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「type theory」の検索結果

22 件 ・ 関連度順

概要と使いどころ

Expert-level mathematical logic knowledge. Use when working with propositional logic, first-order logic, proof theory, model theory, computability theory, Godel incompleteness theorems, set theory, type theory, or formal verification. Also use when the user mentions 'formal proof', 'Godel', 'incompleteness', 'Turing machine', 'decidability', 'Zermelo-Fraenkel', 'axiom of choice', 'model theory', 'completeness theorem', 'computability', 'formal language', or 'type theory'.

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。

luokai0/ai-agent-skills-by-luo-kai122026年5月6日 更新

CEO (Chief Executive Officer) — 一家公司「最高操作员」的工艺, 与泛泛「领导力 / 管理学」不同: (a) 设定战略与凝结愿景 (Drucker 的「企业的经营理论」+ Porter 论定位 + Hamilton Helmer 的「七力」+ Andy Grove 的「战略转折点」+ Roger Martin 《Playing to Win》); (b) 资本配置是 CEO 单一最高杠杆的工作 (Buffett/Munger Berkshire 致股东信 + William Thorndike 《The Outsiders 商界局外人》论 8 位非常规 CEO + Michael Mauboussin 论 hurdle rate + Bezos 年度致股东信「invariants vs bets」+ Mark Leonard Constellation Software); (c) 组建与领导高管班子 (Patrick Lencioni 《团队的五大障碍》+ Ben Horowitz 《艰难的事》+ Reed Hastings 《No Rules Rules》人才密度 + Andy Grove HOP《高产出管理》+ Lou Gerstner IBM 转型 + Marshall Goldsmith); (d) 董事会与投资人关系 (Larcker & Tayan 《公司治理重要》+ Bill George 《True North》+ 正式 CEO-董事长 / CEO-独立董事 protocol + 维权投资人 playbook + 资本市场沟通); (e) 企业文化与价值观作为操作系统 (Netflix 文化手册 + Amazon Leadership Principles + Bridgewater 《Principles》Ray Dalio + Schein 论组织文化 + 任正非 灰度 + 张瑞敏 人单合一 + 稻盛和夫 阿米巴); (f) 高不确定下的高风险决策 (Bezos Type 1/Type 2 决策 + premortem Klein + Kahneman 论 executive bias + RAPID/DACI + base rates + 情景规划 + 反思 premortem); (g) 对内对外沟通 (创始人 / CEO 致股东信作为机构构建工具: Bezos / Buffett / Reed Hastings 备忘录 / 任正非 内部讲话 + Town Hall + 危机沟通 Tylenol/Boeing/Wells Fargo + 应对维权投资人); (h) 跨阶段规模化 (创业 0→1 / 扩张 1→100 / 成熟期掌舵 / 危机转型): Steve Blank + Brian Chesky founder-mode + Marc Andreessen + Pierre Lassonde + Lou Gerstner 转型; (i) 创始人 CEO vs 职业经理人 CEO 的差异 (Paul Graham 「Founder Mode」2024 + Brian Chesky + Reed Hastings (创始人→职业过渡) + BCG/McKinsey 的「manager mode」+ 两者各自代价 + 什么时候切换)。诚实处理: 幸存者偏差 (单个 CEO 的打法 ≠ 普适规律, 学术研究显示 CEO 个人方差约 ⅓, 约 70% 来自行业 / 时代 / 运气 / 资本结构), 创始人崇拜, 区分可复制工艺与不可移植个人魅力, 治理与利益相关者责任 (员工 / 股东 / 社会), 反对 CEO 神话与 Welch 退休金扭曲 / Theranos / WeWork / FTX / Uber-Kalanick 时代 / Musk 80h+ / 996 工时崇拜。覆盖 founder-CEO (Bezos/Hastings/黄仁勋/Chesky/Brin/任正非) 与职业 CEO (Nadella/Gerstner/Pichai/Mulally/Lafley)。不含: 泛泛管理理论 (商业书已覆盖, 本 skill 专谈 C-suite 这个具体岗位), 不含: 「领导力」作为个人成长自助 (Robbins/Tracy/Maxwell 励志体裁), 不含: 「如何创业」早期战术 — 一旦有员工 / 董事会 / 资本, CEO 的工艺才开始。 (CEO (Chief Executive Officer) — the craft of being the top operator of a company, distinct from generic 'leadership/management': (a) setting the strategy and crystallizing the vision (Drucker's 'theory of the business' + Porter on positioning + Hamilton Helmer's 7 powers + Andy Grove's strategic inflection points + Roger Martin Playing to Win); (b) capital allocation as the CEO's single highest-leverage job (Buffett/Munger Berkshire letters + William Thorndike 'The Outsiders' on 8 unconventional CEOs + Michael Mauboussin on hurdle rates + Bezos's annual shareholder letter approach to invariants vs bets + Mark Leonard Constellation Software); (c) building and leading the executive team (Patrick Lencioni 'Five Dysfunctions' + Ben Horowitz 'Hard Things About Hard Things' + Reed Hastings 'No Rules Rules' on talent density + Andy Grove HOP + Lou Gerstner IBM turnaround + Marshall Goldsmith); (d) board and investor relations (Larcker & Tayan 'Corporate Governance Matters' + Bill George 'True North' + the formal CEO-Chair / CEO-Lead Director protocols + activist investor playbooks + capital markets communication); (e) culture and values as operating system (Netflix culture deck + Amazon Leadership Principles + Bridgewater 'Principles' Ray Dalio + Schein on org culture + 任正非 Ren Zhengfei 灰度 + 张瑞敏 Zhang Ruimin 人单合一 + 稻盛和夫 阿米巴); (f) high-stakes decision-making under uncertainty (Bezos Type 1 vs Type 2 + premortem Klein + Kahneman 'Thinking Fast and Slow' for executive bias + RAPID/DACI + base rates + scenario planning + premortem); (g) internal and external communication (founder/CEO letters as institution-builders: Bezos shareholder letters / Buffett letters / Reed Hastings memos / 任正非 内部讲话 + Town Halls + crisis communication Tylenol/Boeing/Wells Fargo + activist responses); (h) cross-stage scaling (founder-CEO of 0→1 / scaling 1→100 / mature-stage stewardship / turnaround): Steve Blank + Brian Chesky founder-mode + Marc Andreessen + Pierre Lassonde mining vs steady-state + Lou Gerstner turnaround; (i) the founder-CEO vs professional-manager-CEO distinction (Paul Graham 'Founder Mod

