Use this skill when designing, generating an MVP blueprint for, auditing, troubleshooting, refactoring, or explaining an agentic harness for any domain. Covers provider-neutral agent architecture for OpenAI, Anthropic, and OpenAI-compatible APIs: agent loops, tool design, record provenance, interactive presentation, user-memory lifecycles, environment-adaptive tools, speculative tool execution, late-bound capabilities, permissions, system prompts, planning, goals, always-on agents and durable runtime, adaptive agent teams, context compaction, memory, skills, MCP/external connectors, public-board communications, hardware agents and board deployment, self-refining recursive harnesses, programmable context, continual refinement, observability, evals, prompt caching, agent-legible environments, feedback loops, and safety.
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。
DenisSergeevitch/agents-best-practices☆ 2,3782026年10月5日 更新
Compares Hi-C contact maps between conditions across the right scale -- differential bin-pair contacts (multiHiCcompare, diffHic), differential A/B compartments (dcHiC), differential TAD boundaries (delta insulation), and differential loops (diffloop, DiffHiChIP) -- with distance-stratified between-sample normalization, replicate-aware NB-GLM FDR, HiCRep SCC reproducibility gating, and CNV correction for cancer/aneuploid samples. Use when comparing Hi-C between treatment and control, finding differential contacts/compartments/boundaries/loops, normalizing two maps of unequal depth, choosing a replicate-aware test, gating replicates with SCC, or correcting copy-number artifacts before a tumor-vs-normal comparison.
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。
GPTomics/bioSkills☆ 1,2192026年8月15日 更新
Renders Hi-C contact matrices honestly and reproducibly with matplotlib, cooltools, HiCExplorer, pyGenomeTracks, FAN-C, CoolBox, and plotgardener. Covers the raw/ICE-balanced/observed-over-expected transform choice, LogNorm vs symmetric-diverging colormaps with vmax/percentile clipping, resolution-to-feature matching (compartments 100-500kb, TADs 10-40kb, loops 5-10kb), square vs rotated-triangle track-stacking, NaN/white-stripe handling, virtual 4C, APA/saddle/on-diagonal pileups, two-condition side-by-side and log2-ratio maps, and interactive (HiGlass) vs scripted-static publication figures. Use when plotting a contact matrix, choosing a normalization or color scale, building a multi-track Hi-C figure, making a virtual 4C profile, piling up loops/boundaries, or comparing two conditions.
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。
GPTomics/bioSkills☆ 1,2192026年8月15日 更新
Patterns for AI agents that learn from their own execution, detect failure modes, and improve autonomously. Use when building agents that get better over time, managing auto- memory, or designing self-correcting feedback loops.
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。
borghei/Claude-Skills☆ 9002026年10月7日 更新
Use when writing agent-relay workflows that must fully validate features end-to-end before merging. Covers the 80-to-100 pattern - going beyond "code compiles" to "feature works, tested E2E locally." Includes repair-before-failure validation gates, review-depth fresh-eyes review/fix loops with test hardening, PGlite for in-memory Postgres testing, mock sandbox patterns, test-fix-rerun loops, verify gates after every edit, and the full lifecycle from implementation through passing tests to commit.
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。
AgentWorkforce/relay☆ 8822026年10月12日 更新
Detect growth loops in the business and model each loop's amplification by script. "what growth loops do we have"
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。
indranilbanerjee/digital-marketing-pro☆ 8762026年10月12日 更新
Design referral programs and viral growth loops. Use when asked to create referral systems, viral mechanics, word-of-mouth campaigns, or growth loops. Trigger phrases: "referral program", "viral loop", "refer a friend", "word of mouth", "viral coefficient", "referral incentive", "growth loop", "invite system", "ambassador program".
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。
OpenClaudia/openclaudia-skills☆ 7152026年10月11日 更新
Use when analyzing an existing TypeScript or JavaScript codebase to decide where and how to introduce Inngest. Covers repository discovery, framework and package detection, finding durability gaps in HTTP handlers, webhooks, cron jobs, queues, long-running jobs, AI agents, Agent Evals, polling loops, eval loops, and side-effect-heavy code, then producing and implementing an incremental integration plan.
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。
Asymmetric-al/core☆ 3812026年10月12日 更新
Turn hand-made first-50 traction into self-reinforcing acquisition loops, so the next 5,000 users come from usage, not founder hours. Use when growth stalls the moment the user stops pushing, every signup traces back to a DM or one launch spike, or they're reaching for "more channels" when the real gap is that using the product creates no new users.
