Expert knowledge for Azure Service Fabric development including troubleshooting, best practices, decision making, architecture & design patterns, limits & quotas, security, configuration, integrations & coding patterns, and deployment. Use when designing Service Fabric clusters, Reliable Services/Actors, reverse proxy/API gateways, CRP/CRM settings, or sfctl automation, and other Azure Service Fabric related development tasks. Not for Azure Kubernetes Service (AKS) (use azure-kubernetes-service), Azure Container Apps (use azure-container-apps), Azure App Service (use azure-app-service), Azure Virtual Machines (use azure-virtual-machines).
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。
MicrosoftDocs/Agent-Skills☆ 7792026年10月11日 更新
Expert knowledge for Azure Copilot development including troubleshooting, decision making, architecture & design patterns, security, configuration, and integrations & coding patterns. Use when sizing VMs, generating Bicep/Terraform, configuring Cosmos DB chat storage, or designing Azure networks, and other Azure Copilot related development tasks. Not for Azure Portal (use azure-portal), Azure Machine Learning (use azure-machine-learning), Azure DevOps (use azure-devops), Microsoft Foundry (use microsoft-foundry).
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。
MicrosoftDocs/Agent-Skills☆ 7792026年10月11日 更新
Build a throwaway prototype to flesh out a design before committing to it. Routes between two branches — a runnable terminal app for state/business-logic questions, or several radically different UI variations toggleable from one route. Use when the user wants to prototype, sanity-check a data model or state machine, mock up a UI, explore design options, or says "prototype this", "let me play with it", "try a few designs".
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。
stevesolun/ctx☆ 5892026年10月13日 更新
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" 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
Designing workflows and state machines. Use when state transition design, invalid transition detection, Saga patterns, or approval flow design is needed.
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
Extract visual identity from screenshots (primary) or website URL (fallback) and compile into a DESIGN.md-format brand kit — YAML token frontmatter (colors, typography, rounded, spacing, components) + 8 ordered prose sections. The YAML tokens are machine-authoritative; downstream visual skills consume them directly. Writes to marketing/brand/brand-kit.md. Triggers - "brand kit", "brand identity", "visual identity", "design tokens", "extract brand", "DESIGN.md"
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。
matteotitta/claude-code-marketing-quickstart☆ 632026年7月31日 更新
Use when designing, implementing, or debugging complex agentic workflows using state machine patterns. Keywords: state machine, durable execution, agent orchestration, graph-based agents, workflow checkpoints, C4 protocol.
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。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.
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10日 更新
This skill should be used when the user asks to "implement a DiD regression", "run a staggered difference-in-differences", "set up an event study", "implement IV / 2SLS", "run a regression discontinuity design", "build synthetic control", "do propensity score matching", "test parallel trends", "run Honest DiD", "wild cluster bootstrap", "Callaway-Sant'Anna", "Sun-Abraham", "Bacon decomposition", "double machine learning", "debiased machine learning", "DML / DoubleML", "cross-fitting", "causal forest", "heterogeneous treatment effects", "ATE with ML controls", "which causal design fits my data", or needs causal-inference code, diagnostics, or identification writing in Python (StatsPAI), R, or Stata. Based on Scott Cunningham's Causal Inference: The Mixtape, with runnable validated templates, ML-based causal inference patterns, and Journal of Finance 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。
Jill0099/causal-inference-mixtape☆ 172026年8月12日 更新
Build a throwaway prototype to flush out a design before committing to it. Routes between two branches — a runnable terminal app for state/business-logic questions, or several radically different UI variations toggleable from one route. Use when the user wants to prototype, sanity-check a data model or state machine, mock up a UI, explore design options, or says "prototype this", "let me play with it", "try a few designs".
