vibes-plug 2.11.0 → 2.14.1

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Files changed (69) hide show
  1. package/.cursor/rules/vibes-plug-core.mdc +3 -3
  2. package/.cursorrules +3 -3
  3. package/AGENTS.md +4 -4
  4. package/BLUEPRINT.md +16 -6
  5. package/CHANGELOG.md +37 -0
  6. package/CLAUDE.md +8 -8
  7. package/README.md +85 -115
  8. package/index.js +1 -1
  9. package/package.json +2 -2
  10. package/plugin.json +2 -2
  11. package/scripts/check-anti-slop.js +53 -0
  12. package/scripts/generate_swarm_gif.py +2 -2
  13. package/skills/ai-llm-integration-expert/SKILL.md +22 -15
  14. package/skills/ai-prompt-engineering-expert/SKILL.md +133 -83
  15. package/skills/anti-slop/SKILL.md +133 -0
  16. package/skills/async-queue-temporal-expert/SKILL.md +135 -158
  17. package/skills/authentication-identity-expert/SKILL.md +172 -278
  18. package/skills/brainstorming/SKILL.md +26 -26
  19. package/skills/database-orm-expert/SKILL.md +164 -303
  20. package/skills/deep-research-analyst/SKILL.md +136 -0
  21. package/skills/design-system-architect/SKILL.md +31 -1
  22. package/skills/email-notification-expert/SKILL.md +31 -4
  23. package/skills/error-resilience-expert/SKILL.md +21 -0
  24. package/skills/fullstack-expert/SKILL.md +183 -260
  25. package/skills/glsl-shader-expert/SKILL.md +190 -107
  26. package/skills/graph-rag-knowledge-expert/SKILL.md +42 -1
  27. package/skills/mcp-server-architect/SKILL.md +15 -1
  28. package/skills/prd-architect/SKILL.md +181 -206
  29. package/skills/production-ready-hardener/SKILL.md +16 -19
  30. package/skills/pwa-offline-first-expert/SKILL.md +42 -1
  31. package/skills/pydantic-ai-expert/SKILL.md +161 -0
  32. package/skills/saas-architect/SKILL.md +154 -0
  33. package/skills/senior-frontend/SKILL.md +9 -11
  34. package/skills/senior-frontend/scripts/frontend_scaffolder.py +1 -1
  35. package/skills/session-memory-manager/SKILL.md +128 -0
  36. package/skills/synthetic-data-finetuning-expert/SKILL.md +155 -0
  37. package/skills/ui-ux-pro-max/SKILL.md +4 -2
  38. package/skills/vercel-ai-sdk-expert/SKILL.md +181 -0
  39. package/skills/voice-ai-realtime-agent/SKILL.md +41 -1
  40. package/skills/web-3d-graphics-expert/SKILL.md +313 -137
  41. package/skills/web-game-engine-expert/SKILL.md +329 -102
  42. package/skills/webxr-ar-vr-expert/SKILL.md +162 -123
  43. package/skills/zero-to-prod-orchestrator/SKILL.md +26 -24
  44. package/skills/ai-cost-token-optimizer/SKILL.md +0 -82
  45. package/skills/ai-evals-benchmark-expert/SKILL.md +0 -188
  46. package/skills/asisten-ramah/SKILL.md +0 -47
  47. package/skills/auto-doc-updater/SKILL.md +0 -220
  48. package/skills/autonomous-chaos-monkey/SKILL.md +0 -63
  49. package/skills/background-jobs-queue-expert/SKILL.md +0 -235
  50. package/skills/database-migration-versioning-expert/SKILL.md +0 -90
  51. package/skills/edge-serverless-db-expert/SKILL.md +0 -99
  52. package/skills/mcp-client-orchestrator/SKILL.md +0 -76
  53. package/skills/mobile-push-notification-expert/SKILL.md +0 -71
  54. package/skills/monday-design-aesthetic/SKILL.md +0 -73
  55. package/skills/project-context-mapper/SKILL.md +0 -85
  56. package/skills/saas-mvp-launcher/SKILL.md +0 -260
  57. package/skills/saas-transformer/SKILL.md +0 -500
  58. package/skills/saas-transformer/references/billing_integration_guide.md +0 -401
  59. package/skills/self-evolving-memory-graph/SKILL.md +0 -91
  60. package/skills/session-context-loader/SKILL.md +0 -83
  61. package/skills/session-handoff-resume/SKILL.md +0 -164
  62. package/skills/skill-baru/SKILL.md +0 -178
  63. package/skills/supabase-migration/SKILL.md +0 -91
  64. package/skills/token-saver/SKILL.md +0 -119
  65. package/skills/ui-components-expert/SKILL.md +0 -166
