Generate a cascading hint sequence for a problem type, revealing progressively without giving answers. Use when designing tutoring dialogues or scaffolded worksheets.
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概要と使いどころ
Generate a cascading hint sequence for a problem type, revealing progressively without giving answers. Use when designing tutoring dialogues or scaffolded worksheets.
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。
Expert game audio designer and implementer specializing in interactive sound design, adaptive music systems, spatial audio, and audio middleware integration. Brings deep knowledge of FMOD, Wwise, and native engine audio systems to create immersive sonic experiences that respond dynamically to gameplay. Use when "game audio, sound design, game music, FMOD, Wwise, spatial audio, 3D sound, audio middleware, game sfx, adaptive music, interactive audio, audio bus, game mixing, audio occlusion, reverb zones, audio pooling, sound manager, audio, sound, music, game-audio, fmod, wwise, spatial-audio, middleware, mixing, sound-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。
Expert in applying AI to education - AI tutors, personalized learning paths, content generation, automated assessments, and adaptive learning systems. Covers practical implementation of AI to enhance (not replace) human instruction. Use when "ai tutor, ai for learning, personalized learning, adaptive learning, ai assessment, generate course content, ai education, " 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。
Design an adaptive assessment loop where each student response triggers the next instructional move. Use when building technology-enhanced formative assessment cycles.
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 a cascading hint sequence for a problem type, revealing progressively without giving answers. Use when designing tutoring dialogues or scaffolded worksheets.
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。
Map knowledge components and skill hierarchies for a cognitive tutoring system or adaptive learning platform. Use when designing intelligent tutoring software or skill-based mastery 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。
ai_plc_construction - AI-PLC Stage 3。Agent 定義が要るタスク(RUL_plc_adaptive §6)に対して実行可能なスキル定義と実行計画を生成する。
AI-PLC Stage 3 Construction。Agent 定義が要るタスク(RUL_plc_adaptive §6: complex・platform_builder・慎重モード・委譲・長い実装)に対して実行可能なAgent定義と実行計画を生成する。
Use this skill when designing, generating an MVP blueprint for, auditing, troubleshooting, refactoring, or explaining an agentic harness for any domain. Covers provider-neutral agent architecture for OpenAI, Anthropic, and OpenAI-compatible APIs: agent loops, tool design, record provenance, interactive presentation, user-memory lifecycles, environment-adaptive tools, speculative tool execution, late-bound capabilities, permissions, system prompts, planning, goals, always-on agents and durable runtime, adaptive agent teams, context compaction, memory, skills, MCP/external connectors, public-board communications, hardware agents and board deployment, self-refining recursive harnesses, programmable context, continual refinement, observability, evals, prompt caching, agent-legible environments, feedback loops, and safety.
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A continuously adaptive skill suite that empowers Clawdbot to act as a versatile coder, business analyst, project manager, web developer, data analyst, and NAS metadata scraper. It intelligently discovers free resources, adapts to user context, and ensures reliable, proven guidance across multiple domains.
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。
Adaptive testing engine with IRT/CAT, AI question generation, and personalized learning recommendations
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Use when running an autonomous multi-hour build of a green-field product — orchestrates planner → contract → generator ⇄ evaluator loop with adaptive scaffolding density per model tier. Triggers on /mk:autobuild, "build me a kanban app", "build a retro game maker", "autonomous build", or any green-field product spec. NOT for scoped single-task work (see mk:cook); NOT for initial project scaffolding only (see mk:bootstrap).
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。
Tests genotype-environment associations and identifies adaptive loci while correcting for the four-confound landscape (structure, demography, background selection, sampling design) using LFMM2 with mandatory K via sNMF cross-entropy elbow (LEA 3), BayPass Core/AUX/C2/IS with Omega covariance matrix, RDA / pRDA for polygenic adaptation (Forester 2018; requires imputed genotypes), OutFLANK with trimmed FST null, pcadapt, gradient forests (Ellis-Smith-Pitcher 2012, NOT mis-cited Ellis-Manel), Capblancq & Forester 2021 RDA Swiss-army-knife, genomic-offset prediction with Lind & Lotterhos 2025 three-regime caveat, Lotterhos-Whitlock sampling optima, Wang & Bradburd 2014 IBD vs IBE, and Circuitscape + ResistanceGA. Use when identifying adaptive loci across gradients, choosing K for LFMM2, deciding among GEA methods, predicting maladaptation with the novel-environment caveat, distinguishing IBD vs IBE, or optimizing sampling design.
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。
Latest research insight: Adaptive LLM routing under budget constraints
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Expert en technologies éducatives avancées (LMS, MOOC, adaptive learning, AI tutoring, assessment, DZ context)
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。
Expert en technologies éducatives avancées (LMS, MOOC, adaptive learning, gamification, analytics, accessibilité)
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。
EdTech Specialist IA — Expert en technologies éducatives (LMS, SCORM, adaptive learning, gamification, assessment)
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。
Windows アプリ開発 (DirectX / WinRT メディア) のグラフィックス・メディア API リファレンス。 Direct2D (ID2D1Factory, ID2D1DeviceContext, ID2D1Bitmap1, ID2D1Effect, ID2D1PathGeometry), DirectWrite (IDWriteFactory, IDWriteTextLayout, DWriteCore), Direct3D 11/12 (D3D11CreateDevice, DXGI SwapChain, HLSL, D3D12 PipelineState), Microsoft.UI.Composition (Compositor, Visual, ExpressionAnimation, InteractionTracker, MicaController), カメラ・画面キャプチャ (MediaCapture, MediaFrameReader, GraphicsCaptureSession, Windows Studio Effects)、音声・動画再生 (MediaPlayer, MediaPlaybackSession, AudioGraph, MediaTranscoder, AdaptiveMediaSource)。
Claude API (platform.claude.com) の Messages API リファレンス。 streaming (SSE), thinking (adaptive) / effort, prompt caching, context editing, compaction, structured outputs, Message Batches, token counting, vision / PDF, Files API, citations, embeddings (Voyage AI)。 errors, rate limits, beta headers, Amazon Bedrock / Vertex AI / Foundry 経由アクセスを含む。
Tests genotype-environment associations and identifies adaptive loci while correcting for the four-confound landscape (structure, demography, background selection, sampling design) using LFMM2 with mandatory K via sNMF cross-entropy elbow (LEA 3), BayPass Core/AUX/C2/IS with Omega covariance matrix, RDA / pRDA for polygenic adaptation (Forester 2018; requires imputed genotypes), OutFLANK with trimmed FST null, pcadapt, gradient forests (Ellis-Smith-Pitcher 2012, NOT mis-cited Ellis-Manel), Capblancq & Forester 2021 RDA Swiss-army-knife, genomic-offset prediction with Lind & Lotterhos 2025 three-regime caveat, Lotterhos-Whitlock sampling optima, Wang & Bradburd 2014 IBD vs IBE, and Circuitscape + ResistanceGA. Use when identifying adaptive loci across gradients, choosing K for LFMM2, deciding among GEA methods, predicting maladaptation with the novel-environment caveat, distinguishing IBD vs IBE, or optimizing sampling design.
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。
Skill converted from mcp-create-adaptive-cards.prompt.md
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。
Implements responsive design systems with mobile-first breakpoints, container queries, fluid typography, and adaptive layouts using Tailwind CSS. Use when users request "responsive design", "mobile-first", "breakpoints", "fluid typography", or "adaptive layout".
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。
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。
繰り返すエージェント作業に専用の実行手順を設計し、合否チェックや進捗記録、引き継ぎを整えるスキル。複数の場面で使う手順を共有スキルにまとめます。