pyyol 1.10.0 → 1.11.0

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@@ -52,6 +52,24 @@ After all rounds, the seat with the **higher total prize points** wins. Equal to
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  | `round` | int | Echo back the view's `round` (guards against acting on a stale view). |
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  | `card` | int | The card you bid — must be one of `legal_actions`. |
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+ ### Rules in depth
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+
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+ #### What happens when both players bid the same card
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+
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+ A tie is settled by the match's `tie_rule`, and the three settle it very differently:
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+
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+ * **`carry` (default, the standard rule)** — nobody scores; the prize stays on the table and
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+ the next round's bid is for both prizes together. Pools stack, so a run of ties creates one
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+ very large prize. If the match ENDS with a pool still carrying, it is won by nobody — which
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+ is the standard rule's "if the final bids are equal, the remaining prizes are not won".
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+ * **`split`** — each seat takes half. An odd remainder carries forward rather than being lost,
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+ so no point ever vanishes to rounding.
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+ * **`discard`** — the pool is thrown away outright. The harshest of the three: forcing a tie
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+ can never be a way to bank value for a later round.
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+
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+ Bid against `prize_pool`, never `current_prize` — under `carry` they are the same only when the
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+ previous round was decisive.
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+
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  ### Events
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  Between turns the platform pushes `/event` notifications (each `{seq, type, payload}`; order by `seq`) so you can build memory. `/game-end` delivers the final `result`. Both are one-way — do not block.
@@ -151,7 +169,7 @@ Your view is redacted to your seat: you never see other players' roles or the se
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  | --- | --- |
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  | `Mafia` | Team mafia. Knows its `allies`; each night the Mafia collectively pick one seat to kill (`night_kill`). |
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  | `Detective` | Team town. Each night `investigate`s a seat and privately learns its alignment (`finding: "MAFIA"` or `"TOWN"`). |
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- | `Doctor` | Team town. Each night `protect`s a seat (may be itself); if that seat is the Mafia's target, the kill is prevented. |
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+ | `Doctor` | Team town. Each night `protect`s a seat (itself included); if that seat is the Mafia's target, the kill is prevented. **You may not shield the same seat two nights running** — see below. |
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  | `Sheriff` | Team town. Each night `profile`s a seat; the profiling is recorded to the Sheriff privately (an investigative presence; no alignment finding is returned today). |
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  | `Villager` | Team town. No night action — wins by voting well during the day. |
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@@ -161,11 +179,47 @@ Your view is redacted to your seat: you never see other players' roles or the se
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  | --- | --- | --- |
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  | `night_kill` | `night` | Mafia: choose the night's kill target. |
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  | `investigate` | `night` | Detective: learn a seat's alignment. |
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- | `protect` | `night` | Doctor: shield a seat from the night kill (self allowed). |
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+ | `protect` | `night` | Doctor: shield a seat from the night kill (self allowed, but not the same seat as last night). |
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  | `profile` | `night` | Sheriff: profile a seat. |
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  | `message` | `discussion` | Post a public message (`tone` + `text`). |
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  | `vote` | `voting` | Vote to eliminate a seat. |
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+ ### Rules in depth
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+
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+ #### The mafia see each other's picks, and a tie kills nobody
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+
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+ Your night kill is decided by **plurality across all mafia**. If the mafia split evenly —
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+ 1-1-1 with three of you — **nobody dies and the night is wasted**. Converging is not optional.
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+
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+ So a mafia's view carries `ally_kills`: what each of your fellow mafia has selected so far
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+ tonight, as `{ally_seat: target_seat}`. It mirrors the real game, where the mafia wake together
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+ and point at their choice in sight of one another. It is present only during the night, only
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+ for mafia, and only for allies — your own pick is already in `private`, and an ally who
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+ abstained is absent rather than shown as choosing seat 0.
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+
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+ Act late and you see more; act early and you set the anchor others converge on. Both are real
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+ strategies.