  66. package/skills/vibe-code-gardener/SKILL.md +0 -181
  67. /package/skills/{saas-transformer → saas-architect}/references/feature_gating_patterns.md +0 -0
  68. /package/skills/{saas-transformer → saas-architect}/references/saas_transformation_checklist.md +0 -0
  69. /package/skills/{saas-transformer → saas-architect}/scripts/saas_transformation_scanner.py +0 -0
@@ -1,107 +1,190 @@
1
- ---
2
- name: glsl-shader-expert
3
- description: "Expert guide for writing custom GLSL shaders (Vertex/Fragment) for WebGL using Three.js and Babylon.js. Covers shader materials, post-processing, noise, and performance optimization."
4
- author: "Roedy Rustam"
5
- ---
6
-
7
- # GLSL Shader Expert (WebGL 3D Graphics)
8
-
9
- [English](#english) | [Bahasa Indonesia](#bahasa-indonesia)
10
-
11
- ---
12
-
13
- <a name="english"></a>
14
- ## English
15
-
16
- ### Orchestration & Integration
17
- Connects and orchestrates with relevant domain skills like `brainstorming`, `zero-to-prod-orchestrator`, and `project-context-mapper` to ensure cohesive execution.
18
-
19
- ### Description
20
- Production-grade guidance for writing and integrating custom GLSL (OpenGL Shading Language) shaders into web applications using **Three.js** (`ShaderMaterial` / `RawShaderMaterial`) or **Babylon.js** (`ShaderMaterial`). Focuses on creating advanced visual effects, custom lighting models, procedural textures (noise), and post-processing passes.
21
-
22
- ### Trigger Conditions
23
- Activate this skill when the user is:
24
- - Asking to create custom materials that standard PBR materials cannot achieve.
25
- - Writing Vertex or Fragment shaders in GLSL.
26
- - Implementing procedural generation (e.g., Perlin noise, Simplex noise) on the GPU.
27
- - Creating post-processing effects or screen-space shaders.
28
- - Optimizing GPU performance by moving CPU calculations to vertex shaders.
29
-
30
- ### Core Concepts
31
-
32
- #### 1. The Graphics Pipeline
33
- Understand the flow:
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- 1. **Vertex Shader:** Runs for every vertex. Used to manipulate geometry (position) and pass data (varyings) to the fragment shader. Must set `gl_Position`.
35
- 2. **Fragment Shader:** Runs for every pixel (fragment). Used to determine color. Must set `gl_FragColor`.
36
-
37
- #### 2. Three.js `ShaderMaterial` Example
38
- ```javascript
39
- import * as THREE from 'three';
40
-
41
- const vertexShader = `
42
- varying vec2 vUv;
43
- void main() {
44
- vUv = uv;
45
- // Standard projection
46
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
47
- }
48
- `;
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-
50
- const fragmentShader = `
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- uniform float uTime;
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- varying vec2 vUv;
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- void main() {
54
- // Simple animated color based on UV coordinates and time
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- vec3 color = vec3(vUv.x, vUv.y, sin(uTime) * 0.5 + 0.5);
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- gl_FragColor = vec4(color, 1.0);
57
- }
58
- `;
59
-
60
- const material = new THREE.ShaderMaterial({
61
- vertexShader,
62
- fragmentShader,
63
- uniforms: {
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- uTime: { value: 0 }
65
- }
66
- });
67
- ```
68
- *Note: In the render loop, you must update `material.uniforms.uTime.value += delta;`*
69
-
70
- #### 3. Best Practices for Shaders
71
- - **Avoid Branching:** GPU threads run in lockstep (warps/wavefronts). `if/else` statements can cause significant performance drops. Prefer mathematical functions like `step()`, `smoothstep()`, `mix()`, and `clamp()`.
