Optimize workload distribution across workers, processes, or nodes for efficient parallel execution. Use when asked to balance work distribution, improve parallel efficiency, reduce stragglers, implement load balancing, or optimize task scheduling. Covers static/dynamic partitioning, work stealing, and adaptive load balancing strategies.
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。
benchflow-ai/skillsbench☆ 1,8422026年10月13日 更新
Reference for querying the Atlas knowledge graph through its MCP tools — the SECONDARY enrichment/comparison layer that adds best-practice context to systems you have ALREADY scanned from your real sources (`az`, repos, dirs). Use when you need to look up nodes, edges, kinds, clusters, stats, or wiki pages in Atlas to compare against your real inventory. (atlas graph, query atlas, atlas mcp, search the graph, graph neighbors, atlas record, atlas kinds, enrichment layer)
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。
a5c-ai/babysitter☆ 1,8412026年9月17日 更新
Collects bounded packet captures from AKS nodes and Azure network configuration for wire-level evidence. WHEN: "capture packets on an AKS node", "take a pcap", "run tcpdump on AKS", "prove where packets drop". Use for explicit packet-capture intent after read-only diagnostics, not general AKS connectivity or ingress 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。
microsoft/azure-skills☆ 1,5632026年10月13日 更新
Build and query Kusto graphs from natural language. Covers transient graphs (make-graph), persistent graph models/snapshots, pattern matching (graph-match), shortest paths, connected components, and graph-to-table export. Generates the edges-first thinking: define edges, define node lookups, union, make-graph. WHEN: make-graph, graph-match, graph-shortest-paths, graph-to-table, graph-mark-components, persistent graph, graph model, graph snapshot, build a graph from data, find paths between nodes, pattern matching in graph, connected components, transient graph, Kusto graph, KQL graph.
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。
microsoft/azure-skills☆ 1,5632026年10月13日 更新
Plan, deploy, operate, and troubleshoot multi-rack (rack scale) deployments of Azure Local — preintegrated racks scaling to hundreds of machines, built on Network Fabric Controller, Cluster Manager, SAN storage, and managed network fabric. Use for the Microsoft.NetworkCloud and Microsoft.ManagedNetworkFabric control plane. NOT for standard 1-16 node Azure Local, and NOT for rack-aware clusters (two racks as availability zones, up to 8 nodes, synchronous replication) — those are standard scale. WHEN: multi-rack, rack scale Azure Local, aggregation rack, compute rack, Network Fabric Controller, NFC, Cluster Manager, network fabric, isolation domain, az networkcloud, az networkfabric, multi-rack logical network, multi-rack Arc VM.
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。
microsoft/azure-skills☆ 1,5632026年10月13日 更新
Plan, create, and configure production-ready Azure Kubernetes Service (AKS) clusters. Covers Day-0 checklist, SKU selection (Automatic vs Standard), networking options (private API server, Azure CNI Overlay, egress configuration), security, and operations (autoscaling, upgrade strategy, cost analysis). WHEN: create AKS environment, provision AKS, enable AKS observability, design AKS networking, choose AKS SKU, secure AKS, optimize AKS, AKS spot nodes, AKS cluster-autoscaler, rightsize AKS pod, pod rightsizing, over-provisioned AKS pod, pod resource requests and limits, Vertical Pod Autoscaler, VPA recommendations.
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。
microsoft/azure-skills☆ 1,5632026年10月13日 更新
Apply IRQL graph functions to KQL or IRQL query results for Kusto Explorer visualization. Generates Lift_To_Graph mappings and composes Graph_Render_View, Graph_Fold_By_Property, Extract_Node_*, Enrich_Node_*, and Enrich_Graph_* calls. Accepts a supplied query or limited basic natural-language source request; it is not a general natural-language-to-KQL/IRQL skill. WHEN: Lift_To_Graph, Graph_Render_View, Graph_Fold_By_Property, IRQL graph enrichment, graph mapping for existing query results, icon-decorated graph, fold graph nodes. Use azure-kusto-graph for native make-graph analysis, graph-match, shortest paths, components, or persistent graphs.
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。
microsoft/azure-skills☆ 1,5632026年10月13日 更新
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
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
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
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
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.
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
Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
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
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
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
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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
Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer.
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
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.
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。
OpenRaiser/NanoResearch☆ 1,3412026年10月9日 更新
Manage Jenkins controllers with jk, including jobs, runs, logs, artifacts, credentials, nodes, queues, and plugins.
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。
hashgraph-online/awesome-codex-plugins☆ 1,2932026年10月13日 更新
Build, refresh and query a deterministic code knowledge graph to cut orientation-token cost. Triggers: knowledge graph, graphify, code graph, god nodes, orientation cost, map the codebase, what connects, callers of, blast radius.
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。
hashgraph-online/awesome-codex-plugins☆ 1,2932026年10月13日 更新
INVOKE THIS SKILL when writing ANY LangGraph code. Covers StateGraph, state schemas, nodes, edges, Command, Send, invoke, streaming, and error handling.
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。
langchain-ai/langchain-skills☆ 1,2862026年10月9日 更新
Create FigJam/Miro-style workflow diagrams as high-quality PNG images from plain-text workflow descriptions. Renders beautiful HTML diagrams with connected nodes, arrows, and labels, then screenshots them for sharing.
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。
gooseworks-ai/goose-skills☆ 1,2452026年10月13日 更新
Akka.Management for cluster bootstrapping, service discovery (Kubernetes, Azure, Config), health checks, and dynamic cluster formation without static seed nodes.
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。
Aaronontheweb/dotnet-skills☆ 1,2212026年10月12日 更新
Reconstruct ancestral states at internal phylogenetic nodes for sequences (PAML codeml, IQ-TREE --ancestral, GRASP, FastML), discrete traits (corHMM hidden-rate Markov, ape::ace, phytools::make.simmap stochastic mapping, BayesTraits), and continuous traits (phytools::fastAnc, geiger Brownian/OU, RPANDA). Use when designing constructs for ancestral protein resurrection, tracing trait evolution along a tree, performing stochastic character mapping, testing models of trait evolution (BM vs OU vs EB), inferring ancestral genome content via Dollo or DTL reconciliation, or quantifying ancestral-state uncertainty for downstream comparative analyses.
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
Set up and run wireless network simulations using the Wireless Network Toolbox. Use this skill when creating system-level simulations with wirelessNetworkSimulator, adding traffic sources (networkTrafficOnOff, networkTrafficFTP, networkTrafficVoIP, networkTrafficVideoConference), configuring node mobility, logging events or IQ samples, visualizing traffic, scheduling actions during simulation, running parametric sweeps, writing PCAP files with pcapWriter or technology-specific PCAP writers, registering event callbacks on wireless nodes, accessing event data fields, or combining multiple capture/visualization tools in a simulation.
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。
matlab/matlab-agentic-toolkit☆ 1,1572026年10月9日 更新
Use when structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.
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。
scenario-labs/skills☆ 9922026年10月13日 更新