| name | traitorsim-orchestrator |
| description | Orchestrate complete TraitorSim workflows from persona generation to game execution and analysis. Use when starting new projects, running full pipelines, or when asked about complete workflows, end-to-end processes, or project setup for TraitorSim. |
TraitorSim Orchestrator
Coordinate complete TraitorSim workflows by combining multiple specialized skills. This orchestrator guides you through persona generation, game configuration, execution, and post-game analysis.
Quick Start
Complete end-to-end workflow:
# 1. Generate persona library (one-time setup)
/persona-pipeline --count 50
# 2. Configure simulation
/simulation-config --rule-set UK --players 22
# 3. Run game
python -m src.traitorsim
# 4. Analyze results
/game-analyzer --game-log data/logs/latest.json
Available Workflows
Workflow 1: Persona Library Creation (One-Time Setup)
Goal: Generate a reusable library of 50-100 personas
Skills used:
archetype-designer- Design or review archetypesquota-manager- Plan API quota usagepersona-pipeline- Generate personas via Deep Research + Claudeworld-bible-validator- Validate lore consistency
Steps:
# Step 1: Review archetype definitions
/archetype-designer
# Inspect 13 archetypes, adjust OCEAN ranges if needed
# Step 2: Plan quota usage
/quota-manager
# For 50 personas: ~$20-25, ~6-8 hours with quota limits
# Decide on wave strategy (6→4→2→2 pattern)
# Step 3: Generate persona library
/persona-pipeline --count 50
# Runs 5-stage pipeline:
# - Generate skeletons
# - Submit Deep Research jobs (in waves)
# - Poll until complete
# - Synthesize backstories with Claude Opus
# - Validate all personas
# Step 4: Validate World Bible compliance
/world-bible-validator --library data/personas/library/production_50_personas.json
# Check for forbidden brand leakage
# Verify in-universe brand usage
# Output: data/personas/library/production_50_personas.json
Timeline:
- Archetype review: 30 min
- Skeleton generation: 5 min
- Deep Research submission + polling: 2-4 hours (quota-limited)
- Synthesis: 15-30 min
- Validation: 5 min
- Total: ~3-5 hours active work, 6-8 hours elapsed
Cost: $20-25 for 50 personas ($0.40-0.50 each)
Workflow 2: Run Single Simulation
Goal: Run one game with existing persona library
Skills used:
simulation-config- Set game rules and parameters- (Run game via main script)
memory-debugger- Inspect agent behaviors if issuesgame-analyzer- Analyze outcomes and patterns
Steps:
# Step 1: Configure simulation
/simulation-config
# Choose: UK/US/Australia rules
# Set player count, Traitor count, recruitment type
# Example: Standard UK game
python -c "
from src.traitorsim.core.config import SimulationConfig
config = SimulationConfig(
rule_set='UK',
num_players=22,
num_traitors=4,
persona_library_path='data/personas/library/production_50_personas.json'
)
config.save('configs/uk_standard.json')
"
# Step 2: Run simulation
python -m src.traitorsim --config configs/uk_standard.json
# Step 3: If issues arise, debug agent memory
/memory-debugger --player player_03
# Inspect profile.md, trust matrix, diary entries
# Step 4: Analyze game results
/game-analyzer --game-log data/logs/game_2025_12_21.json
# Trust matrix evolution
# Voting patterns
# Mission performance
# Emergent behaviors
# Output: Game log, analysis report
Timeline: 10-30 minutes per game (depends on agent count)
Cost: ~$2-5 per game (GameMaster + agent API calls)
Workflow 3: Batch Simulation for Research
Goal: Run 50+ games to analyze rule variants or archetype balance
Skills used:
simulation-config- Create multiple configurations- (Batch execution script)
game-analyzer- Aggregate analysis across games
Steps:
# Step 1: Create configurations
/simulation-config
# Generate 3 configs:
# - UK standard
# - UK with ultimatum recruitment
# - UK with no recruitment
python -c "
from src.traitorsim.core.config import SimulationConfig
configs = [
SimulationConfig(rule_set='UK', recruitment_type='standard'),
SimulationConfig(rule_set='UK', recruitment_type='ultimatum'),
SimulationConfig(rule_set='UK', recruitment_type='none')
]
for i, config in enumerate(configs):
config.save(f'configs/experiment_{i}.json')
"
# Step 2: Run batch simulations
for i in {0..2}; do
for trial in {1..50}; do
python -m src.traitorsim --config configs/experiment_$i.json \
--log-file data/logs/exp_${i}_trial_${trial}.json
done
done
# Step 3: Aggregate analysis
/game-analyzer --batch
python scripts/aggregate_analysis.py \
--input "data/logs/exp_*.json" \
--output analysis/recruitment_experiment.md
# Analyze:
# - Traitor win rate by recruitment type
# - Average game length
# - Recruitment success rate
Timeline: 8-24 hours for 150 games (50 per config)
Cost: ~$300-750 for 150 games
Workflow 4: Incremental Persona Expansion
Goal: Add more personas to existing library without regenerating all
Skills used:
persona-pipeline(incremental mode)quota-managerworld-bible-validator
Steps:
# Step 1: Check existing library
cat data/personas/library/production_50_personas.json | jq 'length'
# Output: 50
# Step 2: Plan quota for expansion
/quota-manager
# Adding 25 personas: ~$10-12, ~3-4 hours
# Step 3: Generate new personas (incremental)
/persona-pipeline --count 25 --incremental
# Pipeline automatically:
# - Loads existing library
# - Generates only NEW skeletons (avoiding duplicates)
# - Synthesizes only NEW personas
# - Merges with existing library
# Step 4: Validate merged library
/world-bible-validator --library data/personas/library/production_75_personas.json
# Output: data/personas/library/production_75_personas.json (75 total)
Timeline: ~2-4 hours Cost: ~$10-12 for 25 additional personas
Workflow 5: Debug Poor Game Outcome
Goal: Understand why a game had unexpected results
Skills used:
game-analyzer- Identify what happenedmemory-debugger- Inspect agent statessimulation-config- Check if config was correct
Steps:
