evaluating-gameplay-balance
Installation
SKILL.md
Use this skill to analyze whether a game rewards skillful play and to propose structural improvements.
Engine-neutral contract:
- Produce comparable runs for monotonous policies and exploratory policies.
- Define the public input schema and visible-state features available to policies.
- Keep seeds, tick rate, max duration, policy definitions, search budget, and aggregation logic comparable across runs.
- Record score, elapsed time, end state, and telemetry for death, spawn, scoring, and input behavior.
- Compute
exploratory_ratio = exploratory.best.score / monotonous.max_score. - Treat the ratio as a quality detector, not an optimization target.
Experience guardrails:
- Reject changes that degrade play experience even if metrics improve.
- Score only in-game causal events; do not award points for raw input facts.
- Game-over should be tied to hazards or world-state collapse.
- Do not add hidden behavior that only helps or hurts test agents.
- Avoid numeric-only tuning, branch-only fixes, and added randomness as the primary answer.