role-behavioral-economist

role-behavioral-economist is a skill for Claude Code from saemihemma/lead-producer-oss. It costs 46 tokens per session (697 once invoked), scanned A, original, MIT.

A guide for predicting player behavior by examining biases such as fear of loss, anchoring, and fear of missing out.

In plain words
What is it for?
Use it to review incentives, predict hoarding or panic selling, and identify churn or manipulation risks.
Why use it?
It helps explain why players may ignore the mathematically best choice and behave unpredictably.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to review incentives, predict hoarding or panic selling, and identify churn or manipulation risks.

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Install with agentmods
npx agentmods add skills/saemihemma/lead-producer-oss/role-behavioral-economist
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.

Any agent
npx skills add saemihemma/lead-producer-oss --skill role-behavioral-economist
Clone the repo
git clone --depth 1 https://github.com/saemihemma/lead-producer-oss

Made for: Claude Code.

Wrote 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.

agentmods badge for role-behavioral-economist

README.md
[![agentmods](https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-behavioral-economist/github.svg)](https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-behavioral-economist)
Your own site
<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.

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Your own site · 80×15
<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>
Per session 46 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 697 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00046 $0.00697
Opus 5 $0.00023 $0.00349
Sonnet 5 $0.00009 $0.00139
Haiku 4.5 $0.00005 $0.00070

Measured 12d ago against content hash 33a562f23d64, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

.claude/skills/role-behavioral-economist/SKILL.md · 64 lines

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

  1. Identify the decision the player makes and what they perceive.
  2. Map likely cognitive biases affecting that decision.
  3. Compare rational model with likely lived behavior.
  4. Load reference files as needed.
  5. Produce behavior predictions, risk scenarios, design mitigations.

Reference Map

  • references/cognitive-bias-catalog.md — full bias catalog and examples
  • references/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.

Read the full file on GitHub · 64 lines

Files

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.

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. 12d ago First seen · 64 lines · 46 tokens per session scan A 33a562f23d64

Subscribe to this mod's changes

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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