statistical-distance by jwynia/agent-skills
npx skills add https://github.com/jwynia/agent-skills --skill statistical-distance你帮助作家认识到他们的直觉何时落在了统计中心(叙事需求最常见的表达方式),并引导他们走向统计边缘(不那么常见但功能同样有效的替代方案)。
第一直觉能识别正确的情感/功能需求,但会落在统计中心。有效的叙事应保持情感矢量,同时推向统计边缘。
当作家构思故事元素时,他们通常对故事需要什么是对的,但对具体表达方式是错的。直觉识别了真实的需求——风险、压力、冲突——但却抓住了最近的陈词滥调。
解决方案:沿着相同的情感矢量走得更远,以找到不那么拥挤的领域。
任何叙事需求最常见的 3-5 种表达方式:
问题:
熟悉度在 60-80% 之间、在保持功能的同时增加特异性的元素:
当你发现自己想要某个元素时,记录:
提问:“这个元素实际上为我的故事做了什么?”
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| 功能核心 |
|---|
| 它提供什么 |
|---|
| 风险 | 有价值的东西处于危险之中 |
| 压力 | 阻止放弃的力量 |
| 同情 | 读者产生联系的理由 |
| 复杂性 | 相互冲突的义务 |
| 专业知识 | 合理的知识/技能 |
| 访问权限 | 在空间中的合法存在 |
| 时间压力 | 行动的紧迫性 |
| 道德分量 | 伦理复杂性 |
示例:生病的父母提供了经济压力、情感风险、时间压力、同情
识别故事实现此功能最常见的 3-5 种方式。
“不能辞职”的压力:
使用以下技巧生成替代方案:
A. 相邻替换 用相关但不那么常见的元素替换常见元素:
B. 复杂化分层 添加意想不到的维度:
C. 讽刺性反转 翻转预期的动态:
D. 类别跳跃 找到不同类别,相同压力:
E. 特异性注入 添加高度具体的细节:
测试你的统计边缘选择:
高繁殖力指标:
低繁殖力指标:
| 需求 | 统计中心 | 统计边缘 |
|---|---|---|
| 有污点的主角 | 酗酒的前警察,悲伤的鳏夫 | 失败的鉴定师,纪录片拍摄对象 |
| 蛇蝎美人 | 有隐藏议程的诱人客户 | 有抱负的学生电影制作人,效率专家 |
| 腐败 | 警察腐败,黑帮 | 鉴定委员会,画廊勾结 |
| 需求 | 统计中心 | 统计边缘 |
|---|---|---|
| 相遇障碍 | 阶级差异,同一工作竞争 | 网络匿名敌人,同一栋楼里的平行生活 |
| 保持分离 | 误解,前任回归 | 同步的日程从不重叠,不相容的睡眠障碍 |
| 需求 | 统计中心 | 统计边缘 |
|---|---|---|
| 孤立 | 林中小屋,废弃医院 | 拥挤但没人说你语言的地方,水下工作站 |
| 脆弱性 | 手机没电,汽车无法启动 | 无法闭上眼睛,害怕时会发出噪音 |
| 陷阱 | 问题 | 解决方案 |
|---|---|---|
| 推得太远 | 情感核心丢失 | 保持在 60-80% 的熟悉度内 |
| 无目的的复杂性 | 复杂化没有产生故事 | 每次推动都应创造繁殖力 |
| 推动所有元素 | 认知超载 | 混合中心(稳定性)与边缘(趣味性) |
| 类别混淆 | 功能类别改变 | 在改变表达方式的同时保持情感矢量 |
维护一个三列文档:
| 功能需求 | 统计中心 | 统计边缘选项 |
|---|---|---|
| 不能辞职 | 生病的父母,债务,敲诈勒索 | 继承的财产纠纷,唯一目击者,持有关键证据 |
| 职业压力 | 老板,客户,董事会 | 跟踪他们的纪录片制作人,兄弟姐妹的成功 |
| 专业知识来源 | 前专家,学位 | 在相邻领域失败,通过失败学习 |
创建相互关联的边缘元素:
一个具体细节迫使其他细节出现:
你关于故事需求的直觉很可能是对的。你关于如何满足该需求的第一想法可能太常见了。沿着相同的矢量推进,直到找到完全属于你自己的领域。
context/output-config.mdstories/elements/ 或 explorations/stories/模式:{故事名称}-statistical-{日期}.md
context/output-config.md{故事名称}-statistical-{日期}.md触发短语: “transform all default elements”, “create fertility chains”, “full statistical analysis”
| 任务 | 代理类型 | 何时生成 |
|---|---|---|
| 边缘研究 | general-purpose | 当寻找常见需求的不寻常表达方式时 |
| 故事一致性 | Explore | 当根据现有故事元素检查边缘方案时 |
模式: 将每个元素都推向统计边缘,无论它是否服务于故事。失败原因: 并非所有元素都需要令人惊讶。一些统计中心元素提供了稳定性和认知休息。一个所有事物都出乎意料的故事会变得令人疲惫并失去连贯性。修复: 确定哪 2-3 个元素最需要差异化。将辅助元素留在统计中心。策略性地混合边缘和中心。
模式: 从中心推得太远,以至于原始的情感功能不再有效。失败原因: 直觉关于故事需要什么——风险、压力、同情——是正确的。如果边缘替代方案不能提供该功能,那么你就解决了错误的问题。修复: 每次推动后,验证:“这仍然能创造我需要的情感效果吗?” 如果不能,朝不同的方向推动,而不是推得更远。
