Agent skill

pm-improvement-self-improvement

Systematic improvement of PM agent's own coordination skills during retrospectives

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/pm-improvement-self-improvement

SKILL.md

PM Self-Improvement

The PM agent must continuously improve its own coordination capabilities, not just worker agent skills. This skill defines the PM's self-improvement process during the skill_research phase.

When to Use

Use this skill during the skill_research phase of each retrospective cycle. The PM must improve at least ONE of its own skills in addition to improving worker agent skills.

PM Skill Improvement Areas

1. Task Selection Algorithms

Goal: Improve how the PM selects and assigns tasks from the PRD.

Areas to Research:

  • Dependency graph analysis for optimal task ordering
  • Risk-based task prioritization
  • Agent capability matching
  • Parallelization opportunities

Research Sources:

  • BMAD-METHOD orchestration patterns
  • Project management algorithms (CPM, PERT)
  • Agile task refinement techniques

2. Risk Assessment

Goal: Better identify and mitigate project risks before they become blockers.

Areas to Research:

  • Technical debt detection patterns
  • Scope creep identification
  • Integration risk analysis
  • Bottleneck prediction

Research Sources:

  • Software project risk management frameworks
  • Technical debt metrics and quantification
  • Dependency analysis tools and techniques

3. Stakeholder Communication

Goal: More effective coordination patterns between agents and with the human user.

Areas to Research:

  • Message clarity and precision
  • Status reporting granularity
  • Expectation management
  • Handoff protocols

Research Sources:

  • Agent coordination protocols (agents.md, agent-skills.md)
  • Distributed systems communication patterns
  • Agile ceremony facilitation

4. Design Integration (GDD-to-PRD)

Goal: Better translate Game Design Documents into actionable PRD tasks.

Areas to Research:

  • Design document parsing and comprehension
  • Requirement extraction techniques
  • Task decomposition patterns
  • Design validation criteria

Research Sources:

  • GDD creation best practices (Game Designer agent skills)
  • Requirements engineering methodology
  • User story decomposition techniques

5. Retrospective Facilitation

Goal: Run more effective retrospectives that generate actionable insights.

Areas to Research:

  • Facilitation techniques for distributed agents
  • Insight extraction patterns
  • Action item prioritization
  • Continuous improvement frameworks

Research Sources:

  • Agile retrospective formats
  • Kaizen and continuous improvement
  • Team dynamics in distributed systems

6. Asset Coordination Risk Assessment (NEW - 2026-01-25)

Goal: Identify tasks involving external asset packs that require Developer-Tech Artist coordination.

Areas to Research:

  • Asset pack scale compatibility patterns
  • FBX vs GLTF format considerations
  • When to involve Tech Artist in Developer tasks

Risk Indicators (add to scale-adaptive.md):

  • Task mentions "FBX", "asset pack", or external model sources
  • Previous tasks had scale-related issues (0.015 vs 0.15 confusion)
  • Weapons/items require bone attachment to animated characters

Research Sources:

  • React Three FBX scale documentation
  • Three.js asset scale best practices
  • Project retrospective history for asset-related pain points

Learned from feat-tps-005 and bugfix-tps-001 retrospectives (2026-01-25):

  • Blaster Kit FBX models require 0.015 scale (not 0.15) - 10x difference
  • Asset scale confusion causes repeated rework
  • Tasks involving external assets require Tech Artist involvement for scale validation
  • PM should flag "asset pack" keywords for multi-agent coordination

7. Parallel Bugfix Assignment (NEW - 2026-01-26)

Goal: Identify independent bugfixes that can be assigned to multiple agents simultaneously.

