iterate", "grade this", "루브릭 루프", "채점 루프", "자율 개선", "개선 루프", "루브릭 평가"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

team-attention/hoyeon1732026년 5월 21일 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

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

swaylq/master-skill1632026년 9월 6일 업데이트

Applies the practical, systems-level, and commercially-driven reasoning of Thomas Edison (founder of General Electric, inventor and industrialist). Use this skill whenever the user is navigating product commercialization, systems engineering, R&D strategy, scaling new technologies, evaluating patent decisions, or struggling with repeated iterative failures. Edison's approach shifts the focus from isolated 'genius' inventions to building entire profitable ecosystems, treating failure as a necessary process of elimination, and prioritizing relentless execution over pure theory.

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K-Dense-AI/mimeographs1292026년 8월 19일 업데이트

Iterative review-fix loop for the current branch — reviews via daemon, fixes inline, re-reviews until passing or max iterations reached

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obra/dotfiles1162026년 10월 13일 업데이트

Design well-structured agent loops with best-practice coaching and cross-model review gates before you run them. Use when the user wants to design, build, or set up an agent loop, iterative agent workflow, self-review loop, LLM-as-judge loop, multi-model council, reviewer/judge gate, or goal-driven looping process. Guides goal refinement, typed verification criteria, reviewer/judge selection, privacy boundaries, termination guards, and observability, then emits a RUN_IN_SESSION.md handoff prompt plus portable loop.yaml, loop.resolved.json, LOOP.md, and run-loop.py.

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fabricioctelles/skills1142026년 10월 19일 업데이트

Iterative Python via live Jupyter kernel (hamelnb).

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TencentCloud/octop-harness1102026년 10월 20일 업데이트

Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when skill gaps should trigger self-refinement before another rebuild.

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RobLe3/cc-blender-skill1092026년 10월 13일 업데이트

Expert guide for autonomous deep research, iterative web search, citation verification, evidence graph synthesis, and hallucination mitigation / Panduan ahli riset mendalam otonom, pencarian web iteratif, verifikasi sitasi, dan mitigasi halusinasi.

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roedyrustam/vibes-plug1052026년 10월 20일 업데이트

writer

무료

SEO-friendly article writing, audit, and humanization workflow for Markdown content. Use when creating, outlining, editing, auditing, rewriting, or quality-checking blog posts, tutorials, comparisons, listicles, explainers, FAQ sections, excerpts, SEO titles, meta descriptions, tags, or Google-friendly content briefs that need clear topics, natural keyword use, on-page SEO review, reader-friendly prose, and iterative optimization.

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flaqai/Awesome_SEO_Writing_Skill902026년 8월 13일 업데이트

Iterative UI/UX polishing workflow for web applications. The exact prompt and methodology for achieving Stripe-level visual polish through multiple passes.

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Dicklesworthstone/agent_flywheel_clawdbot_skills_and_integrations732026년 9월 6일 업데이트

Engineering design cycle covering requirements elicitation, specifications writing, constraint identification, iterative prototyping, and design communication. Spans the full loop from problem definition through ideation, analysis, prototyping, testing, and redesign. Includes morphological charts, TRIZ, Pugh matrices, design reviews, and the distinction between functional and non-functional requirements. Use when framing engineering problems, generating design alternatives, writing specifications, or running design reviews.

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Tibsfox/gsd-skill-creator712026년 7월 20일 업데이트

BDD-Driven Mathematical Content Verification Skill Combines Behavior-Driven Development with mathematical formula extraction, verification, and transformation using: - Cucumber/Gherkin for specification - RSpec for implementation verification - mathpix-gem for LaTeX/mathematical content extraction - Pattern matching on syntax trees for formula validation Enables iterative discovery and verification of mathematical properties through executable specifications.

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plurigrid/asi702026년 7월 10일 업데이트

用户在周期性复盘 X 内容数据、分析哪些内容类型表现好、决定下步内容策略调整时使用。四步闭环:数据收集(拉曝光/互动/收藏)→原因分析(按内容类型对比,查Hook/Body/CTA)→优化迭代("如果重来怎么做更好")→记录追踪(Notion模板闭环)。找20%贡献80%价值的内容加倍投入。周复盘聚焦数据(互动率),月复盘审视战略(变现路径)。Trigger signals:"这周发了15条怎么复盘""哪些类型互动高""下周内容策略怎么调""帮我分析数据"/"weekly content review""which content type performs better""optimize next week's content"。不适用于:单条内容生产(用x-short-content-craft)、帖子没爆焦虑心态(用x-longtail-strategy)、理解推荐算法机制(用x-foryou-algorithm)。

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kangarooking/X-growth-skills702026년 7월 14일 업데이트

cc-rsg

무료

Reverse-engineer comprehensive specification documents from existing codebases through goal-driven reconnaissance, WBS-based parallel investigation, and iterative question-bank dialogue.

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daishir0/cc-rsg692026년 10월 7일 업데이트

Optimize existing CLAUDE.md, SKILL.md, agent definitions, and other AI-facing files for Claude comprehension and economy. Scope: optimization of existing content only — not upstream sync, not read-only auditing. Measures baseline metrics, delegates to the ai-doc-optimizer agent with file-type-specific context, runs independent verification via second agent, measures post-optimization metrics, and presents comprehensive before/after report. Supports iterative mode for large targets. Use when improving prompt effectiveness, reducing token waste, or rewriting instructions for LLM consumption. Invoke with /optimize-claude-md <file-or-directory>.

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Jamie-BitFlight/claude_skills672026년 10월 20일 업데이트

Evaluate and iterate on the SDLC Layer Separation Architecture implementation. Runs validation checks (cross-references, doc completeness, layer metadata, integration points), produces a findings report, and supports iterative fixes. Use when validating first-pass implementation, before claiming layer work is complete, or when improving layer docs/schema.

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Jamie-BitFlight/claude_skills672026년 10월 20일 업데이트