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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.
基于 SOC 职业分类
正在显示 SKILL.md
| 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: