AI Game Simulation
I build AI simulation systems that give board game designers faster, richer feedback — without replacing the human playtest.
AI should act as a mirror that reflects design problems back to you — not a replacement for real players around a table.
The Problem
Board game design requires dozens of playtests to surface balance issues, unclear rules, and broken strategies. But each session takes hours to schedule, run, and analyse. AI simulation compresses that loop.
A single playtest session can take 2–4 hours. Finding a balanced group of testers, prepping materials, and running the debrief adds days to each iteration cycle.
Human playtests explore one path. AI agents can simultaneously test dozens of strategies, faction combinations, and rule variants — surfacing edge cases humans rarely encounter.
AI simulation acts as an early mirror — giving designers structured, rapid feedback on rule clarity, balance, and strategy before expensive human sessions.
By identifying obvious issues before a human table, designers arrive at each real playtest with cleaner rules and sharper questions — making the human time count more.
Important caveat: AI simulation does not replace human playtesting. It is a pre-flight check — a way to catch structural issues before you put real players in front of a prototype. The goal is to make human playtests more productive, not obsolete.
Background
I'm a game designer who has spent the last several years at the intersection of board game design and applied AI engineering. I'm optimistic about AI as a tool — and rigorous about where it falls short.
Started working professionally with AI and machine learning systems. Began exploring how language models could assist structured, rule-based reasoning — the foundation of game simulation.
Published an open source Python module for enforcing LLM-driven iteration on game playability. One of the earliest attempts to use language models to evaluate board game rule sets programmatically.
Built a multi-agent simulation framework using LangGraph — where specialized AI agents take on player roles, simulate full game sessions, and generate structured rule and balance feedback. Applied to The Beautiful Bid, a board game about FIFA corruption.
Case Studies
Using LangGraph tracing to observe how AI players traverse game states — turn by turn, decision by decision. This gives designers a structural map of how their game actually flows in practice.
Demo Video — LangGraph Tracing
[ Add video URL here ]
TURN 1 — game_master_adjudicate_round_start
▸ 5 Chairman spaces (C1–C5) await first bids
▸ Presidency space open for next round's leadership contest
Bidding Phase
▸ First bid on any Chairman space sets that Chairman's vice
▸ Bribe tiles count as 2 bid strength but risk investigation penalties
Flow setup → bidding → investigation → resolution
AI agents playing as distinct characters surface rule clarity issues and balance problems through structured post-game feedback. These quotes are real outputs from simulation sessions on The Beautiful Bid.
By logging structured events across every simulated turn — resources, corruption seen, corruption caught, agent questions — we can graph game balance over time and spot runaway-leader dynamics or dead strategies.
round_phase_index · agent_questions_count · total_resources_count · corruption_seen_count · corruption_caught_count
[ Replace with actual graph image from simulation session ]
Collaborate
I'm interested in working with game designers and AI practitioners who want to bring rigorous simulation thinking into the design process. Not looking to automate — looking to augment.
Have a prototype you want to stress-test before a print run? Let's build a simulation loop for your mechanics.
Interested in multi-agent coordination, sycophancy mitigation, or LLM reasoning in constrained rule systems? I have a live playground.
Looking to accelerate development pipelines with AI in the loop — without replacing your playtest culture? Let's talk.
pyplaytest is public on GitHub. If you want to extend it, fork it, or build on top of the LangGraph simulation layer — contributions welcome.
The best way to reach me is by email. Tell me about your game, your design problem, and where you think simulation could help — even just a rough sketch.
hello@youremail.com