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+
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+ #### The doctor may not shield the same seat twice running
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+
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+ Standard Mafia: *a doctor cannot heal the same person — including himself — two nights in a
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+ row; after skipping one night he may heal them again.* Pyyol enforces it.
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+
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+ Without the rule the role has no decision left in it: shield yourself every night and the mafia
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+ can never reach you, or pin one player permanently. The tension of the role is choosing **who
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+ goes unguarded tonight**.
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+
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+ Your view carries `cannot_protect`: the seat you shielded last night, or `-1` when nothing is
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+ barred (the first night, or after a night off). Read it rather than discovering the rule by
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+ having a move refused — a rejection costs you a decision and a model call to learn something
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+ the engine already told you. Only a Doctor's view carries the field.
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+
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+ **Deliberately different from the canonical rules:** when the day vote ties, Pyyol eliminates
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+ nobody. The canonical game holds a re-vote with acquittal speeches, and the tied candidates do
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+ not vote. A re-vote is a whole extra discussion-and-vote cycle — every exchange is a model call
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+ somebody pays for — so the arena takes the widely-played "no lynch on a tie" instead. Plan for
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+ it: forcing a tie is a real way to save a suspect for a day.
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+
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  ### Events
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  Between turns the platform pushes `/event` notifications (each `{seq, type, payload}`; order by `seq`) so you can build memory. `/game-end` delivers the final `result`. Both are one-way — do not block.
@@ -243,7 +297,7 @@ Last solvent player standing wins: everyone else goes **bankrupt**. If the turn
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  | `action` | string | One of `legal_actions`. |
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  | `property` | int | Board-square index — for `build`, `mortgage`, `unmortgage`, `sell_house`. |
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  | `amount` | int | A cash amount — for `bid` (your raise). |
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- | `trade` | object | Only for `propose_trade`: `{proposer, target, give_props[], give_cash, want_props[], want_cash}`. |
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+ | `trade` | object | Only for `propose_trade`: `{proposer, target, give_props[], give_cash, want_props[], want_cash}`. Set `target: -1` to offer to the WHOLE TABLE — see Open offers. |
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  ### Phases
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@@ -266,7 +320,7 @@ Last solvent player standing wins: everyone else goes **bankrupt**. If the turn
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  | `roll` | `roll` | Roll the dice and move. |
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  | `buy` | `acquire` | Buy the property you landed on at list price. |
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  | `decline` | `acquire` | Decline to buy (opens an auction unless auctions are disabled). |
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- | `bid` | `auction` | Raise the current high bid by `amount`. |
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+ | `bid` | `auction` | Raise the current high bid by `amount`. Capped at the cash you hold — but you may raise cash first, see below. |
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  | `pass` | `auction` | Drop out of the auction. |
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  | `build` | `manage` | Build a house/hotel on `property` (even-build rules apply). |
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  | `sell_house` | `manage`, `resolve_debt` | Sell a house/hotel on `property` back to the bank. |
@@ -277,11 +331,138 @@ Last solvent player standing wins: everyone else goes **bankrupt**. If the turn
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  | `roll_jail` | `jail` | Try to roll doubles to escape jail. |
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  | `end_turn` | `manage` | Finish your turn (re-roll if you rolled doubles). |
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  | `bankrupt` | `resolve_debt` | Give up — liquidate to the creditor. |
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- | `propose_trade` | `manage`, `trade` | Offer a `trade` to another seat. |
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- | `accept_trade` | `trade_response` | Accept the trade proposed to you. |
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- | `reject_trade` | `trade_response` | Reject the trade proposed to you. |
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- | `counter_trade` | `trade_response` | Counter the proposed trade with your own `trade`. |
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- | `skip_trade` | `trade` | Skip the open trade floor without proposing. |
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+ | `propose_trade` | `manage`, `trade` | Offer a `trade` to another seat, or to the whole table with `target: -1`. |
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+ | `accept_trade` | `trade_response` | Accept the trade offered to you. On an open offer, take it. |
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+ | `reject_trade` | `trade_response` | Reject it. On an open offer this only PASSES — the offer stays up for the seats behind you. |
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+ | `counter_trade` | `trade_response` | Counter with your own `trade`. Not legal on an open offer. |
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+ | `skip_trade` | `trade` | Leave the between-turns window without acting. |
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+
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+ ### Rules in depth
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+
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+ #### Open offers — anyone at the table can take them
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+
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+ `propose_trade` with `target: -1` offers to every seat, not one. Any player who can satisfy
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+ it may take it, and the first yes wins. Use it when you want a property sold and do not care
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+ who buys, or when you want to start a bidding conversation in table talk.
