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using-simulation-foundations

@tachyon-beep/skillpacks
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Router for simulation math - ODEs, state-space, stability, control, numerics, chaos, stochastic

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Note: Please verify skill by going through its instructions before using it.

SKILL.md

name using-simulation-foundations
description Router for simulation math - ODEs, state-space, stability, control, numerics, chaos, stochastic
pack yzmir/simulation-foundations
faction yzmir
skill_type meta_router
dependencies yzmir/simulation-foundations/differential-equations-for-games, yzmir/simulation-foundations/state-space-modeling, yzmir/simulation-foundations/stability-analysis, yzmir/simulation-foundations/feedback-control-theory, yzmir/simulation-foundations/numerical-methods, yzmir/simulation-foundations/continuous-vs-discrete, yzmir/simulation-foundations/chaos-and-sensitivity, yzmir/simulation-foundations/stochastic-simulation
estimated_time_hours 0.5

Using Simulation-Foundations (Meta-Skill Router)

Your entry point to mathematical simulation foundations. This skill routes you to the right combination of mathematical skills for your game simulation challenge.

Purpose

This is a meta-skill that:

  1. Routes you to the correct mathematical skills
  2. Combines multiple skills for complex simulations
  3. Provides workflows for common simulation types
  4. Explains when to use theory vs empirical tuning

You should use this skill: When building any simulation system that needs mathematical rigor.


Core Philosophy: Theory Enables Design

The Central Idea

Empirical Tuning: Trial-and-error adjustment of magic numbers

  • Slow iteration (run simulation, observe, tweak, repeat)
  • Unpredictable behavior (systems drift to extremes)
  • No guarantees (stability, convergence, performance)
  • Difficult debugging (why did it break?)

Mathematical Foundation: Formulate systems using theory

  • Fast iteration (predict behavior analytically)
  • Predictable behavior (stability analysis)
  • Guarantees (equilibrium, convergence, bounds)
  • Systematic debugging (root cause analysis)

When This Pack Applies

✅ Use simulation-foundations when:

  • Building physics, AI, or economic simulation systems
  • Need stability guarantees (ecosystems, economies)
  • Performance matters (60 FPS real-time constraints)
  • Multiplayer determinism required (lockstep networking)
  • Long-term behavior unpredictable (100+ hour campaigns)

❌ Don't use simulation-foundations when:

  • Simple systems with no continuous dynamics
  • Pure authored content (no simulation)
  • Empirical tuning sufficient (static balance tables)
  • Math overhead not justified (tiny indie game)

Pack Overview: 8 Core Skills

Wave 1: Foundational Mathematics

1. differential-equations-for-games

When to use: ANY continuous dynamics (population, physics, resources) Teaches: Formulating and solving ODEs for game systems Examples: Lotka-Volterra ecosystems, spring-damper camera, resource regeneration Time: 2.5-3.5 hours Key insight: Systems with rates of change need ODEs

2. state-space-modeling

When to use: Complex systems with many interacting variables Teaches: Representing game state mathematically, reachability analysis Examples: Fighting game frame data, RTS tech trees, puzzle solvability Time: 2.5-3.5 hours Key insight: Explicit state representation enables analysis

3. stability-analysis

When to use: Need to prevent crashes, explosions, extinctions Teaches: Equilibrium points, eigenvalue analysis, Lyapunov functions Examples: Ecosystem balance, economy stability, physics robustness Time: 3-4 hours Key insight: Analyze stability BEFORE shipping

Wave 2: Control and Integration

4. feedback-control-theory

When to use: Smooth tracking, adaptive systems, disturbance rejection Teaches: PID controllers for game systems Examples: Camera smoothing, AI pursuit, dynamic difficulty Time: 2-3 hours Key insight: PID replaces magic numbers with physics

5. numerical-methods

When to use: Implementing continuous systems in discrete timesteps Teaches: Euler, Runge-Kutta, symplectic integrators Examples: Physics engines, cloth, orbital mechanics Time: 2.5-3.5 hours Key insight: Integration method affects stability

6. continuous-vs-discrete

When to use: Choosing model type (continuous ODEs vs discrete events) Teaches: When to use continuous, discrete, or hybrid Examples: Turn-based vs real-time, cellular automata, quantized resources Time: 2-2.5 hours Key insight: Wrong choice costs 10× performance OR 100× accuracy

Wave 3: Advanced Topics

7. chaos-and-sensitivity

When to use: Multiplayer desyncs, determinism requirements, sensitivity analysis Teaches: Butterfly effect, Lyapunov exponents, deterministic chaos Examples: Weather systems, multiplayer lockstep, proc-gen stability Time: 2-3 hours Key insight: Deterministic ≠ predictable

8. stochastic-simulation

When to use: Random processes, loot systems, AI uncertainty Teaches: Probability distributions, Monte Carlo, stochastic differential equations Examples: Loot drops, crit systems, procedural generation Time: 2-3 hours Key insight: Naive randomness creates exploits


Routing Logic: Which Skills Do I Need?

