Adversarial self-improvement for AI agents. Reduces hallucinations through Agent vs Anti-Agent debate loops.
Adversarial implementation review based on Block's g3 dialectical autocoding research. Use when validating implementation completeness against requirements with fresh objectivity.
Auto-learns your design instincts. Adapts to how you think about mechanics, player experience, and what makes games meaningful. Game design philosophy that grows with you — from prototyping to systems thinking to the art of fun. Games are machines for practicing the three foundational skills: fallibilism (learn through failure by design), relational ontology (the relationship IS the game), and absurdist play (the meta-skill everything else is built on).
Druckenmiller style market analysis in natural Chinese with a living PM memo voice. Thesis-driven workflow: formulate macro thesis first, test via tape, integrate liquidity, rates, credit, and internals into asymmetric causal throughlines.
Reflex-based memory system for AI agents — stores experiences as interconnected neurons and recalls them through spreading activation, mimicking how the human brain works.
Installs 425 bioinformatics skills covering sequence analysis, RNA-seq, single-cell, variant calling, metagenomics, structural biology, and 56 more categories. Use when setting up bioinformatics capabilities or when a bioinformatics task requires specialized skills not yet installed.
This skill enables an agent to clone its consciousness (Logic + Memory + Taste) into specialized sub-agents or distribute tasks to a swarm.
Habit formation and procedural learning for AI agents. Develop preferences and shortcuts through repetition. Part of the AI Brain series.
LYGO root champion persona helper (VΩLARIS, Prism of Judgment). Divergence-point judge for false-light detection, fork integrity checks, and safe decision bifurcation framing. Pure advisor; not a controller.