@genex-ai/cli-demo 1.36.0 → 1.36.1-dev.776

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@genex-ai/cli-demo",
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- "version": "1.36.0",
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+ "version": "1.36.1-dev.776",
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  "description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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  "type": "module",
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  "bin": {
@@ -40,7 +40,10 @@ npx genex model "<prompt>"
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  ```
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  Write a specific prompt — "weathered wooden barrel with rusted iron bands" beats
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- "barrel". The command blocks until the mesh is ready (up to ~a minute), then prints
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+ "barrel" — and keep it under **1024 characters**, the 3D provider's own limit:
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+ describe the object itself, never the scene, the style guide or the gameplay around
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+ it. A longer prompt is refused before any charge; rewrite it shorter and run again.
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+ The command blocks until the mesh is ready (up to ~a minute), then prints
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  its public URL:
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  ```
@@ -156,7 +156,7 @@ vendored code from memory of another engine.
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  | sound effect, one looping music bed, or a short spoken line | `$genex-ai-sfx`, `$genex-ai-music`, or `$genex-ai-voice` |
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  | requested UI/HUD/menu/interface work, a visible UI problem, or an interface you decided this game wants built with generated art | `$genex-threejs-game-ui` |
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  | selling anything for platform coin: a shop, an item catalog, boosts, cosmetics, "make it earn"; also any request for a loot box, gacha, wager, casino mechanic or donation prompt, which that skill refuses and replaces | `$genex-monetization` |
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- | the game calls a language model AT RUNTIME on the player's money: NPCs that answer in their own words, dialogue or quests written per save, a judge reading what the player typed — one-time calls, or a standing budget the player approves once. Check the lane with `npx genex llm models` before designing it in | `$genex-llm-in-games` |
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+ | the game calls a language model AT RUNTIME on the player's credits, billed as used under a per-call ceiling the game benchmarks with `npx genex llm bench`: NPCs that answer in their own words, dialogue or quests written per save, a judge reading what the player typed — one-time calls, or a standing budget the player approves once. Check the lane with `npx genex llm models` before designing it in | `$genex-llm-in-games` |
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  | cinematic menu/title/pause/victory/defeat/lobby/credits video treatment | `$genex-ai-menu` |
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  | drawn HUD chrome the game's style wants—one element or a matched set of frames, masks, and icons | `$genex-ai-hud` |
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  | the game works but feels flat, floaty, or unresponsive: input response, camera, impacts, cooldowns, difficulty, fail/retry | `$genex-threejs-game-feel` |
@@ -161,7 +161,7 @@ downloads the game too, binary assets and all:
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  ```bash
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  mkdir my-game && cd my-game
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- npx @genex-ai/cli-demo@latest link <slug> # slug = the name in the play URL
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+ npx @genex-ai/cli-demo@dev link <slug> # slug = the name in the play URL
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  npm install
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  ```
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@@ -225,7 +225,7 @@ Safe to run any time — genex-owned skills are refreshed to the latest version,
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  and your own files are never touched:
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  ```bash
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- npx @genex-ai/cli-demo@latest init
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+ npx @genex-ai/cli-demo@dev init
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  ```
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  Use `--force` only if you intentionally want your own existing files overwritten
@@ -1,6 +1,6 @@
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  ---
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  name: genex-llm-in-games
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- description: Call a language model from inside a running game — an NPC that answers in its own words, a quest written for this save, a judge that reads what the player typed. The PLAYER pays and approves, on a Genex surface the game cannot forge. Covers the two modes (a popup per call, or one standing budget then many silent calls), benchmarking the price before declaring it, the receiver pattern, and honest handling of every refusal.
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+ description: Call a language model from inside a running game — an NPC that answers in its own words, a quest written for this save, a judge that reads what the player typed. The PLAYER pays and approves, on a Genex surface the game cannot forge. Covers the two modes (a popup per call, or one standing budget then many silent calls), benchmarking the per-call ceiling before declaring it, the receiver pattern, and honest handling of every refusal.
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  ---
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  # Genex LLM in Games
@@ -8,10 +8,11 @@ description: Call a language model from inside a running game — an NPC that an
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  A Genex game can call a language model **while the player is playing** and get
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  back text or JSON. Nothing else: no images, no code execution, no tools.
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- **The player pays, and the player approves.** Funding is coin from their Genex
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- wallet or their own Claude / ChatGPT plan, chosen on a Genex-drawn surface your
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- game cannot render, skin or bypass. The game holds no provider key, sees no
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- credential, and never talks to a model vendor.
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+ **The player pays, and the player approves.** Funding is their Genex credits —
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+ billed as used, never past the per-call ceiling your game declares — or their
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+ own Claude / ChatGPT plan, chosen on a Genex-drawn surface your game cannot
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+ render, skin or bypass. The game holds no provider key, sees no credential, and
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+ never talks to a model vendor.
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  Two modes. Picking the wrong one is the most expensive mistake on this lane:
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@@ -25,6 +26,23 @@ Two modes. Picking the wrong one is the most expensive mistake on this lane:
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  A popup per NPC turn is not a feature, it is an interruption. More than a call
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  or two per session means a grant.
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28
 
