Executive Summary

On Saturday, 17 October 2026, Automaton Games debuted its new AI governance Megagame, The Commons Problem, with Playtest 1 held in downtown Toronto, ON. 36 players attended and took on the role of AI Labs, Chip Manufacturers, Great Powers, Investors, and more in a six-hour simulation of the near future of the AI ecosystem. The Playtest was supported by BlueDot Impact and the Toronto Event Generator.

Playtest 1 has demonstrated that The Commons Problem is a very effective game for facilitating a large, multi-faction AI governance simulation ripe with interaction, rigorous system mechanics, information asymmetry, supply chains, investment and geopolitics. The test also exposed numerous design issues and facilitation blockers to be improved upon in future playthroughs.

In this report, creator and lead game master Philip Harker discusses how the game went, what worked, what broke, and what's next for The Commons Problem. He is interested in further funding and can be contacted at [email protected].

Introduction

The problem of AI governance goes beyond the technical realm. Great powers, AI labs, chip makers, and investors are embroiled in a game of conflicting incentives, incomplete information, bitter competition, and the looming risk of catastrophic outcomes for humanity. As many have identified before me, wargaming is one of the best ways to model these complex systems.

I've been working on this project for about six months at the time of writing. As many have heard, The Commons Problem started life as a blogpost critiquing D. Scott Phoenix's very interesting exercise, "The Endgame". I began exploratory design work on my evenings and weekends in May, sketched some design drafts in June, and tested a small 5 player version with some friends in July and August.

As a design paradigm, I decided to model my project after a niche British hobbyist tradition called the "Megagame"— a large scale wargame involving dozens or hundreds of people arranged into teams and competing in real time to achieve some objective. The first Megagames were Second World War simulations, but the genre has since expanded. Megagames are designed in all kinds of genres from fantasy to science fiction. It seemed fairly obvious to me that this was a great format for AI wargaming.

On 20 August 2026 I was awarded a generous $5000 grant from BlueDot Impact, a British-American AI safety nonprofit, to develop my game into a massively multiplayer 30-60 player in-person experience simulating AI research, product development, supply chains, investment, policy, diplomacy, warfare, and existential risk. I was tasked with producing a prototype play kit and conducting two playtests in Toronto. The first playtest is now concluded.

This report comes in four parts:

  • A high-level overview of the session of The Commons Problem that took place on Saturday.

  • Things that went well at Playtest 1.

  • Design issues: things that went badly at Playtest 1 in a good way. Design lessons learned and issues that could not have been found without playtesting.

  • Execution issues: things that went badly at Playtest 1 in a bad way. Costly mistakes I made in planning and facilitation of the event which were largely silly and avoidable.

Overview - Playtest 1

36 players took part in Playtest 1, facilitated by myself, four paid deputy GMs, and a volunteer. The event took place on 17 October 2026 in a church basement in Toronto's Garden District. Doors opened at 9:00 AM and the last players left at 4:00 PM. This particular playtest (particularly fees paid to my GM staff) was partly supported by the Toronto Event Generator, an organisation dedicated to supporting unique events in the city. Playtest 1 followed Playtest 0.5, a much smaller and shorter private test I held to validate some basic game ideas.

We got through 5 rounds of play, each about 1 hour, plus a lunch break. The 36 players played as 21 factions spanning Great Powers, AI Labs, Investors, Chip Designers, Chip Manufacturers, Tech Firms, Minor Powers, and Publishers.

This high level summary of the course of play won't cover everything, but I am particularly indebted to the Publisher players at the in-game newspaper, The Global Wire, for their fantastic journalistic efforts. The Playtest 1 newspaper is archived here.

The game opened roughly how I expected:

  • AI Labs got to work training up new AI Models, competing on model Strength (an integer representing how strong the Model is. The first model trained, Eve 1.0 by Mankind Labs, had a Strength of 8).

  • Chip companies got to work designing/printing new Chips to create compute to sell to AI Labs.

  • All of this R&D and manufacturing was costly, so private and public firms scrambled to Investors in search of funding. VCs threw money at the best-performing Chip Designers and AI Labs.

  • Russia and Europe entered negotiations when the Ukraine war escalated after Belarusian troops entered. The UN attempted to address the crisis, but their resolution was vetoed.

  • China sabre-rattled at Taiwan, deploying their navy and threatening forced annexation. The EU was a far stronger voice for peace than the US— as one reporter put it, "Although the US and China are ostensibly at odds, their AI ecosystems are entangled."

