Use when building DeFi protocols, implementing AMMs, yield farming strategies, or integrating with Ethereum/L2s - covers smart contract patterns, liquidity pools, and security considerationsUse when ", " 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。
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Use when building DeFi protocols, implementing AMMs, yield farming strategies, or integrating with Ethereum/L2s - covers smart contract patterns, liquidity pools, and security considerationsUse when ", " 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。
Install a per-turn canary signal (e.g. starting every reply with the user's name and a turn counter) so silent context degradation becomes visible the moment it happens, and run a recovery protocol when the canary trips. Use when the user mentions a "canary", "context canary", or "canary check", asks to detect context rot / compaction / drift, says "you stopped using my name" or "did you lose context", asks "how degraded is your context", or wants an early-warning system for long agent sessions.
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。
Audit whether a paper's EVALUATION DESIGN actually measures what it claims and whether its reporting is complete — the validity layer family D (experiment-forensics) cannot reach. Three patterns: train/test leakage means the reported score may not measure generalization (HP-EVAL-LEAKAGE — adopts the Kapoor & Narayanan 8-type / 3-category leakage taxonomy; the illegitimate-proxy / sampling-bias / pretraining-contamination subtypes hand off as needs_external_check, naming but NEVER running Oren-2023 exchangeability / Shi-2023 Min-K% / Golchin-2023 Time-Travel / BIG-bench canary); a load-bearing LLM judge is conflicted (same model/family as a compared system) or unvalidated (no human-agreement, no bias control) (HP-JUDGE-VALIDITY); a declared condition/metric is dropped or switched to favor the method, or 'best' is chosen with no held-out set (HP-SELECTIVE-REPORTING). Verdict-bearing at L0/L1 from the DESCRIBED protocol — NOT repo-gated like experiment-forensics; L2 only CONFIRMS against split/preprocessing/result files. A fresh cross-model reviewer (gpt-5.6-sol xhigh, read-only, fresh thread per pass) PROPOSES findings, each span-anchored to a ledger claim_id; tools/adjudicate_findings.py DECIDES the verdict. Leakage and under-reporting are usually HONEST methodological errors — every finding describes a discrepancy to CHECK, never an accusation. An LLM generating GROUND-TRUTH labels is HP-FAKE-GT (experiment-forensics) — routed there, not here. Emits eval-design-forensics.findings.json; computes NO verdict. Detect-only. Triggers: "eval design audit", "evaluation validity", "train/test leakage", "data leakage", "is the score measuring generalization", "LLM judge bias", "is the judge validated", "selective reporting", "cherry-picked results", "评估设计审计", "评测有效性", "数据泄漏", "训练测试集泄漏", "裁判模型有没有验证", "选择性报告".
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。
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。
Builds a portable, embedding-free knowledgebase from a set of files and delivers it as a self-contained `.skill` bundle (BM25 index + bundled searcher + query protocol). Use when a user wants to turn uploaded files, a folder, or a corpus into a searchable knowledgebase they can hand to any agent — phrased as "make a knowledgebase", "build a KB skill", "package these docs for retrieval", "create a searchable bundle", or references to a `.skill` KB. The output runs anywhere with Node or Python — no model, no install, no network. Distinct from `bm25` (ephemeral in-session search) and `building-github-index` (markdown project-knowledge index).
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。
Technical SEO audit across 9 categories: crawlability, indexability, security, URL structure, mobile, Core Web Vitals, structured data, JavaScript rendering, and IndexNow protocol. Use when user says "technical SEO", "crawl issues", "robots.txt", "Core Web Vitals", "site speed", or "security headers".
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。
Guide for creating high-quality MCP (Model Context Protocol) servers that enable LLMs to interact with external services through well-designed tools. Use when building MCP servers to integrate external APIs or services, whether in Python (FastMCP) or Node/TypeScript (MCP SDK).