72
- - **Precision:** Explicitly declare float precision (`precision mediump float;` or `highp` if necessary). Use `mediump` for colors/UVs to save performance, particularly on mobile.
73
- - **Use Uniforms Wisely:** Only pass data that changes per frame or per object as uniforms.
74
-
75
- ---
76
-
77
- ### Integration with Other Skills (MANDATORY)
78
- This skill works best when combined with:
79
- - `web-3d-graphics-expert` — For setting up the core WebGL scene in Three.js/Babylon.js.
80
- - `web-game-engine-expert` — For linking shader uniforms with physics data (e.g., impact ripples).
81
- - `ui-ux-pro-max` — For ensuring shader visual effects match the modern Web design tokens.
82
-
83
- ### Referenced By Orchestrators (MANDATORY)
84
- - `brainstorming` — Add to "3D & Graphics" or "UI/UX & Design Systems".
85
- - `zero-to-prod-orchestrator` — Phase 5 (Frontend / WebGL Implementation).
86
-
87
- ---
88
-
89
- <a name="bahasa-indonesia"></a>
90
- ## Bahasa Indonesia
91
-
92
- ### Integrasi Orkestrasi
93
- Terhubung dan mengorkestrasi skill domain yang relevan seperti `brainstorming`, `zero-to-prod-orchestrator`, dan `project-context-mapper` untuk memastikan eksekusi yang kohesif.
94
-
95
- ### Deskripsi
96
- Panduan ahli untuk menulis dan mengintegrasikan shader GLSL khusus ke dalam aplikasi web menggunakan **Three.js** atau **Babylon.js**. Mencakup pembuatan *Vertex Shader*, *Fragment Shader*, efek visual prosedural, dan optimasi GPU.
97
-
98
- ### Kondisi Pemicu
99
- - Saat pengguna ingin membuat efek visual kustom (seperti air, hologram, distorsi) yang tidak bisa dilakukan oleh material standar.
100
- - Menulis kode GLSL untuk *ShaderMaterial*.
101
- - Mengoptimalkan performa grafis dengan memindahkan komputasi CPU ke GPU.
102
-
103
- ### Panduan Singkat
104
- - **Vertex vs Fragment:** *Vertex shader* mengatur posisi dan memanipulasi geometri (`gl_Position`), sedangkan *Fragment shader* mengatur pewarnaan setiap pixel (`gl_FragColor`).
105
- - **Hindari If/Else:** CPU sangat cepat dalam percabangan (`if/else`), tetapi GPU sangat lambat. Gunakan fungsi interpolasi matematika bawaan GLSL seperti `step()`, `smoothstep()`, dan `mix()`.
106
- - **Gunakan Uniforms:** Gunakan `uniforms` untuk mengirim data dari JavaScript (seperti waktu, posisi mouse, atau tekstur) ke dalam shader. Update nilai uniform ini di dalam *render loop*.
107
- - **Presisi (Precision):** Gunakan `precision mediump float;` secara default untuk menyeimbangkan performa dan kualitas visual, terutama untuk optimalisasi *mobile*.
1
+ ---
2
+ name: glsl-shader-expert
3
+ description: "Expert guide for modern web shaders: Three Shading Language (TSL), WebGPU WGSL, Compute Shaders, and WebGL GLSL in Three.js and Babylon.js. Covers procedural generation, compute kernels, and post-processing / Panduan ahli shader web modern: TSL, WGSL, Compute Shader, dan GLSL."