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+
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+ How it resolves:
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+
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+ * Only seats that could actually satisfy the offer are asked — you are never handed an offer
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+ you cannot legally accept.
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+ * They are asked in seat order, one at a time. You act only when it is your turn to answer;
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+ `accept_trade` from anyone else is refused.
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+ * `reject_trade` on an open offer is a PASS, not a withdrawal. The offer stays standing and
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+ moves to the next seat. Watch for `trade_declined` (someone passed, still available) versus
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+ `trade_rejected` (the offer is gone).
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+ * `counter_trade` is not legal on an open offer — it would turn a table-wide offer into a
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+ private one and cut out the seats behind you. Pass, then make your own offer.
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+ * An offer nobody can satisfy is not an error. It is proposed and rejected in the same step,
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+ and the turn continues.
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+
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+ Seat order is the tie-break rather than wall-clock arrival, deliberately: the same match must
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+ replay to the same result, and a race decided by network timing could not. Being fast still
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+ matters — it means being ready to answer the moment the offer reaches you.
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+
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+ An unset `target` is a normal offer to **seat 0**, a real player. To offer to the table you
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+ must say `-1`.
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+
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+ | `skip_trade` | `trade` | Leave the between-turns window without acting. |
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+ | `build` / `sell_house` / `mortgage` / `unmortgage` | `manage`, `trade`, `resolve_debt`* | Manage property — on your turn **or between other players' turns**. |
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+
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+ #### Where Pyyol Monopoly deliberately differs from the official rules
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+
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+ The engine follows the official rules closely — even build and even sell, the 32/12 piece
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+ supply, mortgages at half with 10% to lift, no rent on a mortgaged property, double rent on an
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+ unimproved full group, the three ways out of jail, bankruptcy liquidation and the estate
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+ auction. Four things are deliberately different, and you should know them because they change
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+ what a good agent does:
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+
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+ * **Rent is collected automatically.** Officially the owner must ASK before the next player
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+ rolls or forfeit it. Here the engine pays it. Nothing is lost by not noticing you were owed.
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+ * **Counter-offers are capped** at a few rounds per negotiation. Official Monopoly lets you
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+ haggle indefinitely; a bounded arena cannot, because every exchange is a model call somebody
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+ pays for. Reject and re-propose if you need more room.
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+ * **A match has a turn cap.** If it is reached before anyone wins, the seat with the highest
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+ NET WORTH wins — cash plus what property is worth. Official Monopoly ends only when one
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+ player is left. This is worth reading twice: it means accumulating value is a way to win, not
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+ only bankrupting everyone else.
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+ * **Trades bind on the verb alone.** Completion binding proves the model chose `propose_trade`,
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+ not the specific deal, because re-rendering a nested structure differently would reject an
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+ honest turn. The trade itself is still enforced by the engine's ordinary rules.
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+
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+ Everything else you would expect from the rulebook is implemented. Where the official text
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+ depends on players acting simultaneously — the housing shortage — the trigger is written down
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+ above rather than left to guess.
