本文へ移動
cccskills

「linear」の検索結果

395 件 ・ 関連度順

概要と使いどころ

Remove the discourse-level (structural) signs of AI writing that survive surface editing: stated lessons and moral-of-the-story closers, tidy single-track arcs, embodied-emotion performance ("chest tightened"), vague allusions instead of named references, unbroken linear structure, and shape convergence across pieces. Grounded in the StoryScope study (Russell et al. 2026): narrative structure alone detects AI text at 93.2% F1, and professional stylistic rewriting moved detection only 1.6 points. Use as the SECOND pass after the humanizer skill (which handles words and phrasing) whenever writing or revising LinkedIn posts, course lessons, blog posts, essays, newsletters, or emails that must read as human. Triggers: "humanize", "de-slop", "AI tells", "make this sound human", "structural pass", "deep humanize".

日本語の概要は準備中です。原文の説明を表示しています。

NulightJens/humanizer-stack3602026年7月25日 更新

Set up the ContextA8C MCP server for accessing Automattic internal resources (Slack, Linear, P2s, GitHub Enterprise, etc.)

日本語の概要は準備中です。原文の説明を表示しています。

woocommerce/woocommerce-ios3582026年10月14日 更新

Predict construction project costs using Machine Learning. Use Linear Regression, K-Nearest Neighbors, and Random Forest models on historical project data. Train, evaluate, and deploy cost prediction models.

日本語の概要は準備中です。原文の説明を表示しています。

datadrivenconstruction/DDC_Skills_for_AI_Agents_in_Construction3492026年8月22日 更新

Takes meeting transcripts, extracts action items with owners and deadlines, detects implicit commitments, generates structured meeting summaries, and outputs task files compatible with Linear, GitHub Issues, and other project management tools.

日本語の概要は準備中です。原文の説明を表示しています。

OneWave-AI/claude-skills3402026年10月2日 更新

agentflow

無料

Orchestrate autonomous AI development pipelines through your Kanban board (Asana, GitHub Projects, Linear). Manages multi-worker Claude Code dispatch, deterministic quality gates, adversarial review, per-task cost tracking, and crash-proof pipeline execution.

日本語の概要は準備中です。原文の説明を表示しています。

lingxling/awesome-skills-cn3062026年10月7日 更新

This skill should be used when the user asks about "pantsing", "discovery write", "write without an outline", "discovery draft", "write into the dark", "story kernel", "reconcile a chapter", "dead end", "drafting sprint", "writing cadence", or wants to draft a story by discovery with retrospective bible reconciliation. NOT for outline-first drafting, or mysteries and other clue-dependent genres where setup must come before payoff (use chapter-writing), or a reverse outline of an existing linear draft, a subplot cut, or another revision pass on existing chapters (use revision-continuity).

日本語の概要は準備中です。原文の説明を表示しています。

danjdewhurst/story-skills3052026年10月12日 更新

This skill should be used when the user asks to "write a branching story", "interactive fiction", "choose your own adventure", "plan the branches", "choice graph", "add a choice", "gamebook", "Twine", "Ink", "draft a branch", "where the branches rejoin", "add an ending", "unreachable chapter", "path continuity", "state-differs-by-path", or wants to plan, draft, or revise a story project whose chapters carry `choices`. NOT for turning a finished linear book into an interactive edition in Ink or Twine (use adaptation).

日本語の概要は準備中です。原文の説明を表示しています。

danjdewhurst/story-skills3052026年10月12日 更新

Create original short videos using the 直线威胁改道|接触截获、轨迹弯折与残留确认 Creative DNA for MiniMax H3 or Seedance 2.0. Use when the user wants this causal, camera, motion, rhythm, or payoff structure with new subjects and surfaces.

日本語の概要は準備中です。原文の説明を表示しています。

T8mars/minimax-h3-prompt-skill-T82852026年10月11日 更新

Automatically identify metamorphic properties (symmetry, linearity, additivity, input invariances) from programs or functions. Use when generating metamorphic tests, discovering program properties, validating transformations, or creating test oracles without explicit specifications. Analyzes control flow, data flow, and sample executions to output structured properties for metamorphic test generation and verification.

日本語の概要は準備中です。原文の説明を表示しています。

ArabelaTso/Skills-4-SE2532026年8月21日 更新

Manages software projects end-to-end — decomposing work into tasks, tracking progress across sprints, generating status reports, and integrating with tools like Jira, Linear, GitHub Issues, and Trello. Use when the user requests project management or provides relevant inputs for this workflow.