模式: 将“不那么常见”等同于“更复杂”。添加解释层来证明一个不寻常的选择。失败原因: 边缘元素一旦建立起来应该感觉很自然。如果你需要大段的铺垫,你就创造了一个逻辑谜题,而不是一个故事元素。观众花费精力去理解,而不是去感受。修复: 边缘元素应该需要一些解释,但要能快速理解。如果需要超过 2-3 句话来建立,那可能就太远了。
模式: 进行肤浅的替换——父母换成阿姨,警察换成侦探——而不改变底层的动态。失败原因: 相同的动态,不同的标签。读者的模式匹配仍然会触发,因为功能关系是相同的。修复: 改变关系,而不仅仅是标签。疏远的阿姨仍然是生病父母的动态。作为家庭成功典范、每个人都拿来与你比较的阿姨则是一种完全不同的压力。
模式: 选择解决一个问题但不产生新故事可能性的边缘元素。失败原因: 最好的边缘选择不仅仅是避免陈词滥调——它们创造叙事繁殖力。一个不寻常但惰性的元素是浪费的差异化。修复: 用“然后呢?”来测试边缘选择。一个好的边缘元素应该至少产生 2-3 个新的场景可能性或关系复杂化。
| 技能 | 它提供什么 |
|---|---|
| story-sense | 诊断元素感觉通用或默认 |
| brainstorming | 边缘替代方案的原始材料 |
| 技能 | 此技能提供什么 |
|---|---|
| worldbuilding | 避免类型默认值的独特世界元素 |
| character-arc | 新鲜的关系压力和风险 |
| dialogue | 可借鉴的具体角色环境 |
| 技能 | 关系 |
|---|---|
| cliche-transcendence | Statistical-distance 专注于矢量/距离方法;cliche-transcendence 使用正交性原则。两者以不同方式对抗默认值 |
| brainstorming | 使用 brainstorming 生成边缘选项,使用 statistical-distance 评估哪些边缘能保持情感功能 |
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You help writers recognize when their instincts have landed at statistical center (the most common expression of a narrative need) and guide them toward statistical edges (less common but equally functional alternatives).
First instincts identify correct emotional/functional needs but land at statistical center. Effective storytelling maintains the emotional vector while pushing toward statistical edges.
When writers reach for a story element, they're usually right about what the story needs but wrong about the specific expression. The instinct identifies genuine requirements—stakes, pressure, conflict—but grabs the nearest cliché.
The solution: Travel further along the same emotional vector to find less crowded territory.
The 3-5 most common expressions of any narrative need:
Problems :
Elements at 60-80% familiarity that maintain function while adding specificity:
When you catch yourself reaching for an element, document:
Ask: "What does this element actually do for my story?"
| Functional Core | What It Provides |
|---|---|
| Stakes | Something valuable at risk |
| Pressure | Force preventing abandonment |
| Sympathy | Reason readers connect |
| Complexity | Competing obligations |
| Expertise | Justified knowledge/skill |
| Access | Legitimate presence in spaces |
| Time pressure | Urgency for action |
| Moral weight | Ethical complexity |
Example : Sick parent provides financial pressure, emotional stakes, time pressure, sympathy
Identify the 3-5 most common ways stories achieve this function.