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

Expert-level formal methods covering formal specification, model checking, theorem proving, type theory, program verification, and formal languages.

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。

luokai0/ai-agent-skills-by-luo-kai122026年5月6日 更新

Migrate .NET test projects from xUnit.net v2 to xunit.v3 and fix v3 breaks. Use for package/CPM conversion, OutputType=Exe, preserving the VSTest or MTP runner (including projects currently using YTest.MTP.XUnit2), incompatible TFMs, async void tests, string-to-Type attributes, custom Fact/Theory/BeforeAfterTest attributes, Xunit.SkippableFact, xunit.abstractions/extensibility consolidation, and Xunit.Combinatorial/StaFact compatibility. Do not use for framework conversion or a runner-only migration. For xUnit v3 MTP filter syntax, also use migrate-vstest-to-mtp.

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。

dotnet/skills5,6172026年10月13日 更新

Migrate .NET test projects from xUnit.net v2 to xunit.v3 and fix v3 breaks. Use for package/CPM conversion, OutputType=Exe, preserving the VSTest or MTP runner (including projects currently using YTest.MTP.XUnit2), incompatible TFMs, async void tests, string-to-Type attributes, custom Fact/Theory/BeforeAfterTest attributes, Xunit.SkippableFact, xunit.abstractions/extensibility consolidation, and Xunit.Combinatorial/StaFact compatibility. Do not use for framework conversion or a runner-only migration. For xUnit v3 MTP filter syntax, also use migrate-vstest-to-mtp.

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。

managedcode/dotnet-skills4862026年10月13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

Complete guide for upgrading xUnit 2.9.x to 3.x. Use when upgrading xUnit v2 to v3 or understanding xUnit v3 new features and breaking changes. Covers package updates, async void fixes, IAsyncLifetime adjustments. Includes new features: Assert.Skip, Explicit Tests, Matrix Theory, Assembly Fixtures. Keywords: xunit upgrade, xunit v3, xunit 3.x, xunit migration, xunit upgrade, xunit.v3, OutputType Exe, IAsyncLifetime v3, Assert.Skip, SkipUnless, SkipWhen, Explicit attribute, MatrixTheoryData, AssemblyFixture, breaking changes

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。

rudironsoni/Synaxis22026年3月17日 更新

Create effective data visualizations with Python (matplotlib, seaborn, plotly). Use when building charts, choosing the right chart type for a dataset, creating publication-quality figures, or applying design principles like accessibility and color theory.