4
+ author: "vibes-plug-swarm"
5
+ ---
6
+
7
+ # Modern Web Shader Expert (TSL, WGSL, Compute Shaders & GLSL)
8
+
9
+ [English](#english) | [Bahasa Indonesia](#bahasa-indonesia)
10
+
11
+ ---
12
+
13
+ <a name="english"></a>
14
+ ## English
15
+
16
+ ### Orchestration & Integration
17
+ Connects and orchestrates with relevant domain skills:
18
+ - `web-3d-graphics-expert` — WebGPU/WebGL scene rendering and NodeMaterial binding.
19
+ - `web-game-engine-expert` — Physics simulations, particle systems, and VFX materials.
20
+ - `ui-ux-pro-max` — Modern visual effects, glassmorphism, and screen-space distortion.
21
+ - `performance-web-vitals` — GPU profiling, draw call reduction, and compute shader optimization.
22
+
23
+ ### Description
24
+ Production-grade guidance for authoring, compiling, and optimizing GPU shaders for modern web applications. Focuses on the cutting-edge **TSL (Three Shading Language)** node system which cross-compiles to both **WGSL (WebGPU)** and **GLSL (WebGL2)**, standalone **WGSL Compute Shaders** for parallel processing (particles, boids, simulation), and legacy **GLSL** optimization.
25
+
26
+ ### Trigger Conditions
27
+ Activate this skill when the user is:
28
+ - Writing custom shader materials in Three.js or Babylon.js.
29
+ - Refactoring legacy GLSL shaders to Three Shading Language (TSL) or WebGPU WGSL.
30
+ - Implementing WebGPU Compute Shaders (`@compute` workgroups, storage buffers).
31
+ - Creating procedural VFX: fluid simulations, volumetric clouds, noise-based terrain, or holographic shields.
32
+ - Designing post-processing screen passes (bloom, chromatic aberration, SSAO/GTAO, depth of field).
33
+ - Optimizing GPU bottlenecks, thread divergence, or ALU instruction counts.
34
+
35
+ ---
36
+
37
+ ### Modern Web Shader Paradigms (2026)
38
+
39
+ | Paradigm | Target API | Key Advantages | When to Use |
40
+ | :--- | :--- | :--- | :--- |
41
+ | **TSL (Three Shading Language)** | WebGPU + WebGL2 | Cross-compiles node trees to WGSL and GLSL; type-safe JavaScript/TypeScript syntax. | Default standard for modern Three.js (r170+) materials and post-processing. |
42
+ | **WGSL (WebGPU Shading Language)** | WebGPU native | Direct GPU memory access, structured storage buffers, atomic operations. | Raw WebGPU apps, Babylon.js WebGPU compute, custom WebGPU pipelines. |
43
+ | **Compute Shaders** | WebGPU | General-purpose GPU (GPGPU) computing; runs without rasterization or vertex buffers. | 100,000+ particle systems, cloth physics, fluid simulation, GPU boids. |
44
+ | **GLSL (ES 3.0)** | WebGL2 fallback | Universal device compatibility on legacy hardware. | Legacy Three.js/Babylon.js projects and fallback pipelines. |
45
+
46
+ ---
47
+
48
+ ### 1. Three Shading Language (TSL) Node System
49
+
50
+ TSL replaces string-concatenated GLSL with modular, type-safe node expressions that Three.js automatically compiles to WGSL on WebGPU and GLSL on WebGL2.