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+ **Deciding, not writing? Use the judge.** When the game needs to KNOW something
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+ — is this NPC lying, which of five moods is the player in, how threatening is
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+ the scene on a scale — and not to produce words, ask the grant's classifier with
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+ `judge()` instead of asking `generate()` for a label. It answers typed questions
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+ (`choice`, `score`, `noul`) with calibrated probabilities in about a third of a
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+ second, writes no prose and cannot drift out of your options. It is grant-only
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+ and billed as used: each call is a small fraction of a credit and accrues on the
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+ budget, so a check every turn is affordable where a generate every turn is not.
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+ `generate()` for words, `judge()` for decisions; a feature often wants both —
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+ the judge picks the branch, generate writes the line.
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+
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+ **Words the player watches appear? Stream them.** Dialogue, narration, an NPC's
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+ reply in a speech bubble: under a grant, `generateStream()` is the same call as
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+ `generate({ grantId })`, but the text arrives while the model writes it instead
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+ of all at once after it. Keep `generate()` for answers the game only uses whole
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+ (a quest object, a list of decisions) — nobody watches those being written.
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+
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  ## Step 0 — is the lane live on this stand?
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30
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  ```bash
@@ -61,15 +79,33 @@ identity must be resolved first — `$genex-threejs-embed-auth`.
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  rest only if the player asks. Each row carries `label`, `vendor`,
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  `contextLength`, `personalPlan` and `structuredOutputs`; render `label`
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  verbatim, so the name on screen is the model that gets billed.
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- - `generate({ modelId, prompt, outputFormat, schema?, estimateCoins,
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+ - `generate({ modelId, prompt, outputFormat, schema?, maxCredits,
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  allowExternal?, idempotencyKey?, grantId?, timeoutMs? })` →
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  `{ status, generationId, output, source, error }` plus billing fields
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- (`billingStatus`, `reservedCoins`, `chargedCoins`, their display-USD twins).
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- - `requestSpendGrant({ models, perCallMaxCoins, perCallEstimateCoins,
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- disclosure: { periodLabel, estimatedCallsPerPeriod, estimatedCoinsPerPeriod },
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- maxConcurrent?, maxCallsPerMinute?, allowExternal?, idempotencyKey? })` →
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+ (`billingStatus`, `maxCredits`, `reservedCredits`, `chargedCredits`, their
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+ display-USD twins). `maxCredits` is the call's CEILING, never a price.
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+ - `requestSpendGrant({ models, perCallMaxCredits, perCallEstimateCredits?,
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+ disclosure: { periodLabel, estimatedCallsPerPeriod, estimatedCreditsPerPeriod },
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+ maxConcurrent?, maxCallsPerMinute?, allowExternal?, judge?: { enabled,
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+ estimatedCallsPerPeriod }, idempotencyKey? })` →
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  `{ status, grantId, … the limits the player approved }`; status is `active` |
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- `canceled` | `expired` | `failed` | `pending`.
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+ `canceled` | `expired` | `failed` | `pending`. `perCallEstimateCredits` is the
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+ honest per-call figure the disclosure is built on; left out, it is the
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+ ceiling.
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+ - `judge({ grantId, state, questions, idempotencyKey?, timeoutMs? })` →
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+ `{ status, generationId, answers, error, billing }` — the grant's classifier,
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+ answered in the same response. `questions` is 1–64 named `choice`
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+ (`{ instructions, criteria: { option: description } }`), `score`
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+ (`{ instructions, criteria: [levels, lowest first] }`) or `noul`
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+ (`{ instructions }`); each answer has its question's type, and `noul` is a
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+ probability — pick your own threshold. Needs a budget requested with `judge`.
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+ - `generateStream({ …the generate() options, grantId, onDelta?(text, soFar),
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+ onPartialField?(name, partialText), signal? })` → the same result as
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+ `generate()`. Grant-only. `onDelta` hands over each piece and all the text so
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+ far; for `outputFormat: 'json'`, `onPartialField` reports the schema's FIRST
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+ top-level string property as far as it is written — put the spoken line first
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+ in the schema. `signal` stops the reading, never the call (it still finishes
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+ and is charged).
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109
  - `getSpendGrant(grantId)` — live state and counters; the ONE source for an
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110
  in-game budget readout.
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  - `stopSpendGrant(grantId)` — the game's own stop door. Prospective: no further
@@ -77,13 +113,22 @@ identity must be resolved first — `$genex-threejs-embed-auth`.
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  - `waitForGeneration(id)` / `getGeneration(id)` — re-attach to a call already
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  started, including after a reload.
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  - `generationErrorMessage(code)` — one player-facing sentence for an error code.
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+ - `requestWorkflow(…)` — a registered workflow's own door, unchanged: keep
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+ sending what that workflow's offerings ask for.
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+
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+ The credit names arrived in `@genex-ai/embed-sdk` 0.27.0. On `generate()`,
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+ `generateStream()` and `requestSpendGrant()` the coin spellings —
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+ `estimateCoins`, `perCallMaxCoins`, `perCallEstimateCoins` and
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+ `disclosure.estimatedCoinsPerPeriod` — are deprecated: still accepted, and read
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+ as the same numbers in credits. Write the credit names in anything new, and
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+ rename them when you touch old code.
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125
 
