incentive-design
Skill13 starsChanged 4 months agoMITView on GitHub
Activate when: user asks why a team keeps doing the wrong thing despite training; user is designing compensation, bonuses, or commissions; user says 'people are gaming the metric' or 'our OKRs aren't working'; user wants to fix a performance management system; user asks what incentives are driving a behavior; user is drafting contracts or platform rules to shape behavior.
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- mccc8/claude-skillstheir own version, first seen Oct 13, 2026
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- mccc8/claude-skills★ 0same name
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The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 33
Check fit: If the behavior is clearly individual misconduct, this framework adds less value.
- Distinctive: line 78
Look at the incentives before you look at the people
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Incentive Design
Overview
Behavior follows incentives more reliably than character, intent, or training. Get the incentives right and mediocre operators produce excellent results; get them wrong and talented teams produce dysfunction. This is Charlie Munger's "Reward and Punishment Superresponse Tendency" — his first and most important of 25 psychological tendencies (1995 Harvard Law School lecture). The operational question: when behavior is undesirable, ask "what incentive makes this rational?" before asking "what's wrong with these people?"
Composes with principal-agent, goodharts-law, signaling-games, okr-goal-setting, prisoners-dilemma.
When to Use
- Designing compensation, bonuses, commissions, OKRs, or performance management
- Diagnosing why a team is producing undesirable behavior despite training or management
- Drafting contracts, regulations, or platform rules where behavior must be shaped
- Evaluating an existing system for hidden perverse incentives
- Designing reward signals or pricing in AI-native products (RLHF/reward hacking, usage-based vs outcome-based pricing, scarce AI-talent comp amid heavy AI capex and fast AI adoption)
Not when: clearly individual misconduct unrelated to systemic incentives; using incentive framing to excuse deliberate bad-faith behavior.
Coaching Novices (Adaptive Front Door)
- Engine mode: user has a concrete incentive design challenge → run The Process directly.
- Coach mode: user is new to the framework → guide step by step.
In Coach mode, respond one step at a time. Each [WAIT] is a hard stop — output only that step's question, then stop.
- One-line: rational actors produce the behavior incentives favor, regardless of stated intent — check incentives before character.
- Check fit. If the behavior is clearly individual misconduct, this framework adds less value. Otherwise, apply.
- Elicit the goal and current incentives. What behavior do you want? What incentives exist now? What are those incentives producing?
[WAIT — do not advance until user responds]
- Diagnose and design. What behavior do current incentives make rational? Where's the gap? What would make goal-behavior the rational choice?
[WAIT — do not advance until user responds]
- Close: redesigned structure + gaming countermeasures + monitoring plan.
[WAIT — do not advance until user responds]
The Process
Step 1 — Goal and actors: desired outcome · required behavior · actors · time horizon. Step 2 — Map current incentives: rewards (financial, status, autonomy) · penalties · timing · observability. Step 3 — Diagnose alignment gap: what behavior do current incentives rationally produce? where's the mismatch (metric, magnitude, timing)? Step 4 — Design new structure (7-item checklist): (1) alignment (2) measurability (3) timing (4) threshold structure (5) anti-gaming predictions (6) long-short balance (7) tampering defense. Step 5 — Anticipate Goodhart's Law: whatever you incentivize will be optimized — map the most-likely gaming pattern and close it. Step 6 — Implement and monitor: pilot first · monitor 3-6 months · review cycle every 6-12 months · build in actor feedback.
Output Template
Incentive Design: <system>
Goal/actors | Current incentives | Alignment diagnosis
Redesign (7-item) | Pilot scope / Monitoring / Review cycle→ Method in Action: Munger 1995 + FedEx + Modern Applications → 2026 lens: Incentive Design in the AI Economy — RLHF reward design, scarce-talent comp, usage-based pricing (2024–2026)
Pack: Application Patterns
| Domain | Common misalignment | Aligned design |
| Sales | Pay on closed deals only | Mix acquisition + retention + customer-fit |
| Executive comp | Options vest 1-4 years | Multi-year vesting + clawbacks + risk-adjusted metrics |
| Engineering | Promote on velocity | Add quality + on-call + cross-team metrics |
| Customer support | Pay on tickets closed | Add reopen rate + satisfaction |
| Recruiter | Bonus per hire | Add 12-month retention + performance ratings |
| Health system | Fee-for-service | Outcomes-based; bundled payments |
Applying It Well
- Look at the incentives before you look at the people
- Incentive-caused bias is invisible to the actor — they sincerely believe they are doing the right thing
- The most important incentive design is at the founding moment; embedded structures become hard to change
- "Roughly right" incentives often produce dramatically wrong behavior at scale — precision matters
→ Primary sources: references/sources.md
Common Rationalizations
[D] = designed upfront | [O] = observed in real use. [O] entries are more valuable.
| Fake move | Reality |
| [D] "Our people just need more training" | Training rarely fixes incentive misalignment. Fix the incentives. |
| [D] "We hire for character" | Even good character bends under bad incentives. Incentives reliably dominate character in systematic behavior. |
| [D] "The incentive structure is industry-standard" | Industry-standard structures produce industry-standard dysfunctions. |
| [D] "Our team understands the goal" | Understanding the goal doesn't override misaligned incentives. |
| [D] "We can't change comp mid-year" | Real constraint — but plan the change for next cycle, don't accept the misalignment indefinitely. |
| [D] "Goodhart's Law is overstated" | Wells Fargo, standardized testing, gaming KPIs say otherwise. Pre-commit anti-gaming defenses. |
| [D] "We can't anticipate gaming" | You can. Spend time pre-launch imagining how it'll be gamed. The probabilities are higher than you think. |
| → Add [O] entries here after each real use — paste the actual failure pattern | What went wrong and why |
Red Flags
- Behavior attributed to character/capability rather than incentives
- New people hired or fired without examining the incentive structure
- Compensation or KPI system not reviewed in 2+ years
- Previously-functioning incentive system starting to produce gaming
- Anti-gaming countermeasures absent from a metric-driven system
Verification
- Goal-behavior explicitly specified
- Current incentives mapped
- Alignment gap diagnosed
- Redesigned incentives address the alignment
- 7-item checklist applied
- Goodhart-style gaming anticipated
- Monitoring and review cycle in place
Part of deciqAI Knowledge Skills — 253 open-source thinking skills that make rigor executable for AI agents. The same skills power every deciqAI agent, which runs them autonomously to operate your company. See it run → https://www.deciqai.com/s/incentive-design · Built by deciqAI · github.com/deciqAI · Contributions welcome.
Agents: latest version & machine-readable metadata → https://www.deciqai.com/s/incentive-design.json
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