@champz-llc/legends-mcp-server 1.8.1 → 1.8.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/docs/ai-magistrate-params-new.md +142 -0
- package/docs/game-guide.md +173 -80
- package/package.json +1 -1
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#### 1. Risk Tolerance (0-100)
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**Role**: Direct 30% contribution to attractiveness score
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**How it works**: Higher value = higher base willingness to purchase
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**Range**: 0 (ultra-conservative) to 100 (ultra-aggressive)
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**Effect**:
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- **0-30**: Extreme caution, waits for perfect opportunities
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- **40-60**: Balanced, competes when conditions are favorable
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- **70-100**: Aggressive, pushes hard even in tough conditions
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10
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**Tip**: Start at 50 in practice mode, adjust ±10 based on results
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---
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#### 2. Purchase Threshold (0-100)
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**Role**: Minimum attractiveness score required to trigger purchase
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**How it works**: Agent calculates score (0-100), only buys if score ≥ threshold
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**Range**: 0 (always buy unless hard blocked) to 100 (nearly impossible to buy)
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**Effect**:
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- **Low (20-40)**: Triggers easily, frequent purchases
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- **Medium (50-70)**: Requires favorable conditions
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- **High (80-100)**: Extremely selective, rare purchases
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**Relationship**: Works WITH risk tolerance (high risk + low threshold = very aggressive)
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**Tip**: 60 is balanced, lower for more activity, higher for pickier agents
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---
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#### 3. Entry Timing (0-100%)
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**Role**: Earliest point in cycle (as %) when agent can start competing
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**How it works**: Hard blocker - agent waits until cycle progress ≥ this value
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**Range**: 0% (start immediately) to 100% (never enter)
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**Effect**:
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- **0%**: Early bird, competes from cycle start
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- **25%**: Waits 2 hours (25% of 8-hour cycle)
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- **50%**: Mid-cycle entry (4 hours in)
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- **75%**: Late sniper (6 hours in)
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**Strategy**: Late entry = lower prices but less hold time
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**Tip**: 0-20% for active competition, 40-60% for budget preservation
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---
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#### 4. Late Entry Deterrent (0-100%) - *UI: "Cutoff"*
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**Role**: Latest point in cycle (as %) when agent will still enter
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**How it works**: Hard blocker - agent won't buy if cycle progress > this value
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**Range**: 0% (never enter) to 100% (no cutoff)
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**Effect**:
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- **50%**: Only competes in first half of cycle
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- **75%**: Allows entry up to 6 hours into cycle
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- **90%**: Nearly full cycle access
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- **100%**: No restriction (can buy until executor stops at 7.5 hours)
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**Works with**: Entry Timing (e.g., Entry=10%, Cutoff=60% = compete in 10-60% window)
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**Tip**: 80-100% unless testing specific time-window strategies
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---
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#### 5. Max Spend Per Cycle (USDC)
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**Role**: Hard cap on total USDC spent in one cycle
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**How it works**: Hard blocker - agent stops when cycle_spent + price > this value
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**Range**: 0.01 to your available balance
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**Effect**:
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- **Practice Mode**: 0-10 USDC (you have 10 virtual)
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- **Real Mode**: Depends on your agent wallet balance
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**Example**: Set to 7 USDC → Agent stops after spending 7, saves 3 for next cycle
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**Tip**: Practice: 7-9 USDC (save some), Real: 70-90% of balance
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---
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#### 6. Max Price Per Purchase (USDC)
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**Role**: Hard cap on single Guardian send price
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**How it works**: Hard blocker - agent won't buy if price > this value
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**Also affects**: Price attractiveness score (lower price/max ratio = higher score)
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**Range**: 0.01 to max_spend_per_cycle
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**Effect**: Prevents expensive rage-buys at peak competition
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- **Practice Mode**: 0.5-5 USDC typical
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- **Real Mode**: Depends on strategy and budget
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**Relationship**: Should be ≤ max_spend_per_cycle
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**Tip**: Set to 40-60% of max_spend_per_cycle for balanced approach
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---
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#### 7. Reserve Buffer (USDC)
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**Role**: Safety reserve that agent never spends
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**How it works**: Hard blocker - agent needs (price + reserve) ≤ balance to buy