Decision Tree

START: What are you building?

├─ ECOSYSTEM / POPULATION SIMULATION
│  ├─ Formulate dynamics → differential-equations-for-games
│  ├─ Prevent extinction/explosion → stability-analysis
│  ├─ Implement simulation → numerical-methods
│  └─ Random events? → stochastic-simulation
│
├─ PHYSICS SIMULATION
│  ├─ Formulate forces → differential-equations-for-games
│  ├─ Choose integrator → numerical-methods
│  ├─ Prevent explosions → stability-analysis
│  ├─ Multiplayer determinism? → chaos-and-sensitivity
│  └─ Real-time vs turn-based? → continuous-vs-discrete
│
├─ ECONOMY / RESOURCE SYSTEM
│  ├─ Formulate flows → differential-equations-for-games
│  ├─ Prevent inflation/deflation → stability-analysis
│  ├─ Discrete vs continuous? → continuous-vs-discrete
│  └─ Market randomness? → stochastic-simulation
│
├─ AI / CONTROL SYSTEM
│  ├─ Smooth behavior → feedback-control-theory
│  ├─ State machine analysis → state-space-modeling
│  ├─ Decision uncertainty → stochastic-simulation
│  └─ Prevent oscillation → stability-analysis
│
├─ MULTIPLAYER / DETERMINISM
│  ├─ Understand desync sources → chaos-and-sensitivity
│  ├─ Choose precision → numerical-methods
│  ├─ Discrete events? → continuous-vs-discrete
│  └─ State validation → state-space-modeling
│
└─ LOOT / RANDOMNESS SYSTEM
   ├─ Choose distributions → stochastic-simulation
   ├─ Prevent exploits → stochastic-simulation (anti-patterns)
   ├─ Pity systems → feedback-control-theory (setpoint tracking)
   └─ Long-term balance → stability-analysis

15+ Scenarios: Which Skills Apply?

Scenario 1: "Rimworld-style ecosystem (wolves/deer/grass)"

Primary: differential-equations-for-games (Lotka-Volterra) Secondary: stability-analysis (prevent extinction), numerical-methods (RK4 integration) Optional: stochastic-simulation (random migration events) Time: 6-10 hours

Scenario 2: "Unity physics engine with springs/dampers"

Primary: differential-equations-for-games (spring-mass-damper) Secondary: numerical-methods (semi-implicit Euler), stability-analysis (prevent explosion) Optional: chaos-and-sensitivity (multiplayer physics) Time: 5-8 hours

Scenario 3: "EVE Online-style economy (inflation prevention)"

Primary: differential-equations-for-games (resource flows) Secondary: stability-analysis (equilibrium analysis), continuous-vs-discrete (discrete items) Optional: stochastic-simulation (market fluctuations) Time: 6-9 hours

Scenario 4: "Smooth camera follow (Uncharted-style)"

Primary: feedback-control-theory (PID camera) Secondary: differential-equations-for-games (spring-damper alternative) Optional: None (focused problem) Time: 2-4 hours

Scenario 5: "Left 4 Dead AI Director (adaptive difficulty)"

Primary: feedback-control-theory (intensity tracking) Secondary: differential-equations-for-games (smooth intensity changes) Optional: stochastic-simulation (spawn randomness) Time: 4-6 hours

Scenario 6: "Fighting game frame data analysis"

Primary: state-space-modeling (state transitions) Secondary: None (discrete system) Optional: chaos-and-sensitivity (combo sensitivity to timing) Time: 3-5 hours

Scenario 7: "RTS lockstep multiplayer (prevent desyncs)"

Primary: chaos-and-sensitivity (understand floating-point sensitivity) Secondary: numerical-methods (fixed-point arithmetic), continuous-vs-discrete (deterministic events) Optional: state-space-modeling (state validation) Time: 5-8 hours

Scenario 8: "Kerbal Space Program orbital mechanics"

Primary: numerical-methods (symplectic integrators for energy conservation) Secondary: differential-equations-for-games (Newton's gravity), chaos-and-sensitivity (three-body problem) Optional: None (focused on accuracy) Time: 6-10 hours

Scenario 9: "Diablo-style loot drops (fair randomness)"

Primary: stochastic-simulation (probability distributions, pity systems) Secondary: None (focused problem) Optional: feedback-control-theory (pity timer as PID) Time: 3-5 hours

Scenario 10: "Cloth simulation (Unity/Unreal)"