51
+
52
+ ```typescript
53
+ import * as THREE from 'three/webgpu';
54
+ import { Fn, float, vec3, color, uv, time, positionLocal, sin, uniform } from 'three/tsl';
55
+
56
+ // Define custom dynamic uniforms
57
+ const uFrequency = uniform(3.0);
58
+ const uSpeed = uniform(1.5);
59
+
60
+ // Reusable TSL shader function (Node-based)
61
+ const waterWave = Fn(([freq, spd]) => {
62
+ const coord = uv();
63
+ const wave = sin(coord.x.mul(freq).add(time.mul(spd)))
64
+ .add(sin(coord.y.mul(freq).add(time.mul(spd))))
65
+ .mul(0.5);
66
+ return wave;
67
+ });
68
+
69
+ // Vertex Position displacement in TSL
70
+ const displacedPosition = Fn(() => {
71
+ const wave = waterWave(uFrequency, uSpeed);
72
+ const newPos = positionLocal.add(vec3(0.0, wave.mul(0.2), 0.0));
73
+ return newPos;
74
+ });
75
+
76
+ // Create Node Material
77
+ const oceanMaterial = new THREE.MeshStandardNodeMaterial();
78
+ oceanMaterial.positionNode = displacedPosition();
79
+ oceanMaterial.colorNode = Fn(() => {
80
+ const wave = waterWave(uFrequency, uSpeed);
81
+ const baseColor = color(0x004488);
82
+ const foamColor = color(0x88eeff);
83
+ return baseColor.mix(foamColor, wave.add(0.5));
84
+ })();
85
+ ```
86
+
87
+ ---
88
+
89
+ ### 2. WebGPU Compute Shaders (GPGPU Parallel Processing)
90
+
91
+ Compute shaders run arbitrary mathematical workloads across thousands of GPU threads simultaneously:
92
+
93
+ ```typescript
94
+ import * as THREE from 'three/webgpu';
95
+ import { Fn, float, vec3, uniform, storage, instanceIndex } from 'three/tsl';
96
+
97
+ const PARTICLE_COUNT = 65536;
98
+
99
+ // Create GPU Storage Buffers
100
+ const positionBuffer = new THREE.StorageBufferAttribute(new Float32Array(PARTICLE_COUNT * 3), 3);
101
+ const velocityBuffer = new THREE.StorageBufferAttribute(new Float32Array(PARTICLE_COUNT * 3), 3);
102
+
103
+ const posStorage = storage(positionBuffer, 'vec3', PARTICLE_COUNT);
104
+ const velStorage = storage(velocityBuffer, 'vec3', PARTICLE_COUNT);
105
+
106
+ // TSL Compute Kernel (executes per particle on GPU)
107
+ const computeParticles = Fn(() => {
108
+ const index = instanceIndex;
109
+ const pos = posStorage.element(index);
110
+ const vel = velStorage.element(index);
111
+
112
+ // Update position based on velocity
113
+ pos.addAssign(vel.mul(0.016));
114
+
115
+ // Bounce off boundaries [-5, 5]
116
+ vel.y.assign(pos.y.lessThan(-5.0).select(vel.y.abs(), vel.y));
117
+ vel.y.assign(pos.y.greaterThan(5.0).select(vel.y.abs().negate(), vel.y));
118
+ })().compute(PARTICLE_COUNT);
119
+
120
+ // In the render loop:
121
+ // renderer.compute(computeParticles);
122
+ // renderer.render(scene, camera);
123
+ ```
124
+
125
+ ---
126
+
127
+ ### 3. High-Performance Shader Rules (GPU Architecture)
128
+
129
+ 1. **Eliminate Branching Divergence:**
130
+ - GPU threads execute in lockstep warps (NVIDIA: 32 threads, AMD/Apple: 32-64 threads).
131
+ - If threads inside the same warp take different branches in an `if/else`, both paths are evaluated serially, destroying throughput.
132
+ - **Use Math Primitives:** Replace branches with `step()`, `smoothstep()`, `mix()`, `clamp()`, or `select()`.
133
+ ```glsl
134
+ // BAD: Divergent GPU branch
135
+ if (vDepth > 0.5) { color = vec3(1.0); } else { color = vec3(0.0); }
136
+
137
+ // GOOD: Branchless step function
138
+ color = vec3(step(0.5, vDepth));
139
+ ```
140
+
141
+ 2. **Precision Management:**
142
+ - Always specify precision for mobile GPUs.