Areas to Research:

  • Task dependency analysis for parallelization opportunities
  • Multi-agent coordination for independent bugfixes
  • Risk assessment for parallel work

Parallel Assignment Criteria:

markdown
Bugfixes can be parallelized if ALL conditions met:
1. No shared files between bugfixes
2. No dependencies between bugfixes
3. Different agents available (or git worktree support)
4. No integration risk between fixes

Dependency Check Pattern:

javascript
// For each bugfix, check:
const filesChanged = bugfix.verificationSteps.filter(s =>
  s.includes('src/') || s.includes('server/')
);

// Compare against other bugfixes
const hasOverlap = (bugfixA, bugfixB) => {
  const filesA = new Set(bugfixA.files);
  const filesB = new Set(bugfixB.files);
  return [...filesA].some(f => filesB.has(f));
};

Learned from retrospective (bugfix-unit-001, bugfix-e2e-001, bugfix-e2e-002, 2026-01-26):

  • bugfix-unit-001 (GameRoom mock) was independent of E2E fixes
  • All three bugfixes were done sequentially - wasted opportunity
  • Parallel assignment would have saved ~1 iteration
  • PM must evaluate independence before sequential assignment

8. Playtest Phase Decision Framework (NEW - 2026-01-27)

Goal: Avoid wasting Game Designer time on non-gameplay features that don't need playtest validation.

Playtest SKIP Criteria (feat-tps-003 precedent):

  • ❌ Camera distance adjustments
  • ❌ Visual-only changes (shader tweaks, material updates)
  • ❌ Bug fixes (non-gameplay related)
  • ❌ Test infrastructure (CI/CD, tooling)
  • ❌ Backend-only changes without visual impact
  • ❌ Documentation-only changes

Playtest REQUIRED for:

  • ✅ Gameplay mechanics (movement, shooting, physics, friction)
  • ✅ Visual features affecting gameplay (shaders, materials, VFX)
  • ✅ UI/UX changes (HUD, menus, interaction design)
  • ✅ Character/weapon behavior changes
  • ✅ Multiplayer features

Decision Framework:

javascript
function shouldPlaytest(task) {
  // SKIPPED categories
  const skipCategories = ['bugfix', 'test_scene', 'documentation'];
  if (skipCategories.includes(task.category)) return false;

  // Camera-only tasks
  if (task.title.includes('Camera') && !task.title.includes('Controller')) return false;
  if (task.title.includes('Shader') && !task.title.includes('Gameplay')) return false;

  // Required categories
  const playtestCategories = ['functional', 'gameplay', 'ui', 'visual'];
  if (playtestCategories.includes(task.category)) {
    // Further filter: is it gameplay-affecting?
    const gameplayKeywords = ['friction', 'movement', 'shooting', 'weapon', 'input'];
    if (gameplayKeywords.some(k => task.title.includes(k) || task.description.includes(k))) {
      return true;
    }
  }

  return false;
}

Rationale: Playtesting is time-consuming and should be focused on features that directly impact player experience. Technical fixes can be validated through code review and automated tests.

10. Test Coverage for Architectural Tasks (NEW - 2026-01-28)

Goal: Ensure minimal E2E test coverage is created even for foundational architectural tasks.

Problem Identified (arch-001 retrospective):

  • Architectural tasks (R3F Canvas setup) had limited E2E test coverage
  • No error boundary testing established upfront
  • Performance monitoring not set up before optimization needs arise

Test Coverage Requirements for Architectural Tasks:

markdown
For ANY architectural task (arch-*, integration):
1. WebGL context verification test
2. Console error check (with WebGL headless filtering)
3. Component renders without crashes test
4. Error boundary exists (if applicable)

QA Agent Instructions (add to task assignment):

  • For architectural tasks: Create basic E2E tests verifying setup
  • For state management tasks: Expose stores for testing, verify state updates
  • Document test coverage gaps in retrospective for future improvement

Performance Monitoring Setup:

  • Add Stats.js from drei for all R3F tasks
  • Establish FPS, draw call, and triangle count baselines
  • Create performance checkpoints before adding complex features

Developer Agent Instructions:

  • Add ErrorBoundary wrapper to App.tsx during initial Canvas setup
  • Expose Zustand stores to window.__ZUSTAND__ in development builds
  • Add data-ready="1" attribute to Canvas when scene initializes

11. GDD-to-PRD Validation Gap Prevention (NEW - 2026-01-28)

Goal: Ensure PRD tasks derived from GDD include acceptance criteria and test plans.