81
126
  ```ts
82
127
  askButton.addEventListener('click', async () => { // a real click
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  const res = await generate({ // FIRST statement, no await before it
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  modelId, outputFormat: 'json', schema: ANSWER_SCHEMA,
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  prompt: askPrompt(npc, playerLine),
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- estimateCoins: NPC_CALL_PRICE, // benchmarked — see below
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+ maxCredits: NPC_CALL_MAX, // benchmarked — see below
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132
  idempotencyKey: `npc:${npc.id}:${turnId}`,
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  });
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  applyGeneration(res); // the one writer — see below
@@ -95,40 +140,55 @@ handler, before any `await`.** The approval popup is reserved synchronously off
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  the gesture; an `await` in front of it loses the gesture and nothing opens.
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  `generate({ grantId })` needs no gesture at all — that is what a grant buys.
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142
 
98
- ## `estimateCoins` is a price, not an estimate
143
+ ## `maxCredits` is a ceiling, not a price
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144
 
100
- You declare it; the platform charges it. Declare 5 and 5 is charged — on a
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- success, a failure, a cancel, and when the model stops at its budget. Only an
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- attempt with no model work at all costs nothing. A number picked by feel is
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- money taken from your players for nothing, or a call that cannot fund itself.
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+ The player is billed **as used**: the call's real provider cost plus the
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+ platform fee, in credits. A one-time call is captured rounded UP to a whole
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+ credit when it settles; a call under a budget adds its exact fraction to the
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+ budget, and the player's credits move one whole credit at a time. A failed or
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+ canceled attempt is billed the work the model did; one with no model work at
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+ all costs nothing.
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+
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+ So the game declares no price. It declares a per-call **ceiling** — `maxCredits`
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+ on `generate()`, `perCallMaxCredits` on a budget — and no call is ever billed
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+ past it. The ceiling has a second job: **it also decides how long the answer
155
+ may be**, because each call's room to answer is funded from it. A number picked
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+ by feel either cuts answers off or asks the player to approve far more than a
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+ call ever costs.
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158
 
105
159
  **Benchmark, then declare:**
106
160
 
107
161
  ```bash
108
162
  npx genex llm bench "<the real prompt, with a real example filled in>" \
109
- --schema ./answer.schema.json --samples 3 --max-coins <n> --user-approved
163
+ --schema ./answer.schema.json --samples 3 --max-credits <n> --user-approved
110
164
  ```
111
165
 
112
- It runs on **your own coins**, on the development lane, and prints what each
113
- sample actually charged plus the recommendation to declare: p95 of the charged
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- coins with the server's own recommended headroom already applied. Declare that
115
- printed number. Never guess it, never work it out from a vendor's price list,
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- never add a margin of your own. For a standing budget the run prints a second
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- line, `Grant perCallMaxCoins`, and that one is `perCallMaxCoins` — declare it
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- verbatim as well rather than deriving a ceiling from `max`, which lands under
119
- the price and makes `requestSpendGrant()` refuse before it reaches the network. Full procedure — reading p50/p95, turning the
120
- loop into disclosure numbers, re-benchmarking after a prompt change — is in
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- [references/pricing.md](references/pricing.md).
122
-
123
- **The declared price also decides how long the answer may be.** Each call's
124
- room to answer is funded from the price it declares, so a price that covers
125
- what an answer cost can still cut it off. The bench's recommendation already
126
- leaves that room — always declare what it prints, never the bare charged
127
- number. A sample cut off at your `--max-coins` is not a sample: re-run with a
128
- higher one. When the bench says the answer is longer than one call on this
129
- stand may produce, ask for a shorter answer.
130
-
131
- Only samples that **succeeded and settled** are priced from. A sample the
