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/godot-monte-carlo-balancer

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Use when auditing or recalibrating game balance: build a source-driven Monte Carlo balance lab (Rust + rayon) that extracts live game data, simulates human playstyles (AFK→pro), emits win-rate/economy verdicts with confidence intervals, and bruteforce-tunes parameters. Trigger on unfair levels, unreachable shops, farm exploits, interest-curve cliffs, post-content recalibration, or CI balance JSON diffs. Keywords: balance lab, Monte Carlo, win rate, difficulty curve, economy career, playstyle simulation, Resource extraction, GDScript parser, bruteforce tuning.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-monte-carlo-balancer

This session only. Nothing lands on disk.

references06-genre-adaptation.md

≈1.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Phase 6 — Genre & Engine Adaptation

Goal: Reuse extraction → playstyles → seeded Monte Carlo → bands/metrics → careers → bruteforce. Map abstractions in Phase 0; load Domain Skills instead of reinventing genre design here.

Abstract model reminder

Fill Threat / Defense / Fault / Resource / Economy / Session / Grade in Phase 0. Delete unmapped subsystems from the sim.

Genre → Domain Skill Chain (mandatory loads)

Genre Primary metric override READ
Tower defense / waves Win rate (default) godot-genre-tower-defense, godot-game-loop-waves
Simulation / tycoon Economy pacing + soft fail godot-genre-simulation, godot-economy-system
Idle / clicker Minutes-to-milestone bands godot-genre-idle-clicker, godot-economy-system
Combat formulas / ARPG Win rate + power curve godot-combat-system, godot-rpg-stats, godot-ability-system, godot-genre-action-rpg
Roguelike Win% vs meta level; runs-to-first-win godot-genre-roguelike, godot-procedural-generation
Fighting / competitive Matchup matrix / frame data — not AFK→pro godot-genre-fighting Balance Guidelines
Educational ~70% flow / mastery godot-genre-educational
Stealth Detection/suspicion fail; route styles godot-genre-stealth
RTS Build-order policies; coarse ticks godot-genre-rts
Platformer Encounter-granularity success probs (not raw input) godot-genre-platformer
Party / asymmetric Role power offsets godot-genre-party
MOBA / shooters Weapon/hero asymmetry (lighter matrix) godot-genre-moba, godot-genre-shooter

Genre notes (knowledge delta only)

  • Stealth: suspicion meter + patrol graph; styles ghost / rusher / sloppy floor; grade = detections + time.
  • Roguelike: career IS the loop; per-run RNG inside simulate_run; dead-item detection (pick never moves win rate).
  • Idle: coarse timestep; playstyles = check-in frequency + spend policy; pacing bands replace win%.
  • RTS PvE: extract AI build orders; Lanchester-style resolution calibrated against a few engine battles.
  • Platformer / action: simulate at encounter grain; calibrate from playtests or headless bots (Phase 7).
  • Fighting / PvP: NEVER use PvE AFK→pro bands as the sole truth.

Platform & Input Adaptation

Parallel to genre adaptation, map the game's target platform onto interaction and session models:

Platform Input model Session model Key risks to simulate
Desktop mouse+kb long uninterrupted twitch ceiling too low (boring)
Mobile two-thumb touch 3–7 min, interruptions tap-rate caps, fat-finger, occlusion
Mobile one-hand touch (1 point) 1–5 min, heavy interruptions simultaneous-action mechanics impossible
Tablet touch, larger targets medium between desktop and phone
Gamepad/console gamepad long cursor-precision mechanics need snap/assist

Engine adaptation (extraction only)

model / sim / analysis / generate stay engine-agnostic.

Engine Prefer Fallback
Godot .tres / Resource JSON dump Regex for inline formula coeffs
Unity ScriptableObject YAML C# const regex
Unreal Exported CSV/JSON DataTables Ask for export step if Blueprint-only
JSON-driven serde direct —

Root marker: project.godot / .uproject / Assets/ / package.json + BALANCE_LAB_PROJECT_ROOT.

What never changes

Source extraction + inspect; behavioral PlayStyle; the PlayStyle × InputModel decomposition — skill and platform are always independent axes; seeded determinism; CI-aware bands per style × input model; careers; band-scored bruteforce with platform-gap penalty; Phase 7 calibration for Godot projects.

<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html - https://docs.godotengine.org/en/stable/classes/class_json.html - https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md — Resource-first extract - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-testing-patterns/SKILL.md — Phase 7 headless calibration Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md -->

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    This skill provides a robust framework and Rust-based templates for creating Monte Carlo game balance simulations in Godot 4.7. It includes automated build scripts, source-driven data extraction patterns, and statistical analysis tools. Security analysis confirms the skill follows safe practices, utilizing trusted external resources and standard development workflows.

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    Risk: LOW · No issues

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

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