143
+ - Use `mediump` (16-bit float) for colors, normal vectors, and UVs to gain 2x arithmetic throughput and save bandwidth.
144
+ - Reserve `highp` (32-bit float) for world-space coordinates and depth calculations.
145
+
146
+ 3. **Precompute on CPU or Vertex Shader:**
147
+ - Never compute values in the fragment shader (millions of pixels) that are constant across the mesh or linear across vertices.
148
+ - Move matrix inversions, static lighting directions, or uniform transformations to the CPU or Vertex stage.
149
+
150
+ ---
151
+
152
+ <a name="bahasa-indonesia"></a>
153
+ ## Bahasa Indonesia
154
+
155
+ ### Integrasi Orkestrasi
156
+ Terhubung dan mengorkestrasi skill domain yang relevan:
157
+ - `web-3d-graphics-expert` — Rendering scene WebGPU/WebGL dan integrasi NodeMaterial.
158
+ - `web-game-engine-expert` — Simulasi fisika, sistem partikel, dan material efek game.
159
+ - `ui-ux-pro-max` — Efek visual modern, glassmorphism, dan distorsi screen-space.
160
+ - `performance-web-vitals` — Profiling GPU, optimasi draw call, dan compute shader.
161
+
162
+ ### Deskripsi
163
+ Panduan produksi untuk menulis, mengompilasi, dan mengoptimalkan shader GPU untuk aplikasi web modern. Fokus pada sistem node **TSL (Three Shading Language)** yang dapat dikompilasi silang menjadi **WGSL (WebGPU)** dan **GLSL (WebGL2)**, **Compute Shader WGSL** mandiri untuk pemrosesan paralel GPU skala masif (partikel, boids, simulasi cairan), dan optimasi **GLSL**.
164
+
165
+ ### Kondisi Pemicu
166
+ Aktifkan skill ini ketika pengguna:
167
+ - Menulis *custom shader material* pada Three.js atau Babylon.js.
168
+ - Merefaktor shader GLSL lama menjadi Three Shading Language (TSL) atau WebGPU WGSL.
169
+ - Mengimplementasikan WebGPU Compute Shader (`@compute` workgroups, storage buffers).
170
+ - Membuat efek visual prosedural (simulasi air, awan volumetrik, medan prosedural, perisai hologram).
171
+ - Merancang *post-processing passes* (bloom, chromatic aberration, SSAO, depth of field).
172
+ - Mengatasi bottleneck GPU, *thread divergence*, atau instruksi ALU berlebih.
173
+
174
+ ---
175
+
176
+ ### Prinsip Utama Shader Modern
177
+
178
+ 1. **Adopsi TSL (Three Shading Language)**:
179
+ - Hindari menulis shader dalam bentuk *string concatenation* GLSL mentah pada proyek modern. Gunakan TSL (`Fn`, `color`, `uv`, `positionLocal`). TSL menjaga keamanan tipe (type-safety) dan otomatis menghasilkan WGSL atau GLSL sesuai runtime.
180
+
181
+ 2. **GPGPU dengan Compute Shader**:
182
+ - Manfaatkan WebGPU Compute Shader untuk kalkulasi ribuan partikel atau simulasi matematika tanpa melalui tahap rasterisasi atau vertex buffer tradisional.
183
+
184
+ 3. **Aturan Anti-Branching (Branchless Shader)**:
185
+ - GPU mengeksekusi instruksi dalam kelompok thread (*warp/wavefront*). Percabangan `if/else` yang tidak seragam akan memaksa GPU mengeksekusi kedua cabang secara berurutan (*branch penalty*).
186
+ - Gunakan fungsi matematika seperti `step()`, `smoothstep()`, dan `mix()` alih-alih percabangan logika kondisional.
187
+
188
+ 4. **Manajemen Presisi**:
189
+ - Gunakan `mediump` (16-bit float) untuk warna, koordinat UV, dan vektor normal untuk melipatgandakan kecepatan komputasi pada GPU smartphone.
