aaabench: Skill for Claude Code

.claude/skills/procedural-gen/SKILL.md

procedural-gen is a skill for Claude Code from ukanwat/aaabench. It costs 81 tokens per session (1,846 once invoked), scanned A, a copy of procedural-gen, MIT.

A set of algorithms for generating game content from rules and a seed, which is a value that lets the same random result be recreated. It covers terrain, maps, dungeons, and weighted item-drop tables without depending on one game engine.

In plain words
What is it for?
Use it to generate terrain heightmaps, dungeons, maps, item drops, and weighted random outcomes such as loot rarity or spawn choices.
Why use it?
It lets you create varied content without designing every result by hand while keeping results repeatable for debugging or shared challenges. Using one seed also makes generated-world bugs easier to reproduce.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ukanwat/aaabench's own configuration. It tells Claude Code how to work on aaabench itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything aaabench configures →

Reuse

Borrowing it

Nothing to install: this file belongs to ukanwat/aaabench. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/procedural-gen/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

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 procedural-gen

README.md
[![agentmods](https://agentmods.dev/badge/skills/ukanwat/aaabench/procedural-gen.svg)](https://agentmods.dev/skills/ukanwat/aaabench/procedural-gen)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/procedural-gen"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/procedural-gen.svg" alt="Measured on agentmods" height="20"></a>
Per session 81 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,846 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 92% copy Near-identical to another mod 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 $0.00081 $0.01846
Opus 5 $0.00041 $0.00923
Sonnet 5 $0.00016 $0.00369
Haiku 4.5 $0.00008 $0.00185

Measured 7d ago against content hash f9a35b07f996, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

procedural-gen 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 7d 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.

Origin

This is a copy

92% identical to procedural-gen — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/procedural-gen/SKILL.md · 159 lines

How it starts

The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural generation

Generate levels, terrain, and loot from compact rules and a seed. The throughline of good procgen is determinism: a single seed reproduces the same world, so bugs are repeatable and players can share seeds. This skill owns the core algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like roguelike and survival-crafting consume it.

When to use

  • Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
  • Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
  • Use to pick weighted random outcomes (loot rarity, spawn tables).

When not to use: for the engine's tile API to paint the result, use godot-tilemap or unity-tilemap-2d. For routing AI through the generated map, use game-ai. For carefully hand-paced levels, use level-design — procgen and authored design are complementary, not interchangeable.

Core workflow

  1. Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
  2. Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
  3. Generate into a plain data grid/array first, decoupled from rendering. Generation fills int[][] or a dict; a separate pass draws it.
  4. Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
  5. Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.

Patterns

1. Seeded, deterministic RNG (the foundation)

import random
rng = random.Random(seed)        # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12)  # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.

Read the full file on GitHub · 159 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. 7d ago First seen · 159 lines · 81 tokens per session scan A f9a35b07f996

Subscribe to this mod's changes

procedural-gen is a skill published in the GitHub repository ukanwat/aaabench (382 stars, last pushed 23d ago), licensed MIT. It adds 81 tokens to every session and 1,846 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to procedural-gen, differing in 6 lines, and is treated as a copy.

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