Choose placements that preserve useful residual capacity. Use for bin packing, GPU sharing, accelerator placement, and multi-resource scheduling where stranded capacity hurts future fit.
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概要と使いどころ
Choose placements that preserve useful residual capacity. Use for bin packing, GPU sharing, accelerator placement, and multi-resource scheduling where stranded capacity hurts future fit.
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。
Use when the user asks to run, submit, monitor, or cancel a job on a remote machine over SSH — their own GPU/CPU server, a workstation, or a Slurm cluster ("the cluster", a login node, "my 3090 box", "the compute server"). Picks a saved machine, runs the work directly over SSH (or via Slurm when present), tracks it, and fetches results back into the workspace.
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。
Use when the user asks to run heavy or GPU work on Modal (the cloud compute platform) — writing a Modal function in the workspace, running it with the user's own `modal` CLI + token, and bringing results back. Data-to-compute for jobs too big for the laptop, without a Slurm cluster.
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Azure VM/VMSS router. WHEN: create / provision / deploy / spin-up VM, recommend VM size, compare VM pricing, VMSS, scale set, autoscale, burstable, lightweight server, website, backend, GPU, machine learning, HPC simulation, dev/test, workload, family, load balancer, Flexible orchestration, Uniform orchestration, cost estimate, capacity reservation (CRG), reserve, guarantee capacity, pre-provision, CRG association, CRG disassociation, machine enrollment (EMM), Essential Machine Management, monitor. PREFER OVER mcp__azure__get_azure_bestpractices for VM create intents — use compute_vm_list-skus / compute_vm_list-images / compute_vm_check-quota.
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Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
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Drive structured autoresearch iteration after evo:discover and the baseline commit. Use when the user invokes /evo:optimize or asks to try ideas, try variants, run experiments, use available GPUs, improve the current best/frontier, continue an evo search, or compare candidate changes in an evo workspace. The orchestrator plans and spawns optimization subagents; candidate edits/runs belong to those subagents. Width is set via subagents=N (1 for serial workloads, larger for parallel); the loop's structural value applies at any width.
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Generate a bounded task plan (and the agent prompt for it) that runs the 5-layer profiling methodology in .claude/skills/model-profiling/METHODOLOGY.md against one model, stops for human confirmation before any GPU work starts, then delegates the actual run to a background agent, verifies its completion claim, and routes findings into a gitignored .profiling-runs/<model>/ directory — durably tracked as a sub-issue under the tracking issue named in SKILL.md's "Result tracking" section — plus the methodology doc.
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Parameter-efficient fine-tuning for LLMs using LoRA, QLoRA, and 25+ methods. Use when fine-tuning large models (7B-70B) with limited GPU memory, when you need to train <1% of parameters with minimal accuracy loss, or for multi-adapter serving. HuggingFace's official library integrated with transformers ecosystem.
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Battle-tested PyTorch training recipes for all domains — LLMs, vision, diffusion, medical imaging, protein/drug discovery, spatial omics, genomics. Covers training loops, optimizer selection (AdamW, Muon), LR scheduling, mixed precision, debugging, and systematic experimentation. Use when training or fine-tuning neural networks, debugging loss spikes or OOM, choosing architectures, or optimizing GPU throughput.
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Scalable data processing for ML workloads. Streaming execution across CPU/GPU, supports Parquet/CSV/JSON/images. Integrates with Ray Train, PyTorch, TensorFlow. Scales from single machine to 100s of nodes. Use for batch inference, data preprocessing, multi-modal data loading, or distributed ETL pipelines.
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Add p-value brackets, significance asterisks, and effect-size annotations to distribution plots using ggpubr, ggsignif, and statannotations with correct test selection (parametric vs non-parametric vs paired), multiple-testing adjustment, and rendering of negative results. Use when a boxplot/violin/raincloud needs in-figure statistical comparisons between groups.
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Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.