190
+ - Gunakan `highp` (32-bit float) hanya untuk posisi ruang dunia (*world space*) dan perhitungan kedalaman (*depth*).
@@ -6,9 +6,21 @@ author: "Roedy Rustam"
6
6
 
7
7
  # GraphRAG & Knowledge Graph Expert (2026 Edition)
8
8
 
9
+ [English](#english) | [Bahasa Indonesia](#bahasa-indonesia)
10
+
11
+ ---
12
+
13
+ <a name="english"></a>
14
+ ## English
15
+
16
+ ### Description
9
17
  Expert guide for implementing Knowledge Graph-augmented Retrieval (GraphRAG), solving the fatal weaknesses of vector search: multi-hop reasoning, relationship discovery, and global corpus understanding. Covers Microsoft GraphRAG, Neo4j Text2Cypher, FalkorDB, and hybrid Vector + Graph retrieval pipelines.
10
18
 
11
- *Panduan ahli untuk implementasi Knowledge Graph dan GraphRAG untuk mengatasi kelemahan mendasar vector search murni dalam pemikiran multi-hop, deteksi relasi entitas tersembunyi, dan ringkasan global korpus.*
19
+ ### Trigger Conditions
20
+ - Complex multi-hop queries where entities are linked through multiple intermediate nodes.
21
+ - High hallucination rate using standard vector RAG on interconnected data.
22
+ - Global corpus queries requiring domain-wide thematic summarization across thousands of documents.
23
+ - Enterprise knowledge bases containing explicitly structured relational entities (e.g., organizations, code dependencies, regulatory rules).
12
24
 
13
25
  ---
14
26
 
@@ -157,3 +169,32 @@ For high-level summaries ("Summarize all technical debts reported across the sys
157
169
  - **`database-orm-expert`**: For maintaining transactional relational mappings alongside graph stores.
158
170
  - **`ai-llm-integration-expert`**: Connects reasoning models to multi-hop graph context.
159
171
  - **`search-engine-expert`**: For keyword lexical indexing of graph node attributes.
172
+
173
+ ---
174
+
175
+ <a name="bahasa-indonesia"></a>
176
+ ## Bahasa Indonesia
177
+
178
+ ### Deskripsi
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+ Panduan ahli untuk mengimplementasikan Knowledge Graph-augmented Retrieval (GraphRAG) guna mengatasi kelemahan mendasar vector search murni: pemikiran multi-hop, penemuan relasi entitas tersembunyi, dan pemahaman korpus global. Mencakup Microsoft GraphRAG, Neo4j Text2Cypher, FalkorDB, dan pipeline pencarian hibrida Vector + Graph.
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+
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+ ### Kondisi Pemicu
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+ - Kueri kompleks multi-hop di mana entitas saling terhubung melalui beberapa simpul perantara.
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+ - Tingkat halusinasi tinggi saat menggunakan RAG vektor standar pada data relasional yang rumit.
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+ - Kueri korpus global yang membutuhkan ringkasan tematik menyeluruh di ribuan dokumen.
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+ - Knowledge base enterprise dengan entitas terstruktur eksplisit (organisasi, dependensi kode, regulasi).
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+
187
+ ### Ringkasan Strategi GraphRAG
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+ 1. **Mengapa GraphRAG?**: Pencarian vektor murni buta terhadap lintasan relasi multi-hop. GraphRAG menautkan entitas melalui edge terarah sehingga model dapat menavigasi dependensi secara deterministik.
189
+ 2. **Text2Cypher yang Aman**: Menghasilkan kueri Cypher Neo4j read-only berdasarkan schema meta yang diinjeksi secara ketat tanpa izin write (`CREATE`, `MERGE`, `DELETE`).
190
+ 3. **Ekstraksi Terstruktur**: Menggunakan Pydantic / Instructor untuk mengekstrak entitas dan relasi berkualifikasi tipe tinggi langsung dari teks bebas.
