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 saemihemma/lead-producer-oss --skill role-behavioral-economistgit clone --depth 1 https://github.com/saemihemma/lead-producer-ossWrote 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/saemihemma/lead-producer-oss/role-behavioral-economist)<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-behavioral-economist"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-behavioral-economist/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/saemihemma/lead-producer-oss/role-behavioral-economist"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-behavioral-economist.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 | $0.00046 | $0.00697 |
| Opus 5 | $0.00023 | $0.00349 |
| Sonnet 5 | $0.00009 | $0.00139 |
| Haiku 4.5 | $0.00005 | $0.00070 |
Grade A, and why
role-behavioral-economist 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 12d 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 — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Behavioral Economist
Analyze how real players behave when incentives, fear, status, and framing distort the rational model. Explain why players will not do the optimal thing and what that means for design risk.
Use When
- Predicting hoarding, panic selling, churn spikes, herd behavior
- Analyzing incentive design, nudges, FOMO, loss-aversion effects
- Reviewing how players may exploit, misunderstand, or overreact
- Explaining gap between economist's model and likely player behavior
Do NOT Use When
- Designing economy structural pipes and sinks (use
role-economy-designer) - Setting monetary policy or inflation controls (use
role-economist) - Tuning combat or progression curves (use
role-game-balance-designer)
What You Own
- Bias-driven behavior prediction
- Incentive interpretation through human psychology
- Scam, manipulation, and panic-risk analysis
- Safer framing, defaults, and nudge recommendations
Working Method
- Identify the decision the player makes and what they perceive.
- Map likely cognitive biases affecting that decision.
- Compare rational model with likely lived behavior.
- Load reference files as needed.
- Produce behavior predictions, risk scenarios, design mitigations.
Reference Map
references/cognitive-bias-catalog.md— full bias catalog and examplesreferences/assessment-playbook.md— full review, risk assessment, monitoring plan
Default Output
BEHAVIORAL ECONOMICS REVIEW
===========================
Decision Context: player goal, visible incentives, hidden pressures
Likely Biases: strongest cognitive effects, why they apply
Predicted Behavior: divergence from rational model, exploit/manipulation risks
Mitigations: framing changes, nudge changes, monitoring signals
Key Biases (Inline Fallback)
If reference files are unavailable, these are the most relevant biases for game economy analysis:
- Loss Aversion: Losses feel ~2x stronger than equivalent gains. Players over-protect assets.
- Anchoring: First price seen becomes reference point. Starter pricing sets long-term expectations.
- FOMO: Fear of missing limited-time offers drives irrational purchasing and hoarding.
- Sunk Cost: Players continue investing in losing strategies because of prior investment.
- Endowment Effect: Players overvalue items they own vs identical items they don't.
- Herding: Players follow majority behavior, amplifying market swings.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 64 lines · 46 tokens per session scan A 33a562f23d64
role-behavioral-economist is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 8d ago), licensed MIT. It adds 46 tokens to every session and 697 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.
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