This skill should be used when the user asks to "analyze logs for threats", "detect suspicious activity", "scan for brute force attempts", "identify injection attacks", or "audit access patterns for anomalies".
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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概要と使いどころ
This skill should be used when the user asks to "analyze logs for threats", "detect suspicious activity", "scan for brute force attempts", "identify injection attacks", or "audit access patterns for anomalies".
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 operational runbooks from codebase analysis covering deployment, incident response, scaling, and monitoring, with copy-paste commands and rollback steps. Use when bootstrapping ops docs, preparing for on-call, or post-incident.
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 data quality across pipelines, warehouses, and stores. Use when designing a DQ program, defining DQ dimensions, building rule-based checks, detecting schema drift, monitoring freshness SLAs, or responding to a DQ incident.
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 UI/UX designs for quality, AI-generated slop, and accessibility. Use when reviewing designs, detecting slop patterns, validating WCAG compliance, checking design-token adherence, or reviewing responsive design across breakpoints.
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。
Analyzes RFP responses for coverage gaps, builds competitive feature matrices, and plans proof-of-concept engagements for pre-sales engineering
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。
Merge PR, wait for deploy, verify production health. 10-step workflow: pre-flight, CI check, readiness gate, merge (respects merge queue), detect platform, wait for deploy, canary verification, revert option, deploy report. Auto-detects Fly, Render, Vercel, Netlify, Heroku, GitHub Actions.
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 critique with 7 rated passes: Information Architecture, Interaction State Coverage, User Journey and Emotional Arc, AI Slop Risk (10-item blacklist), Design System Alignment, Responsive and Accessibility, Unresolved Decisions. Each rated 0-10 with gap-fill loop. Parallel cross-model design voices.
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。
Headless Chromium CLI for QA testing and site dogfooding. 100-200ms per command after startup. Persistent state with cookies, tabs, sessions. Snapshot system with element refs. Navigate, interact, verify page state, take screenshots, check responsive layouts, test forms, handle dialogs.
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。
Develops firmware for microcontrollers, implements RTOS applications, optimizes power consumption for STM32, ESP32, FreeRTOS, and bare-metal 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。
Defines service level objectives, creates error budget policies, designs incident response procedures, develops capacity models, and produces monitoring configurations.
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。
Creates a reusable use case specification file that defines the business problem, stakeholders, and measurable success criteria for model customization, as recommended by the AWS Responsible AI Lens. Use as the default first step in any model customization plan. Skip only if the user explicitly declines or already has a use case specification to reuse. Captures problem statement, primary users, and LLM-as-a-Judge success tenets.
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。
Diagnose and remediate per-node issues on a HyperPod cluster (EKS or Slurm) — a specific node is unhealthy, unresponsive, stuck, or needs replacing. Covers on-node EFA, GPU / accelerator hardware (XID, ECC, NVLink, row-remap, DCGM), Slurm node down/drained, disk and memory pressure, per-node lifecycle-script failures, SSM agent, container runtime, kernel panics, pod networking. Read-only. Not for cluster-wide provisioning (→ hyperpod-cluster-debugger), NCCL (→ hyperpod-nccl), or MFU (→ hyperpod-mfu-debugger).
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。
Diagnostic-only skill for Slurm scheduler and node-daemon issues on Amazon SageMaker HyperPod Slurm clusters. Scope mirrors the HyperPod troubleshooting guide. Invoke when the user reports a Slurm node stuck in down/drain, "Node unexpectedly rebooted" after auto-repair, slurmd not running, jobs stuck PENDING with REASON=Resources while sinfo shows idle nodes, jobs stuck COMPLETING after node replacement, GRES/GPU counts wrong, scontrol ping failing, slurmctld unresponsive, an Action:Reboot/Replace request that did not trigger HyperPod auto-recovery, or auto-resume not restarting a job. Also triggers on "drain before reboot", "diagnose a Slurm node", "investigate stuck 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。
Draft a reply to one customer review, voice-scored, with escalation flags. "reply to this 1-star 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。
Send an email campaign via a connected ESP with spam and compliance checks, approval-gated. "send this newsletter to the active list"
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 an ESP-ready email sequence: subjects, copy, timing, branching, deliverability. "build a welcome sequence"
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。
Import CSV or Sheets data into a CRM or ESP with mapping and dedup, approval-gated. "dry-run this import first"
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。
Build a counter-narrative playbook for a competitor's rebrand, category claim or attack. "respond to their attack campaign"
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 authoring a Relayflows flow (@relayflows/surface / @relayflows/sdk, the journal-based v2 engine — the CLI is `flows`, package versions 2.0.x) in TypeScript or YAML/JSON. Covers the three-rung ladder (run/llm/agent), the resident verbs (human/dispatch/done), verification gates, TypeScript vs YAML authoring, per-step cli/model selection and its resolution order, flows.json, and `flows check`/`run`/`resume` with their real refusal shapes and exit codes. Not for the older, unrelated `@relayflows/core` WorkflowBuilder engine (`.pattern('dag')`/.agent()/.step() chains) that `writing-agent-relay-workflows` and `migrating-persona-to-relayflow` cover — that's a different product despite the similar name.
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。
Automatically evaluate and compare multiple AI models or agents without pre-existing test data. Generates test queries from a task description, collects responses from all target endpoints, auto-generates evaluation rubrics, runs pairwise comparisons via a judge model, and produces win-rate rankings with reports and charts. Supports checkpoint resume, incremental endpoint addition, and judge model hot-swap. Use when the user asks to compare, benchmark, or rank multiple models or agents on a custom task, or run an arena-style evaluation.
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。
Lift a clickable card toward the viewer on hover with a deepening shadow — a tactile, responsive cue. Pure CSS, no JS. Only use on actually-clickable cards (motion implies clickability). Honors prefers-reduced-motion (static). Avoid on very dense grids where many lifts feel noisy.
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。
Extract a real WebGL / WebGPU / Canvas / shader effect from a live webpage (e.g. an animated gradient mesh, fluid/metaball, gaussian-splat scene, image distortion) and port it to a standalone, dependency-light JS project you can run locally or drop into an HTML artifact. Use when the user points at a site's visual effect and wants to reproduce/port/replay it, especially complex GPU effects our vanilla recipes don't cover.
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。
Always-on operational guardrails, model-independent. Apply on EVERY task and EVERY model whether or not fable-mode's staged loop is running. Three rules: verify-before-flag, warning batching, and find-and-replace safety. Trigger whenever a response would flag a problem, raise a warning, or edit files with search-and-replace.
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 game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败及可供构建的完整切片设计。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
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。