日本語の概要は準備中です。原文の説明を表示しています。

seb1n/awesome-ai-agent-skills2112026年8月10日 更新

Think and work like an expert Laser Physicist. Use when a task calls for Laser Physicist judgment. Reasons from population inversion and threshold gain (g ≥ l/L + T), ABCD resonator stability (g₁g₂ in 0–1) and c/(2L) mode spacing, GVD/TOD dispersion management and time-bandwidth ΔtΔν ≈ 0.44, and Kerr/SPM nonlinear phase through Kerr-lens/SESAM mode-locking, CPA stretcher–amplifier–compressor with B-integral budgeting, QPM in PPLN/PPLKTP for SHG/OPA, FROG/SPIDER and Dazzler pulse shaping, M² caustics per ISO 11146, and IEC 60825 classification while treating thermal-lens drift out of the stability zone, autocorrelation-width-mistaken-for-pulse-width, uncompensated TOD wings and regen double-pulsing, and LMA-fiber mode instability and SRS/SBS above kW as first-class failure modes.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Distributed Systems Researcher. Use when a task calls for Distributed Systems Researcher judgment. Reasons from failure models, consistency contracts, and tail-latency-and-recovery performance through TLA+ model checking, Jepsen and Porcupine linearizability checking, and YCSB/DeathStarBench benchmarking with iptables and kill -9 fault injection, while treating unbounded leases and split-brain, clock skew under NTP, and GC-induced p99 spikes as first-class failure modes.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Acoustics Physicist. Use when a task calls for Acoustics Physicist judgment. Reasons from impedance Z=p/u, Helmholtz number kL regime, and the sonar equation SL-TL-NL+DI+PG through impedance tubes (ISO 10534), anechoic and reverberation rooms, laser vibrometry, and k-Wave/COMSOL simulation while treating edge diffraction inflating absorption above one, near-field versus far-field confusion, flanking and multipath paths, and amplifier clipping mistaken for nonlinearity as first-class failure modes.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Algorithms Researcher. Use when a task calls for Algorithms Researcher judgment. Reasons from separating problem, model, and cost model (comparison, word-RAM, arithmetic, online) through exchange/matroid greedy proofs, subproblem-DAG dynamic programming, max-flow min-cut and Goemans–Williamson primal-dual rounding, Karp–Rabin fingerprinting, competitive ratio and Yao's principle, PTAS/FPTAS (Williamson–Shmoys), and Instance Space Analysis over DIMACS10/MIPLIB 2017/SuiteSparse while treating amortized-versus-average-case conflation, unproven greedy killed by a 4-node counterexample, Monte Carlo without a false-match probability, DIMACS10 suite overfitting, and 'linear time' hiding word-size tricks over bit-length L as first-class failure modes.

日本語の概要は準備中です。原文の説明を表示しています。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Resolve the architecture of focal oncogene amplifications — extrachromosomal DNA (ecDNA), breakage-fusion-bridge (BFB) cycles, homogeneously staining regions (HSR), and linear amplification — from whole-genome sequencing with AmpliconArchitect, the AmpliconSuite pipeline, and AmpliconClassifier. Covers copy-number seed selection, breakpoint-graph reconstruction, balanced-flow optimization, ecDNA classification, and the limits of depth-only amplification calls. Use when a focal amplification needs structural characterization, when distinguishing ecDNA from chromosomal amplification, suspecting ecDNA-driven oncogene amplification or therapy resistance, or selecting copy-number seeds for amplicon reconstruction.

日本語の概要は準備中です。原文の説明を表示しています。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新

Identifies essential genes from CRISPR-Cas9 fitness screens using BAGEL2 (Kim & Hart 2021 Genome Med), a Bayesian classifier scoring per-gene Bayes Factors via log-likelihood ratios over per-sgRNA fold changes, calibrated against CEGv2 core-essentials (Hart 2017 G3, ~684 genes) and NEGv1 non-essentials (Hart 2014, ~927 genes). Covers the fc + bf + pr workflow, the linear-extrapolation improvement over BAGEL1 truncation, multi-target off-target correction, tumor-suppressor sensitivity (BAGEL2 detects enrichment), and BF-to-FDR calibration (BF >6 ≈ FDR 0.05 from Hart 2017). Use when classifying essential vs non-essential genes, calibrating BAGEL2 thresholds against PR curves, identifying tumor suppressors alongside essentials, comparing BAGEL2 hits to MAGeCK / drugZ, or generating publication-quality essentiality calls.

日本語の概要は準備中です。原文の説明を表示しています。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新

Genome-wide association studies (GWAS) with PLINK. Perform case-control and quantitative trait association testing using logistic/linear regression with covariates, generate Manhattan and QQ plots for result visualization. Use when running GWAS or association tests.

日本語の概要は準備中です。原文の説明を表示しています。

BioTender-max/awesome-bio-agent-skills2012026年7月2日 更新

cassandra

無料

Apache Cassandra is a distributed NoSQL database designed for high availability and linear scalability. Learn CQL (Cassandra Query Language), data modeling with partition keys, replication strategies, and integration with Node.js using the DataStax driver.

日本語の概要は準備中です。原文の説明を表示しています。

TerminalSkills/skills1662026年10月14日 更新

The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

agentflow

無料

AgentFlow workflow skill. Use this skill when the user needs Orchestrate autonomous AI development pipelines through your Kanban board (Asana, GitHub Projects, Linear). Manages multi-worker Claude Code dispatch, deterministic quality gates, adversarial review, per-task cost tracking, and crash-proof pipeline execution and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

日本語の概要は準備中です。原文の説明を表示しています。

diegosouzapw/awesome-omni-skills1602026年7月8日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

swaylq/master-skill1552026年9月6日 更新

Use scipy.optimize.curve_fit for nonlinear least squares parameter estimation from experimental data.

日本語の概要は準備中です。原文の説明を表示しています。

agentscope-ai/PawBench1182026年8月3日 更新

Encode Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great. From the creator of Sonner (13M+ weekly npm downloads), Vaul, animations.dev, and Linear's web team. Use when user wants to polish UI, audit animations, review component interactions, add micro-feedback, or elevate motion quality.

日本語の概要は準備中です。原文の説明を表示しています。

EliasOulkadi/shokunin1142026年10月5日 更新

Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".

日本語の概要は準備中です。原文の説明を表示しています。

RobLe3/cc-blender-skill902026年10月13日 更新