godot-monte-carlo-balancer

v2026.09.24

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.

GitHub
安装命令
npx skhub add thedivergentai/godot-monte-carlo-balancer
Markdown
SKILL.md

Skill Chain

godot-resource-data-patterns → godot-economy-system →
  (godot-combat-system | godot-rpg-stats | godot-game-loop-waves) →
  godot-monte-carlo-balancer → godot-testing-patterns → godot-builder

The Iron Law: Source-Extracted, Zero Config

No hand-copied numbers in the sim. Parse Resources / source at startup so the next run reflects designer edits.

Abstract Model (mandatory Phase 0)

AbstractionMeaningIf absent
SessionBounded attempt—
ThreatPressure toward faildelete
Defense / agencyPlayer leversdelete
FaultsAttention taxesdelete
ResourcesConsumable flowdelete
In-run economySession spenddelete
Meta economyShop / unlocks / prestigedelete
GradeStars / rank / time / scoredelete

Write BALANCE_PLAN.md. Simulate only mapped rows.

Progressive disclosure

MANDATORY: Read the linked reference before implementing that phase.

Do NOT Load:

  • example-lane-defense.md — unless Phase 0 maps to lane-defense / shift TD
  • 06-genre-adaptation.md — unless genre ≠ default PvE win%-band session
  • 07-godot-calibration.md — only when starting calibration or Phase 0 did not waive physics/AI (waiver = fully formulaic math-only game, documented in BALANCE_PLAN.md)

Phase 0 — Audit → references/00-game-audit.md

Genre, win/fail, modes, catalog, influence graph, economy, styles + primary metric, extraction plan. Confirm with designer.

Phase 1 — Extract → references/01-source-extraction.md

Resource-first decision tree; inspect before any simulate.

Phase 2 — Sim → references/02-simulation-engine.md

Behavioral PlayStyle × InputModel (mouse/touch/gamepad), SessionModel for mobile, seeded SmallRng, rayon over independent jobs.

Phase 3 — Analyze → references/03-analysis-reporting.md

Wilson/bootstrap CI verdicts; secondary agency checks; stable JSON.

Phase 4 — Economy → references/04-economy-retention.md

Careers, farms, interest curve, reward-cadence checkpoints.

Phase 5 — Tune → references/05-tuning-generation.md

Band-scored bruteforce; emit .tres when the project is Resource-first.

Phase 6 — Genre → references/06-genre-adaptation.md

Metric overrides + Domain Skill chains.

Phase 7 — Calibrate → references/07-godot-calibration.md

3–5 golden cells vs headless Godot before full-matrix sign-off (unless waived).

Bundled Resources

Canonical layout after copy:

tools/
  balance_lab.ps1          # from launcher.ps1
  balance_lab.sh           # from launcher.sh
  balance_lab/
    Cargo.toml
    src/main.rs            # clap stubs — expand per Phase 0

scripts/balance-lab-template/

Copy Cargo.toml + src/ into tools/balance_lab/. Place launchers as tools/balance_lab.ps1 / tools/balance_lab.sh (siblings of the crate dir).

scripts/compare_balance_snapshots.py

CI-aware snapshot diff.

references/json-schema.md

Stable --json field contract.

CLI Contract

balance-lab inspect
balance-lab simulate --level 3 --style average --runs 1000
balance-lab career --style casual --runs 200
balance-lab mode <key> --runs 500
balance-lab bruteforce --level 4 ...
balance-lab gen-level ...
balance-lab calibrate --cells golden.json
balance-lab --json <any command>
balance-lab --seed 42 <any command>

Target Bands (default; Phase 0 overrides)

Bands are defined per style × input_model cell. Default input model is mouse.

StyleInputWin-rate targetBelow →Above →
afkmouse5% – 55%TOO HARDTOO EASY
casualmouse55% – 90%TOO HARDTOO EASY
averagemouse70% – 95%TOO HARDTOO EASY
promouse90% – 100%TOO HARD—
afktouch5% – 55%TOO HARDTOO EASY
casualtouch55% – 90%TOO HARDTOO EASY
averagetouch65% – 92%TOO HARDTOO EASY
protouch85% – 100%TOO HARD—

A level is only OK when every simulated style × input_model cell lands inside its band. Difficulty must come from the level curve, not from punishing input speed alone.

Platform Rule: If the game ships on mobile, the matrix MUST include touch input models. A level that is OK on mouse but TOO HARD on touch is TOO HARD.

CI verdict law (single source of truth)

ModeRuns/cellOK rule
Search / working100–30095% CI overlaps band; else TOO_HARD / TOO_EASY / INCONCLUSIVE
Sign-off / DoD / snapshot≥100095% CI fully ⊆ band for every style × shipped input model

Fighting / educational / idle often replace win% — set primary metric in Phase 0.