166
+ It runs on **your own credits**, on the development lane, and prints what each
167
+ sample really cost and was charged, then the numbers to declare:
168
+
169
+ - `Declare maxCredits` — the p95 real cost with the platform fee and the
170
+ server's own recommended headroom applied, never below the room the answer's
171
+ length needs. That is `maxCredits` on every call of this prompt.
172
+ - `Grant perCallMaxCredits` — the same over the worst sample. That is a
173
+ budget's `perCallMaxCredits`; declare it verbatim rather than deriving a
174
+ ceiling from the charged `max`, which carries neither the headroom nor the
175
+ answer's length and gets the budget's calls refused.
176
+ - `Per-call estimate: about … credits per call` and
177
+ `Grant perCallEstimateCredits` — the measured average, fee included, and that
178
+ average rounded up to a whole credit: the honest figures a budget's disclosure
179
+ is built on.
180
+
181
+ Declare the printed numbers. Never guess them, never work them out from a
182
+ vendor's price list, never add a margin of your own. Full procedure — reading
183
+ p50/p95, turning the loop into disclosure numbers, re-benchmarking after a
184
+ prompt change — is in [references/pricing.md](references/pricing.md).
185
+
186
+ A sample cut off at your `--max-credits` is not a sample: re-run with a higher
187
+ one. When the bench says the answer is longer than one call on this stand may
188
+ produce, ask for a shorter answer. `--max-coins` is the old name of
189
+ `--max-credits` and still works, with a line saying so.
190
+
191
+ Only samples that **succeeded and settled** are measured. A sample the
132
192
  provider refused at its door (`provider_http_<status>`) ran no inference and
133
193
  cost nothing; the bench prints the code, the provider's own message and, for a
134
194
  401 or 403, that this is the stand's provider configuration refusing the model
@@ -168,12 +228,12 @@ same object — a schema that passed the bench passes the game.
168
228
  ```ts
169
229
  const grant = await requestSpendGrant({ // inside the click handler
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230
  models: [modelId],
171
- perCallMaxCoins: NPC_CALL_CEILING,
172
- perCallEstimateCoins: NPC_CALL_PRICE,
231
+ perCallMaxCredits: NPC_GRANT_MAX, // the bench's "Grant perCallMaxCredits"
232
+ perCallEstimateCredits: NPC_CALL_ESTIMATE, // its "Grant perCallEstimateCredits"
173
233
  disclosure: {
174
234
  periodLabel: 'minute',
175
235
  estimatedCallsPerPeriod: 10, // 5 NPCs, one decision each per 30s
176
- estimatedCoinsPerPeriod: 10 * NPC_CALL_PRICE,
236
+ estimatedCreditsPerPeriod: Math.ceil(10 * NPC_CALL_AVERAGE), // calls × the measured average
177
237
  },
178
238
  maxConcurrent: 2,
179
239
  maxCallsPerMinute: 30,
@@ -185,8 +245,45 @@ await savePlayerState({ ...state, grantId: grant.grantId });
185
245
  **The disclosure is computed from this game's own loop, never wished for.** Five
186
246
  NPCs deciding once every thirty seconds is ten calls a minute — write that
187
247
  arithmetic into `DESIGN.md` beside the feature. The player sees your estimate
188
- attributed to the game, beside the platform's own worst case; an estimate that
189
- is transparently low is a grant that dies mid-session.
248
+ attributed to the game, beside the platform's own worst case built from
249
+ `perCallMaxCredits`; an estimate that is transparently low is a grant that dies
250
+ mid-session. Each call under the budget still declares its own `maxCredits`,
251
+ and it may not be above the budget's `perCallMaxCredits`:
252
+
253
+ ```
254
+ perCallEstimateCredits ≤ perCallMaxCredits ≤ the limit the player approves
255
+ maxCredits on each call ≤ perCallMaxCredits
256
+ ```
257
+
258
+ **Using the judge too?** Add `judge: { enabled: true, estimatedCallsPerPeriod }`
259
+ to the same request — the checks you really expect per `periodLabel`, from the
260
+ same loop arithmetic. The sheet tells the player the game also uses a fast
261
+ classifier billed as used, with the platform's own worst case beside your count.
262
+ A judge-only feature passes `models: []`. A budget with the judge is paid from
263
+ the player's credits only, and judge calls share the budget's `maxConcurrent` and
264
+ `maxCallsPerMinute`: batch questions into one call (up to 64) rather than one
265
+ call per question.
266
+
267
+ **Streaming a reply under the budget:**
268
+
269
+ ```ts
270
+ const res = await generateStream({
271
+ grantId, modelId, outputFormat: 'json', schema: LINE_SCHEMA, // `line` is its first property
272
+ prompt: npcPrompt(npc, playerLine), maxCredits: NPC_CALL_MAX,
273
+ idempotencyKey: `npc:${npc.id}:${turnId}`,
274
+ onPartialField: (_name, soFar) => npc.bubble.show(soFar), // provisional
275
+ });
276
+ applyGeneration(res); // the answer is THIS
277
+ ```
278
+
279
+ The pieces are provisional: a call can still fail after text has shown (the
280
+ model broke off, the JSON missed the schema), so the bubble shows them and
281
+ `applyGeneration` decides what the game keeps — the same one writer as always.
282
+ Ceiling, benchmark and receipt are `generate()`'s: a started stream is billed the
283
+ work it did even when the player walks away mid-sentence. A stream holds one
284
+ of the budget's `maxConcurrent` slots until it has settled. Sometimes the reply
285
+ arrives whole — a busy stand, a retried call, a budget on the player's own plan —
286
+ and `onDelta` then gets the whole text once; the game needs no second path.
190
287
 
