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BABY MAMABALANCE DESIGN LAB
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ENGINE LAB · BATCH BALANCE RUNNER

Design it.
Then break it.

Edit the live rules, run thousands of deterministic games, and measure seat bias, roster spread, pacing, eliminations, and strategic action mix.

RULESET

Design parameters

STUDY SIZE
01
Pacing & teamsRound length, team growth, and initiative
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02
Economy & scoringRecruiting costs, rewards, and victory value
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03
Character attack powerEdit all 15 Mama AP values
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PUBLISHED RULESETEvery run uses balanced seat and starter rotations.
REPLAY DEBUGGERInspect one deterministic game
OPEN ↓
READY

Choose a lineup and run

FINAL HASH—
ROUNDS—
DECISIONS—
MEAN ACTION SPACE—
LEAD CHANGES—
TERMINATED BY—

PLAYER RESULTS

ACTION DISTRIBUTION

SIMULATION FIELD GUIDE

What is this lab actually doing?

This page runs the real Baby Mama rules engine repeatedly with your edited parameters. Each game is deterministic from its seed, while seats and starting characters rotate to reduce accidental bias.

01DESIGN

Change team size, economy, scoring, initiative, or any character’s AP.

02SIMULATE

Run common rules through many unique seeded games with rotated exposure.

03COMPARE

Read bias, pacing, action mix, and roster spread before human playtests.

Balanced exposure

Starting characters and first-player seats rotate across the study. That makes it harder for a lucky seat or repeatedly favored roster to masquerade as a strong ruleset.

Greedy one-ply

Looks at every legal next action, evaluates the immediate resulting state, and chooses the best score. It is fast enough for thousands of browser games, but it does not plan several turns ahead.

Random policy

Selects uniformly from legal actions. It stress-tests rule reachability and exposes broad systemic patterns without pretending to model skilled human decisions.

MCTS

Monte Carlo Tree Search explores possible future action sequences, balancing promising branches against underexplored ones. Baby Mama uses open-loop MCTS with progressive widening for deeper, slower validation.

NTBEA

The N-Tuple Bandit Evolutionary Algorithm searches combinations of rule values efficiently. It proposes candidates from noisy simulation results, then validates winners on separate seeds; it never publishes rules automatically.

Seed + replay hash

A seed fixes all pseudo-random choices. The same rules, agents, and seed should produce the same final hash—making balance findings reproducible and engine regressions detectable.

How to read the dashboard

Objective loss
Combined balance penalty. Lower is better; use it to compare candidates, not as an absolute truth.
Seat spread
Gap between the strongest and weakest seat. Near zero suggests turn order is not dominating.
Roster spread
Difference in outcomes associated with starting characters. Large gaps flag candidates for AP or ability review.
Action mix
Shows what agents actually do. A “balanced” win rate can still hide repetitive or collapsed play.