Examples tagged with gamellms.txt

Select an example to explore it in the playground.

Beginner - Introductory Models

Gacha Box

Same 50 pulls, same spend, one setting apart: a pity timer guarantees the 1%-odds ultra after a dry streak, while turning it off can leave you empty-handed.

Level: Beginner

stochasticgamerandompity-timerprobability

  • Probes: count_common, count_rare, count_ultra, spent, draws_since_top
Intermediate - Classic Dynamics

Dynamic Difficulty Adjustment

Adaptive encounters that track win rate to keep players challenged.

Level: Intermediate

gameplayreinforcing-loopbalancing-loopadaptivegame

  • Stocks: skill, difficulty, retention
  • Flows: practice gains, difficulty adaptation
  • Feedback Loops: skill improvement (reinforcing), challenge tuning (balancing)
  • Probes: skill, difficulty, win_rate, frustration, retention

Matchmaking Queue

Simulates skill-based matchmaking with adjustable buckets, skill delta and max wait.

Level: Intermediate

matchmakingqueuegamefairness

  • Probes: queue_len, avg_wait, avg_delta
Advanced - Complex Simulations