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simcraft-eval

Skill by cemphlvn

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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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What's inside

Skill name
simcraft-eval
Description
None
License
MIT
Instructions
31 lines in SKILL.md · view on GitHub

Agent Skills spec issues

  • invalid YAML frontmatter: Nested mappings are not allowed in compact mappings at line 2, column 14:
  • name: missing
  • description: missing

Files (1)

  • SKILL.md

SKILL.md (first lines)

# simcraft: eval-driven game development

**Roles.** The human decides what "better" means and chooses every change; you propose, implement, measure and
report. Never apply a change the evals did not motivate without saying so, and never hide a step that made things worse.

## Where the truth is

- The method and the metric language: `docs/evals.md` (https://github.com/cemphlvn/simcraft/blob/main/docs/evals.md).
- The runner: `tools/eval.py` (`--save`, `--set`, `--check`).
- A full example with a broken step and probes: `games/colony/eval.toml`, `games/colony/EVALS.md`.

## The loop

1. **Metrics first.** If `games/<name>/eval.toml` does not exist, propose metrics from the designer's intent
   (one primary score, a few that explain it, some `info`), confirm them, write the file.
2. **Baseline:** `tools/eval.py games/<name> --save "baseline"`.
3. **One change, one step:** implement exactly one change, `--save "<change>"`, read the verdicts.
4. **Report** in the designer's words: what moved, what did not, what surprised you. Add a row to `games/<name>/EVALS.md`
   (change, key metrics, what was learned). Keep broken and worse steps in the log.
5. **Stuck? Probe:** `--set param=value`, one lever at a time, same seeds; present a ranked table; let the designer pick.
6. **Before handing back:** `tools/eval.py games/<name> --check` must say identical.

## Rules of the craft

- Same seeds every step, or the comparison means nothing.
- A metric must stay honest when the game breaks (a "first time" metric gets the worst value if the event never happens).
- If a metric definition changes, say so: numbers before and after are not comparable.
- Rules see the start of the tick: a prop set by one rule is not visible to another rule in the same tick. Evals catch
  these bugs fast (e.g. colony step 003).

From cemphlvn/simcraft, MIT.

Signals

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Forks
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Last commit (this folder)
Sep 28, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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simcraft-eval skill. Agent Mart. https://agentmart.dev/skills/cemphlvn-simcraft-eval (last updated 2026-10-24)