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Build alternative browser engines using BrowserEngineKit. Use when developing a non-WebKit browser engine for iOS/iPadOS in supported regions, managing web content/rendering/networking extension processes, configuring GPU and networking process capabilities, checking alternative-engine device eligibility, or reviewing BrowserEngineKit entitlements and Info.plist setup.
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Integrate Core ML models in iOS apps for on-device machine learning inference. Covers model loading (.mlmodel, .mlpackage, .mlmodelc), predictions with auto-generated classes and MLFeatureProvider, compute unit configuration (CPU, GPU, Neural Engine), MLTensor, VNCoreMLRequest, MLComputePlan, multi-model pipelines, and deployment strategies. Use when loading Core ML models, making predictions, configuring compute units, or profiling model performance.
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This skill should be used when user asks to "upload my model to Ultralytics Platform", "push this run to the platform", "upload a dataset to platform", "download a dataset from platform", "search platform datasets", "start cloud training", "train on platform GPUs", "export a model on platform", "deploy a model endpoint", "run Moondream on Platform", "auto-annotate a Platform dataset", "run hosted AI inference", "why is my run not showing on platform", or mentions platform.ultralytics.com, ul:// URIs, ultralytics-platform, or ULTRALYTICS_API_KEY.
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Design and analyze electrically large antenna structures using MATLAB Antenna Toolbox. Covers reflector antennas (parabolic, Cassegrain, Gregorian, offset, corner, cylindrical, spherical, custom STL), reflectarrays and reconfigurable intelligent surfaces (RIS), antennas installed on platforms (vehicles, aircraft, ships, satellites), and radar cross section (RCS) analysis. Includes solver selection (MoM-PO, PO, MoM, FMM), mesh control, and GPU acceleration. Use when the user wants to design a dish/reflector antenna, reflectarray, analyze an antenna on a platform, or compute RCS.
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Build machine vision inspection systems with MATLAB Visual Inspection Toolbox. Covers the full arc from problem selection through deployment: anomaly detection (Student-Teacher, PatchCore, FastFlow, FCDD), object detection (YOLOX), counting (CounTR, shape matching), gauging and measurement (caliper, fitcircle, fitangle), blob analysis (regionprops, calibrated measurement), shape matching for fixturing and localization, synthetic data generation for training augmentation, and deployment to standalone apps, embedded C/C++, NVIDIA GPUs (TensorRT), NPUs (ONNX), and Beckhoff PLCs. Routes to rule-based tools when problems are geometric and deterministic, AI-based tools when defect appearance varies, and hybrid pipelines combining both.
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Deploy AI models to embedded hardware using MathWorks tools (MATLAB, Simulink, Embedded Coder). Covers two workflow patterns: (1) MathWorks-native or imported models rebuilt as dlnetwork for lean hardware, (2) direct C/C++ code generation from PyTorch and LiteRT models. Both patterns support all targets (Cortex-M/A/R, x86, GPU). Trigger when: user wants to deploy AI to embedded targets; generate C/CUDA from neural networks; compress AI models for MCU; integrate AI in Simulink for system-level simulation; import PyTorch/ONNX/TensorFlow models for embedded deployment; optimize AI for resource-constrained hardware; or use loadPyTorchExportedProgram, loadLiteRTModel, importNetworkFromPyTorch, importNetworkFromONNX, importNetworkFromTensorFlow, importNetworkFromKeras, dlquantizer, exportNetworkToSimulink, or Embedded Coder with AI 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。
Run local LLM workloads with Ollama, Open WebUI, and GPU-aware tuning for private development environments. Use when setting up private inference, local AI dev environments, or air-gapped LLM deployments.
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。
Auto-scale LLM inference clusters on Kubernetes using KEDA, custom GPU metrics, and horizontal pod autoscaling. Handle traffic spikes, implement queue-based scaling, and optimize cost with spot instances for AI workloads.
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Deploy ML models on Kubernetes with KServe (formerly KFServing) and NVIDIA Triton Inference Server. Includes canary deployments, autoscaling, model versioning, A/B testing, and GPU resource management for production model serving.
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。
Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.
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。
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
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。
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
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。