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/knowledge-work-plugins2.9万2026年10月12日 更新

Expert economics paper writing assistant synthesizing advice from 50+ top guides by Cochrane, McCloskey, Shapiro, Head, Bellemare, Goldin, Glaeser, Kremer, and other leading economists. USE THIS SKILL whenever the user writes, edits, reviews, rewrites, or structures any economics paper, thesis, job market paper, abstract, introduction, conclusion, results section, literature review, or referee response. Also handles LaTeX formatting, presentations, and paper audits. Covers all paper types (applied, theory, structural, mixed) and all sections.

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。

brycewang-stanford/Auto-Empirical-Research-Skills4,5992026年10月12日 更新

doca-rdma

無料

Use this skill when the user is doing hands-on DOCA RDMA programming on a BlueField DPU, ConnectX NIC, or DOCA host — bringing up an RDMA context on a doca_dev, picking a connection method (RDMA CM, bridge/OOB, or gRPC exchange of doca_rdma_export()), enabling one of the eleven task types (Send/Receive/Send-Imm, Read/Write/Write-Imm, Atomic CmpSwap/FetchAdd, Get/Set/Add Remote Sync Event), setting matching mmap + RDMA permissions, sizing queues and connections, querying doca_rdma_cap_*, or debugging DOCA_ERROR_* from an RDMA call. Trigger even when the user does not mention "DOCA RDMA" — typical implicit phrasings include "one-sided read returns permission denied", "completions never arrive after submit", "connection callback never fires", "how do I do atomic compare-and-swap over RoCE", or "send queue hits DOCA_ERROR_FULL under burst". Refuse and route elsewhere for general RDMA / ibverbs theory (queue pairs, MRs, RoCE vs IB), installing DOCA itself, or non-RDMA DOCA libraries.

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。

NVIDIA/skills3,5742026年10月10日 更新

Use when deciding whether a security project fits ACM CCS versus IEEE S&P, USENIX Security, NDSS, PETS, or a crypto/theory venue, identifying the security contribution type, and sharpening the threat model and attacker capability before writing begins.

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。

brycewang-stanford/Awesome-Journal-Skills1,2482026年9月27日 更新

Expert economics paper writing assistant synthesizing advice from 50+ top guides by Cochrane, McCloskey, Shapiro, Head, Bellemare, Goldin, Glaeser, Kremer, and other leading economists. USE THIS SKILL whenever the user writes, edits, reviews, rewrites, or structures any economics paper, thesis, job market paper, abstract, introduction, conclusion, results section, literature review, or referee response. Also handles LaTeX formatting, presentations, and paper audits. Covers all paper types (applied, theory, structural, mixed) and all sections.

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。

hanlulong/econ-writing-skill6592026年7月20日 更新

Guide for choosing and creating scientific visualizations for publications and talks. Covers chart-type selection by data structure, color theory for accessibility/print, figure composition, journal formatting (Nature, Cell, ACS), and common pitfalls. Consult when visualizing data or preparing submission figures.

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-Skills3782026年9月29日 更新

Create effective data visualizations with Python (matplotlib, seaborn, plotly). Use when building charts, choosing the right chart type for a dataset, creating publication-quality figures, or applying design principles like accessibility and color theory.

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。

w95/awesome-claude-corporate-skills2462026年2月27日 更新

The foundational theory of interactive experience design - loops, motivation, feel, and the art of meaningful playUse when "game design, core loop, game feel, player motivation, game mechanics, meaningful choice, progression system, game economy, game balance, playtesting, GDD, game document, fun factor, engagement, flow state, risk reward, player agency, juice, game polish, 8 kinds of fun, bartle types, MDA framework, game-design, player-experience, core-loop, motivation, game-feel, MDA, playtesting, GDD, systems-thinking, player-psychology, engagement, flow-state" 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

