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- curiositech/windags-skills
- 최근 소스 활동
- 2026년 3월 25일 05:03
- 감지된 SKILL.md 언어
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- 10
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/curiositech/windags-skills --skill shoham-leyton-brown-2009-mas-foundations명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
Design and build beautiful, accessible graphical interfaces — web, desktop (Electron/Tauri), and native (iOS/macOS/Android). Use for visual hierarchy and layout, color and theming (light/dark, semantic tokens, WCAG contrast), typography systems, motion and micro-interactions, accessibility, component systems and design tokens, responsive/adaptive layout, and platform-native idioms. The GUI counterpart to beautiful-cli-design. NOT for terminal/CLI output (use beautiful-cli-design) or API/data schemas.
Capstone/orchestration skill — build an M-Agent + N-Human cooperative IDE in Rust gpui (the Harbor): many agents and humans co-editing the same files as co-equal CRDT replicas, governed by claims/guard/salvage, across LAN/shared/remote harbors. The INDEX that dispatches into the sibling rust skills. Use when building the collaborative editor, the agent-fleet console, multiplayer editing with agents-as-peers, or any slice of the Harbor. Trigger on: cooperative IDE, collaborative editor, multiplayer editor, agents and humans co-editing, gpui IDE, Loro CRDT editor, harbor editor, claims/salvage, "build the cooperative IDE". NOT for: a single non-collaborative gpui screen (compose the siblings directly), web editors, or non-editor apps.
Build and extend pd-console — Port Daddy's GPU-native macOS operator console (GPUI 0.2.x, Zed's Rust UI). Covers the render-agnostic Block/Pane(Surface) contract, the two-thread reqwest↔smol refresh pipeline, Taffy flexbox layout, uniform_list virtual scroll, focus + keyboard nav, the OKLCH theme and ICS maritime flag badges, GPUI's missing text-input, and the real feature-gated cargo/CI gate. Use when adding panes, visual polish, or debugging GPUI rendering/layout/focus in core/pd-console. NOT for the TypeScript daemon, generic Rust toolchain/borrow-checker help (use rust-with-claude-code), or non-pd GPUI apps with a different theme/architecture.
SOC 직업 분류 기준
SKILL.md 표시 중
| license | Apache-2.0 |
| name | shoham-leyton-brown-2009-mas-foundations |
| description | - **Name**: multiagent-systems-shoham-leyton-brown |
| category | Research & Academic |
| tags | ["multi-agent-systems","game-theory","foundations","mechanism-design"] |
Primary Branching: Problem Type Identification
Coordination Problem
├─ Strategic agents (may misreport)?
│ ├─ YES → Mechanism Design Path
│ │ ├─ Need truthful reporting?
│ │ │ ├─ YES + efficiency required → Use VCG (accept budget imbalance)
│ │ │ └─ YES + budget balance required → Check Myerson-Satterthwaite impossibility
│ │ ├─ Computational constraints on agents?
│ │ │ ├─ YES → Avoid revelation principle; use simplified mechanisms
│ │ │ └─ NO → Direct truthful mechanism feasible
│ │ └─ Requirements contradictory? → Identify which impossibility applies
│ │
│ └─ NO → Distributed Algorithm Path
│ ├─ Interdependent constraints?
│ │ ├─ YES → Distributed CSP (asynchronous backtracking)
│ │ └─ NO → Standard distributed coordination
│ └─ Global consistency required? → Use priority-based conflict resolution
│
├─ Equilibrium computation required?
│ ├─ YES → Representation Choice
│ │ ├─ Perfect information → Backward induction (linear time)
│ │ ├─ Imperfect info + perfect recall → Sequence form (polynomial)
│ │ ├─ Normal form small → Support enumeration
│ │ └─ Normal form large → Use correlated equilibrium (LP)
│ │
│ └─ NO → Check existence only
│
└─ Agents computationally bounded?
├─ YES → Bounded Rationality Model
│ ├─ Repeated interaction → Use finite automata analysis
│ ├─ Memory < game length → Cooperation may emerge
│ └─ Simple heuristics → Myopic best response, tit-for-tat
│
└─ NO → Full game-theoretic analysis
Information Structure Decision Tree
IF agents have private information AND strategic
THEN choose information revelation mechanism:
├─ Perfect information possible → Design full revelation protocol
├─ Imperfect information + perfect recall → Use sequence form representation
├─ Imperfect recall unavoidable → Accept mixed ≠ behavioral strategies
└─ Common knowledge achievable → Enable coordination on superior equilibria
Computational Feasibility Gates
IF mechanism requires Nash computation
THEN check problem size:
├─ Small normal form (< 10 strategies) → Support enumeration acceptable
├─ Large normal form OR imperfect information → Switch to sequence form
├─ Still intractable → Use correlated equilibrium (linear program)
└─ Real-time constraints → Bounded rationality heuristics only
1. Centralized Control Assumption
2. Computational Complexity Blindness
3. Revelation Principle Misapplication
4. Impossibility Denial
5. Representation Lock-in
Scenario: Design rate limiting for API where users may misreport resource needs to get better service.
Decision Process:
Expert vs Novice: Novice would use first-price auction (agents shade bids, lose efficiency). Expert recognizes VCG truthfulness requirement.
Scenario: Multiple services sharing compute cluster; need coordination without central controller.
Decision Process:
Key Insight: Central randomization ≠ central control. Oracle can't force compliance, only coordinate expectations.
Scenario: Sensor nodes with limited memory must coordinate measurements without central control.
Decision Process:
Trade-off Analysis: Accept suboptimal individual decisions for superior collective outcomes.
This skill should NOT be used for:
Delegation Rules: