Designs, builds, and deploys AI agents or multi-agent systems on Google Cloud. Provides an interactive workflow to gather requirements, recommend a tailored architecture, and generate deployment instructions. Use when designing or implementing agentic systems on Google Cloud. Don't use for general Google Cloud solution architecture (use google-cloud-solution-architecture instead) or for narrow tasks targeting a single product without agent context.
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。
vaila-multimodaltoolbox/vaila☆ 192026年10月8日 更新
Build robust backend systems — APIs (REST, GraphQL, gRPC), authentication (OAuth 2.1, JWT), databases, performance optimization, security (OWASP Top 10), scalability patterns (microservices, caching, sharding), and testing. Use when designing APIs, implementing auth, optimizing queries, handling security vulnerabilities, building microservices, or developing production-ready backend systems.
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。
DangQuangSE/team-development-skills☆ 192026年10月9日 更新
Expert in chakra systems, auras, energy healing modalities, and subtle body traditions from Hindu and Buddhist origins
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。
sandraschi/advanced-memory-mcp☆ 192026年10月13日 更新
Master Rust 1.75+ with modern async patterns, advanced type system features, and production-ready systems programming. Expert in the latest Rust ecosystem including Tokio, axum, and cutting-edge crates. Use PROACTIVELY for Rust development, performance optimization, or systems programming.
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。
umairinayat/Specter-AI☆ 182026年9月29日 更新
Qualitative quality review of game design documents — answers "is this design good, and does it follow best practices?" — across all three GDD axes: systems, flows, and content types. Fans out adversarial lenses (completeness, clarity, pillar alignment, systems-math, fantasy-delivery, feasibility, scope) plus domain lenses that check it against the game-design rules, each prompted to find problems rather than validate; produces a severity-graded verdict and a two-bucket report (apply-ready fixes vs research), handed to /unikit-gd-apply or /unikit-gd-explore in one move. Scope is inferred: a named system, flow, or content type reviews that document; "all" runs a cross-document review. Use when the user wants a critique, quality judgment, or rules check of the design, e.g. "review the combat GDD", "review the onboarding flow". This is the subjective quality pass — for a mechanical consistency check (numbers, terms, IDs, references matching the registry) use /unikit-gd-verify.
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。
NintendaDev/unikit-ai☆ 182026年10月14日 更新
Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-review.
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。
NintendaDev/unikit-ai☆ 182026年10月14日 更新
Design, build, deploy, and operate production AI agent systems — single agents, multi-agent teams, and autonomous swarms. Complete methodology from agent architecture through orchestration, memory systems, safety guardrails, and operational excellence.
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。
modbender/skill-library-mcp☆ 172026年9月28日 更新
Design, configure, debug, and optimize OpenClaw AI agent deployments. Master guide for gateway configuration, openclaw.json settings, model routing and fallback chains, skills development and publishing, cron job scheduling, memory systems (Qdrant, Neo4j, SQLite), Docker infrastructure, and Tailscale VPN networking. Includes config analyzer that audits your openclaw.json and suggests improvements, plus health checker that validates all OpenClaw subsystems. Built for AI agents — Python stdlib only, no dependencies. Use for OpenClaw setup, gateway debugging, skill building, cron management, model optimization, cost reduction, and infrastructure troubleshooting.
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。
modbender/skill-library-mcp☆ 172026年9月28日 更新
Use when building games or interactive software in Godot 4 with C# — designing scenes and nodes, writing gameplay code, handling input, physics, animation, UI, rendering, save systems, performance work, WebSocket-based multiplayer, or exporting to platforms. Triggers on "Godot", "GDScript", "C# Godot", "scene tree", Godot node types (Node2D, Node3D, Control, CharacterBody), "_Process", "_PhysicsProcess", "signal", "autoload", "RPC", "WebSocketMultiplayerPeer", "shader", "export preset", or any Godot 4 project files. For game design see game-systems-designer; for balance see game-balancer; for game-specific intake see game-design-shaper.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Comprehensive reference for inter-process communication mechanisms -- every way processes can talk on a computer. Covers sockets (TCP, UDP, Unix domain), WebSockets, SSE, pipes (named/anonymous), shared memory (mmap, shm_open), message queues, signals, D-Bus, XPC (macOS), gRPC, REST, stdin/stdout, file-based coordination, and clipboard. Performance benchmarks, platform availability, and code examples for each. Special focus on which IPC works best for AI agent coordination. Activate on: "IPC", "inter-process communication", "process communication", "how do I talk between processes", "Unix socket vs TCP", "shared memory", "named pipe", "WebSocket vs SSE", "gRPC vs REST", "agent coordination IPC", "XPC service", "message passing", "stdout pipe", "D-Bus", "mmap". NOT for: distributed systems design (use distributed-systems), network protocol design (use networking), message queue infrastructure like Kafka (use data-pipeline-engineer).