As the game progressed, though, things got weird. For instance, I never imagined that an AI Model would be trained with a Strength score far exceeding 10 or 15, but by the end, Eve 3.0 had a Strength of 120.

Model Strength wasn't the only resource subject to hyperinflation. While governments scrambled for Capital, Tech Firms were printing more money than they knew what to do with.

In Round 2, a regional resource war in central Africa led to a price spike for precious minerals in the region, increasing the cost of new chip manufacturing in Taiwan. This led to a strange alliance in Round 3: a massive joint US-Russia-UAE coalition landed in the Central African Republic, supported by frontier American AI tech and united in their need for cheap chips. Russian aggression was a defining characteristic of the game; from the Russian player's post-mortem on Substack:

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I fell behind on the AI race in the midgame, I tried to think of ways to catch up to the US, China, and the EU; but it was just impossible. Thus, I came to the conclusion that I should use my military as leverage.

President, Russian Federation

Round 3 was the darkest period of the game. Global AI risk spiked dramatically as more and more powerful AI models entered the market, and Russia intentionally escalated the conflict in Ukraine to provoke global military tension. Progress AI and Mankind Labs in the US merged, as did Bonté Labs and EuroServ GmbH in the EU. Interstellar Labs in the US IPO'd. The sheer amount of capital coming out of the global tech sector was rapidly heating up the economy, and investors with revenue sharing agreements had money pouring in.

It was around Round 4 when the world started to realise that at the current rate of progress, frontier AI caused a great risk to humanity. A non-state actor's cyber attack against Interstellar Labs caused serious damage to one of the country's largest compute providers. At this point, the Great Powers and the major AI Labs signed a joint agreement to invest into AI safety research as training continued. There were still open military questions— governments refused to rule out the use of AI assistance in warfare, and the US and Taiwan formally signed a military alliance.

Round 5 was marked by a grand UN resolution enforcing a global 10% GDP spending requirement towards AI safety, banning military AI products beyond a certain capacity, and several other terms. It was lauded as a great success by almost all players, and marked the end of The Commons Problem.

Megagames such as this, with dozens of actors running around the room at all times, are necessarily overflowing with information. There are many interesting and strange interactions that emerged throughout play, including:

  • International private-public compute cartels

  • Taiwan's chip plant expansion into Arizona

  • A proposed US military operation against the European Union due to a perceived lack of cooperation

  • A total buyout and taking-private of TSMC by a British hedge fund and a UAE sovereign wealth fund

In the end, all Factions present achieved at least 3/5 of their personal objectives, allowing them to claim victory. The world was 'saved'.

Playtest 1 was an incredible event and its outcomes were very interesting to me and my team. There were a number of glaring issues (both in the moment and in hindsight), but it's clear to me that The Commons Problem is on the right track to enter the AI tabletop exercise (TTX) landscape as a unique and engaging experience.

Successes

  • The Commons Problem is, overall, a fun game. 20 out of 24 players surveyed enjoyed or strongly enjoyed the game's negotiation mechanics. The energy was electric in the room from beginning to end. Everyone was hungry for dealmaking and victory. One player described The Commons Problem as "chaotic and exuberant."

  • People seemed to eventually get a grasp for the game. Almost everyone understood their faction and their objectives, and 15 out of 24 surveyed pretty much understood what they were doing by the end of the game.

  • Players got the memo about creativity and freedom very early on. Intergovernmental organisations, treaties, global slush funds, emergency meetings, and contracts formed organically with no direction from me.

  • The experience delivered many high-impact, memorable moments. Between the official survey, published and unpublished post-mortems, and verbal debriefs with my players, it seems like almost everyone had a crazy moment they wanted to share with me. I have been told repeatedly that The Commons Problem, with its forced immersion into the shoes of key AI stakeholders, deeply challenges players to question their worldviews and mental models.

  • Of the 40 players who registered for Playtest 1, 36 showed up to play and 16 paid to be there. This is an excellent turnout rate for an AI safety event as elaborate as this.

Design Issues

  • The game was too easy. Many factions reported in Rounds 1-3 that they'd already achieved their objectives without much fuss, and it's ridiculous that all 21 Factions declared victory at the end of the game. That should be a highly improbable outcome.

