AAMAS Experiments

SkillMonitoring & ops

Once added, your AI can help design and review experiments where multiple AI agents interact, such as game-theoretic simulations. It guides the choices that make those experiments solid, like which opponents to test against and which metrics to track, and it checks whether your results actually support the claims you make.

Available today. Use it from your connected AI after setup.

After adding it, ask your AI to help design a new multi-agent experiment or to audit one you have already planned or run.

Then ask your AI: use the AAMAS Experiments skill

What your AI can do with it

  • Design self-play and population-based training experiments
  • Plan game-theoretic simulations between agents
  • Choose suitable opponents for your experiments
  • Apply equilibrium and regret metrics
  • Review ablations, seeds, hyperparameters, and compute choices
  • Check that your evidence supports your claims

What this skill tells your AI

The instructions your AI receives, as published by brycewang-stanford/awesome-journal-skills in AAMAS-Skills/skills/aamas-experiments/SKILL.md and read by ahel’s review.

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 claimMatching experimentReject pattern avoided
Converges to equilibriumConvergence/exploitability curve under simultaneous adaptation"Equilibrium asserted, never measured"
Mechanism is truthfulStrategic-deviation test: an agent tries to misreport"Truthfulness proved, never stress-tested"
Beats other agentsRound-robin vs held-out opponents and a population"Self-play only"
Emergent cooperationSweep 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>

Signals

GitHub stars
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Last commit
Aug 2026
Advanced
Catalog kind
skill
Gateway key
aamas-experiments
Source
github.com/brycewang-stanford/awesome-journal-skills