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Foundational impossibility result proving consensus cannot be guaranteed in asynchronous systems with even one faulty process
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Benchmark multi-agent coordination systems with experiment design, power analysis, human rating protocols, bootstrap confidence intervals, and reproducible reporting. Use for salvage latency, recovery fidelity, coordination overhead, and protocol comparison studies. NOT for ML model benchmarking, web-product A/B testing, survey design, or general-purpose data science.
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Creates comprehensive documentation for design systems - token tables, usage guidelines, component examples, and accessibility notes. Use after generating tokens to create developer-friendly docs.
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Architect scalable styling systems with Tailwind v4, CSS Modules, design tokens, dynamic theming, and container queries. Activate on: design tokens, theming system, Tailwind config, CSS architecture, container queries, dark mode. NOT for: component library creation (use design-system-creator), animation systems (use animation-system-architect).
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Analyze hierarchical DAG-like systems by separating undirected substrate from ordering metadata, then classifying diamonds, mixers, shortcuts, and hidden cycle structure. Use for workflow architecture, citation or genealogy DAG comparison, and information-flow diagnosis. NOT for ordinary cycle detection in arbitrary graphs, one-node runtime debugging, or systems with no real ordering constraint.
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Review of Cognitive Systems Engineering applications and current practice in safety-critical domains
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Model organizations as BDI systems with filtered perception, discourse-shaped desires, accommodations, and abstraction-level hierarchy. Use for socio-technical coordination and organizational modeling. NOT for mechanistic workflows, individual psychology, or non-social domains.
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Design and build beautiful, accessible graphical interfaces — web, desktop (Electron/Tauri), and native (iOS/macOS/Android). Use for visual hierarchy and layout, color and theming (light/dark, semantic tokens, WCAG contrast), typography systems, motion and micro-interactions, accessibility, component systems and design tokens, responsive/adaptive layout, and platform-native idioms. The GUI counterpart to beautiful-cli-design. NOT for terminal/CLI output (use beautiful-cli-design) or API/data schemas.
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Build and adopt production AI agent infrastructure in 2026. Covers framework selection (LangGraph, CrewAI, AutoGen, MCP), orchestration patterns, evaluation, observability, memory systems, and tool use. Also covers the SOCIAL dimension: how to sell agent infrastructure internally, change management, measuring ROI, building trust in autonomous systems, and scaling adoption across teams. Activate on: "agent infrastructure", "agent framework comparison", "which agent framework", "sell AI tools internally", "agent adoption", "agent observability", "agent evaluation", "MCP architecture", "agentic mesh", "enterprise AI agents", "AI change management", "agent ROI". NOT for: building specific agents (use ai-engineer), designing agent behavior patterns (use agentic-patterns), prompt tuning (use prompt-engineer).
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。
curiositech/windags-skills☆ 152026年10月14日 更新
Maps between gene identifier systems (Ensembl, Entrez, HGNC symbol, UniProt, RefSeq, MANE) using AnnotationDbi, biomaRt, mygene, pyensembl, and Ensembl REST. Encodes Ensembl version stripping with GENCODE _PAR_Y preservation, the Ziemann 2016 Excel autocorrect debacle and Bruford 2020 HGNC renames (SEPT*->SEPTIN*, MARCH*->MARCHF*, MARC*->MTARC*, DEC1->DELEC1), OCT4/POU5F1 alias resolution, biomaRt archive endpoints for release pinning, the `filters` (plural) gotcha, MANE Select for clinical reporting, cross-species orthology via Ensembl Compara / OMA / OrthoDB, and tx2gene construction for tximport. Use when converting gene IDs across systems, handling renamed symbols, building tx2gene, pinning to a specific Ensembl release for reproducibility, or mapping cross-species orthologs.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
Build automated billing systems for recurring payments, invoicing, subscription lifecycle, and dunning management. Use when implementing subscription billing, automating invoicing, or managing recurring payment systems.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
Master advanced AgentDB features including QUIC synchronization, multi-database management, custom distance metrics, hybrid search, and distributed systems integration. Use when building distributed AI systems, multi-agent coordination, or advanced vector search applications.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
Master authentication and authorization patterns including JWT, OAuth2, session management, and RBAC to build secure, scalable access control systems. Use when implementing auth systems, securing APIs, or debugging security issues.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新