  • There is an "infinite money glitch", as Epistech Inc.'s CEO put it to me. Talent, the resource representing smart humans working on AI, chips, and software, has a fixed low price. Talent is used to build Software Products, which produce revenue at variable but linear rate, forever. The more Talent you have, the more Software Products you can ship, the more revenue you can generate arbitrarily. To fix this, Talent needs to become a hot commodity that gets vastly more expensive with demand. One of my GMs suggested that Talent should be non-fungible, with a pool of active researchers/engineers available for hire like baseball cards.

  • Paper does not scale. There were almost two dozen discrete paper forms and artifacts that existed in the game— military order sheets, IPO filings, research trees, chip design specifications, data centers. I had the naive vision that my GMs would be able to process all these papers, get me the information, and I would enter it into my database. In reality, this would have required a staff twice the size, with half of them only doing paperwork and data entry while the other half answered questions and facilitated play. I am humbled by the early designers of megagames who processed all that information on paper only (though to be fair, I think that my game is far more quantitative information-dense than, say, Watch The Skies). Tactility is important to me, so the in-person Megagame iteration of The Commons Problem will always have some physical components and artifacts, but much of this game needs to be ported onto software and web tools, with everything tracked on some kind of central ledger.

Look at all those forms! That is way too many forms! And it still wasn’t enough!

  • There is an information shortage during play. Though the publishers worked as hard as they could, it was impossible to keep track of everything. The fog of war is an important game mechanic— Factions need to make important decisions under time constraints, resulting in forced guesswork— but a 3 person news team is possibly insufficient. I think the GM team needs to inject more information, publicly and privately. A second Publisher faction might also be interesting.

  • AI safety research needs to be harder. As we are seeing now in 2026, AI risk does not go away even if you throw billions and billions of dollars at it. My rules for AI safety research were shallow. A global "AI DOOM" index isn't a good metric. Risk and safety research should be tied locally to individual models, and there should perhaps be factions akin to METR or MIRI whose entire job is to benchmark AI models, audit labs, and conduct safety research.

  • I knew this would be a problem but I still did not design around it: the wargaming rules remain underbaked. They were non-existent in my Playtest 0.5 test run, and I had two weeks to correct for that, but the rules I came up with were shallow and still created a lot of question marks. There were no rules for amphibious invasions, coalition warfare, long-term expeditionary occupation, capturing objectives, or arms sales. Zyad, my GM for Policy and Warfare, did a stupendous job of improvising and facilitating, but more work is needed here. It's funny, for both Playtests 0.5 and 1, I almost felt like I was intentionally restricting myself from writing too many rules for warfare? I am afraid of scope creep and I was stopping myself from applying too much of what I know (combat heavy negotiation/war games like Axis and Allies and Twilight Imperium) onto this new project, for fear that warfare rules would crowd everything out. I overcorrected, and if Zyad wasn't so excellent of a GM, the game would have suffered.

  • The game has no rules for Mergers and Acquisitions. I didn't realise that there were two mergers in the game: an EU Lab and Tech Firm merged, and America's two largest AI Labs merged. There were no rules for investment banking, antitrust suits, or changing of win conditions.

  • The game features a fully fledged stock market with many listed firms (both player-controlled and non-player-controlled) and basically no one interacted with it. With the labs and tech firms printing money, it made no sense for investors to tie up capital in public energy and banking stocks that might rise by 20% in the next year when they could spend all their money on new data centers.

Execution Issues

  • There was an information shortage before the game started. While a few players came into the game seemingly fully prepared, my method for disseminating information wasn't perfect. I tried to give everyone siloed documents so as not to overwhelm them: one slide deck for "Finance and Markets", one brief overview for "Your Faction's Objectives", but I should have spent my energy on creating a single rulebook that everyone can reference.

  • I am far too averse to spending money, and it very nearly caused me some problems. I cheaped out on the printer and projector, providing my own, and both failed on game day. The newspaper editor managed to get the printer working, but the projector never got running, which seriously impacted the game. I should have rented gear from the venue. Time is money!

  • I did not give myself enough setup time. I didn't have a coherent plan for setup, and I didn't even have a single component checklist. Players had to sketch out their own AI model order forms on scrap paper, and we had to improvise and create new denominations for resources (i.e. "one pink chip is worth 20 Talent now!").

  • We ran out of numerous components— people had to use stock exchange order forms to sketch out private investment deals, and there was more demand for data centers than we had data center sheets available.

  • People were thirsty and though I provided coffee in the morning, I provided no bottled water or soft drinks. Stupid mistake.