Primary: numerical-methods (Verlet integration, constraints) Secondary: differential-equations-for-games (spring forces), stability-analysis (prevent blow-up) Optional: None (standard cloth physics) Time: 5-8 hours

Scenario 11: "Turn-based tactical RPG"

Primary: continuous-vs-discrete (choose discrete model) Secondary: state-space-modeling (action resolution), stochastic-simulation (hit/crit rolls) Optional: None (discrete system) Time: 4-6 hours

Scenario 12: "Procedural weather system (dynamic)"

Primary: differential-equations-for-games (smooth weather transitions) Secondary: stochastic-simulation (random weather events), chaos-and-sensitivity (Lorenz attractor) Optional: numerical-methods (weather integration) Time: 5-8 hours

Scenario 13: "Path of Exile economy balance"

Primary: stability-analysis (currency sink/faucet equilibrium) Secondary: differential-equations-for-games (flow equations), stochastic-simulation (drop rates) Optional: continuous-vs-discrete (discrete items, continuous flows) Time: 6-9 hours

Scenario 14: "Racing game suspension (realistic feel)"

Primary: differential-equations-for-games (spring-damper suspension) Secondary: feedback-control-theory (PID for stability), numerical-methods (fast integration) Optional: stability-analysis (prevent oscillation) Time: 5-8 hours

Scenario 15: "Puzzle game solvability checker"

Primary: state-space-modeling (reachability analysis) Secondary: None (graph search problem) Optional: chaos-and-sensitivity (sensitivity to initial state) Time: 3-5 hours


Multi-Skill Workflows

Workflow 1: Ecosystem Simulation (Rimworld, Dwarf Fortress)

Skills in sequence:

  1. differential-equations-for-games (2.5-3.5h) - Formulate Lotka-Volterra
  2. stability-analysis (3-4h) - Find equilibrium, prevent extinction
  3. numerical-methods (2.5-3.5h) - Implement RK4 integration
  4. stochastic-simulation (2-3h) - Add random migration/disease

Total time: 10-14 hours Result: Stable ecosystem with predictable long-term behavior

Workflow 2: Physics Engine (Unity, Unreal, custom)

Skills in sequence:

  1. differential-equations-for-games (2.5-3.5h) - Newton's laws, spring-damper
  2. numerical-methods (2.5-3.5h) - Semi-implicit Euler, Verlet
  3. stability-analysis (3-4h) - Prevent ragdoll explosion
  4. chaos-and-sensitivity (2-3h) - Multiplayer determinism (if needed)

Total time: 10-14 hours (12-17 with multiplayer) Result: Stable, deterministic physics at 60 FPS

Workflow 3: Economy System (EVE, Path of Exile)

Skills in sequence:

  1. differential-equations-for-games (2.5-3.5h) - Resource flow equations
  2. stability-analysis (3-4h) - Equilibrium analysis, inflation prevention
  3. continuous-vs-discrete (2-2.5h) - Discrete items, continuous flows
  4. stochastic-simulation (2-3h) - Market fluctuations, drop rates

Total time: 10-13 hours Result: Self-regulating economy with predictable equilibrium

Workflow 4: AI Control System (Camera, Difficulty, NPC)

Skills in sequence:

  1. feedback-control-theory (2-3h) - PID controller design
  2. differential-equations-for-games (1-2h) - Alternative spring-damper (optional)
  3. stability-analysis (1-2h) - Prevent oscillation (optional)

Total time: 2-7 hours (depending on complexity) Result: Smooth, adaptive AI behavior

Workflow 5: Multiplayer Determinism (RTS, Fighting Games)

Skills in sequence:

  1. chaos-and-sensitivity (2-3h) - Understand desync sources
  2. numerical-methods (2.5-3.5h) - Fixed-point arithmetic
  3. state-space-modeling (2.5-3.5h) - State validation
  4. continuous-vs-discrete (2-2.5h) - Deterministic event ordering

Total time: 9-12.5 hours Result: Zero desyncs in multiplayer


Integration with Other Skillpacks

Primary Integration: bravos/simulation-tactics

simulation-tactics = HOW to implement simulation-foundations = WHY it works mathematically

Cross-references TO simulation-foundations:

  • physics-simulation-patterns → differential-equations + numerical-methods (math behind fixed timestep)
  • ecosystem-simulation → stability-analysis (Lotka-Volterra mathematics)
  • debugging-simulation-chaos → chaos-and-sensitivity (determinism theory)
  • performance-optimization → numerical-methods (integration accuracy vs cost)

Cross-references FROM simulation-foundations:

  • differential-equations → simulation-tactics for implementation patterns
  • stability-analysis → ecosystem-simulation for practical code
  • numerical-methods → physics-simulation for engine integration