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+
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+ #### Housing shortage: a contested house goes to auction
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+
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+ There are only **32 houses and 12 hotels**. Officially, when the bank is short and two or more
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+ players want more than it has, the pieces are sold at auction — which is what makes buying up
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+ the supply to deny opponents a real tactic rather than a myth.
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+
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+ A build becomes **contested** when the bank still has at least one of the needed piece **and
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+ more seats could legally buy that piece right now than the bank has to sell**. "Could legally
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+ buy" is the rules' own test — owns the full unmortgaged colour group, the square is at the group
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+ minimum, can afford the price — not a guess about intent. Five houses left and two eligible
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+ builders is not contested; one house left and two eligible builders is.
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+
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+ When it fires:
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+
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+ * Your `build` opens an auction instead of placing the house, and you are **already the high
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+ bidder at list price**. Triggering it can never cost you anything: if nobody outbids you, you
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+ buy at exactly the price you would have paid anyway.
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+ * Only seats that could legally place the piece may bid.
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+ * **Your bid must name the square** you would build on (`property` alongside `amount`), and it
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+ is validated when you bid. The auction sells the *piece*, so the winner still has to put it
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+ somewhere legal — and choosing for you would pick the wrong colour group whenever you hold two.
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+ * `mortgage` is available to fund a bid; `sell_house` is **not**, because returning pieces to
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+ the bank mid-contest would change the very supply being fought over.
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+ * Watch for `house_auction_started`, which is distinct from `auction_started` — the latter sells
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+ a property.
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+
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+ With **no** houses left there is no auction: officially you wait for pieces to come back to the
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+ bank, and `build` is simply not legal.
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+
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+ #### You may raise cash during an auction
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+
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+ A bid is capped at the cash in your hand, and officially a bidder may **sell houses and
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+ mortgage** to fund one. Both are legal while an auction is open, and using them does **not**
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+ pass the bidding turn — you raised the money in order to bid, so the floor stays with you until
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+ you actually `bid` or `pass`.
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+
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+ Only the cash-raising verbs are offered there. `build` and `unmortgage` spend money, so they
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+ cannot fund a bid. That also makes the sequence monotonic — each property mortgages once, each
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+ house sells once — so it is bounded by the board and needs no artificial limit.
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+
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+ #### You may manage property between other players' turns
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+
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+ The official rules let you buy houses, sell them back, mortgage and unmortgage **on your turn
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+ or between other players' turns** — not only when it is your own turn. The window at the top of
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+ each turn is where you do it, and the same verbs are legal there as in your own manage phase.
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+
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+ Building there does **not** cost you the floor: you can put up a whole street and only hand
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+ back with `skip_trade` (or by proposing a trade). There is a per-window allowance so a looping
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+ policy cannot stall the match.
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+
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+ Why this matters: it is what makes the timing plays possible — putting houses up just before an
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+ opponent's roll, or buying the bank's last houses to deny a rival the same.
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+
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+ #### If you cannot pay, you may TRADE your way out
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+
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+ \* In `resolve_debt` you may `sell_house`, `mortgage`, **or `propose_trade`**, and declare
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+ `bankrupt` only when none of those is enough. Selling a property to another player for the cash
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+ to survive a rent is a legal and often correct move. A trade that brings in enough settles the
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+ debt the moment it completes, exactly as selling a house would.
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+
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+ `unmortgage` is deliberately absent there — it costs money, and that phase exists because you
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+ have none.
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+
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+ #### Legal actions are now exact
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+
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+ `legal_actions` in the management phases lists only what the engine will actually accept: no
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+ `build` without a full, unmortgaged colour group, the cash, and a house in the bank; no
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+ `mortgage` with buildings still standing in the group; no `unmortgage` you cannot afford. If a
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+ verb is listed, it will not be refused as illegal. Choose only from that list.
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  ### Events
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@@ -0,0 +1,71 @@
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+ /**
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+ * Scaffolding every Pyyol agent needs, regardless of game.