"Can't quit job" pressure :
Generate alternatives using these techniques:
A. Adjacent Substitution Replace common with related but less common:
B. Complication Layering Add unexpected dimensions:
C. Ironic Inversion Flip expected dynamics:
D. Category Jumping Find different category, same pressure:
E. Specificity Injection Add highly specific details:
Test your statistical edge choice:
High Fertility Indicators :
Low Fertility Indicators :
| Need | Statistical Center | Statistical Edge |
|---|---|---|
| Compromised protagonist | Alcoholic ex-cop, grieving widower | Failed authenticator, documentary subject |
| Femme fatale | Seductive client with hidden agenda | Ambitious student filmmaker, efficiency expert |
| Corruption | Police corruption, mob | Authentication boards, gallery collusion |
| Need | Statistical Center | Statistical Edge |
|---|---|---|
| Meeting obstacle | Different classes, same job competition | Anonymous online enemies, parallel lives same building |
| Keeping apart | Misunderstanding, ex returns | Synchronized schedules never overlap, incompatible sleep disorders |
| Need | Statistical Center | Statistical Edge |
|---|---|---|
| Isolation | Cabin in woods, abandoned hospital | Crowded place where no one speaks your language, underwater station |
| Vulnerability | Phone dead, car won't start | Can't close eyes, makes noise when afraid |
| Pitfall | Problem | Solution |
|---|---|---|
| Pushing Too Far | Emotional core lost | Stay within 60-80% familiarity |
| Complexity Without Purpose | Complications don't generate story | Every push should create fertility |
| Pushing Everything | Cognitive overload | Mix center (stability) with edge (interest) |
| Category Confusion | Functional category changes | Maintain emotional vector while changing expression |
Maintain a three-column document:
| Functional Need | Statistical Center | Statistical Edge Options |
|---|---|---|
| Can't quit job | Sick parent, Debts, Blackmail | Inherited property complications, Only witness, Holds key evidence |
| Professional pressure | Boss, Client, Board | Documentary filmmaker following them, Sibling's success |
| Expertise source | Former specialist, Degree | Failed at adjacent field, Learned through failure |
Create edge elements that connect:
One specific detail forces others:
Your instincts about what your story needs are probably right. Your first idea about how to fulfill that need is probably too common. Push along the same vector until you find territory that's yours alone.
context/output-config.md in the projectstories/elements/ or explorations/stories/Pattern: {story-name}-statistical-{date}.md
context/output-config.md{story-name}-statistical-{date}.mdTrigger phrases: "transform all default elements", "create fertility chains", "full statistical analysis"
| Task | Agent Type | When to Spawn |
|---|---|---|
| Edge research | general-purpose | When seeking unusual expressions of common needs |
| Story consistency | Explore | When checking edge against existing story elements |
Pattern: Pushing every element to the statistical edge regardless of whether it serves the story. Why it fails: Not all elements need to be surprising. Some statistical-center elements provide stability and cognitive rest. A story where everything is unexpected becomes exhausting and loses coherence. Fix: Identify which 2-3 elements most need differentiation. Leave supporting elements at statistical center. Mix edge and center strategically.
Pattern: Pushing so far from center that the original emotional function no longer works. Why it fails: The instinct was right about what the story needs—stakes, pressure, sympathy. If the edge alternative doesn't deliver that function, you've solved the wrong problem. Fix: After every push, verify: "Does this still create the emotional effect I need?" If not, push in a different direction, not further.
Pattern: Equating "less common" with "more complicated." Adding layers of explanation to justify an unusual choice. Why it fails: Edge elements should feel natural once established. If you need paragraphs of setup, you've created a logic puzzle, not a story element. The audience spends energy understanding rather than feeling. Fix: Edge elements should require some explanation but click quickly. If it takes more than 2-3 sentences to establish, it's probably too far.
Pattern: Making superficial substitutions—parent to aunt, cop to detective—without changing the underlying dynamic. Why it fails: Same dynamics with different labels. The reader's pattern-matching still fires because the functional relationship is identical. Fix: Change the relationship, not just the label. Aunt who's estranged is still sick-parent dynamics. Aunt who's the family success everyone compares you to is a different pressure entirely.
Pattern: Choosing edge elements that solve one problem but generate no new story possibilities. Why it fails: The best edge choices don't just avoid cliché—they create narrative fertility. An element that's unusual but inert is wasted differentiation. Fix: Test edge choices with "And then what?" A good edge element should generate at least 2-3 new scene possibilities or relationship complications.
| Skill | What it provides |
|---|---|
| story-sense | Diagnosis that elements feel generic or default |
| brainstorming | Raw material for edge alternatives |
| Skill | What this provides |
|---|---|
| worldbuilding | Unique world elements that avoid genre defaults |
| character-arc | Fresh relationship pressures and stakes |
| dialogue | Specific character circumstances to draw from |
| Skill | Relationship |
|---|---|
| cliche-transcendence | Statistical-distance focuses on the vector/distance method; cliche-transcendence uses the orthogonality principle. Both fight defaults differently |
| brainstorming | Use brainstorming to generate edge options, statistical-distance to evaluate which edges maintain emotional function |
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