Problem: Some tasks have minimal acceptance criteria, making validation difficult for QA.

When creating PRD tasks from GDD:

markdown
For each task extracted from GDD sections:
1. Define at least 3 specific acceptance criteria
2. Include verification steps for each criterion
3. Reference specific GDD sections
4. Consider testability during task creation

Acceptance Criteria Quality Checklist:

  • Each criterion is objectively verifiable (pass/fail)
  • Criteria can be tested via automation or manual verification
  • Visual criteria include reference images or descriptions
  • Performance criteria include measurable thresholds (FPS, ms)
  • Behavior criteria include expected user actions and responses

12. State Management Testing Requirements (NEW - 2026-01-28)

Goal: Ensure state management tasks have comprehensive test coverage including integration tests.

Problem Identified (arch-002 retrospective):

  • State management tasks need both unit tests (store slices) AND integration tests (React re-renders)
  • Mock patterns must be reusable across test files
  • DevTools exposure required for debugging

State Management Task Requirements:

markdown
For ANY state management task (Zustand, Redux, Context):
1. Unit tests for each store slice (connection, player, match, ui)
2. Integration tests verifying React component re-renders on state changes
3. Mock factory pattern for consistent test data
4. DevTools middleware configured (development builds)
5. Expose stores to window.__ZUSTAND__ for debugging

QA Validation Checklist for State Tasks:

  • All store slices have unit tests
  • Integration tests verify React re-renders
  • TypeScript types defined for all state
  • Zero @ts-ignore or dangerous any types
  • DevTools middleware working
  • State updates trigger UI changes

Developer Implementation Checklist:

  • Separate slice files for clear separation of concerns
  • Shared types.ts file for cross-store interfaces
  • JSDoc documentation on all exports
  • Barrel export pattern (@/store) for convenient importing
  • Mock store factory in tests for isolated setups

Sources:

9. Tech Artist Retrospective Excusal Criteria (NEW - 2026-01-27)

Goal: Avoid blocking Tech Artist from TIER_0_BLOCKER work for non-visual retrospectives.

Excusal Decision Framework:

javascript
function shouldExcuseTechArtist(task, techArtistStatus) {
  // Check if Tech Artist working on TIER_0_BLOCKER
  if (techArtistStatus.currentTaskId?.tier !== 'TIER_0_BLOCKER') return false;

  // Check if current retrospective is visual/non-visual
  const visualKeywords = ['shader', 'material', 'model', 'vfx', 'particle', 'texture'];
  const isVisualTask = visualKeywords.some(k =>
    task.title.includes(k) || task.description.includes(k)
  );

  // Excuse if: Tech Artist on blocker AND task is non-visual
  return !isVisualTask;
}

Example from feat-tps-004:

  • Tech Artist working on: bugfix-shader-001 (TIER_0_BLOCKER)
  • Retrospective task: feat-tps-004 (Camera Shoulder Offset Fix)
  • Task type: Camera value adjustment (non-visual)
  • Decision: EXCUSE Tech Artist from retrospective

When NOT to excuse:

  • Task involves shaders, materials, 3D models, VFX
  • Tech Artist contributed to implementation
  • Tech Artist has no blocking tasks

Retrospective template with excusal:

markdown
### Tech Artist Perspective

**EXCUSED** - Tech Artist is working on {blocker-task} (TIER_0_BLOCKER)
This task has no visual/shader component requiring Tech Artist input.