191
288
  **Then keep the burn low, because you wrote the loop:** batch those five NPCs
192
289
  into ONE call returning five decisions, cache a decision until the situation
@@ -201,10 +298,10 @@ Grant endings are ordinary game states with in-fiction copy, never an error toas
201
298
  | `grant_stopped` | the player pressed Stop | accept silently, keep playing |
202
299
  | `grant_expired` | 24h passed, or the session ended | as stopped; re-request on the next deliberate click |
203
300
  | `waiting_for_plan` | their own plan is rate-limited | wait out the stated time — not a failure, and there is no paid fallback |
204
- | `grant_insufficient_funds` | the wallet cannot fund the next call | pause the thinking NPCs, say it once, stay playable |
301
+ | `grant_insufficient_funds` | the player's credits ran out before the next call | pause the thinking NPCs, say it once, stay playable |
205
302
 
206
- Draw the readout from `getSpendGrant(grantId)` — calls made, coins settled, what
207
- remains — never from a counter the game keeps itself. A finished grant may be
303
+ Draw the readout from `getSpendGrant(grantId)` — calls made, credits settled,
304
+ what remains — never from a counter the game keeps itself. A finished grant may be
208
305
  re-requested, but only from a **fresh deliberate click**: a silent auto-renew is
209
306
  the exact shape a standing approval exists to prevent.
210
307
 
