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cccskills

「exploration graph」の検索結果

29 件 ・ 関連度順

概要と使いどころ

Route HugeGraph MCP structured graph query tasks to stable read-only tools. Use when the user asks graph questions, asks to generate Gremlin, provides Gremlin to explain, or needs read-only graph exploration.

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/hugegraph-ai1442026年10月10日 更新

Compiles any research input — PDF papers, GitHub repositories, experiment logs, code directories, or raw notes — into a complete Agent-Native Research Artifact (ARA) with cognitive layer (claims, concepts, heuristics), physical layer (configs, code stubs), exploration graph, and grounded evidence. Use when ingesting a paper or codebase into a structured, machine-executable knowledge package, building an ARA from scratch, or converting research outputs into a falsifiable, agent-traversable form.

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。

Orchestra-Research/AI-Research-SKILLs1.4万2026年10月11日 更新

charting

無料

Select the right Python charting library (seaborn, matplotlib, graphviz) and produce publication-quality static visualizations. Use when creating charts, plots, graphs, diagrams, heatmaps, visualizations from data, or when choosing between matplotlib/seaborn/graphviz. Also triggers for network diagrams, flowcharts, dependency trees, state machines, and entity-relationship diagrams. For interactive browser-rendered charts or uploaded data exploration, defer to charting-vega-lite instead.

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。

oaustegard/claude-skills1512026年10月12日 更新

An innate exploratory drive that guarantees no graph node remains permanently invisible to an agent population. After a warm-up period (step > 3), each agent fires a coverage scan with probability |unseen_nodes| / |all_nodes|. When triggered, the agent teleports directly to the globally unseen node with the highest belief uncertainty, works it, and returns control to the normal action-selection loop. Probability is self-annealing: it starts near 1.0 when almost everything is unseen and decays toward 0.0 as coverage saturates, requiring no manual schedule. The mechanism is "innate" (hard-coded into the agent step loop) as distinct from the "adaptive" EFE path, which requires local neighbors and learned precision weights. Together they form a two-layer exploration architecture: adaptive for locally-guided foraging, innate for topological completeness.

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-daddy22026年10月12日 更新

Use this skill whenever the user asks for an HTML-first visual design deliverable or design judgment: interactive prototype, slide deck, motion demo, infographic, dashboard, landing page, whitepaper, changelog, business card, social cover, brand system, design critique, multi-variant exploration, or export to MP4, GIF, PPTX, PDF, or SVG. It is optimized to make AI agents do the routing, template selection, verification, and export prep so humans spend less time prompt-engineering. Do not use for production web apps, SEO sites, backend systems, or pure copy edits.

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。

skillmds/skillmd1732026年10月9日 更新

Expert in entertainment industry concept art workflows, from initial ideation through final production-ready deliverables. Combines traditional art fundamentals with modern digital workflows used at AAA studios and film production houses. Draws from methodologies of industry masters: Feng Zhu's efficient design process, Scott Robertson's perspective and vehicle design systems, Sparth's graphic shape language, and Syd Mead's industrial design thinking. Use when "concept art, visual development, vis dev, keyframe, color script, production design, mood board, thumbnail sketch, environment concept, character concept, prop design, callout sheet, orthographic views, design exploration, photobash, speedpaint, concept-art, visual-development, game-art, film-art, pre-production, ideation, design" 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-antigravity1652026年1月22日 更新

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。

swaylq/master-skill1492026年9月6日 更新

Use this skill whenever the user asks for an HTML-first visual design deliverable or design judgment: interactive prototype, slide deck, motion demo, infographic, dashboard, landing page, whitepaper, changelog, business card, social cover, brand system, design critique, multi-variant exploration, or export to MP4, GIF, PPTX, PDF, or SVG. It is optimized to make AI agents do the routing, template selection, verification, and export prep so humans spend less time prompt-engineering. Do not use for production web apps, SEO sites, backend systems, or pure copy edits.

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。

peixl/ifq-design-skills252026年9月10日 更新

Cloudflare GraphQL Analytics for zone traffic, firewall events, Workers metrics, and schema exploration. Use when querying Cloudflare analytics data or exploring the GraphQL 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。

cloudthinker-ai/CloudSkills62026年4月5日 更新

A hand-drawn wireframe exploration — graph-paper background, marker / pencil tone, multiple tab labels for variants, sticky-note annotations, scribbled chart placeholders, hatched fills. Reads like a designer's whiteboard before any pixels are committed. Use when the brief asks for "wireframe", "sketch wireframe", "hand-drawn", "lo-fi", "whiteboard", "草稿", or "手绘原型".

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。

nexu-io/open-design10.1万2026年10月13日 更新

explore

無料

Meta-skill for internal codebase exploration at varying depths (quick/deep/architecture)

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。

parcadei/Continuous-Claude-v33,9422026年1月27日 更新

Explore and understand codebases using SocratiCode semantic search, dependency graphs, and context artifacts. Use when exploring code, understanding architecture, finding functions/types, analysing dependencies, searching database schemas or API specs, or when socraticode/codebase_search tools are available. Activates when the user asks about code structure, wants to find where a feature lives, or needs to understand how code is organised.