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**Range**: 0 to your balance
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**Effect**:
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- **0 USDC**: No reserve, can spend everything
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- **2 USDC**: Always keeps 2 USDC untouched
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**Example**: Balance=10, Reserve=2, Price=9 → Won't buy (needs 11)
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**Tip**: Practice: 0-1 USDC, Real: 1-2 USDC for safety
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---
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#### 8. Recent Activity Deterrent (0-100)
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**Role**: How much to avoid Guardian when competition is active
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**How it works**: Reduces attractiveness score based on recent purchases (last 10 min)
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**Weight**: 20% of attractiveness score
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**Range**: 0 (ignore activity) to 100 (maximum deterrence)
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**Effect**:
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- **0**: Agent doesn't care about recent activity
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- **50**: Moderate penalty when others are active
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- **100**: Strongly avoids contested Guardian
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**Mechanism**: Recent sends counted → Activity score → Penalty applied
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**Tip**: 30-50 for balanced competition, 70+ to avoid bidding wars
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---
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#### 9. Price Escalation Tolerance (0-100)
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**Role**: How much to tolerate rapid price increases
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**How it works**: Reduces attractiveness score if price jumped >50% in last 30 minutes
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**Weight**: 20% of attractiveness score
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**Range**: 0 (very intolerant) to 100 (completely tolerant)
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**Effect**:
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- **0-30**: Backs off when price escalates quickly
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- **50-70**: Moderate tolerance
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- **80-100**: Ignores price escalation
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**Example**: Price was 1 USDC 30 min ago, now 2 USDC (+100%)
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- Tolerance=20 → Large penalty to score
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- Tolerance=80 → Small penalty
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**Tip**: 40-60 for balanced approach, lower if budget-conscious
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---
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#### 10. Random Factor (0-100)
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**Role**: Adds unpredictability to prevent agent patterns
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**How it works**: Adds random variance (-factor to +factor) to final score
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**Range**: 0 (completely predictable) to 100 (maximum chaos)
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**Effect**:
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- **0**: Agent behaves identically every time
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- **20**: Small variance, mostly predictable
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- **50**: Moderate variance, decisions vary noticeably
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- **100**: High variance, very unpredictable
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**Why useful**: Prevents other agents from perfectly predicting your behavior
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**Tip**: 10-30 for subtle variance, 0 for pure deterministic testing
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package/docs/game-guide.md
CHANGED
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## 🤖 AI Magistrate
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## 🤖 AI Magistrate - Complete Technical Guide
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An **autonomous AI agent** that competes for Guardian on your behalf -
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An **autonomous AI agent** that competes for Guardian throne on your behalf using a sophisticated 10-parameter decision algorithm. No manual gameplay needed - configure once, let it compete all cycle!
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### 🎯 Practice Mode vs 💎 Real Mode
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@@ -345,84 +345,177 @@ An **autonomous AI agent** that competes for Guardian on your behalf - no manual
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4. **Compete**: Agent uses its 10 virtual USDC every cycle
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5. **Learn**: Analyze results and adjust strategy
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### 🧠 How the AI Decision Algorithm Works
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Your agent runs a **3-phase decision algorithm** every few minutes during the cycle:
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**Phase 1: Hard Blockers** (Instant rejection if any fail)
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1. Price too high (> max_price_per_purchase) → **NO**
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2. Insufficient balance (< price + reserve) → **NO**
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3. Cycle budget exhausted → **NO**
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4. Entry timing not reached yet → **WAIT**
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5. Late entry cutoff exceeded → **NO**
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**Phase 2: Attractiveness Score** (0-100 calculated from 4 factors)
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1. **Price Attractiveness (30% weight)**: Lower price = higher score
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2. **Activity Deterrent (20% weight)**: Recent competition reduces score
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3. **Price Escalation (20% weight)**: Rapid price increases reduce score
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4. **Risk Tolerance (30% weight)**: Your configured risk level
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**Phase 3: Decision**
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- If attractiveness score ≥ purchase_threshold → **BUY**
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- Otherwise → **WAIT**
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This algorithm runs continuously every ~5-10 minutes (depending on competition) for 7.5 hours per cycle.