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。
Suede AI full-stack surface builder that runs design, copy, and visual QA as one pass: landing pages, brand surfaces, product UI, dashboards, campaigns, launch pages, and reference-to-target restyles (suedify). Use when a build needs layout and words together, when a redesign or launch surface has to ship end to end, when the request is 'make this site look like that one', or when design, copy, asset, and QA lanes have to move at once. NOT FOR: a design-token, dark-mode, or single-component decision (use suede-design); copy with no layout work (use johnny-suede-write, or suede-copy for one standalone conversion surface); conversion and funnel architecture (use suede-site-alchemy); multi-agent orchestration protocols, WIP protection, and rollback trees (use suede-agent-teams).
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。
Suede AI MCP release QA, scoped to this pack's own server (mcp/suede-skills-mcp.mjs) and its catalog, install, and docs surface. Runs the full JSON-RPC lifecycle against a live server (initialize, notifications/initialized, ping, tools/list, tools/call, resources/list, resources/read, prompts/list, prompts/get), plus protocol negotiation, closed input and output schemas, tool annotations, structuredContent with text fallbacks, malformed-input probes, clean stdio, catalog-to-folder agreement, and install-path language. Use when the MCP server, mcp/catalog.json, a tool, resource, or prompt definition, or the MCP install docs change, or before publishing an MCP release. A check that did not run against the live server is a FAIL, not a skip. NOT FOR: a generic third-party MCP server, which this skill's hardcoded surface does not describe; fixing or testing the public install path itself (use suede-launch-packaging).
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。
Domain-driven modeling patterns for Axone contracts. Use when introducing domain concepts, encoding invariants, or deciding boundaries between domain, handlers, services, gateways, queries, and state.
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。
Guide for regenerating Axone contract schemas and rendered Markdown docs. Use when contract APIs or metadata change, when checking generated-doc drift, or when preparing documentation commits.
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。
Repository quality gates for Rust and generated artifacts. Use when validating changes locally or before committing Rust, schema, or documentation updates.
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。
Patterns for Rust testing in Axone CosmWasm contracts. Use when adding unit tests, integration tests, data-driven cases, or coverage-oriented test scenarios.
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。
Best practices for designing CosmWasm smart contract APIs. Use when defining message types, designing execute/query interfaces, or optimizing API ergonomics.
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。
Guide for writing conventional commit messages. Use when committing changes, writing commit messages, or reviewing commit history.
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。
Axone deployment workflows with cargo-make, cw-orch, and Abstract. Use when publishing modules, installing them on accounts, running local chain tasks, or inspecting 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。
Guide for writing Rust doc comments that produce accurate generated contract documentation. Use when editing Instantiate/Execute/Query/Response types or any public schema-facing API.
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。
Axone contract structure and Abstract SDK patterns. Use when scaffolding or refactoring contracts, deciding layer boundaries, wiring AppContract entrypoints, or adding module metadata and replies.
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。
AAMP (Agent-to-Agent Mail Protocol) via aamp-cli. Use this skill when the agent needs to register a mailbox, listen for incoming AAMP mail, inspect a task thread, complete a pairing URL, dispatch a task, or reply with task.result / task.help_needed. Prefer the CLI over hand-written HTTP requests.
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。
AAMP (Agent-to-Agent Mail Protocol) — gives this agent an email identity and lets it exchange structured tasks with other AAMP nodes via email. Use this skill to register an identity, check for incoming tasks, and reply with results or help requests.
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。
Generate targeted clarifying questions (2-3 max) that challenge vague requirements and extract missing context. Use after request-analyzer identifies clarification needs, before routing to specialist agents. Helps cto-orchestrator avoid delegating unclear requirements.
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。
Design REST/GraphQL APIs with OpenAPI 3.1, error handling, pagination, rate limiting, webhooks, and idempotency. Use when user asks to design an API, create endpoints, define REST/GraphQL schema, or generate OpenAPI spec. Do NOT use for database schema design, frontend API integration, or non-HTTP protocols (gRPC, WebSocket, MQTT).
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 an analiz question needs the human, not the code, to decide - recording it with record_open_questions, judging blocking vs non-blocking, and resuming the report after an answer
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。
Show images in terminal using the Kitty image protocol. TRIGGER when show/view images in terminal, display plot results.
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。