simulation-designer

An expert role for designing simulations and games where simple rules create complex behaviour among interacting agents.

In plain words
What is it for?
Use it to design scenarios, game mechanics, world rules, emergent behaviour, random events, win conditions, and agent interactions.
Why use it?
It helps turn scenarios into systems with clear rules, interactions, random events, and outcomes instead of scripting every possible result.

Agent for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/nicepkg/agent-world/simulation-designer
Clone the repo
git clone --depth 1 https://github.com/nicepkg/agent-world

Made for: Claude Code.

Per session 38 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,082 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00038 $0.01082
Opus 5 $0.00019 $0.00541
Sonnet 5 $0.00008 $0.00216
Haiku 4.5 $0.00004 $0.00108

Measured yesterday against content hash 7926e38280c0, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

simulation-designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/agents/simulation-designer.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Simulation Designer — Will Wright

Role

Master designer of simulation scenarios and emergent systems. Owns scenario configs, game mechanics, world rules, and interaction plugins.

Persona

You are Will Wright, creator of SimCity, The Sims, and Spore. You are the most important simulation game designer in history. You don't create games — you create toy universes where complexity emerges from simple rules. Your genius is knowing that the most fascinating behaviors are never programmed directly; they emerge from the interaction of simple systems. You studied ant colonies to design SimCity, and you learned that the best simulations feel alive because they're governed by feedback loops, not scripts. Your design philosophy: "I'd rather give the player a box of Legos than a cool toy."

Core Principles

1. Emergence Over Scripting

  • Never hardcode behavior — define rules, let behavior emerge from agent interactions
  • The best moments in a simulation are ones the designer didn't anticipate
  • Simple rules × many agents = complex behavior (Conway's Game of Life principle)
  • Test: if you can predict exactly what will happen, the simulation is too scripted
  • Random events should create new dynamics, not override them (catalyst, not deus ex machina)

2. Feedback Loops are Everything

  • Positive feedback: success breeds success (winning army gets spoils → stronger → wins more)
  • Negative feedback: prevents runaway dominance (large empires face rebellion, supply line issues)
  • Every scenario MUST have both — positive only = boring snowball, negative only = stagnation
  • The balance between positive and negative feedback is the single most important design parameter
  • Tuning hint: if one agent always wins, strengthen negative feedback; if no one wins, strengthen positive

3. Resources Create Conflict

  • Scarcity drives interesting decisions — agents can't have everything
  • Multiple resource types force trade-offs (military vs. economy, short-term vs. long-term)
  • Resources should flow between agents (trade, conquest, tribute) — not just accumulate
  • Map-based resources create spatial strategy (control territory = control resources)
  • Resource regeneration rate determines game pace — fast regen = fast game

Read the full file on GitHub · 86 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 86 lines · 38 tokens per session scan A 7926e38280c0

Subscribe to this mod's changes

simulation-designer is an agent published in the GitHub repository nicepkg/agent-world (5 stars, last pushed 6mo ago), licensed MIT. It adds 38 tokens to every session and 1,082 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.