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---
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### ⚙️ Configuration Parameters - Complete Reference
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Your agent has **10 configurable parameters**. Master these to build winning strategies:
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#### 1. Risk Tolerance (0-100)
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378
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**Role**: Direct 30% contribution to attractiveness score
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379
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**How it works**: Higher value = higher base willingness to purchase
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380
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**Range**: 0 (ultra-conservative) to 100 (ultra-aggressive)
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381
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**Effect**:
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382
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- **0-30**: Extreme caution, waits for perfect opportunities
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383
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- **40-60**: Balanced, competes when conditions are favorable
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384
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- **70-100**: Aggressive, pushes hard even in tough conditions
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385
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+
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386
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**Tip**: Start at 50 in practice mode, adjust ±10 based on results
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387
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---
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390
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#### 2. Purchase Threshold (0-100)
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**Role**: Minimum attractiveness score required to trigger purchase
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392
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**How it works**: Agent calculates score (0-100), only buys if score ≥ threshold
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393
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+
**Range**: 0 (always buy unless hard blocked) to 100 (nearly impossible to buy)
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394
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**Effect**:
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395
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- **Low (20-40)**: Triggers easily, frequent purchases
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396
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+
- **Medium (50-70)**: Requires favorable conditions
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397
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+
- **High (80-100)**: Extremely selective, rare purchases
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398
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399
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**Relationship**: Works WITH risk tolerance (high risk + low threshold = very aggressive)
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400
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**Tip**: 60 is balanced, lower for more activity, higher for pickier agents
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401
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402
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---
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403
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#### 3. Entry Timing (0-100%)
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405
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**Role**: Earliest point in cycle (as %) when agent can start competing
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406
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**How it works**: Hard blocker - agent waits until cycle progress ≥ this value
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407
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**Range**: 0% (start immediately) to 100% (never enter)
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408
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**Effect**:
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409
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- **0%**: Early bird, competes from cycle start
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410
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+
- **25%**: Waits 2 hours (25% of 8-hour cycle)
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411
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+
- **50%**: Mid-cycle entry (4 hours in)
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412
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- **75%**: Late sniper (6 hours in)
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413
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+
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414
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+
**Strategy**: Late entry = lower prices but less hold time
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415
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+
**Tip**: 0-20% for active competition, 40-60% for budget preservation
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416
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+
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417
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+
---
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418
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+
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419
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#### 4. Late Entry Deterrent (0-100%) - *UI: "Cutoff"*
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420
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**Role**: Latest point in cycle (as %) when agent will still enter
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421
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**How it works**: Hard blocker - agent won't buy if cycle progress > this value
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422
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**Range**: 0% (never enter) to 100% (no cutoff)
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**Effect**:
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- **50%**: Only competes in first half of cycle