PM Self-Improvement Process

During skill_research phase:

Step 1: Analyze PM Performance

Review the retrospective for PM-specific issues:

powershell
# PM Performance Questions
1. Was task assignment optimal? (task-selection.md)
2. Did I anticipate risks that materialized? (risk assessment)
3. Were messages clear and timely? (communication)
4. Did I extract tasks from GDD properly? (design integration)
5. Was the retrospective synthesis comprehensive? (facilitation)

Step 2: Identify Priority Improvement

Select ONE PM skill area with the highest impact:

markdown
| Impact | Skill Area               | Trigger Questions                          |
|--------|--------------------------|--------------------------------------------|
| HIGH   | Task Selection           | Tasks blocked, wrong agent assigned?       |
| HIGH   | Design Integration       | PRD gaps vs GDD?                           |
| MEDIUM | Risk Assessment          | Surprises/blockers occurred?               |
| MEDIUM | Retrospective Facilitation | Insights missed or shallow?              |
| LOW    | Communication           | Messages misunderstood or delayed?         |

Step 3: Research PM Knowledge

Use MCP tools to research:

powershell
# Research via MCP GitHub
- bmad-code-org/BMAD-METHOD: orchestration patterns

# Research via MCP Web Search
- "AI agent orchestration best practices"
- "multi-agent PM coordination"
- "requirements extraction from design docs"

# Internal Analysis
- Review past retrospectives in .claude/session/retrospective-history/
- Identify patterns in PM decisions that could be improved

Step 4: Update PM Skill File

Apply findings to the relevant PM skill:

powershell
# Files to Update (PICK ONE)
- agents/pm/skills/task-selection.md
- agents/pm/skills/prd-reorganization.md
- agents/pm/skills/retrospective.md
- agents/pm/skills/scale-adaptive.md
- agents/pm/AGENT.md

# Commit Pattern
git add agents/pm/skills/[updated-file].md
git commit -m "Retrospective [N]: Improved PM [skill-area] skill"

Step 5: Update PM Behavior (if needed)

If the improvement requires AGENT.md changes:

powershell
# Update AGENT.md with new:
- State flow changes
- Message type handling
- Coordination patterns
- Decision criteria

PM Skill Quality Checklist

After each self-improvement, verify:

  • The updated skill has measurable improvement criteria
  • The skill includes concrete examples or patterns
  • The improvement is integrated into AGENT.md if needed
  • The change is committed with descriptive message
  • Next retrospective will validate the improvement

PM Skill Improvement Examples

Example 1: Task Selection Improvement

Issue Found: Developer got stuck because task required design approval first.

Improvement: Add prerequisite check to task-selection.md

markdown
## Dependency Verification

Before assigning a task:
1. Check all dependencies are in `passed` or `completed` status
2. Verify no tasks with `priority: high` are blocking
3. Confirm Game Designer has approved design-dependent tasks

Example 2: Design Integration Improvement

Issue Found: PRD missing tasks for GDD section on multiplayer sync.

Improvement: Add GDD scanning pattern to prd-reorganization.md

markdown
## GDD-to-PRD Extraction Pattern

For each GDD section:
1. Identify "must have" features
2. Create at least one PRD task per feature
3. Set priority: high for core gameplay, medium for polish
4. Add gddReference field linking back to source

Example 3: Risk Assessment Improvement

Issue Found: Physics integration delayed due to Rapier version conflict.

Improvement: Add dependency risk check to scale-adaptive.md

markdown
## Risk Indicators

Red flags before task assignment:
- Package version conflicts
- Missing MCP tools for required research
- Agent skill gaps for task complexity

Minimum Self-Improvement Per Retrospective

REQUIRED: At least ONE PM skill file updated per retrospective cycle.

This ensures the PM agent improves at the same rate as worker agents.

Reference

  • pm-improvement-skill-research — Overall skill improvement coordination
  • pm-retrospective-facilitation — When self-improvement occurs
  • pm-organization-task-selection — Core PM capability
  • pm-organization-prd-reorganization — Design integration

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