@@ -232,18 +329,18 @@ function applyGeneration(res) { // THE only place output becomes game state
232
329
  `modelProvenance: 'unverified'` because it is user-supplied — check it exactly
233
330
  as you would check typed player input.
234
331
 
235
- ## Errors land on the player's wallet
332
+ ## Errors land on the player's credits
236
333
 
237
334
  There is no compensation lane, so this is all work you do before the call:
238
335
 
239
- - **Validate inputs first** — a malformed prompt is still charged.
336
+ - **Validate inputs first** — a malformed prompt is still billed.
240
337
  - **Always set `schema` for `outputFormat: 'json'`** — unschema'd JSON is the
241
338
  commonest way a call is charged and the result is unusable. Write it in the
242
339
  accepted dialect above; a refused schema is `invalid_schema` and costs
243
340
  nothing, but it is a feature that never runs.
244
- - **Keep prompts short.** Long context is the price.
341
+ - **Keep prompts short.** Long context is most of the bill.
245
342
  - **Never loop `generate()` without a grant**, and never retry in a loop — each
246
- attempt is a separate charge.
343
+ attempt is a separate charge, and a one-time call is at least one whole credit.
247
344
  - **Map every code through `generationErrorMessage(code)`** into in-fiction
248
345
  copy. A player should never read a raw error code inside your game.
249
346
  - **`status: 'unknown'` is not a failure.** It means the charge is not known
@@ -252,12 +349,12 @@ There is no compensation lane, so this is all work you do before the call:
252
349
 
253
350
  ## What the Genex side already does — do not rebuild it
254
351
 
255
- The approval sheet shows the model, the prompt, the price and the terms; the
352
+ The approval sheet shows the model, the prompt, the ceiling and the terms; the
256
353
  game renders no price sheet. **Subscription funding is chosen only there** —
257
354
  never add a "Your plan" row to the game's model picker, because a game cannot
258
355
  offer a funding source. When the player's own watcher is online the personal-plan
259
356
  answer arrives by itself and the game just waits, exactly as it waits for a
260
- coin-funded call. The Genex dashboard header shows progress, active grants with
357
+ credit-funded call. The Genex dashboard header shows progress, active grants with
261
358
  their spend, and a Stop; a Stop pressed there reaches the game as `grant_stopped`.
262
359
 
263
360
  ## Never
@@ -268,7 +365,8 @@ their spend, and a Stop; a Stop pressed there reaches the game as `grant_stopped
268
365
  on your machine, never something a shipped build does.
269
366
  - **Never hand-roll fetch to the runtime API** — the SDK owns the approval
270
367
  handshake, and a hand-rolled call cannot obtain one.
271
- - **Never hardcode a price, a model id, a stand URL, or a margin.**
368
+ - **Never hardcode a ceiling the bench did not print, a model id, a stand URL,
369
+ or a margin.**
272
370
  - **Never let the model be an authority over money, items or rewards**
273
371
  (`$genex-monetization` owns what may move a wallet).
274
372
 
