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SKILL·9F41CD

behavioral-modification

pjt222
Actualizado 1 month ago
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Esta Habilidad de Claude ofrece técnicas de modificación de conducta sin fuerza para perros, abordando problemas como la reactividad, la ansiedad por separación y la protección de recursos. Utiliza métodos sistemáticos como la desensibilización y el contracondicionamiento con gestión de umbrales. Los desarrolladores deben usarla para manejar comportamientos problemáticos específicos y establecidos después del entrenamiento básico de obediencia.

Instalación rápida

Claude Code

Recomendado
Principal
npx skills add pjt222/agent-almanac -a claude-code
Comando PluginAlternativo
/plugin add https://github.com/pjt222/agent-almanac
Git CloneAlternativo
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/behavioral-modification

Copia y pega este comando en Claude Code para instalar esta habilidad

Documentación

Behavioral Modification

Unwanted dog behaviors → desensitize, counter-condition, manage env.

Use When

  • Reactivity (lunge, bark, growl) at dogs, ppl, stimuli
  • Separation anxiety → destruction, vocal, soiling when alone
  • Resource guarding: stiff, growl, snap near food/object
  • Excessive bark, jump, pull, etc. interfere w/ life
  • After basic obedience — builds on foundation cmds

In

  • Required: Specific unwanted behavior ("dog lunges at dogs on leash", not "bad")
  • Required: Threshold distance or trigger level (close/intense before behavior)
  • Optional: History (start, triggers, worsen factors)
  • Optional: High-value treats dog eats when mildly stressed
  • Optional: Vet clearance (rule out pain/medical)

Do

Step 1: Define Behavior

Precision matters — vague descriptions → vague interventions.

Behavior Analysis (ABC Model):
+-------------+------------------------------------------+
| Component   | Define Specifically                      |
+-------------+------------------------------------------+
| Antecedent  | What happens BEFORE the behavior?        |
| (Trigger)   | e.g., "sees another dog within 30 feet"  |
+-------------+------------------------------------------+
| Behavior    | What EXACTLY does the dog do?             |
|             | e.g., "stiffens, stares, then lunges and |
|             | barks"                                   |
+-------------+------------------------------------------+
| Consequence | What happens AFTER the behavior?          |
|             | e.g., "owner pulls the dog away; the     |
|             | other dog leaves" (behavior is reinforced |
|             | because the trigger goes away)           |
+-------------+------------------------------------------+

Threshold Mapping:
- At what distance/intensity does the dog first notice the trigger? (alert)
- At what distance/intensity does the dog become unable to take treats? (over threshold)
- The working zone is BELOW threshold — where the dog notices but can still think

Precise behavior def + trigger + threshold distance + current consequence.

If err: No consistent trigger → log 1 wk: date, time, ctx, behavior, consequence. Patterns emerge.

Step 2: Pick Strategy

Strategy Selection:
+----------------------------+-----------------------------------+-----------------+
| Behavior                   | Primary Strategy                  | Timeline        |
+----------------------------+-----------------------------------+-----------------+
| Reactivity (dogs/people)   | Desensitization + counter-        | 4-12 weeks      |
|                            | conditioning (DS/CC)              |                 |
+----------------------------+-----------------------------------+-----------------+
| Separation anxiety         | Graduated absence protocol +      | 6-16 weeks      |
|                            | management                        |                 |
+----------------------------+-----------------------------------+-----------------+
| Resource guarding          | Trade-up protocol +               | 4-8 weeks       |
|                            | approach desensitization          |                 |
+----------------------------+-----------------------------------+-----------------+
| Excessive barking          | Identify function → teach         | 2-6 weeks       |
|                            | alternative behavior              |                 |
+----------------------------+-----------------------------------+-----------------+
| Leash pulling              | Penalty yards (stop when          | 2-4 weeks       |
|                            | pulling) + reward position        |                 |
+----------------------------+-----------------------------------+-----------------+

Specific strategy for behavior.

If err: Severe behavior (bite w/ contact, extreme panic, self-harm) → refer to CAAB or DACVB. This skill covers moderate, not clinical.

Step 3: DS/CC

Core proc for reactivity + fear.

