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 Lagunaswift/GameDevelopmentAudit --skill multiplayer-dynamics-auditgit clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAuditWrote 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/lagunaswift/gamedevelopmentaudit/multiplayer-dynamics-audit)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/multiplayer-dynamics-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/multiplayer-dynamics-audit/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/lagunaswift/gamedevelopmentaudit/multiplayer-dynamics-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/multiplayer-dynamics-audit.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00157 | $0.01310 |
| Opus 5 | $0.00078 | $0.00655 |
| Sonnet 5 | $0.00031 | $0.00262 |
| Haiku 4.5 | $0.00016 | $0.00131 |
Grade A, and why
multiplayer-dynamics-audit 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 9d 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.
How it starts
The opening of the file, as written. The whole thing — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Multiplayer Dynamics Audit
Multiplayer moves the source of challenge from designed systems to other minds. That buys endless depth for free (humans adapt forever) and imports every destructive behaviour humans bring. This skill audits the strategic layer between players and the social layer around them, in designs and repos.
Core concepts
Game theory describes the strategic skeleton. Where one choice beats another regardless of what the opponent does, players converge on it and the interaction dies; a Nash equilibrium nobody wants to leave can make a whole mode stale. Healthy competitive designs avoid single stable answers by making the best choice depend on the opponent's choice.
Circular counters keep prediction alive. Rock-paper-scissors structures (and their asymmetric-payoff cousins) force mixed strategies: no pure option is safe, so players must randomise and read. Payoff asymmetry tunes how often each option should appear; a counter that wins little while risking much will vanish from play even though it "exists".
Yomi is the skill of reading the opponent. Layered prediction (I know that you know that I know) is the deepest well in multiplayer design, and it only opens when three conditions hold: players make choices the opponent can partially observe or infer, choices resolve against each other, and no option dominates. Designs that hide everything kill reads; designs that reveal everything kill mixups.
Destructive behaviour is a design problem before a moderation problem. Griefing, kill stealing, spawn camping, team-damage abuse, rage quitting, and stat padding are all behaviours some mechanic makes possible and some incentive makes attractive. Audit both halves: what the systems permit and what the reward structure quietly encourages. Divergent goals within a team (one player farming score while four push the objective) come from misaligned rewards, so fix the rewards, not the players.
Skill differentials dominate the experience. A modest gap between players collapses the interesting strategy space: the weaker player loses every exchange regardless of choice, which is a failure trap wearing a scoreboard. Tools: matchmaking on measured skill, asymmetric roles that let differently skilled players contribute, comeback mechanics with real but bounded force, handicaps players choose, and match lengths short enough that a stomp ends quickly.
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.
- 9d ago First seen · 46 lines · 157 tokens per session scan A 12d1f195612a
multiplayer-dynamics-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 157 tokens to every session and 1,310 once invoked, about $0.0008 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.
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