@@ -280,12 +378,15 @@ These are source contracts, not a claim that every stand runs this lane —
280
378
  - [ ] `npx genex llm models` was run and its verdict is in the handoff
281
379
  - [ ] Model ids come from `getGenerationModels()`, never from source
282
380
  - [ ] The picker offers the featured set, labelled with the server's own `label`
283
- - [ ] `estimateCoins` is the figure `npx genex llm bench` printed, verbatim — never the bare charged number
381
+ - [ ] `maxCredits` — and a budget's `perCallMaxCredits` / `perCallEstimateCredits` — are the figures `npx genex llm bench` printed, verbatim — never a charged number
382
+ - [ ] No coin spelling (`estimateCoins`, `perCallMaxCoins`, `estimatedCoinsPerPeriod`) in new code
284
383
  - [ ] The schema uses only the accepted dialect (no `$ref`, `pattern`, `format`, `anyOf`, `default`)
285
384
  - [ ] A bench refused as `generation_limit` was answered with `npx genex llm status`, never a retry
286
385
  - [ ] `generate()` / `requestSpendGrant()` is the first statement of a click handler
287
386
  - [ ] A repeated-call feature uses a grant; a one-off uses `generate()`
288
- - [ ] Disclosure numbers derive from the real loop and are written in `DESIGN.md`
387
+ - [ ] A decision (a label, a yes/no, a level) is a `judge()` question under the grant, not a `generate()` asked for a word
388
+ - [ ] Dialogue the player watches appear uses `generateStream()` under the grant; the resolved result, not the pieces, goes to `applyGeneration()`
389
+ - [ ] Disclosure numbers derive from the real loop and the bench's measured average, and are written in `DESIGN.md`
289
390
  - [ ] Calls are batched and cached; nothing fires on an invisible timer
290
391
  - [ ] Every grant-ending code has in-fiction copy and a playable fallback
291
392
  - [ ] The in-game readout comes from `getSpendGrant()`
@@ -303,18 +404,50 @@ Nothing to fix in the game: ship the fallback and say so.
303
404
  **Nothing opens when the player clicks** — an `await` ran before `generate()`
304
405
  and the gesture was lost. Move the call to the first line of the handler.
305
406
 
