/aamas-experiments
Use when designing or auditing AAMAS experiments - self-play and population-based training, opponent selection, equilibrium and regret metrics, game-theoretic simulations, ablations, seeds, hyperparameters, compute, and claim-to-evidence fit - with emphasis on experiments that
$ npx -y skills add brycewang-stanford/Awesome-Journal-Skills --skill aamas-experiments --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/aamas-experiments
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The summary Claude sees to decide when to auto-load this skill.
Use when designing or auditing AAMAS experiments - self-play and population-based training, opponent selection, equilibrium and regret metrics, game-theoretic simulations, ablations, seeds, hyperparameters, compute, and claim-to-evidence fit - with emphasis on experiments that
SKILL.md
aamas-experiments.SKILL.mdname: aamas-experiments
description: Use when designing or auditing AAMAS experiments - self-play and population-based training, opponent selection, equilibrium and regret metrics, game-theoretic simulations, ablations, seeds, hyperparameters, compute, and claim-to-evidence fit - with emphasis on experiments that probe the interaction rather than chase a single-agent leaderboard.
AAMAS Experiments
Use this before submission when the empirical or simulation story is not yet locked. At AAMAS the experiment exists to test the *interaction* claim, not to top a benchmark.
Experiment audit
- Map each empirical claim to a game, a self-play run, a population sweep, an ablation, or a
deviation test.
- Choose opponents deliberately: self-play alone rarely suffices; include held-out opponents,
population sets, or classical strategies as the claim requires.
- Separate simulations that validate a solution concept (where the equilibrium is known) from
real or applied studies that show practical multiagent behavior.
- Report uncertainty for stochastic results over both seeds and opponents: standard errors,
confidence intervals, or paired tests.
- Report the environment, number of agents, training regime, evaluation protocol, metrics,
hyperparameter ranges, chosen settings, seeds, hardware, software versions, and runtime.
- Add ablations for the interaction mechanism (communication, reward sharing, the payment rule),
not just cosmetic variants.
- Audit for the mismatch between the strategic claim and the setup: an equilibrium claim tested
against only one fixed opponent, or a cooperation claim that hides a reward-shaping constant.
What experiments are for at this venue
- The strongest design shows the interaction under stress: agents that *can* deviate, opponents
the method did not train against, and populations that vary in size or composition.
- One experiment that lets agents try to exploit the mechanism and fails to profit is worth more
than five extra environments where nothing strategic is tested.
- Reviewers, often game theorists, check whether the metric matches the claim: convergence to a
named solution concept, exploitability, social welfare, or regret - not just episodic return.
Interaction-validation design table
| Interaction claim | Matching experiment | Reject pattern avoided | |---|---|---| | Converges to equilibrium | Convergence/exploitability curve under simultaneous adaptation | "Equilibrium asserted, never measured" | | Mechanism is truthful | Strategic-deviation test: an agent tries to misreport | "Truthfulness proved, never stress-tested" | | Beats other agents | Round-robin vs held-out opponents and a population | "Self-play only" | | Emergent cooperation | Sweep over reward/opponent settings with variance | "One seed, one setting, one story" |
Vignette: a coordination-protocol study
Suppose the paper claims a learned protocol raises cooperation in a repeated public-goods game. The matching plan: sweep group size and defector fraction for cooperation curves, add held-out opponents that never appeared in training, and inject a free-rider agent to measure whether it profits - every panel tied to a numbered claim or definition.
Statistical reporting floor
- Seeds and replication counts for every stochastic curve; captions must state whether bands are
standard errors, confidence intervals, or quantiles, and how many opponents were averaged.
- Report the compute actually consumed by self-play, not vague feasibility language.
Output format
[Experiment readiness] strong / adequate / weak
[Claim -> evidence map] <claim: game / self-play / population / deviation test>
[Missing interaction evidence] <opponents / deviation test / seeds / metric>
[Reproducibility gaps] <hyperparameters / compute / env / seeds>
[Decision-critical next run] <one experiment or simulation>
Read more
name: aamas-experiments description: Use when designing or auditing AAMAS experiments - self-play and population-based training, opponent selection, equilibrium and regret metrics, game-theoretic simulations, ablations, seeds, hyperparameters, compute, and claim-to-evidence fit - with emphasis on experiments that probe the interaction rather than chase a single-agent leaderboard.