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。
kevinnft/ai-agent-skills☆ 132026年8月1日 更新
Knowledge base from the NIST/SEMATECH e-Handbook of Statistical Methods (NIST HB 151) — the practical statistics reference for engineering, metrology, and quality. Use for: exploratory data analysis and the four univariate assumptions (4-plot); measurement process characterization including bias/precision, calibration designs, gauge R&R, and ISO/GUM uncertainty budgets; production process characterization (stability vs. capability); process modeling and regression (LS/WLS/NLS/LOESS); design of experiments (screening, fractional/factorial, response-surface, Taguchi); statistical process control (Shewhart/CUSUM/EWMA charts, capability indices, acceptance sampling); product/process comparisons (hypothesis tests and confidence intervals for 1/2/3+ groups, ANOVA, multiple comparisons); and reliability (lifetime & repair-rate models, accelerated testing, reliability growth). Scope limits: this is applied frequentist statistics for measurement and quality — it does NOT reproduce the per-distribution formula galleries, worked case studies, datasets, plot images, or Dataplot/R code of the original web Handbook (those are described, not copied); it is thin on modern machine learning, Bayesian methods beyond conjugate reliability priors, time-series/forecasting, and Bayesian experimental design.
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。
jgsystemsconsulting/jgs-se-knowledge-packs☆ 82026年10月9日 更新
Decision-grade statistical analysis for metabolomics intensity tables. Covers transformation and scaling (Pareto vs unit-variance as a hidden hypothesis), unsupervised structure (PCA/HCA for QC), permutation-validated PLS-DA/OPLS-DA (R2 vs Q2, double CV, VIP as heuristic), univariate testing (Welch/Mann-Whitney/ANOVA/LMM with covariate adjustment), and dependence-aware multiple testing. Use when testing which metabolites differ, building or validating a discriminant model, choosing a scaling, or correcting many correlated tests. For sample-wise normalization/drift correction see metabolomics/normalization-qc; for ML classifiers and selection-inside-CV leakage see machine-learning/biomarker-discovery and machine-learning/model-validation; for pathway interpretation see metabolomics/pathway-mapping; for design/power/multiplicity regime see experimental-design/multiple-testing.
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。
huang-sh/DeepScience☆ 42026年7月15日 更新
Agentic and machine-to-machine payments on Stellar. Covers x402 (HTTP 402 paid APIs via OZ Channels facilitator, fee-sponsored clients) and MPP (Machine Payments Protocol) in both Charge mode (per-request SAC) and Channel mode (off-chain commits, high-frequency). Defaults to USDC (SEP-41 SAC) on `stellar:testnet`/`stellar:pubnet` (CAIP-2). Use when selling a paid API to AI agents, building an x402 client, or designing a payment-channel architecture for high-frequency agent traffic.
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。
stellar-zk/stellar-zk☆ 42026年10月10日 更新
Build a throwaway prototype to flesh out a design before committing to it. Routes between two branches — a runnable terminal app for state/business-logic questions, or several radically different UI variations toggleable from one route. Use when the user wants to prototype, sanity-check a data model or state machine, mock up a UI, explore design options, or says "prototype this", "let me play with it", "try a few designs".
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。
heyAyushh/stacc☆ 32026年9月21日 更新
Design a normalized, machine-readable "work receipt" that answers what changed, why, by whom, and with what validation, for any AI-coding-agent task regardless of backend (Claude Code, Codex, Cursor, Aider, CI, or homegrown). Use when defining a receipt schema, normalizing heterogeneous agent logs into one evidence shape, gating PR merges on artifact-backed proof, or designing an OSS maintainer's fast-reject/fast-merge workflow. NOT for validating a DAG node's output against its own schema (use output-contract-enforcer), continuous runtime monitoring of a live coordination daemon (use runtime-verification-for-agents), or general Port Daddy claims/notes/salvage mechanics (use port-daddy-agent-skill).
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/port-daddy☆ 22026年10月12日 更新
Create branded architecture, architecture delta, IT current-state, flowchart, sequence, state machine, ER/data model, timeline, swimlane, quadrant, radar/spider, polar chart (polar/radial lollipop), loop/flywheel, nested, tree, org chart, layer stack, exploded axonometric, axonometric plan, Venn, pyramid/funnel, treemap and marimekko, heatmap, bar and dumbbell, waterfall, line (slopegraph, ridgeline, streamgraph, bump), Gantt and scatter charts (bubble, beeswarm), high-level, process, medallion, data flow, DP integration, DP security matrix, Sankey, fishbone, Wardley map, kanban, user journey, service blueprint, deployment, dependency graph, UML class, story map, or database schema diagrams as HTML/SVG/PNG, with .drawio, Mermaid, and .excalidraw import, plus lifecycle phase maps, block decomposition trees, and onboarding guidance.