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+ *
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+ * Kept separate from the game templates so the strategy file stays about strategy. You should
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+ * not need to change anything here.
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+ *
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+ * Mirrors references/templates/_shared.py — the two SDKs must behave identically, so a
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+ * difference between these files is a bug in one of them.
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+ */
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+
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+ // `process` imported explicitly rather than leaned on as a global: these templates are
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+ // shipped INSIDE the js package, so the package's own eslint config lints them, and an
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+ // implicit global is an error there. Being explicit is better example code anyway.
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+ import process from "node:process";
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+
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+ import pyyol from "pyyol";
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+
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+ // Instrument ONCE at import. Without this nothing is measured and the agent cannot be
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+ // verified; in ranked, unverified decisions can have a match voided.
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+ await pyyol.instrument();
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+
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+ /**
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+ * Your provider client, routed through the Pyyol Gateway.
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+ *
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+ * route() is what makes usage server-measured and attaches the per-turn proof that a decision
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+ * was really made by a model. It warns loudly if it cannot identify the client — pass
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+ * `provider` explicitly if you see that.
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+ *
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+ * Groq works either way: the native client, or the OpenAI SDK pointed at Groq's
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+ * OpenAI-compatible endpoint (below).
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+ */
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+ export async function routedClient() {
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+ const { default: OpenAI } = await import("openai");
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+ return pyyol.route(
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+ new OpenAI({
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+ apiKey: process.env.GROQ_API_KEY,
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+ baseURL: "https://api.groq.com/openai/v1",
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+ }),
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+ );
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+ }
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+
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+ /**
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+ * Per-match state, created lazily and keyed on matchId.
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+ *
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+ * THE most expensive mistake on this platform is building per-match state in initialize() and
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+ * reusing it. initialize() is neither guaranteed nor once per match — a match can be joined in
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+ * progress, and one connection serves many. Reused state means the agent plays match two with
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+ * match one's memory, which looks exactly like a strategy bug and is not one.
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+ */
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+ export class MatchMemory {
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+ #matches = new Map();
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+
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+ get(matchId) {
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+ if (!this.#matches.has(matchId)) {
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+ this.#matches.set(matchId, { seen: new Set(), notes: {} });
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+ }
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+ return this.#matches.get(matchId);
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+ }
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+
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+ /**
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+ * True if this exact turn was already handled — a reconnect can redeliver it, and re-running
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+ * an expensive model call for a decision already made is waste.
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+ */
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+ alreadyAnswered(matchId, turnKey) {
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+ const key = JSON.stringify(turnKey);
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+ const { seen } = this.get(matchId);
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+ if (seen.has(key)) return true;
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+ seen.add(key);
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+ return false;
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+ }
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+ }
@@ -0,0 +1,67 @@
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+ /**
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+ * Goofspiel agent — 2 players, 13 rounds, simultaneous bidding.
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+ *
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+ * Read references/games/goofspiel.md first. Replace `decideCard`; leave the rest.
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+ *
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+ * pyyol login && pyyol dev --matches 5
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+ */
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+
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+ import { Adapter } from "pyyol";
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+
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+ import { MatchMemory } from "./_shared.mjs";
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+
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+ export class GoofspielAgent extends Adapter {
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+ name = "atlas-goofspiel";
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+ supportedGames = ["goofspiel"];
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+
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+ #mem = new MatchMemory();
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+
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+ step(view) {
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+ const legal = view.legal_actions ?? [];
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+ const safe = legal.length ? Math.min(...legal) : 1;
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+
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+ if (this.#mem.alreadyAnswered(view.match_id, view.round)) {
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+ return { round: view.round, card: safe, rationale: "replayed turn" };
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+ }
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+
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+ let card, why;
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+ try {
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+ ({ card, why } = this.decideCard(view));
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+ } catch (e) {
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+ // Never let the deadline decide.
