Catalog of the AO Cloud `ao` CLI available inside a cloud sandbox: spawning worker sessions, listing them, messaging them, reporting to the orchestrator, killing them, claiming pull requests, and starting AO reviews. Use when orchestrating or coordinating AO cloud sessions with the ao CLI.
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。
OrchestratorInc/agent-orchestrator☆ 1.3万2026年10月13日 更新
Claim tasks, record step progress, and verify SOP gates in the colony SQLite queue. Applies when your spawn message includes a db_path field.
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。
aden-hive/hive☆ 1.1万2026年10月14日 更新
End-to-end test the polly multi-agent coding orchestrator's critical user journeys (CUJs). Two halves — a deterministic mock-LLM driver (polly_cuj.py) that boots a throwaway local server + mock LLM and asserts the substrate (boot, bridged sys_* tool dispatch, the blast_radius / spawn_bounds / headless_subagent_purpose_guard guardrails, fan-out delegation), and a live real-CLI recipe (real claude/codex/pi, real worktrees/PRs) for polly's actual judgment. Load when developing, testing, or debugging examples/polly — its config.yaml, the claude_code/codex/pi sub-agents, the investigate/fanout/cross-review skills, or the omnigent.inner.nessie.policies guardrails — or reproducing a polly orchestration bug.
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。
omnigent-ai/omnigent☆ 1.1万2026年10月13日 更新
Findings-driven targeted code review. Understands the patch via patch-explainer and surrounding code via codebase-analysis, then consults a catalog of bug patterns (~11 categories under references/categories/). Picks only categories whose diff-signals match the patch and items whose "look for" hints match actual code shapes, groups them by review focus (function/file/feature), and spawns parallel subagents — each with a tight scope and selective checklist. Use for medium-to-large patches (50-1000 LOC) as a focused alternative to whole-patch ensemble or whole-file deep review. Triggers on: "review this patch/diff/change", "find bugs in this change", "scoped review", "what could go wrong here", "review using findings", or proactive PR 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。
apache/cassandra☆ 1万2026年10月11日 更新
Your capability catalog — read this at boot. Lists the temporal date-range skills and the external integrations (reached via the loopback broker) available to you as a spawned worker, and exactly how to call each. Read-only. Consult it whenever you're unsure what tools/integrations you have or how to invoke them.
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。
HarnessMD/munder-difflin☆ 8,7322026年10月13日 更新
Zig 0.16 idioms for Native SDK code, indexed by compile error. Load when `zig build` fails on std APIs with errors like "struct 'fs' has no member named 'cwd'", "struct 'array_list.Aligned(u8,null)' has no member named 'init'", "struct 'std' has no member named 'io'", "no member named 'GeneralPurposeAllocator'", "no member named 'getEnvMap'", or "invalid format string" - the signature of code written for Zig 0.15 or earlier. Covers main(std.process.Init), std.Io file IO and writers, ArrayList, process spawning, environment, clocks and sleep, sockets, custom formatting, and build.zig module shapes, each as this SDK writes them.
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/native☆ 7,7762026年10月13日 更新
Static source-code vulnerability scan. Reads a target directory (and THREAT_MODEL.md if present), spawns parallel review subagents per focus area, and writes VULN-FINDINGS.json + .md for /triage to consume. Read-only — no building, running, or network. For execution-verified crashes, use vuln-pipeline instead. Use when asked to "scan for vulns", "review this code for security issues", "find bugs in <dir>", or as the step between /threat-model and /triage.
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。
anthropics/defending-code-reference-harness☆ 7,5762026年8月7日 更新
Triages a repository's open GitHub issues and pull requests via the gh CLI. Optionally reviews and merges ready PRs — incrementally merging passing automated/bot PRs and maintainer-approved ones, and spawning review subagents for never-reviewed ones — then closes already-resolved issues with comments citing the resolving PR or commit, cross-links issues with their pending fix PRs, and assigns local-only priority and change-size estimates for everything outstanding. Use when triaging, grooming, or reviewing a repository's open issues and PRs.
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。
trailofbits/skills☆ 7,5172026年10月14日 更新
Use when you have a task and must decide WHO does it — yourself, a spawned subagent, or another agent in the topology that already holds the context. The rule: how much would a blank slate have to read in to do this correctly? A lot → route to a context-holding agent; a little → subagent; unsure → a real agent or yourself. NOT the mechanics of fanning out (that's dispatching-parallel-agents / subagent-driven-development) — this is the who/whether decision, and the failure mode that makes teams abandon subagents.
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。
mvschwarz/openrig☆ 7,4082026年10月14日 更新
Use when a question, decision, plan, tradeoff, or claim needs a rigorous verdict and one perspective is not enough. Spawns a panel of 3 to 5 subagent jurors that form independent blind opinions, deliberate anonymously under an anti-anchoring and anti-sycophancy protocol, and return one committed verdict with confidence, preserved dissent, and a concrete next action. Domain-agnostic across engineering, architecture, data, product, hiring, strategy, vendor choice, build-vs-buy, and research design. Trigger phrases include "convene a jury", "have agents debate and decide", "get a panel to decide", "multi-agent decision", "stress-test this and decide", "monte um juri", "tribunal de agentes", "painel para decidir". Do NOT use to only critique without deciding (use the-fool for that), to build a plan or write the solution itself, or for simple factual lookups.
