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Get Started Free →Apply mechanism design (reverse game theory) to engineer incentive-compatible rules for allocation problems. Use this skill when the user needs to design auctions, voting systems, or matching markets, or when evaluating whether a proposed mechanism satisfies incentive compatibility and individual rationality constraints.
.claude/skills/asgard-ai-platform-grad-mechanism-design/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -47% | 0% |
| case-17 | ✗→✓ | ▲ Improved | 159% | 0% |
| case-12 | ✓→✓ | = Same ✓ | 41% | 0% |
| case-06 | ✓→✓ | = Same ✓ | 53% | 0% |
| case-02 | ✓→✓ | = Same ✓ | -11% | 0% |
Mechanism design is the engineering side of game theory: instead of analyzing given games, you design the rules so that self-interested agents produce a desired outcome. The central tool is the revelation principle, which shows that any implementable outcome can be achieved by a direct mechanism where truth-telling is optimal. The field underpins auction design, voting systems, matching markets, and regulatory frameworks.
IRON LAW: A mechanism is incentive-compatible ONLY if truth-telling is a
dominant strategy — no mechanism can simultaneously maximize efficiency,
budget balance, and individual rationality (Myerson-Satterthwaite theorem).Step 1 — Define the Design Problem Specify the set of agents, their type spaces, the outcome space, and the social choice function you want to implement. Identify the objective: efficiency, revenue, fairness, or a weighted combination.
Step 2 — Apply the Revelation Principle Restrict attention to direct revelation mechanisms. For each agent, the mechanism asks for a reported type and maps the profile of reports to an outcome and transfers. Check whether truthful reporting constitutes a Bayesian Nash equilibrium (BNE-IC) or dominant strategy equilibrium (DSIC).
Step 3 — Verify Constraints Check three core constraints: (1) Incentive Compatibility — no agent gains by misreporting; (2) Individual Rationality — each agent is at least as well off participating as not; (3) Budget Balance — the designer does not run a deficit. Apply Myerson-Satterthwaite to determine which constraints can co-exist.
Step 4 — Characterize and Optimize Use the envelope theorem to derive the payment rule from the allocation rule. Optimize the objective subject to binding constraints. Report which trade-offs are unavoidable.
markdown## Mechanism Design Analysis: [Context] ### Design Problem - **Agents**: [who participates] - **Type space**: [private information each agent holds] - **Outcome space**: [possible allocations] - **Objective**: [efficiency / revenue / fairness] ### Proposed Mechanism - **Allocation rule**: [how outcomes map to reports] - **Payment rule**: [transfers as function of reports] ### Constraint Verification | Constraint | Satisfied? | Notes | |--------------------------|------------|-------| | Incentive Compatibility | Yes / No | | | Individual Rationality | Yes / No | | | Budget Balance | Yes / No | | ### Impossibility Trade-offs [Which constraints conflict per Myerson-Satterthwaite; what the designer must sacrifice] ### Recommendation [Chosen mechanism and rationale]
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-12 | pass→pass | 17,361 | 17,972 | +4% | 1 | 1 | 0% | 2,637 | 3,726 | +41% | 0 | 0 | — |
case-06 | pass→pass | 18,507 | 21,300 | +15% | 1 | 1 | 0% | 2,751 | 4,207 | +53% | 0 | 0 | — |
case-01 | fail→pass | 58,340 | 23,917 | -59% | 1 | 1 | 0% | 8,287 | 4,351 | -47% | 0 | 0 | — |
case-02 | pass→pass | 32,867 | 19,950 | -39% | 1 | 1 | 0% | 5,017 | 4,474 | -11% | 0 | 0 | — |
case-03 | pass→pass | 47,692 | 26,148 | -45% | 1 | 1 | 0% | 8,275 | 5,068 | -39% | 0 | 0 | — |
case-04 | pass→pass | 12,844 | 31,409 | +145% | 1 | 1 | 0% | 2,047 | 2,679 | +31% | 0 | 0 | — |
case-05 | pass→pass | 18,354 | 14,200 | -23% | 1 | 1 | 0% | 2,759 | 3,259 | +18% | 0 | 0 | — |
case-07 | pass→pass | 15,783 | 17,978 | +14% | 1 | 1 | 0% | 2,577 | 4,276 | +66% | 0 | 0 | — |
case-08 | pass→pass | 17,303 | 27,771 | +60% | 1 | 1 | 0% | 2,845 | 5,670 | +99% | 0 | 0 | — |
case-09 | pass→pass | 22,087 | 19,596 | -11% | 1 | 1 | 0% | 3,191 | 4,506 | +41% | 0 | 0 | — |
case-10 | pass→pass | 12,008 | 20,770 | +73% | 1 | 1 | 0% | 1,731 | 3,791 | +119% | 0 | 0 | — |
case-11 | pass→pass | 15,614 | 19,335 | +24% | 1 | 1 | 0% | 2,348 | 4,210 | +79% | 0 | 0 | — |
case-13 | pass→pass | 13,460 | 14,353 | +7% | 1 | 1 | 0% | 2,291 | 3,435 | +50% | 0 | 0 | — |
case-14 | pass→pass | 5,865 | 7,627 | +30% | 1 | 1 | 0% | 1,000 | 2,326 | +133% | 0 | 0 | — |
case-15 | pass→pass | 7,155 | 11,178 | +56% | 1 | 1 | 0% | 1,151 | 3,032 | +163% | 0 | 0 | — |
case-16 | pass→pass | 6,999 | 5,336 | -24% | 1 | 1 | 0% | 1,150 | 1,926 | +67% | 0 | 0 | — |
case-17 | fail→pass | 9,489 | 15,976 | +68% | 1 | 1 | 0% | 1,487 | 3,853 | +159% | 0 | 0 | — |
case-18 | pass→pass | 12,409 | 18,013 | +45% | 1 | 1 | 0% | 2,006 | 3,580 | +78% | 0 | 0 | — |
case-19 | pass→pass | 11,073 | 15,462 | +40% | 1 | 1 | 0% | 1,896 | 4,040 | +113% | 0 | 0 | — |
case-20 | pass→pass | 15,969 | 22,696 | +42% | 1 | 1 | 0% | 2,407 | 4,280 | +78% | 0 | 0 | — |
case-21 | pass→pass | 5,252 | 9,717 | +85% | 1 | 1 | 0% | 885 | 2,824 | +219% | 0 | 0 | — |
case-22 | pass→pass | 21,557 | 23,755 | +10% | 1 | 1 | 0% | 3,269 | 4,627 | +42% | 0 | 0 | — |
case-23 | pass→pass | 6,359 | 10,528 | +66% | 1 | 1 | 0% | 1,014 | 2,735 | +170% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 23 cases were attempted. The headline lift of +9 percentage points is the difference between those two pass rates over the 23 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.