DS/CC Protocol:
1. FIND the threshold: position the dog where the trigger is visible
   but the dog is still calm enough to eat treats

2. MARK and TREAT: trigger appears → mark → treat → treat → treat
   (classical conditioning: trigger predicts good things)

3. CRITERIA: the dog should be:
   - Able to eat treats
   - Ears relaxed or neutral (not pinned forward)
   - Loose body posture
   - Able to look at the trigger and then look back at the handler

4. DECREASE DISTANCE gradually:
   Session 1: 50 feet from trigger
   Session 3: 45 feet
   Session 5: 40 feet
   (Only decrease when the dog is consistently relaxed at current distance)

5. SESSION STRUCTURE:
   - 5-15 minutes maximum
   - 3-5 trigger exposures per session
   - End BEFORE the dog goes over threshold
   - If the dog goes over threshold, increase distance immediately
     and end on a calmer note

6. PROGRESS INDICATORS:
   - Dog looks at trigger, then immediately looks at handler ("check-in")
   - Dog's threshold distance decreases over sessions
   - Recovery time after exposure shortens
   - Dog's body language at threshold becomes more relaxed

Over wks: threshold shrinks, emotion shifts fear/aggression → neutral/positive.

If err: No progress 3-4 wks of consistent sessions → reassess: (1) below threshold? (2) treats high-value? (3) trigger exposure too frequent outside training (flooding undoes DS/CC)? (4) consult pro.

Step 4: Manage Env

Training changes behavior over time. Mgmt prevents rehearsal now.

Management Strategies:
+----------------------------+------------------------------------------+
| Behavior                   | Management During Training Period        |
+----------------------------+------------------------------------------+
| Dog reactivity             | Walk at off-peak hours; cross the street |
|                            | when another dog approaches; use visual  |
|                            | barriers (parked cars, bushes)           |
+----------------------------+------------------------------------------+
| Separation anxiety         | Do not leave the dog alone beyond their  |
|                            | current tolerance; use daycare, pet      |
|                            | sitter, or take the dog with you         |
+----------------------------+------------------------------------------+
| Resource guarding          | Do not approach while eating; trade up   |
|                            | from a distance; manage access to        |
|                            | high-value items                         |
+----------------------------+------------------------------------------+
| Excessive barking          | Block visual triggers (frosted window    |
|                            | film); provide enrichment; address       |
|                            | underlying cause (boredom, anxiety)      |
+----------------------------+------------------------------------------+

Every rehearsal of the unwanted behavior strengthens it.
Management prevents rehearsal while training builds the new response.

Unwanted behavior not practiced outside controlled sessions.

If err: Mgmt impossible (can't avoid all dog encounters) → reduce training criteria to match reality. Some exposure unavoidable; training sessions need strong enough counter-experience.

Check

  • Behavior defined precisely via ABC
  • Threshold distance ID'd before DS/CC
  • Training consistently below threshold
  • Treats high-value enough for dog to eat near trigger
  • Sessions 5-15 min, end before over threshold
  • Env mgmt prevents rehearsal outside training
  • Progress indicators (check-ins, reduced distance) tracked

Traps

  • Over threshold: Most common err. Dog can't eat treats → too close. Back up
  • Inconsistency: DS/CC needs regular sessions (3-5/wk min). Sporadic → sporadic results
  • Flooding: Forcing trigger close up doesn't habituate — traumatizes, worsens behavior
  • Punishment: Leash pop, "no" → suppresses warning signals but keeps underlying emotion. Dog learns to bite w/o warning
  • Linear progress: Plateaus + regressions normal. Bad session ≠ lost progress. Zoom out, trend over wks
  • Ignore medical: Pain, thyroid, neuro → present as behavior. Vet clearance not optional for sudden changes

  • basic-obedience — foundation cmds this builds on; reliable recall essential for safety

Repositorio GitHub

pjt222/agent-almanac
Ruta: i18n/caveman-ultra/skills/behavioral-modification
0
agentsagentskillsai-assisted-developmentclaude-codeskillsteams
FAQ

Frequently asked questions

What is the behavioral-modification skill?

behavioral-modification is a Claude Skill by pjt222. Skills package instructions and resources that Claude loads on demand, so Claude can perform behavioral-modification-related tasks without extra prompting.

How do I install behavioral-modification?

Use the install commands on this page: add behavioral-modification to Claude Code as a plugin, or clone its repository into your skills directory, then restart Claude so it picks up the skill.

What category does behavioral-modification belong to?

behavioral-modification is in the Other category, tagged react and ai.

Is behavioral-modification free to use?

Yes. behavioral-modification is listed on AIMCP and free to install. It runs inside Claude, so no separate service account is required to use the skill itself.

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