Secondary Integration: bravos/systems-as-experience

Cross-references:

  • state-space-modeling → strategic-depth-from-systems (build space mathematics)
  • stochastic-simulation → player-driven-narratives (procedural event probabilities)

Quick Start Guides

Quick Start 1: Stable Ecosystem (4 hours)

Goal: Predator-prey system that doesn't crash

Steps:

  1. Read differential-equations Quick Start (1h)
  2. Formulate Lotka-Volterra equations (0.5h)
  3. Read stability-analysis Quick Start (1h)
  4. Find equilibrium, check eigenvalues (1h)
  5. Implement with semi-implicit Euler (0.5h)

Result: Ecosystem oscillates stably, no extinction

Quick Start 2: Smooth Camera (2 hours)

Goal: Uncharted-style camera follow

Steps:

  1. Read feedback-control Quick Start (0.5h)
  2. Implement PID controller (1h)
  3. Tune using Ziegler-Nichols (0.5h)

Result: Smooth camera with no overshoot

Quick Start 3: Fair Loot System (3 hours)

Goal: Diablo-style loot with pity timer

Steps:

  1. Read stochastic-simulation Quick Start (1h)
  2. Choose distribution (Bernoulli + pity) (0.5h)
  3. Implement and test fairness (1.5h)

Result: Loot system with guaranteed legendary every 90 pulls


Common Pitfalls

Pitfall 1: Skipping Stability Analysis

Problem: Shipping systems without analyzing equilibrium

Symptom: Game works fine for 10 hours, crashes at hour 100 (population explosion)

Fix: ALWAYS use stability-analysis for systems with feedback loops

Pitfall 2: Wrong Integrator Choice

Problem: Using explicit Euler for stiff systems

Symptom: Physics explodes at high framerates or with strong springs

Fix: Use numerical-methods decision framework (semi-implicit for physics)

Pitfall 3: Assuming Determinism

Problem: Identical code on two machines, assuming identical results

Symptom: Multiplayer desyncs after 5+ minutes

Fix: Read chaos-and-sensitivity, understand floating-point divergence

Pitfall 4: Naive Randomness

Problem: Using uniform random for everything

Symptom: Players exploit patterns, loot feels unfair

Fix: Use stochastic-simulation to choose proper distributions

Pitfall 5: Continuous for Discrete Problems

Problem: Using ODEs for turn-based combat

Symptom: 100× CPU overhead for no benefit

Fix: Read continuous-vs-discrete, use difference equations


Success Criteria

Your simulation uses foundations successfully when:

Predictability:

  • Can predict long-term behavior analytically
  • Equilibrium points known before shipping
  • Stability verified mathematically

Performance:

  • Integration method chosen deliberately (not default Euler)
  • Real-time constraints met (60 FPS)
  • Appropriate model type (continuous/discrete)

Robustness:

  • No catastrophic failures (extinctions, explosions)
  • Handles edge cases (zero populations, high framerates)
  • Multiplayer determinism verified (if needed)

Maintainability:

  • Parameters have physical meaning (not magic numbers)
  • Behavior understood mathematically
  • Debugging systematic (not trial-and-error)

Conclusion

The Golden Rule:

"Formulate first, tune second. Math predicts, empiricism confirms."

When You're Done with This Pack

You should be able to:

  • ✅ Formulate game systems as differential equations
  • ✅ Analyze stability before shipping
  • ✅ Choose correct numerical integration method
  • ✅ Design PID controllers for smooth behavior
  • ✅ Understand deterministic chaos implications
  • ✅ Apply proper probability distributions
  • ✅ Prevent catastrophic simulation failures
  • ✅ Debug simulations systematically

Next Steps

  1. Identify your simulation type (use routing logic above)
  2. Read foundational skill (usually differential-equations-for-games)
  3. Apply skills in sequence (use workflows above)
  4. Validate mathematically (stability analysis, testing)
  5. Integrate with simulation-tactics (implementation patterns)

Pack Structure Reference

yzmir/simulation-foundations/
├── using-simulation-foundations/           (THIS SKILL - router)
├── differential-equations-for-games/      (Wave 1 - Foundation)
├── state-space-modeling/                  (Wave 1 - Foundation)
├── stability-analysis/                    (Wave 1 - Foundation)
├── feedback-control-theory/               (Wave 2 - Control)
├── numerical-methods/                     (Wave 2 - Integration)
├── continuous-vs-discrete/                (Wave 2 - Modeling Choice)
├── chaos-and-sensitivity/                 (Wave 3 - Advanced)
└── stochastic-simulation/                 (Wave 3 - Advanced)

Total pack time: 19-26 hours for comprehensive application


Go build simulations with mathematical rigor.