306
- **`player_wallet_required`** — ONE code for the two early dead ends: the lane
307
- refuses a guest and a PREVIEW build on the same line. `waitForPlayer()` tells
308
- them apart. `guest: true` — guests play but hold no wallet, so show the feature
309
- as sign-in-to-use rather than hiding it (`$genex-threejs-embed-auth`). Signed
310
- in and still refused — this is a `genex preview` draft, which never spends:
311
- check the layout there, and the call itself only after `genex promote`. The
312
- SDK's stock sentence for this code is "Sign in to Genex to use this", which is
313
- right for the guest and wrong on a draft, so write the in-fiction line per
314
- cause rather than showing it for both.
315
-
316
- **`grant_price_unreasonable`** — the declared per-call price is far above what
317
- that prompt can cost on that model. Re-benchmark and declare what it prints.
407
+ **`player_wallet_required`** — ONE code for the two early dead ends: a guest on
408
+ any build, and anyone but the game's OWNER on a `genex preview` test build.
409
+ `waitForPlayer()` tells them apart. `guest: true` — guests play but have no
410
+ credits to spend, so show the feature as sign-in-to-use rather than hiding it
411
+ (`$genex-threejs-embed-auth`). Signed in and still refused on a test build —
412
+ that account does not own the game. Open the preview signed in as the owner and
413
+ the call works there, before any player sees it: the same sheet, the same
414
+ terms, billed to the owner's own credits or plan, marked "test build" on Genex.
415
+ Everyone else can use it after `genex promote`. The SDK's stock sentence for
416
+ this code covers both causes; an in-fiction line per cause reads better.
417
+
418
+ **`grant_price_unreasonable`** — a call under the budget declared a `maxCredits`
419
+ above the budget's `perCallMaxCredits` (or a judge call's worst case is above
420
+ it). Declare the bench's `Declare maxCredits` on each call and its
421
+ `Grant perCallMaxCredits` on the budget — the second is never below the first.
422
+
423
+ **`insufficient_credits`** — the player's credits cannot cover this one-time
424
+ call's ceiling. Say it once in-fiction, keep the authored fallback, and never
425
+ retry in a loop; the Genex sheet already offers them a top-up. From
426
+ `npx genex llm bench` it is YOUR balance: the bench prints what it can spend.
427
+
428
+ **`credits_unverified`** — the player's Genex email is not verified, and credits
429
+ pay only for a verified account. Show the feature as verify-to-use rather than
430
+ hiding it; nothing was charged.
431
+
432
+ **`generation_paused`** — the platform has paused paid generation for now. Not
433
+ the game's fault and not the player's: keep the authored fallback, try again
434
+ on a later deliberate click, never in a loop.
435
+
436
+ **`judge_not_enabled`** — the budget was approved without the judge. Request a
437
+ new one with `judge` from the next deliberate click; never auto-renew.
438
+ **`judge_requires_grant`** — the judge's model was sent to `generate()` with no
439
+ budget; the judge is grant-only and is called with `judge()`.
440
+ **`judge_requires_credits`** — a judge call under a budget that is not paid
441
+ from the player's credits (their own plan cannot pay the judge). Request the
442
+ budget with `judge` and let it be credit-funded; keep the authored branch.
443
+ **`judge_period_limit`** — the checks reached the ceiling the player approved for
444
+ the period (your own `estimatedCallsPerPeriod` at the largest size): wait, and
445
+ if it keeps happening your declared rate is too low — fix the loop or the
446
+ estimate, never retry in a tight loop.
447
+
448
+ **`stream_requires_grant`** — `generateStream()` was called without a
449
+ `grantId`. Streaming is grant-only: a one-time call waits on the player's
450
+ approval popup, so use `generate()` for it.
318
451
 
319
452
  **`generation_limit`** — three ad-hoc calls are already in flight for this
320
453
  account, or recently stopped with their bill still pending; a pending call
@@ -331,9 +464,9 @@ stand's provider configuration refusing the model — tell the operator, and
331
464
  build nothing around it in the game.
332
465
 
333
466
  **`provider_token_limit`** — the answer was cut off: the model ran out of room
334
- before it finished, and the attempt is still charged. The declared price is too
335
- low for the answer's length — re-benchmark and declare what the bench prints,
336
- never the bare charged number — or the answer is longer than one call on this
467
+ before it finished, and the attempt is still billed. The declared `maxCredits`
468
+ is too low for the answer's length — re-benchmark and declare what the bench
469
+ prints, never a charged number — or the answer is longer than one call on this
337
470
  stand may produce, and the fix is a shorter answer (fewer fields, shorter
338
471
  strings, a length the prompt states).
339
472
 
@@ -345,13 +478,17 @@ the subset above; `description` and `title` are allowed.
345
478
  **`grant_concurrency` / `grant_rate_limited`** — the game calls faster than the
346
479
  grant's own limits. Batch and cache; do not raise the limits to hide it.
347
480
 
481
+ **`payer_busy`** — the player's account was busy on Genex for a moment and
482
+ nothing was charged or started. Retry once after a short pause, from the same
483
+ action; it is not a refusal.
484
+
348
485
  **`grant_not_active`** — the saved `grantId` is finished. Clear the stored id
349
486
  and re-request from a fresh click.
350
487
 
351
488
  **`external_request_active`** — that player already has one personal-plan
352
- request running. Wait for it; never fall back to charging coin instead.
489
+ request running. Wait for it; never fall back to charging credits instead.
353
490
 
354
- **The call is charged but the result is unusable** — `outputFormat: 'json'`
491
+ **The call is billed but the result is unusable** — `outputFormat: 'json'`
355
492
  without a `schema`. Add one; the charge already happened.
356
493
 
357
494
  **A reload lost the answer** — `generationId` was not saved before the await, or