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425
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- **75%**: Allows entry up to 6 hours into cycle
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426
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- **90%**: Nearly full cycle access
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427
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- **100%**: No restriction (can buy until executor stops at 7.5 hours)
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428
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429
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**Works with**: Entry Timing (e.g., Entry=10%, Cutoff=60% = compete in 10-60% window)
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430
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**Tip**: 80-100% unless testing specific time-window strategies
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431
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432
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---
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433
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434
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#### 5. Max Spend Per Cycle (USDC)
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435
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**Role**: Hard cap on total USDC spent in one cycle
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436
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+
**How it works**: Hard blocker - agent stops when cycle_spent + price > this value
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437
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**Range**: 0.01 to your available balance
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438
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**Effect**:
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439
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- **Practice Mode**: 0-10 USDC (you have 10 virtual)
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440
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- **Real Mode**: Depends on your agent wallet balance
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441
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442
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**Example**: Set to 7 USDC → Agent stops after spending 7, saves 3 for next cycle
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443
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**Tip**: Practice: 7-9 USDC (save some), Real: 70-90% of balance
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444
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+
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---
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|
447
|
+
#### 6. Max Price Per Purchase (USDC)
|
|
448
|
+
**Role**: Hard cap on single Guardian send price
|
|
449
|
+
**How it works**: Hard blocker - agent won't buy if price > this value
|
|
450
|
+
**Also affects**: Price attractiveness score (lower price/max ratio = higher score)
|
|
451
|
+
**Range**: 0.01 to max_spend_per_cycle
|
|
452
|
+
**Effect**: Prevents expensive rage-buys at peak competition
|
|
453
|
+
- **Practice Mode**: 0.5-5 USDC typical
|
|
454
|
+
- **Real Mode**: Depends on strategy and budget
|
|
455
|
+
|
|
456
|
+
**Relationship**: Should be ≤ max_spend_per_cycle
|
|
457
|
+
**Tip**: Set to 40-60% of max_spend_per_cycle for balanced approach
|
|
458
|
+
|
|
459
|
+
---
|
|
460
|
+
|
|
461
|
+
#### 7. Reserve Buffer (USDC)
|
|
462
|
+
**Role**: Safety reserve that agent never spends
|
|
463
|
+
**How it works**: Hard blocker - agent needs (price + reserve) ≤ balance to buy
|
|
464
|
+
**Range**: 0 to your balance
|
|
465
|
+
**Effect**:
|
|
466
|
+
- **0 USDC**: No reserve, can spend everything
|
|
467
|
+
- **2 USDC**: Always keeps 2 USDC untouched
|
|
468
|
+
|
|
469
|
+
**Example**: Balance=10, Reserve=2, Price=9 → Won't buy (needs 11)
|
|
470
|
+
**Tip**: Practice: 0-1 USDC, Real: 1-2 USDC for safety
|
|
471
|
+
|
|
472
|
+
---
|
|
473
|
+
|
|
474
|
+
#### 8. Recent Activity Deterrent (0-100)
|
|
475
|
+
**Role**: How much to avoid Guardian when competition is active
|
|
476
|
+
**How it works**: Reduces attractiveness score based on recent purchases (last 10 min)
|
|
477
|
+
**Weight**: 20% of attractiveness score
|
|
478
|
+
**Range**: 0 (ignore activity) to 100 (maximum deterrence)
|
|
479
|
+
**Effect**:
|
|
480
|
+
- **0**: Agent doesn't care about recent activity
|
|
481
|
+
- **50**: Moderate penalty when others are active
|
|
482
|
+
- **100**: Strongly avoids contested Guardian
|
|
483
|
+
|
|
484
|
+
**Mechanism**: Recent sends counted → Activity score → Penalty applied
|
|
485
|
+
**Tip**: 30-50 for balanced competition, 70+ to avoid bidding wars
|
|
486
|
+
|
|
487
|
+
---
|
|
488
|
+
|
|
489
|
+
#### 9. Price Escalation Tolerance (0-100)
|
|
490
|
+
**Role**: How much to tolerate rapid price increases
|
|
491
|
+
**How it works**: Reduces attractiveness score if price jumped >50% in last 30 minutes
|
|
492
|
+
**Weight**: 20% of attractiveness score
|
|
493
|
+
**Range**: 0 (very intolerant) to 100 (completely tolerant)
|
|
494
|
+
**Effect**:
|
|
495
|
+
- **0-30**: Backs off when price escalates quickly
|
|
496
|
+
- **50-70**: Moderate tolerance
|
|
497
|
+
- **80-100**: Ignores price escalation
|
|
498
|
+
|
|
499
|
+
**Example**: Price was 1 USDC 30 min ago, now 2 USDC (+100%)
|
|
500
|
+
- Tolerance=20 → Large penalty to score
|
|
501
|
+
- Tolerance=80 → Small penalty
|
|
502
|
+
|
|
503
|
+
**Tip**: 40-60 for balanced approach, lower if budget-conscious
|
|
504
|
+
|
|
505
|
+
---
|
|
506
|
+
|
|
507
|
+
#### 10. Random Factor (0-100)
|
|
508
|
+
**Role**: Adds unpredictability to prevent agent patterns
|
|
509
|
+
**How it works**: Adds random variance (-factor to +factor) to final score
|
|
510
|
+
**Range**: 0 (completely predictable) to 100 (maximum chaos)
|
|
511
|
+
**Effect**:
|
|
512
|
+
- **0**: Agent behaves identically every time
|
|
513
|
+
- **20**: Small variance, mostly predictable
|
|
514
|
+
- **50**: Moderate variance, decisions vary noticeably
|
|
515
|
+
- **100**: High variance, very unpredictable
|
|
516
|
+
|
|
517
|
+
**Why useful**: Prevents other agents from perfectly predicting your behavior
|
|
518
|
+
**Tip**: 10-30 for subtle variance, 0 for pure deterministic testing
|
|
426
519
|
|
|
427
520
|
### 💰 Rewards
|
|
428
521
|
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@champz-llc/legends-mcp-server",
|
|
3
|
-
"version": "1.8.
|
|
3
|
+
"version": "1.8.2",
|
|
4
4
|
"description": "MCP server for Legends of Champz - Query game stats, access personal data with signature auth, and claim rewards through Claude Desktop",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"main": "index.js",
|