AAMAS Experiments
Use this before submission when the empirical or simulation story is not yet locked. At AAMAS the experiment exists to test the *interaction* claim, not to top a benchmark.
Experiment audit
- Map each empirical claim to a game, a self-play run, a population sweep, an ablation, or a
deviation test.
- Choose opponents deliberately: self-play alone rarely suffices; include held-out opponents,
population sets, or classical strategies as the claim requires.
- Separate simulations that validate a solution concept (where the equilibrium is known) from
real or applied studies that show practical multiagent behavior.
- Report uncertainty for stochastic results over both seeds and opponents: standard errors,
confidence intervals, or paired tests.
- Report the environment, number of agents, training regime, evaluation protocol, metrics,
hyperparameter ranges, chosen settings, seeds, hardware, software versions, and runtime.
- Add ablations for the interaction mechanism (communication, reward sharing, the payment rule),
not just cosmetic variants.
- Audit for the mismatch between the strategic claim and the setup: an equilibrium claim tested
against only one fixed opponent, or a cooperation claim that hides a reward-shaping constant.
What experiments are for at this venue
- The strongest design shows the interaction under stress: agents that *can* deviate, opponents
the method did not train against, and populations that vary in size or composition.
- One experiment that lets agents try to exploit the mechanism and fails to profit is worth more
than five extra environments where nothing strategic is tested.
- Reviewers, often game theorists, check whether the metric matches the claim: convergence to a
named solution concept, exploitability, social welfare, or regret - not just episodic return.
Interaction-validation design table
| Interaction claim | Matching experiment | Reject pattern avoided | |---|---|---| | Converges to equilibrium | Convergence/exploitability curve under simultaneous adaptation | "Equilibrium asserted, never measured" | | Mechanism is truthful | Strategic-deviation test: an agent tries to misreport | "Truthfulness proved, never stress-tested" | | Beats other agents | Round-robin vs held-out opponents and a population | "Self-play only" | | Emergent cooperation | Sweep over reward/opponent settings with variance | "One seed, one setting, one story" |
Vignette: a coordination-protocol study
Suppose the paper claims a learned protocol raises cooperation in a repeated public-goods game. The matching plan: sweep group size and defector fraction for cooperation curves, add held-out opponents that never appeared in training, and inject a free-rider agent to measure whether it profits - every panel tied to a numbered claim or definition.
Statistical reporting floor
- Seeds and replication counts for every stochastic curve; captions must state whether bands are
standard errors, confidence intervals, or quantiles, and how many opponents were averaged.
- Report the compute actually consumed by self-play, not vague feasibility language.
Output format
[Experiment readiness] strong / adequate / weak [Claim -> evidence map] <claim: game / self-play / population / deviation test> [Missing interaction evidence] <opponents / deviation test / seeds / metric> [Reproducibility gaps] <hyperparameters / compute / env / seeds> [Decision-critical next run] <one experiment or simulation>
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Open skill - /aaai-camera-ready
Use when preparing an accepted AAAI paper for camera-ready source submission to AAAI Press, including proceedings page limits, two-column template compliance, copyright transfer, purchased extra technical pages, deanonymization, registration, oral or poster presentation, and
Open skill - /aaai-experiments
Use when designing or auditing AAAI experiments for the broad-AI program committee, including baselines, ablations, statistical significance, robustness, human evaluation, AI-for-Social-Impact and alignment/safety evidence, compute and cost reporting, and
Open skill - /aaai-related-work
Use when positioning an AAAI paper's novelty against archival work, contemporaneous arXiv or workshop papers, and AAAI/IJCAI/NeurIPS/ICML/ICLR neighbors across the broad AI scope, while staying inside AAAI's dual-submission and AI-as-source policy constraints and writing a
Open skill - /aaai-reproducibility
Use when strengthening an AAAI paper's reproducibility checklist (placed after references), experimental traceability, seed and hyperparameter reporting, compute and cost disclosure, dataset access and licensing, code/data ZIP readiness, and the claim-to-evidence map that
Open skill