# Symptom: Traitors won too easily
# Step 1: Analyze game log
/game-analyzer --game-log data/logs/poor_game.json
# Check:
# - Were Traitors too powerful? (too many Traitors initially)
# - Did Faithfuls update trust matrices?
# - Were voting patterns logical?
# Step 2: Debug agent memory
/memory-debugger
# For each Faithful who performed poorly:
cat data/memories/player_05/suspects.csv
# Check if trust matrix updated at all
cat data/memories/player_05/diary/day_03_roundtable.md
# Check if observations were detailed
# Step 3: Review configuration
/simulation-config
cat configs/current_config.json
# Check:
# - Was num_traitors too high?
# - Was tie_break_method favoring Traitors?
# - Were archetypes balanced?
# Step 4: Identify root cause
# Examples:
# - Traitors = 30% of players (too high, should be 15-20%)
# - Trust matrices not updating (bug in memory manager)
# - All Faithfuls had low Openness (didn't update beliefs)
Workflow 6: New Archetype Development
Goal: Create and test a new archetype
Skills used:
archetype-designer- Define new archetypepersona-pipeline- Generate test personassimulation-config- Run test gamesgame-analyzer- Validate archetype behavior
Steps:
# Step 1: Design new archetype
/archetype-designer
# Example: "The Paranoid Investigator"
python -c "
from src.traitorsim.core.archetypes import ArchetypeDefinition, ARCHETYPES
paranoid_investigator = ArchetypeDefinition(
id='paranoid_investigator',
name='The Paranoid Investigator',
ocean_ranges={
'openness': (0.65, 0.85),
'conscientiousness': (0.70, 0.90),
'extraversion': (0.35, 0.55),
'agreeableness': (0.30, 0.50),
'neuroticism': (0.75, 0.95)
},
# ... rest of archetype definition
)
ARCHETYPES['paranoid_investigator'] = paranoid_investigator
"