NEVER Do

Data & Extraction

  • NEVER hardcode game numbers or skip existing Resources / .tres — hand copies rot into false conclusions; regex farms on Resource projects fight the data layer. Resource-first; regex only for inline formula coefficients. Flag every (default!) in inspect before the first simulate.
  • NEVER skip embedded formulas — extract coefficients; one reimplementation in sim. Shape change must fail the regex loudly.

Simulation Fidelity

  • NEVER simulate only optimal play — a pro-only PASS ships an unplayable floor; AFK/casual failures are the bug players feel.
  • NEVER model humans as instantaneous — zero-delay agents clear jam/fault windows real players miss; difficulty collapses into twitch gates.
  • NEVER reuse desktop reaction/tap parameters for mobile — touch has lower taps/sec, higher miss chance, and occlusion; balancing against mouse numbers ships an unplayable mobile game.
  • NEVER assume uninterrupted sessions on mobile — model interruptions (notifications, app switching) and session-length caps; a level requiring 12 minutes of unbroken attention fails the platform.
  • NEVER let precision-dependent mechanics go untested on touch — any mechanic requiring accurate/fast pointing must be simulated with the touch accuracy model before sign-off.
  • NEVER skip meta-game — omit shop/upgrades/modes/replay → “balanced” sessions with broken careers.
  • NEVER use unseeded or HashMap-hashed seed paths — default hasher is process-randomized → false CI diffs across machines/rayon schedules; use seed_for + stable hash; unit-test determinism.
  • NEVER share RunState/RNG across rayon jobs — cross-talk masquerades as balance noise and breaks reproducibility.
  • NEVER claim mathematical balance from an uncalibrated physics/AI model — Phase 7 or documented waiver; abstract DPS ≠ Godot collisions.

Judging Balance

  • NEVER judge by a single average — histograms, downtime, failure-by-kind, resource ratios hide coin-flips vs skill cliffs.
  • NEVER verdict on point estimates alone — CI law (search overlap / sign-off ⊆); ≥300 search, ≥1000 sign-off.
  • NEVER declare winnable without resource-flow checks — pressure AND income vs consumption (classic starved-but-“beatable” bug).
  • NEVER balance difficulty and economy separately — clear-time changes currency/minute; re-run careers after difficulty edits.
  • NEVER over-nerf a farm without re-checking shop reachability — post-exploit patches often strand the ladder.
  • NEVER balance PvP with sole AFK→pro PvE bands — matchup / MMR metrics.

Tuning & Maintenance

  • NEVER tune one session in isolation — full matrix + career after changes.
  • NEVER accept generated content without sim validation.
  • NEVER emit .gd factories into a Resource-first project — emit .tres / Resource shape.
  • NEVER cache GameData across game-source edits.
  • NEVER make designers compile manually — self-rebuilding launchers; stale binaries → stale conclusions.
  • NEVER stdout-only for agents — --json + game_data_hash.

Golden path (first engagement)

  1. Phase 0 → BALANCE_PLAN.md + designer lock on bands/metrics.
  2. Phase 1 extract → inspect → if unexpected (default!), stop and fix extract (example-lane-defense.md smell).
  3. Phase 2–3: one cell at 300 runs (Search overlap) → full matrix → SignOff ⊆ at 1000.
  4. Phase 4 career → farm/shop flags → Phase 7 calibrate (unless waived) → snapshot JSON.

Definition of Done

  1. inspect verified; no unexpected (default!).
  2. Seed-determinism test passes.
  3. Phase 7 PASS (or Phase 0 waiver recorded).
  4. Full matrix (all levels × all styles × all shipped input models, ≥1000 runs/cell) — every cell CI ⊆ band (sign-off law).
  5. Modes + career: currency/minute OK; no dominant farm; shop reachable.
  6. Interest curve + reward-cadence checkpoints PASS.
  7. Regression JSON snapshot committed for CI.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Resources — Preferred extract source for GameData (.tres over regex farms).
  • JSON — Snapshot / CI balance JSON emit and parse.
  • FileAccess — Reading exported balance dumps and golden cells.
  • ResourceLoader — Loading designer Resources for extract/calibration.
  • Command line tutorial — Headless Godot for Phase 7 calibration runs.
  • Unit testing — Determinism tests around seeds and extract.
  • OS — Process/env hooks for lab launchers.
  • ProjectSettings — Paths and feature tags for CI balance jobs.
  • RandomNumberGenerator — Seeded RNG patterns mirrored by the Rust lab.
  • SceneTree — Headless scene boot for golden-cell calibration.
  • Engine — Time scale / frames for headless sims.
  • ConfigFile — Optional designer band overrides outside code.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

  • godot-master — Library router and mirrored module entry for the balance lab.
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版本
最新版本元数据

版本

v2026.09.24

发布时间

2026年9月24日

分类

未分类

许可证

LGPL-3.0

源路径

skills/godot-monte-carlo-balancer

默认分支

main

最新提交

4c4d0ff

Tree SHA

4df5616