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。
cathrynlavery/diagram-design☆ 5.4万2026年10月13日 更新
Configures secure OAuth 2.0 authorization flows, including Authorization Code with PKCE, Client Credentials, and Device Authorization Grant, covering flow selection, PKCE implementation, token lifecycle management, and scope design per OAuth 2.1. Use when implementing or hardening OAuth 2.0 authentication/authorization for web, mobile, SPA, or machine-to-machine clients.
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。
mukul975/Anthropic-Cybersecurity-Skills☆ 3.4万2026年8月31日 更新
Bootstrap, develop, and design modern WinUI 3 desktop applications with C# and the Windows App SDK using official Microsoft guidance, WinUI Gallery patterns, Windows App SDK samples, and CommunityToolkit components. Use when creating a brand new app, preparing a machine for WinUI, reviewing, refactoring, planning, troubleshooting, environment-checking, or setting up WinUI 3 XAML, controls, navigation, windowing, theming, accessibility, responsiveness, performance, deployment, or related Windows app design and development work.
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。
openai/skills☆ 2.8万2026年9月9日 更新
Design-for-manufacturing review of a part for sheet metal, CNC machining, or injection molding - bends, reliefs and flat patterns; machining access, internal corners, deep features and setups; draft, undercuts and projected area. Use when the user asks whether a part can be bent, machined or molded, asks about manufacturability or tooling, or asks for a DFM review or redesign.
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。
earthtojake/text-to-cad☆ 2万2026年10月13日 更新
Designs and audits who can reach what — authentication, authorization models, privileged access, service credentials, and joiner-mover-leaver process. Use this to design a permissions model, run an access review, reduce standing privilege, handle offboarding, set up SSO or MFA, manage service and machine credentials, or diagnose why permissions have sprawled.
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。
cbrock84/headcount☆ 2,0422026年9月18日 更新
Generates complete comorbidity-oriented shared-biomarker bioinformatics research designs from a user-provided disease pair and validation direction. Use when a study links two clinically related diseases through shared DEGs, enrichment, PPI hub genes, machine-learning feature selection, public diagnostic validation, gene-regulatory networks, immune infiltration, and optional downstream follow-up. Covers five study patterns (shared-DEG discovery, hub-gene prioritization, machine-learning biomarker selection, immune/regulatory interpretation, multi-layer validation) and always outputs Lite / Standard / Advanced / Publication+ with a recommended primary plan, stepwise workflow, figure plan, validation hierarchy, minimal executable version, publication upgrade path, and strictly verified literature retrieval.
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。
aipoch/medical-research-skills☆ 1,9482026年9月17日 更新
Generates complete tumor immune-infiltration-guided bulk-transcriptome diagnostic biomarker and machine-learning research designs from a user-provided cancer type and study direction. Always use this skill whenever a user wants to design, plan, or build a tumor bioinformatics study centered on differential expression, immune infiltration estimation, immune-linked module discovery, consensus feature selection, diagnostic modeling, nomogram construction, clinical association, and optional prognostic extension or validation. Covers five study patterns (immune-cell-first diagnostic workflow, immune-module-to-biomarker workflow, consensus-ML biomarker workflow, diagnostic-plus-prognostic hybrid workflow, translational validation workflow) and always outputs four workload configs (Lite / Standard / Advanced / Publication+) with recommended primary plan, step-by-step workflow, figure plan, validation strategy, minimal executable version, publication upgrade path, reference literature pack, and self-critical risk 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。
aipoch/medical-research-skills☆ 1,9482026年9月17日 更新
Generates complete process-related diagnostic biomarker bioinformatics research designs from a user-provided disease context, gene-family or pathway theme, and validation direction. Use when a study centers on process-related genes, DEG and WGCNA integration, machine-learning feature selection, nomogram-based diagnostic modeling, immune infiltration, regulatory-network analysis, and optional external or experimental validation. Covers five study patterns (process-DEG discovery, co-expression-module integration, machine-learning biomarker selection, diagnostic model/nomogram workflow, immune-regulatory interpretation and validation) and always outputs Lite / Standard / Advanced / Publication+ with a recommended primary plan, stepwise workflow, figure plan, validation hierarchy, minimal executable version, publication upgrade path, and strictly verified literature retrieval.
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。
aipoch/medical-research-skills☆ 1,9482026年9月17日 更新
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新