影视编剧 (Scriptwriting / Screenwriting) — 为电影 / 电视 / 流媒体剧集写戏剧蓝本的从业者认知操作系统: 决定「讲什么故事、人物是谁为何转变、场景如何被戏剧化、主题为何重要」的学科 —— 区别于导演 (调度 / 视觉实现)、制片 (融资 / 排期)、小说 (无格式 / 场景 / 视觉动作约束)。覆盖 (a) 故事与结构理论 (亚里士多德《诗学》情节 / 人物 / 思想 + 突转 peripeteia / 发现 anagnorisis + 净化 catharsis; Syd Field 范式 / 三幕 / 情节点; Freytag 金字塔; Egri 前提; McKee《故事》掌控性理念 / 鸿沟 / 价值正负转变 / 激励事件 / 渐进式复杂化; Truby《故事剖析》22 步 + 道德论证; Vogler/Campbell 英雄之旅; Blake Snyder《救猫咪》15 拍节拍表; Dan Harmon 故事环; John Yorke 五幕《进入森林》; Frank Daniel 八序列法; 起承转合东亚戏剧结构), (b) 人物 (想要 vs 需要 / 外在目标 vs 内在缺失, 人物弧光 正 / 负 / 平, flaw-wound-ghost 创伤背景, 主动 vs 被动主角的能动性, Egri 三维人物 生理 / 社会 / 心理, 反派是主角的镜子, 群像与关系网, 人物在压力下的选择中显形), (c) 对白 (潜台词 subtext, 对白即动作与冲突而非信息, 避免太直白 on the nose, 人物独特声口, 信息植入 exposition, Mamet/Sorkin 意图-阻碍式对白, 展示而非告知, 中文剧台词工艺), (d) 场景与序列工艺 (场景是有目标 / 冲突 / 转折的微型故事, 场景价值充能与转折点, 晚进早出, 八序列法, set piece, 转场, 场景头 / 动作行 / 括号提示 格式工艺), (e) 主题与前提 (掌控性理念 / 前提, 主题是被戏剧化的论证而非说教, 道德论证 Truby, 主题统一性, 这到底在讲什么), (f) 类型 (类型惯例是对观众的承诺, Snyder 10 类故事, 颠覆 vs 尊重套路, 类型片 vs 文艺片, 中国类型 主旋律 / 古装 / 年代 / 悬疑 / 甜宠 / 都市 / 军旅 / 历史正剧), (g) 格式与工业流程 (好莱坞剧本格式与 Final Draft, logline 一句话故事, treatment 故事大纲, 节拍表, 分场 / 分集大纲, spec 原创剧本 vs 委托, pitch, coverage, 美剧编剧室与 showrunner 制; 中国 大纲→人物小传→分集大纲→剧本, 长剧集 40 集结构, 网络电影 / 网大, 分账剧, 平台定制剧, 微短剧竖屏短剧), (h) 改稿与开发 (写作就是改写, 改稿 / 润色 / 推倒重写, 处理意见 / 改稿意见, 片方与平台 notes, 杀死你的宝贝, 围读, 开发地狱), (i) 改编 (IP改编 小说 / 漫画 / 游戏改编, 忠于精神而非字句, 压缩, 中国网文 IP 热), (j) 中国影视编剧产业现实 (审查 / 广电总局约束, 备案 / 立项, 平台定制剧 爱优腾芒, 分账, 编剧维权 署名权 / 欠薪 / 枪手, 注水剧, 流量 + 大IP 资本逻辑 vs 原创工艺, 导演中心制 vs 编剧话语权), (k) 编剧职业与工艺生涯 (spec vs 委托, 编剧 vs 编审 / 策划, 单兵 vs 编剧室, 在开发链条中的位置, WGA 与署名仲裁规范, 入行, 中国编剧地位与权益)。跨 电影 / 美剧流媒体 / 中国电影与长剧集。不含 导演 / 摄影 / 制片 / 融资 / 表演 / 电影理论批评为终点 / 泛小说写作 / 纪录片 / 新闻 —— 本 skill 是「戏剧化编剧」工艺: 故事 / 人物 / 场景 / 对白 / 主题 / 结构 / 格式 与围绕它们的产业流程。 (Scriptwriting / Screenwriting for film & TV (影视编剧) — the cognitive operating system of practitioners who write the dramatic blueprint of films, television, and streaming series: the discipline of deciding WHAT story is told, WHO the characters are and why they change, HOW the scenes are dramatized, and WHY it matters thematically — distinct from directing (staging/visual realization), producing (financing/scheduling), and prose fiction (which has no format/scene/visual-action constraints). Covers (a) story & structure theory (Aristotle's Poetics — plot/character/thought + reversal peripeteia/recognition anagnorisis + catharsis; Syd Field's paradigm/three-act/plot points; Freytag's pyramid; Lajos Egri's premise; Robert McKee's Story — controlling idea/the gap/value charge/inciting incident/progressive complications; John Truby's 22 steps & moral argument; Christopher Vogler/Joseph Campbell hero's journey; Blake Snyder's Save the Cat 15-beat sheet; Dan Harmon's story circle; John Yorke's 5-act Into the Woods; Frank Daniel's 8-sequence method; 起承转合 East-Asian dramatic structure), (b) character (want vs need/external goal vs internal lack, character arc positive/negative/flat, 人物弧光, flaw-wound-ghost backstory, agency active vs passive protagonist, Egri's 3-dimensional character physiology/sociology/psychology, antagonist as the protagonist's mirror, ensemble & relationship webs, character revealed through choice under pressure), (c) dialogue (subtext 潜台词, dialogue as action & conflict not information, 'on the nose' avoidance, distinct character voice, exposition handling, Mamet/Sorkin intention-obstacle dialogue, show-don't-tell, 台词 craft in Chinese drama), (d) scene & sequence craft (scene as a mini-story with goal/conflict/turn, scene value charge & turning point, enter-late-leave-early, the 8-sequence method, set pieces, transitions, slug line/action line/parenthetical format craft), (e) theme & premise (controlling idea/premise/前提, theme as dramatized argument not message, moral argument Truby, thematic unity, 'what is this really about'), (f) genre (genre conventions as audience promise, Snyder's 10 story types, subverting vs honoring tropes, 类型片 vs 文艺片, Chinese genres 主旋律/古装/年代/悬疑/甜宠/都市/军旅/历史正剧), (g) format & industry process (Holly