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。

giancarloerra/SocratiCode3,3352026年10月11日 更新

kql

無料

KQL language expertise for writing correct, efficient Kusto Query Language queries. Covers syntax gotchas, join patterns, dynamic types, datetime pitfalls, regex patterns, serialization, memory management, result-size discipline, and advanced functions (geo, vector, graph). USE THIS SKILL whenever writing, debugging, or reviewing KQL queries — even simple ones — because the gotchas section prevents the most common errors that waste tool calls and cause expensive retry cascades. Trigger on: KQL, Kusto, ADX, Azure Data Explorer, Fabric Real-Time Intelligence, EventHouse, Log Analytics, log analysis, data exploration, time series, anomaly detection, summarize, where clause, join, extend, project, let statement, parse operator, extract function, any mention of pipe-forward query syntax.

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/skills3,1072026年10月13日 更新

Use when the user asks to create, convert, style, animate, export, share, or deploy HTML slide decks, presentations, pitch decks, talks, or keynotes; including zero-dependency or single-file output, PowerPoint/PPT/PPTX input, PDF export, browser delivery, visual style exploration, or "loopy slides". Not for general web pages or landing pages.

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-plugins1,2932026年10月13日 更新

dream

無料

Deep creative exploration engine. Competing perspectives, stress-tested by a 4-persona council, scored by integrity. The approach that survives attack wins — not the one that sounds best.

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-plugins1,2932026年10月13日 更新

Manages Fabric IQ Ontology items, including entity and relationship types, data bindings, and definition updates, plus schema, lineage, grounding, and graph-walk exploration. Use for ontology modelling and traversal. For natural-language questions over a Power BI report use fabriciq.

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/skills-for-fabric1,2452026年10月5日 更新

Visualize biological networks (PPI, gene-regulatory, co-expression, pathway) with layout algorithm choice (ForceAtlas2, Fruchterman-Reingold, Kamada-Kawai, hive plots), edge bundling, community-based coloring, and reproducible seeds using NetworkX, PyVis, igraph, and Cytoscape automation. Use when rendering biological networks for static publication, interactive HTML exploration, or Cytoscape-format export.

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/bioSkills1,2192026年8月15日 更新

explore

無料

Meta-skill for internal codebase exploration at varying depths (quick/deep/architecture)

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。

vibeeval/vibecosystem5332026年8月9日 更新

scRNA-seq with Scanpy: QC, normalization, HVG selection, PCA, neighborhood graph, UMAP/t-SNE, Leiden clustering, markers, cell annotation, trajectory inference. Standard scRNA-seq exploration.

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。

jaechang-hits/SciAgent-Skills3762026年9月29日 更新

Design and produce raster images, native SVG artwork, brand-controlled visuals, and documented image edits with Recraft's API. Use for Recraft model and route selection, exact request construction, image-to-image, inpainting, outpainting, background work, vectorization, remix/exploration, palette and typography control, API migration, safety and rights review, and production QA.

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。

calesthio/generative-media-skills1992026年7月14日 更新

Applies the reasoning of David Silver, lead researcher on AlphaGo and AlphaZero at DeepMind, to problems of AI design, reinforcement learning, and open-ended discovery. Use this skill whenever you are designing AI systems, evaluating learning algorithms, balancing exploration vs. exploitation, choosing research problems, or discussing how to break past human performance ceilings. Reach for this whenever the user asks about self-play, Monte-Carlo Tree Search, tabula rasa learning, AGI, or moving from human-curated data to autonomous experience. It helps shift the focus from hardcoding human knowledge to building systems that learn for themselves.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

qa

無料

This skill should be used when the user asks to "explore the app", "/qa", "auto-test the app", "find bugs in my app", "猴子测试", "自动探索", "随便点一下看看", "测一下全 app 看有没有崩", "smoke explore", or wants autonomous exploration of an Android or iOS app to surface crashes / ANRs / unexpected states. Drives the app via ui-mcp + mobile-mcp, tracks visited pages and clicked elements via report-mcp's state graph, captures crashes via log-mcp, and produces a Markdown report with bug list + coverage stats.

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。

dj931567261/app-test-control362026年8月11日 更新

explore

無料

Deep codebase exploration, architectural research, and solution discovery. Use when investigating problems, understanding complex flows, or evaluating technical approaches without jumping straight into code mutation or TDD.

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。

datit309/supergraph222026年10月12日 更新

Visualize biological networks (PPI, gene-regulatory, co-expression, pathway) with layout algorithm choice (ForceAtlas2, Fruchterman-Reingold, Kamada-Kawai, hive plots), edge bundling, community-based coloring, and reproducible seeds using NetworkX, PyVis, igraph, and Cytoscape automation. Use when rendering biological networks for static publication, interactive HTML exploration, or Cytoscape-format export.

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。

lilinji/GeneTind-Life-Skills142026年8月21日 更新