�@���̌��ʂɂ��āA���Ђ́u�����̎��҂́w�`�Ɏc�����́x�ȏ��ɁA���s���H���Ƃ������w�̌����l�x���ʂ��Ċ��ӂ��`�����Ƃ����X�����݂��ꂽ�v�ƃR�����g�����B
他說,他和工作人員搭乘該飛機前往「視察基金會的項目、參加會議與活動」,並表示自己從未造訪過愛潑斯坦的私人島嶼。
,详情可参考51吃瓜
I then added a few more personal preferences and suggested tools from my previous failures working with agents in Python: use uv and .venv instead of the base Python installation, use polars instead of pandas for data manipulation, only store secrets/API keys/passwords in .env while ensuring .env is in .gitignore, etc. Most of these constraints don’t tell the agent what to do, but how to do it. In general, adding a rule to my AGENTS.md whenever I encounter a fundamental behavior I don’t like has been very effective. For example, agents love using unnecessary emoji which I hate, so I added a rule:
Individual gameplay features are implemented as API calls from the Unreal game client to our backend with the actual logic living exclusively in the C# microservice codebase. The service receives a request to perform a particular action on a specific player’s inventory. The service fetches the inventory from the Azure Cosmos database, confirms that the requested action is valid, modifies the inventory appropriately, persists the updated inventory back to the database, and returns a response to the game client that includes a list of all item changes as well as any other side effects that may have occurred from the action.