SkillsBench is a benchmark for measuring how effectively AI agents use modular skills—folders containing instructions, scripts, and resources—to complete specialized tasks. It helps researchers and developers evaluate both skill quality and agent behavior, including tasks that require combining multiple skills. The catalogue’s skills and instructions are evaluated as part of this workflow.
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.
npx skills add benchflow-ai/skillsbench --skill vehicle-dynamicsgit clone --depth 1 https://github.com/benchflow-ai/skillsbenchWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/benchflow-ai/skillsbench/vehicle-dynamics)<a href="https://agentmods.dev/skills/benchflow-ai/skillsbench/vehicle-dynamics"><img src="https://agentmods.dev/badge/skills/benchflow-ai/skillsbench/vehicle-dynamics/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/benchflow-ai/skillsbench/vehicle-dynamics"><img src="https://agentmods.dev/badge/skills/benchflow-ai/skillsbench/vehicle-dynamics.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00038 | $0.00501 |
| Opus 5 | $0.00019 | $0.00251 |
| Sonnet 5 | $0.00008 | $0.00100 |
| Haiku 4.5 | $0.00004 | $0.00050 |
Grade A, and why
vehicle-dynamics 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 10d ago.
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- vehicle-dynamics — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Vehicle Dynamics Simulation
Basic Kinematic Model
For vehicle simulations, use discrete-time kinematic equations.
Speed Update:
new_speed = current_speed + acceleration * dt
new_speed = max(0, new_speed) # Speed cannot be negative
Position Update:
new_position = current_position + speed * dt
Distance Between Vehicles:
# When following another vehicle
relative_speed = ego_speed - lead_speed
new_distance = current_distance - relative_speed * dt
Safe Following Distance
The time headway model calculates safe following distance:
def safe_following_distance(speed, time_headway, min_distance):
"""
Calculate safe distance based on current speed.
Args:
speed: Current vehicle speed (m/s)
time_headway: Time gap to maintain (seconds)
min_distance: Minimum distance at standstill (meters)
"""
return speed * time_headway + min_distance
Time-to-Collision (TTC)
TTC estimates time until collision at current velocities:
def time_to_collision(distance, ego_speed, lead_speed):
"""
Calculate time to collision.
Returns None if not approaching (ego slower than lead).
"""
relative_speed = ego_speed - lead_speed
if relative_speed <= 0:
return None # Not approaching
return distance / relative_speed
Acceleration Limits
Real vehicles have physical constraints:
def clamp_acceleration(accel, max_accel, max_decel):
"""Constrain acceleration to physical limits."""
return max(max_decel, min(accel, max_accel))
State Machine Pattern
Vehicle control often uses mode-based logic:
def determine_mode(lead_present, ttc, ttc_threshold):
"""
Determine operating mode based on conditions.
Returns one of: 'cruise', 'follow', 'emergency'
"""
if not lead_present:
return 'cruise'
if ttc is not None and ttc < ttc_threshold:
return 'emergency'
return 'follow'
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.
- 10d ago First seen · 95 lines · 38 tokens per session scan A bc320079e421
vehicle-dynamics is a skill published in the GitHub repository benchflow-ai/skillsbench (1,757 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 38 tokens to every session and 501 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 2026-08-30.
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