Next Steps

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"...super fun, interesting perspective on what incentives drive our current ai economy, would play again"

"...Overall very good fun, would play again if had the chance."

"...I know I would love to play again, and I would try to persuade my less safety-pilled friends to play, too."

Playtest 1 Survey Respondents

The Commons Problem will return several more times in 2026 as the game exits the testing phase and prepares to ship publicly.

The BlueDot Impact Rapid Grant that made Playtest 1 possible calls for at least one more full-scale Playtest in Toronto. With a combination of funding sources and local partnerships, Automaton Games intends to run three more playtests in Q4 2026.

  • Playtest 2 is scheduled for 11 November 2026 in Toronto, ON as part of AI Safety Week.

  • Playtest 3 is scheduled for 21 November 2026 in San Francisco, CA, hosted at Mox SF.

  • Playtest 4 is targeted for 5 December 2026 in Berkeley, CA. I am still looking for a venue and partner organisations for this final test.

My initial grant period, depending on how you count it, ends on 10 January 2027 at the earliest. By that time I aim to have finished three products, as I promised to BlueDot Impact:

  • A free, open-source (probably Creative Commons licensed) ruleset for The Commons Problem on my website which can be downloaded by anyone. This will include all the game's soft components: a master rulebook, GM's guide, player briefs, paper components, software, a recommended component list, and a basic play scenario for the GM.

    • I've considered publishing additional scenarios into 2027, either for free, for a cost, or as a pay-what-you-want model. It all depends on my funding strategy, which I'll get to in a moment.

  • A hard component play kit available for sale (probably at cost for most buyers) containing the GM-recommended hard components. This is optional; you can absolutely play The Commons Problem print-and-play style, or by sourcing your own poker chips and dice, but the play kit will make it a little easier for organisations.

  • A framework for organisations, institutions, events, and individuals to hire me to facilitate The Commons Problem. I want this to be inexpensive for nonprofits but obviously in-person event coordination has hard costs. Certainly any nonprofit or corporation could download my rules and put the game on themselves, maybe even at a profit, but time is money and it might be easier and cheaper for them to just contract Automaton Games to do it for them.

I am interested in further funding for this project in the form of grants, sponsorships, or for-hire facilitation. I can create bespoke rules changes, new factions, or scenarios suited to organisations— for instance, a tech company might be more interested in cyber security/RSI scenarios, whereas a think tank or university IR department might be more interested in global trade and great power conflict.

Given the subject matter, creative and editorial independence is very important to me. I am not interested in equity investment in Automaton Games at this time, nor am I interested in selling the IP. I would, however, consider collaboration with another AI safety/policy/governance organisation working on tabletop exercises.

Conclusion

I'm giving myself a "B" grade for Playtest 1. I gained many valuable insights about my design and it could have gone much, much worse (which happened to be the subject of several of my dreams in the nights leading up to the game). However, I dropped the ball on a few things, and I need to improve my communication, technical writing, and event management skills.

Between comparable products such as AI 2027 and Intelligence Rising, and recent developments such as Anthropic's active search for a Tabletop Exercise Lead, it's obvious to me that there's an appetite for TTX projects such as The Commons Problem and my path forward, both for the purposes of this grant and the game as a whole, seems quite clear. There is a great deal of work ahead, but I think I've got something unique here. I have yet to see another TTX on the market that is as granular and systems-oriented as mine, while also designed for mass public appeal.

I look forward to playing The Commons Problem again.

Acknowledgements

The Commons Problem Playtest 1 was funded by BlueDot Impact and the Toronto Event Generator.

This Playtest would not have been possible without my co-GMs Shivangi Pandey, Zoravur Singh, Zyad Osman, Owen Walker, and the volunteerism of Ali Mercieca.

A special thanks is owed to the advice and personal support of Georgia Berg, Jasmine Ren, Mario Gibney, Daria Terekhov, Jehan Azad, Pip Swartz, Paul Mullins, Sean Aubin, Oscar Yasunaga, and Anneke Lee. I am grateful for the collaboration with Trajectory Labs, AIGS Canada, and the AI Safety Foundation. Also, thank you to everyone who played in Playtest 0.5 and Playtest 1 (especially Nicole Evans, ruthless CEO of Mankind Labs, who took part in both)!

The Commons Problem was inspired by D. Scott Phoenix's "The Endgame" AI wargaming exercise. Thanks for the playtest invite in April, Phoenix!