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

Real-world problem formulation, mathematical abstraction, and applied mathematics for translating between practical problems and mathematical frameworks. Covers the modeling cycle (problem identification, assumptions, formulation, analysis, validation, interpretation), Polya's framework adapted for modeling, common model types (linear, exponential, logistic, periodic, power-law), dimensional analysis (Buckingham Pi theorem), optimization (linear programming, gradient descent, constraint satisfaction), probability models (Markov chains, queuing theory, Monte Carlo simulation), statistical modeling (regression, hypothesis testing, model selection), model criticism (overfitting, underfitting, sensitivity analysis), and real-world case studies. Use when formulating mathematical models, performing dimensional analysis, optimizing systems, running simulations, or evaluating model validity.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Grammar of graphics, chart type selection, color theory, interactive visualization, dashboards, and the principles of honest, effective data display. Covers Tufte's data-ink ratio, Bertin's visual variables, perceptual principles, accessibility, small multiples, annotation, and the full workflow from exploratory plots to publication-quality graphics. Use when creating charts, designing dashboards, critiquing visualizations, or choosing how to display data.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Ionic, covalent, and metallic bonding, Lewis structures, VSEPR theory, molecular geometry, polarity, and intermolecular forces. Covers octet rule and exceptions, formal charge, resonance, sigma/pi bonds, orbital hybridization, electronegativity-driven bond classification, VSEPR electron-domain and molecular geometries, dipole moments, and the four intermolecular force types (London dispersion, dipole-dipole, hydrogen bonding, ion-dipole). Use when predicting molecular shapes, bond properties, or physical behavior from molecular structure.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

Create effective data visualizations with Python (matplotlib, seaborn, plotly). Use when building charts, choosing the right chart type for a dataset, creating publication-quality figures, or applying design principles like accessibility and color theory.

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。

charlieviettq/awesome-agent-skill262026年7月20日 更新

Choosing colormaps scientifically — perceptual uniformity, color-vision deficiency, and matching map to data type.

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。

aicodedecode/awesome-muse-skills172026年10月10日 更新

Professional data visualization skill specialized in creating reader-friendly, accessible, and aesthetically pleasing charts and dashboards. Use this skill when you need to create visualizations, choose appropriate chart types, design color schemes, create dashboards, or apply design best practices for data communication. Expertise includes visualization principles, color theory, typography, layout design, and accessibility guidelines.

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。

takusaotome/claude-skills-library92026年10月5日 更新