--- name: godot-monte-carlo-balancer description: "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." --- ## Skill Chain ```text 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) | Abstraction | Meaning | If absent | |-------------|---------|-----------| | Session | Bounded attempt | — | | Threat | Pressure toward fail | delete | | Defense / agency | Player levers | delete | | Faults | Attention taxes | delete | | Resources | Consumable flow | delete | | In-run economy | Session spend | delete | | Meta economy | Shop / unlocks / prestige | delete | | Grade | Stars / rank / time / score | delete | 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](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](references/01-source-extraction.md) Resource-first decision tree; `inspect` before any simulate. ### Phase 2 — Sim → [references/02-simulation-engine.md](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](references/03-analysis-reporting.md) Wilson/bootstrap CI verdicts; secondary agency checks; stable JSON. ### Phase 4 — Economy → [references/04-economy-retention.md](references/04-economy-retention.md) Careers, farms, interest curve, reward-cadence checkpoints. ### Phase 5 — Tune → [references/05-tuning-generation.md](references/05-tuning-generation.md) Band-scored bruteforce; emit `.tres` when the project is Resource-first. ### Phase 6 — Genre → [references/06-genre-adaptation.md](references/06-genre-adaptation.md) Metric overrides + Domain Skill chains. ### Phase 7 — Calibrate → [references/07-godot-calibration.md](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: ```text 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/](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](scripts/compare_balance_snapshots.py) CI-aware snapshot diff. ### [references/json-schema.md](references/json-schema.md) Stable `--json` field contract. ## CLI Contract ```text balance-lab inspect balance-lab simulate --level 3 --style average --runs 1000 balance-lab career --style casual --runs 200 balance-lab mode --runs 500 balance-lab bruteforce --level 4 ... balance-lab gen-level ... balance-lab calibrate --cells golden.json balance-lab --json balance-lab --seed 42 ``` ## Target Bands (default; Phase 0 overrides) Bands are defined per `style × input_model` cell. Default input model is `mouse`. | Style | Input | Win-rate target | Below → | Above → | |---------|-------|-----------------|---------|---------| | afk | mouse | 5% – 55% | TOO HARD | TOO EASY | | casual | mouse | 55% – 90% | TOO HARD | TOO EASY | | average | mouse | 70% – 95% | TOO HARD | TOO EASY | | pro | mouse | 90% – 100% | TOO HARD | — | | afk | touch | 5% – 55% | TOO HARD | TOO EASY | | casual | touch | 55% – 90% | TOO HARD | TOO EASY | | average | touch | 65% – 92% | TOO HARD | TOO EASY | | pro | touch | 85% – 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) | Mode | Runs/cell | `OK` rule | |------|-----------|-----------| | Search / working | 100–300 | 95% CI **overlaps** band; else TOO_HARD / TOO_EASY / INCONCLUSIVE | | Sign-off / DoD / snapshot | ≥1000 | 95% 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](references/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](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Preferred extract source for GameData (`.tres` over regex farms). - [JSON](https://docs.godotengine.org/en/stable/classes/class_json.html) — Snapshot / CI balance JSON emit and parse. - [FileAccess](https://docs.godotengine.org/en/stable/classes/class_fileaccess.html) — Reading exported balance dumps and golden cells. - [ResourceLoader](https://docs.godotengine.org/en/stable/classes/class_resourceloader.html) — Loading designer Resources for extract/calibration. - [Command line tutorial](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html) — Headless Godot for Phase 7 calibration runs. - [Unit testing](https://docs.godotengine.org/en/stable/engine_details/architecture/unit_testing.html) — Determinism tests around seeds and extract. - [OS](https://docs.godotengine.org/en/stable/classes/class_os.html) — Process/env hooks for lab launchers. - [ProjectSettings](https://docs.godotengine.org/en/stable/classes/class_projectsettings.html) — Paths and feature tags for CI balance jobs. - [RandomNumberGenerator](https://docs.godotengine.org/en/stable/classes/class_randomnumbergenerator.html) — Seeded RNG patterns mirrored by the Rust lab. - [SceneTree](https://docs.godotengine.org/en/stable/classes/class_scenetree.html) — Headless scene boot for golden-cell calibration. - [Engine](https://docs.godotengine.org/en/stable/classes/class_engine.html) — Time scale / frames for headless sims. - [ConfigFile](https://docs.godotengine.org/en/stable/classes/class_configfile.html) — Optional designer band overrides outside code. ### Related Skills #### Prerequisites - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Resource-first GameData before extract regex. - [godot-testing-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-testing-patterns/SKILL.md) — Headless runners and golden cells for Phase 7. - [godot-builder](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-builder/SKILL.md) — CLI/headless project scaffolding for calibration. - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Repo layout so extract paths stay stable. #### Complements - [godot-economy-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-economy-system/SKILL.md) — Careers, sinks, and shop reachability inputs. - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Damage/health Resources the matrix simulates. - [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Curves and modifiers to extract and tune. - [godot-ability-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ability-system/SKILL.md) — Cooldown/cost loadouts for style matrices. - [godot-game-loop-waves](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-game-loop-waves/SKILL.md) — Wave difficulty bands as sim cells. - [godot-inventory-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-inventory-system/SKILL.md) — Loot/economy coupling for career sims. #### Downstream / consumers - [godot-genre-roguelike](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-roguelike/SKILL.md) — Meta progression win-rate bands. - [godot-genre-tower-defense](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-tower-defense/SKILL.md) — Lane-defense style matrices (see example ref). - [godot-genre-idle-clicker](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-idle-clicker/SKILL.md) — Career/minutes-to-milestone bands. - [godot-genre-fighting](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-fighting/SKILL.md) — Matchup matrices beyond AFK→pro PvE. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry for the balance lab.