# Step 2: Generate test personas with new archetype
/persona-pipeline --archetype paranoid_investigator --count 3
# Step 3: Run test games with new archetype
/simulation-config
# Set up game with mix of archetypes including 2-3 paranoid investigators
python -m src.traitorsim --config configs/test_new_archetype.json
# Step 4: Analyze archetype behavior
/game-analyzer --focus-archetype paranoid_investigator
# Check:
# - Did high Neuroticism make them defensive?
# - Did high Conscientiousness improve trust tracking?
# - Did low Agreeableness lead to confrontations?
# - Was archetype balanced (not too powerful/weak)?
Skill Coordination Reference
When to Use Which Skill
Starting a new TraitorSim project: → Use traitorsim-orchestrator (this skill) → Follow Workflow 1
Creating character archetypes: → Use archetype-designer
- Define OCEAN trait ranges
- Set stat biases and demographics
- Design gameplay profiles
Generating personas: → Use persona-pipeline
- Run 5-stage pipeline (skeleton → research → synthesis → validation)
- Handle quota limits with wave submission
- Incremental generation for expansions
Managing API quotas: → Use quota-manager
- Client-side tracking
- Exponential backoff
- Wave-based submission strategies
Validating lore consistency: → Use world-bible-validator
- Detect forbidden brand leakage
- Ensure in-universe brand usage
- Batch validation reports
Configuring simulations: → Use simulation-config
- Set regional rules (UK/US/Australia)
- Configure player counts and recruitment mechanics
- Test rule variants
Debugging agent behavior: → Use memory-debugger
- Inspect profile.md, trust matrices, diary entries
- Validate memory updates
- Check skill files
Analyzing game outcomes: → Use game-analyzer
- Trust matrix evolution
- Voting pattern analysis
- Emergent behavior detection
- Personality-behavior correlation
Skill Dependencies
graph TD
A[archetype-designer] --> B[persona-pipeline]
C[quota-manager] -.-> B
B --> D[world-bible-validator]
D --> E[simulation-config]
E --> F[Run Game]
F --> G[memory-debugger]
F --> H[game-analyzer]
H -.-> G
style A fill:#e1f5ff
style B fill:#e1f5ff
style C fill:#fff4e1
style D fill:#e1ffe1
style E fill:#ffe1f5
style F fill:#f0f0f0
style G fill:#ffe1e1
style H fill:#ffe1e1
Legend:
- Blue: Persona creation pipeline
- Yellow: Support/optimization
- Green: Validation
- Pink: Game configuration
- Gray: Game execution
- Red: Debugging/analysis
Common Orchestrated Workflows
Full Production Setup (First Time)
# 1. Review/customize archetypes
/archetype-designer
# Review 13 default archetypes, create custom ones if needed
# 2. Generate production persona library
/persona-pipeline --count 100
# ~$40-50, 10-15 hours with quota limits
# 3. Validate library
/world-bible-validator --library data/personas/library/production_100_personas.json
# 4. Create default configs
/simulation-config
# Generate configs for UK, US, Australia variants
# 5. Run test games
for ruleset in UK US Australia; do
python -m src.traitorsim --config configs/${ruleset}_standard.json
done
# 6. Analyze test games
/game-analyzer --batch data/logs/test_*.json
# 7. Adjust configs based on results
# If needed, regenerate specific archetypes or configs
# Production ready!
Daily Development Iteration
# 1. Make code changes to agent logic
# 2. Run quick test with small game
/simulation-config --players 10 --traitors 2
python -m src.traitorsim --config configs/dev_test.json
# 3. Debug if issues
/memory-debugger --player player_03
/game-analyzer --game-log data/logs/latest.json
# 4. Fix issues, repeat
Weekly Research Experiment
# Monday: Design experiment
/simulation-config
# Create 3-5 configs varying one parameter
# Tuesday-Thursday: Run batch simulations
# 50 games per config = 150-250 total games
# Automated batch script
# Friday: Analysis
/game-analyzer --batch
# Aggregate statistics
# Generate research report
# Present findings!
Troubleshooting Workflows
Problem: Personas have brand leakage
Workflow:
/world-bible-validator- Identify leaked brands- Update synthesis prompt in
scripts/synthesize_backstories.py /persona-pipeline --regenerate- Regenerate affected personas/world-bible-validator- Re-check
Problem: Agents not updating trust matrices
Workflow:
/game-analyzer- Confirm trust matrices are static/memory-debugger- Check if suspects.csv is being written- Review
src/traitorsim/memory/memory_manager.py - Fix memory update logic
- Re-run test game
/game-analyzer- Verify trust updates now occur
Problem: Traitors winning too often
Workflow:
/game-analyzer --batch- Calculate Traitor win rate across games/simulation-config- Check Traitor % (should be 15-20%)- Adjust
num_traitorsorrecruitment_type - Run 20 test games with new config
/game-analyzer --batch- Re-calculate win rate- Iterate until balanced (~40-60% Traitor win rate)
Problem: Quota errors during persona generation
Workflow:
/quota-manager- Review quota strategies- Update
scripts/batch_deep_research.pywith wave submission - Implement client-side QuotaTracker
/persona-pipeline --resume- Resume from last successful job- Monitor quota usage with logging
Best Practices
For Persona Generation Projects
Start small, scale up:
- Generate 10-15 test personas first
- Validate quality and cost
- Then scale to 50-100 production personas
Use incremental generation:
- Don't regenerate entire library for additions
- Use
--incrementalflag to merge new personas
Monitor quotas closely:
- Use QuotaTracker for large batches
- Submit in waves (6→4→2→2 pattern)
- Budget 1 hour per 3-5 personas for Deep Research
Validate early and often:
- Run validation after each synthesis batch
- Catch brand leakage immediately
- Fix prompts before generating more
For Game Execution Projects
Test with small games first:
- 10-12 players for quick iteration
- Identify bugs faster
Use consistent configs:
- Save configs to JSON files
- Version control them
- Reproduce issues with same config
Log everything:
- Enable detailed game logs
- Save agent memory states at each phase
- Makes post-game debugging easier
Analyze failures immediately:
- Don't batch 100 games before analyzing
- Check first 5-10 games
- Iterate on configs
When to Use This Skill
Use this skill when:
- Starting a new TraitorSim project from scratch
- Running complete end-to-end workflows
- Coordinating multiple specialized skills
- Troubleshooting complex issues spanning multiple components
- Planning multi-day research experiments
- Onboarding new team members to TraitorSim workflows
When NOT to Use This Skill
Don't use this skill for:
- Single-skill tasks (use the specific skill directly)
- Quick one-off queries about specific components
- Simple debugging of isolated issues
Instead, use the specialized skills directly for focused tasks.