Apply ant colony optimization and foraging theory to resource search, exploration-exploitation tradeoffs, and distributed discovery. Covers scout deployment, trail reinforcement, diminishing returns detection, and adaptive foraging strategy selection. Use when searching a large solution space where brute-force enumeration is impractical, balancing investment between exploring new approaches and deepening known good ones, optimizing resource allocation across uncertain opportunities, or diagnosing premature convergence on local optima.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Field identification of fungi using morphological features, spore prints, habitat analysis, and seasonal context with a safety-first approach. Covers cap, gill, stem, and spore characteristics, look-alike differentiation, toxicity risk assessment, and the critical rule of absolute certainty before consumption. Use when encountering an unknown fungus, foraging for edible mushrooms and needing to confirm species before consumption, assessing whether fungi in a garden or property are harmful, or differentiating an edible species from a dangerous look-alike.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Identify and safely gather edible and useful wild plants. Covers safety rules and deadly plant recognition, habitat reading, multi-feature identification methodology, the universal edibility test, sustainable harvesting practices, preparation methods, reaction monitoring, and building knowledge with beginner-friendly universal species. Use when supplementing food supply in a wilderness or survival setting, needing medicinal or utility plants, identifying plants around camp for safety, or in long-term scenarios where foraging extends available rations.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8452026年10月13日 更新
Create original short videos using the 微缩逃亡|巨物追赶到资源补给 Creative DNA for MiniMax H3 or Seedance 2.0. Use when the user wants this causal, camera, motion, rhythm, or payoff structure with new subjects and 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。
T8mars/minimax-h3-prompt-skill-T8☆ 2842026年10月11日 更新
Cultivate edible and medicinal mushrooms from spawn through fruiting. Covers substrate preparation, inoculation methods, incubation conditions, fruiting chamber management, harvest timing, and successive flushes for oyster, shiitake, lion's mane, and other commonly cultivated species. Use when growing edible mushrooms without the risks of wild foraging, when a reliable supply of fresh culinary or medicinal mushrooms is needed, or when exploring mycelial ecology through hands-on cultivation practice.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
AI solution exploration using ant colony optimization — deploying scout hypotheses, reinforcing promising approaches, detecting diminishing returns, and knowing when to abandon a strategy. Use when facing a problem with multiple plausible approaches and no clear winner, when the first approach is not working but alternatives are unclear, when debugging with no obvious root cause requiring parallel hypothesis investigation, or when previous attempts have converged prematurely on a suboptimal approach.
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。
pjt222/agent-almanac☆ 372026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-daddy☆ 22026年10月12日 更新