The open methodology defining stress vectors, validation criteria, agent architecture, and audit scope for live-service economy assessment.
The GhostPlay Economy Assessment Standard defines how GhostPlay assesses live-service game economy stability against a defined set of stress conditions. An assessment reports whether the economy model maintains predictive accuracy within specified thresholds when subjected to exactly three named stress vectors.
Assessment boundary: economy model predictive accuracy under named shock conditions.
Publishers commissioning an assessment accept that a within-tolerance result is specific to the defined test conditions and does not constitute a guarantee of economy stability under all circumstances.
All three vectors are applied at Day 180 of the simulation window. The Day 180–360 period constitutes the post-shock observation window used for MAPE scoring.
+300% transaction volume injected at Day 180 across all Asset Classes simultaneously.
Models coordinated duplication exploits or viral economy hacks.
Top 10% spender cohort removed at Day 180.
Models sudden high-value player churn event (e.g., competitor release, controversy).
Class 2 (Velocity Catalyst) velocity ≥400% increase; Class 4 (Wildcard Faucet) velocity ≥200% increase, beginning Day 180.
Models aggressive content drop or battle pass acceleration.
The standard defines four Systemic Asset Classes. All four are scored against the MAPE gate across all three stress vectors, and the findings report rates each class's economy health accordingly.
| Class | Label | Definition |
|---|---|---|
| 1 | Fiat | Hard currency (real-money purchases) |
| 2 | Velocity Catalyst | Soft currency — earned in-game, spent on progression |
| 3 | Progression Sink | Consumables, upgrades, cosmetics sold for Class 2 |
| 4 | Wildcard Faucet | Free-to-earn items with unpredictable supply dynamics |
MAPE scores range from 0%–100%+ with no upper bound on failure. A score of 0% represents perfect prediction. Scores are reported per Asset Class per vector in the delivered audit report.
Simulations run 5,000 synthetic agents over 360 simulated days. Two persona archetypes drive all agent behavior:
Finds and exploits economy inefficiencies via scripted Behavior Trees. Drives Vector A (Exploit Shock) scenarios and contributes to baseline economy stress.
High-spend, high-volume, high-churn-risk archetype. Drives Vector B (Whale Flight) scenarios and constitutes the top 10% spender cohort.
Agent behavior is fully deterministic. Given an identical game binary and parameter set, simulation output is reproducible to 6 significant figures. This property enables independent verification of any issued findings report.
Agent decision logic uses Behavior Trees exclusively. No machine learning models are used in agent decision-making (ADR-0001). All model weights are server-side forecast components only — not embedded in agents.
Upon completion of an economy assessment, the following deliverables are provided to the publisher within a 48-hour SLA from binary submission.
SLA: 48 hours from binary submission to delivered report.