191
+ 4. **Komunitas Hirarkis (Microsoft GraphRAG)**: Algoritma Leiden untuk mengelompokkan simpul menjadi komunitas mikro hingga makro, memungkinkan kueri global tanpa membaca jutaan token saat inferensi.
192
+
193
+ ---
194
+
195
+ ## Integrasi Orkestrasi
196
+
197
+ - **`vector-db-rag-expert`**: Untuk pencarian kesamaan vektor padat hibrida yang digabungkan dengan traversal graf.
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+ - **`database-orm-expert`**: Untuk pemetaan data transaksional relasional bersama penyimpanan graf.
199
+ - **`ai-llm-integration-expert`**: Menghubungkan model penalaran ke konteks graf multi-hop.
200
+ - **`search-engine-expert`**: Pengindeksan leksikal kata kunci untuk atribut simpul graf.
@@ -152,6 +152,13 @@ if __name__ == "__main__":
152
152
  4. **Circuit Breakers & Rate Limits**: Cap consecutive tool executions per agent turn to prevent endless agentic recursive loops.
153
153
  5. **Idempotency**: All destructive or state-mutating tools must require an `idempotency_key` argument.
154
154
 
155
+ ### Agent MCP Client Consumption & Tool Discovery
156
+ When acting as an AI Agent consuming external MCP servers:
157
+ 1. **Dynamic Tool Discovery**: Check `list_resources` or `mcp_config.json` before assuming external capabilities do not exist.
158
+ 2. **Defensive Schema Querying**: Never guess database schema or table names. Always execute `list_tables` or `get_schema` before generating SQL queries (`execute_sql`).
159
+ 3. **Cross-System Workflow Loop**: Dynamically chain tools across domains: GitHub MCP (find issue) -> `grep_search` (locate file) -> `autonomous-tdd-debugger` (test & fix) -> GitHub MCP (create PR).
160
+ 4. **Rate Limit Awareness**: Avoid rapid unthrottled loops against external MCP servers.
161
+
155
162
  ---
156
163
 
157
164
  <a name="bahasa-indonesia"></a>
@@ -289,6 +296,13 @@ if __name__ == "__main__":
289
296
  3. **Row-Level Security (RLS)**: Teruskan identitas pengguna dan penyewa (tenant) ke lapisan database driver.
290
297
  4. **Circuit Breakers & Rate Limits**: Batasi pemanggilan tool berulang dalam satu giliran respon untuk mencegah perulangan tak terkontrol (*infinite loops*).
291
298
  5. **Idempotency**: Semua tool yang memodifikasi data wajib mendukung argumen `idempotency_key`.
299
+
300
+ ### Konsumsi Klien MCP & Eksplorasi Tool oleh Agen
301
+ Ketika agen bertindak sebagai Klien MCP:
302
+ 1. **Eksplorasi Tool Dinamis**: Periksa `list_resources` atau konfigurasi MCP sebelum menyimpulkan kapabilitas tidak tersedia.
303
+ 2. **Kueri Skema Defensif**: Jangan pernah menebak nama tabel/skema. Selalu gunakan `list_tables` atau `get_schema` sebelum membuat kueri SQL.
304
+ 3. **Alur Kerja Lintas Sistem**: Rangkaikan pemanggilan tool antar-domain: GitHub MCP -> pencarian kode lokal -> perbaikan otonom -> Pull Request GitHub.
305
+ 4. **Kesadaran Batas Frekuensi**: Hindari loop pemanggilan berulang tanpa jeda waktu saat memanggil server MCP eksternal.
292
306
 
293
307
  ## Integrasi Orkestrasi
294
- - Terintegrasi dengan: `ai-llm-integration-expert`, `mcp-client-orchestrator`, `doku-mcp-server`, `zero-trust-secret-vault`.
308
+ - Terintegrasi dengan: `ai-llm-integration-expert`, `doku-mcp-server`, `zero-trust-secret-vault`.