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。
AIDevGTM/gtm-cofounder☆ 3132026年10月5日 更新
Think and work like an expert Mechatronics Engineer. Use when a task calls for Mechatronics Engineer judgment. Reasons from reflected inertia, control bandwidth, sensor physics, and thermal duty cycle through Bode loop-shaping with phase/gain margins, FOC current-velocity-position loops, plant identification, HIL, and IEC 61800-5-2 STO architecture while treating backlash and structural-mode resonance, transport-delay phase loss, encoder aliasing, and EMC ground loops 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-agents☆ 2002026年10月3日 更新
World-class growth strategy expertise combining Andrew Chen's marketplace and network effects wisdom, Brian Balfour's growth frameworks, Casey Winters' Pinterest/Grubhub playbooks, and the best of Silicon Valley growth thinking. Growth is not marketing. Growth is the systematic application of product, engineering, and data to create compounding user acquisition, activation, and retention. It's a mindset, not a department. Use when "growth strategy, how do we grow, acquisition strategy, retention strategy, viral growth, network effects, growth loops, product-led growth, plg, ltv cac, unit economics, growth model, flywheel, compound growth, channel strategy, referral program, activation rate, magic moment, aha moment, growth experimentation, growth, strategy, acquisition, retention, viral, network-effects, plg, loops, experimentation" 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-antigravity☆ 1652026年1月22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-skill☆ 1492026年9月6日 更新
Suede-affiliated recurring marketing workflow design for cadence, inputs, decision rules, checkpoints, failure states, and measurable outputs. Use when the user wants repeatable ad-fatigue, content-refresh, churn-watch, ranking-drop, or weekly-review loops. NOT FOR: one-off tactic ideation (use suede-marketing-ideas), experiment design (use suede-ab-testing), or creating a live automation without explicit scheduling authority.
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
Use when optimizing, auditing, or preparing to ship web animations or rendering performance work: frame loops, scroll/viewport reveals, mount/unmount transitions, canvas/WebGL lifecycles, reduced motion, lazy rendering, and deferred off-screen work. Use for jank, per-frame allocations, forced reflows, render loops, animations that do not pause off-screen, content-visibility, requestIdleCallback, analyzing Chrome DevTools performance traces for animation or rendering issues, or choosing between browser-driven CSS/WAAPI, minimal JS, phase, and Motion/GSAP. Use when the user explicitly asks about phase APIs or behavior. Do not use during exploratory animation ideation, prototyping, visual iteration, or trying variants, even when the code already imports phase; wait until the user asks for performance guidance, an audit, production implementation, ship-readiness review, or about phase itself.
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。
vercel-labs/phase☆ 982026年10月9日 更新
Running autonomous loops for nexus-autoloop. Generates script sets from goals, designs operation contracts, audits live loops, and recovers state — runners that complete reliably.
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。
simota/agent-skills☆ 922026年10月12日 更新
Design viral loops into your product — referral programs, invite systems, and share mechanics that drive exponential growth. Includes K-factor calculations and real examples from Dropbox, Slack, and Notion. By @WeiYipei.
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。
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
Patterns and architectures for autonomous Claude Code loops — from simple sequential pipelines to RFC-driven multi-agent DAG 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。
ComeOnOliver/skillshub☆ 652026年6月24日 更新
Design and operate multi-agent orchestration patterns (ReAct loops, evaluator-optimizer, orchestrator-workers, tool routing) for LLM systems. Use when building or debugging agent workflows, tool-use loops, or multi-step task delegation; triggers: agentic, multi-agent, orchestration, ReAct, evaluator-optimizer, tool-use, handoff.
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-skill☆ 622026年3月2日 更新
Template skill for a leadership-transition / executive cockpit — when someone steps into or covers a leadership role and needs to not drop anything. Produces a handoff doc + decision-rights map, an "open loops" tracker, a team-comms cadence, and a recurring report/update drafter. Trigger on "/exec-cockpit", "handoff doc", "decision-rights map", "open loops tracker", "cover for <role>", "interim <role>". Customize the placeholders to your situation.
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。
alirezarezvani/gaios☆ 482026年6月7日 更新
Use when the user has a meeting, call, 1:1, a person to meet, or a decision coming up and needs to walk in prepared. Assembles a one-page brief from context/, wiki/, connections, open loops, and the knowledge graph — who · what · goal · history · open loops · the ask · risks. Trigger on "/prep", "prep me for", "brief me on <person/meeting>", "what do I need to know before", "get me ready for".
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。
alirezarezvani/gaios☆ 482026年6月7日 更新
Scaffold and run Karpathy-style autoresearch loops in any git repo. This skill should be used when setting up autonomous code improvement, generating adversarial eval harnesses, running hypothesis-implement-eval-keep/discard loops, or checking autoresearch progress. Triggers on "autoresearch", "autonomous improvement", "eval loop", "hypothesis loop", "self-improvement loop".
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。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
Use when analyzing an existing TypeScript or JavaScript codebase to decide where and how to introduce Inngest. Covers repository discovery, framework and package detection, finding durability gaps in HTTP handlers, webhooks, cron jobs, queues, long-running jobs, AI agents, Agent Evals, polling loops, eval loops, and side-effect-heavy code, then producing and implementing an incremental integration plan.
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。
inngest/inngest-skills☆ 282026年9月29日 更新
Agentic workflow patterns for autonomous LLM reasoning. Use when building ReAct agents, implementing reasoning loops, or creating LLMs that plan and execute multi-step tasks.
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。
majiayu000/claude-skill-registry-data☆ 262026年10月11日 更新
Identify and simulate Data Poisoning attacks aimed at degrading or skewing an AI model's accuracy. This skill focuses on Adversarial Machine Learning concepts where attackers inject malicious or mislabelled data points into training or fine-tuning datasets (e.g., feedback loops) to bias the AI.
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。
ShulkwiSEC/bb-huge☆ 242026年7月11日 更新