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。
tech-leads-club/agent-skills☆ 7,0572026年10月9日 更新
Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Single-agent mission orchestrator. Decomposes a mission into tasks, spawns one worker per task using the default model, verifies exit criteria, and chains tasks with retry. No critic pattern — each worker self-verifies. Simple, fast, works with any model config.
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。
outsourc-e/hermes-workspace☆ 6,7162026年9月30日 更新
Darwin Skill 2.0 (达尔文.skill 2.0): autonomous skill optimizer, v2.0 integrates Microsoft Research SkillLens (arXiv 2605.23899) 9-dim rubric + SkillOpt (arXiv 2605.23904) validation-gated design + human-in-the-loop checkpoints. Evaluates SKILL.md files using a 9-dimension rubric (structure + effectiveness + meta-skill blacklists), runs hill-climbing with git version control, spawns independent judge agents for blind evaluation, validates improvements through test prompts with auto-break on diminishing returns, and generates visual result cards. Use when user mentions "优化skill", "skill评分", "自动优化", "auto optimize", "skill质量检查", "达尔文", "darwin", "帮我改改skill", "skill怎么样", "提升skill质量", "skill review", "skill打分".
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。
alchaincyf/darwin-skill☆ 6,3172026年9月18日 更新
Use when admin requests hand-creating or resetting a Worker, starting/stopping a Worker, managing Worker skills, enabling peer mentions, or opening a QwenPaw console. Use agentteams-find-worker only as a helper for Nacos-backed market import or when task assignment needs you to discover a suitable Worker.
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。
agentscope-ai/AgentTeams☆ 5,7442026年10月14日 更新
Max-3-cycle protocol for agent sub-tasks with WHY context and coordinator validation. Use when spawning sub-agents to complete scoped 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。
github/gh-aw☆ 5,3902026年10月13日 更新
Selecting WHO handles work is the Routing table; selecting HOW they handle it (Direct, Lightweight, Standard, Full) is Response Mode. This skill contains the complete decision table, exemplar prompts for each mode, the Lightweight spawn template, and the upgrade rules. Squad coordinator loads this on demand once routing has identified the agent — to pick the right ceremony level for the task.
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。
github/gh-aw☆ 5,3902026年10月13日 更新
Determines which LLM model to use for each agent spawn
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。
github/gh-aw☆ 5,3902026年10月13日 更新
Platform detection and adaptive spawning for CLI vs VS Code vs other surfaces
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。
github/gh-aw☆ 5,3902026年10月13日 更新
Three-tier agent memory model (hot/cold/wiki) for context reduction per spawn
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。
github/gh-aw☆ 5,3902026年10月13日 更新
In-chat fallback for the Timeline Inspector Refine agent. Use when the user runs `/refine live`, asks to "refine live", "go live", or answer refine jobs — but ONLY when no persistent agent is wired (no `npx transitions-refine live`). Prefer `npx transitions-refine live` for run-and-forget (relay spawns agent per click, no idle credit burn). This skill long-polls the relay, posts suggestions, handles scan/apply jobs.
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。
Jakubantalik/transitions.dev☆ 5,2242026年10月13日 更新
Plan and build 2D game maps and scenes - top-down and side-scrolling levels, tilemaps, prop packs, parallax backgrounds and HD-2D battle or story plates - with collision, navigation and reachability checks, environment motion, a playable HTML preview and export to Tiled, Godot 4 or LDtk. Map art (terrain, tiles, props, plates, parallax layers) is image generation by default, through generate2dmedia route_media.py (the API when a key is configured, else the local Codex or Grok CLI); map data (layout, collision, exits, spawns) is written as data. Use for any map, level, room, scene, background, terrain or prop-kit request. Not for characters, creatures, items or FX (generate2dsprite), character animation (video2dsprite), code-drawn tiles or maps (codeart2d, only on request) or calling an image or video API by itself (generate2dmedia).
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。
0x0funky/agent-sprite-forge☆ 4,4392026年10月6日 更新
Create a new GameObject in the currently opened Prefab or active Scene, optionally parented under another GameObject and pre-positioned. Pass `primitiveType` to spawn a Unity primitive (Cube, Sphere, etc.) instead of an empty GameObject.
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。
IvanMurzak/Unity-MCP☆ 4,4352026年10月13日 更新
Parallel divergent ideation for coding agents. Spawns N isolated branches under different cognitive frames (regulator, biology, speedrunner, 10-year-old, $0 budget), scores, clusters, prunes traps, and deepens top survivors. Use on /adhd, "ADHD mode", brainstorm/ideate intents, or open-ended design, architecture, naming, API/SDK surface, and fuzzy-debugging decisions. Skip for syntax, lookups, bugs with known root cause, or closed phrasing ("quick", "standard", "canonical", "textbook"). Full pre-flight gate is in the skill body.
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。
UditAkhourii/adhd☆ 4,4062026年10月6日 更新
Use this skill to run a multi-persona expert advisory review on a labelled pull request in microsoft/apm. panel-mode (full | lean | delta) selects a surface-gated roster plus a CEO synthesizer; omitted or unknown mode is lean. Do not spawn inactive stubs. The orchestrator is the sole writer to the PR: ONE recommendation comment, no verdict labels, no merge gating. The panel is advisory -- it surfaces findings, prioritizes follow-ups, and renders a ship-recommendation that the maintainer and author weigh.
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/apm☆ 4,0042026年10月12日 更新