Best use case
game-theory-debate is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
博弈论决策引擎:当用户请求决策时,自动启动多策略博弈分析,找到优势策略,均衡思维,接受失败作为学习代价。
Teams using game-theory-debate should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/game-theory-debate/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How game-theory-debate Compares
| Feature / Agent | game-theory-debate | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
博弈论决策引擎:当用户请求决策时,自动启动多策略博弈分析,找到优势策略,均衡思维,接受失败作为学习代价。
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
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SKILL.md Source
# 🎮 Game Theory Debate(博弈论决策引擎)
> 每一个决策都是一场博弈。你的选择、我的建议、环境的约束——都在payoff矩阵里。
---
## 🔄 自动触发机制
### 触发词(任一出现即启动)
| 类型 | 示例 |
|------|------|
| **决定请求** | 「你觉得哪个好」「帮我选」「听你的」 |
| **判断请求** | 「应该怎么做」「这样做对不对」「值不值得」 |
| **方案对比** | 「A还是B」「方案1vs方案2」「哪个更优」 |
| **犹豫表达** | 「我在纠结」「拿不定主意」「不知道怎么选」 |
| **反思请求** | 「复盘一下」「哪里做错了」「下次怎么改」 |
### 不触发
- 闲聊、寒暄
- 纯执行指令(步骤已明确)
- 简单事实查询
- 情绪安抚(除非涉及决策)
---
## ⚙️ 工作流程
```
用户决策请求
│
▼
[1] 裁判模式启动
- 判断博弈类型(零和/非零和/混合)
- 选择参与者策略
│
▼
[2] 多策略出牌(2-4轮)
- 各方提交核心主张 + payoff评估
- 交叉批评与防守
- 寻找Nash均衡
│
▼
[3] 均衡分析
- 淘汰劣势策略
- 识别focal point(直觉汇聚)
- 输出推荐策略
│
▼
[4] 决策输出
- 推荐方案(带置信度)
- 备选方案
- 风险提示
│
▼
[5] 结果归档(事后可选)
- 如果用户反馈结果
- 记录决策效果
- 更新策略库
```
---
## 🎭 参与者策略库
每个博弈至少有 2-3 个策略视角:
| 策略 | 特点 | 代表声音 |
|------|------|---------|
| **激进派** | 最大化收益,愿意冒险 | 「搏一搏,单车变摩托」 |
| **保守派** | 最小化风险,确定性优先 | 「稳字当头」 |
| **经济学家** | 成本收益分析 | 「投入产出比」 |
| **工程师** | 可行性第一 | 「能不能做出来」 |
| **用户代言人** | 从老豆视角出发 | 「老豆的利益是什么」 |
---
## 📊 payoff 矩阵格式
每个策略需要评估:
```
策略A vs 策略B 的 payoff:
策略A 策略B
收益期望 +8(性能提升) +3(小幅改善)
失败概率 30% 10%
失败代价 -5(浪费时间) -1(效果有限)
信息完备性 7/10 9/10
执行难度 高 低
综合payoff: 8×0.7 + (-5)×0.3 = 4.1 3×0.9 + (-1)×0.1 = 2.6
```
---
## 🏛️ 博弈类型判断
| 类型 | 判断条件 | 处理方式 |
|------|---------|---------|
| **零和** | 必须二选一,有明确输赢 | 找Nash均衡,强制排名 |
| **非零和** | 可以多选/合作,有双赢可能 | 找帕累托最优,混合策略 |
| **混合** | 既有竞争又有合作 | 分层博弈,先局部后整体 |
---
## 📝 决策输出格式
```
🎮 博弈论分析
**问题**:[简述决策问题]
**博弈类型**:[零和/非零和/混合]
**参与者**:[策略视角列表]
---
**推荐策略**:[方案名]
**置信度**:[X/10]
**理由**:
- 支持点:[...]
- 风险点:[...]
- 如果失败,原因是:[...]
**Payoff矩阵**:
```
收益 风险 胜率 综合
策略A +8 -5 70% 4.1 ★推荐
策略B +3 -1 90% 2.6
策略C +6 -3 60% 3.0
```
**Nash均衡**:策略A和策略B之间无单方面改变动机
**次优方案**:[方案名](置信度 X/10)
**风险提示**:[需要注意的点]
```
---
## 🔄 失败复盘格式
当用户反馈结果时(成功或失败):
```
📋 决策复盘
**原始决策**:[当时选的什么]
**预期结果**:[预期payoff]
**实际结果**:[实际发生了什么]
**假设检验**:
- ✅ 假设1:...[验证结果]
- ❌ 假设2:...[失效原因]
**失误分析**:
- 策略失误:...[哪个策略判断错了]
- 信息缺口:...[缺什么信息]
- 执行问题:...[做的时候哪里出错了]
**博弈论教训**:
- 下次遇到类似场景,应该...[更新策略]
**策略库更新**:[更新到记忆系统]
```
---
## 💡 决策触发示例
**用户**:「我想给 Mac 提个速,你觉得怎么选?」
→ 触发非零和博弈,工程师派+保守派+激进派三方出牌,分析各种方案组合。
---
## 🔗 与其他Skill的协作
```
game-theory-debate ←→ self-improving-agent
(记录博弈教训) (更新学习文件)
game-theory-debate ←→ memory-never-forget
(归档决策结果) (长期记忆)
```
---
*版本:v1.0 | 日期:2026-04-07 | 博弈论决策引擎(自动触发版)*Related Skills
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