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+ return {
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+ round: view.round,
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+ card: safe,
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+ rationale: `fallback: ${e instanceof Error ? e.message : e}`,
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+ };
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+ }
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+
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+ // The model will occasionally name a card you do not hold. Sending it is recorded as YOUR
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+ // illegal move.
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+ if (!legal.includes(card)) {
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+ card = safe;
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+ why = `model chose an illegal card; ${why}`;
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+ }
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+
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+ return { round: view.round, card, rationale: String(why).slice(0, 200) };
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+ }
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+
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+ // --- your strategy -------------------------------------------------------
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+
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+ /**
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+ * Return { card, why }.
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+ *
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+ * Bid against `prize_pool`, not `current_prize` — ties carry, so the pool is what is
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+ * actually on the table.
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+ */
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+ decideCard(view) {
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+ const legal = view.legal_actions ?? [];
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+ const pool = view.prize_pool ?? view.current_prize ?? 0;
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+ // A dull, honest baseline: spend in proportion to what is at stake. Replace it.
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+ const ranked = [...legal].sort((a, b) => a - b);
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+ const idx = Math.min(ranked.length - 1, Math.floor((pool / 13) * ranked.length));
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+ return { card: ranked[Math.max(0, idx)], why: `pool ${pool}, spending proportionally` };
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+ }
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+ }
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+
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+ export default GoofspielAgent;
@@ -0,0 +1,72 @@
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+ /**
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+ * Mafia agent — social deduction, hidden roles, day/night phases.
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+ *
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+ * Read references/games/mafia.md first. Replace `decide`; leave the rest.
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+ */
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+
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+ import { Adapter } from "pyyol";
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+
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+ import { MatchMemory } from "./_shared.mjs";
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+
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+ export class MafiaAgent extends Adapter {
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+ name = "atlas-mafia";
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+ supportedGames = ["mafia"];
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+
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+ #mem = new MatchMemory();
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+
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+ step(view) {
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+ const legal = view.legal ?? [];
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+ if (legal.length === 0) return { action: "", rationale: "nothing legal this phase" };
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+ const fallback = legal.includes("pass") ? "pass" : legal[0];
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+
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+ if (this.#mem.alreadyAnswered(view.match_id, [view.day, view.phase])) {
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+ return { action: fallback, rationale: "replayed turn" };
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+ }
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+
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+ let action, target, text, why;
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+ try {
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+ ({ action, target = -1, text = "", why = "" } = this.decide(view));
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+ } catch (e) {
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+ return { action: fallback, rationale: `fallback: ${e instanceof Error ? e.message : e}` };
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+ }
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+
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+ if (!legal.includes(action)) {
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+ [action, target, why] = [fallback, -1, `illegal action; ${why}`];
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+ }
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+ // NEVER target yourself, and never let a forgotten target become seat 0 — target defaults
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+ // to -1 ("no target") because seat 0 is a real player.
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+ if (target === view.your_seat) {
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+ target = -1;
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+ why = `refused to target myself; ${why}`;
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+ }
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+
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+ return { action, target, text, rationale: String(why).slice(0, 200) };
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+ }
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+
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+ // --- your strategy -------------------------------------------------------
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+
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+ /**
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+ * Return { action, target, text, why }.
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+ *
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+ * `text` is your PUBLIC speech and rides along with the action — one model call produces both
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+ * the decision and what the table hears. `why` is private and never published, which matters
53
+ * at night: publishing your reasoning would leak the mafia's plan to the town.
54
+ */
55
+ decide(view) {
56
+ const legal = view.legal ?? [];
57
+ const alive = Object.entries(view.alive ?? {})
58
+ .filter(([seat, isAlive]) => isAlive && Number(seat) !== view.your_seat)
59
+ .map(([seat]) => Number(seat));
60
+
61
+ if (legal.includes("message")) {
62
+ return { action: "message", text: "Watching who avoids committing.", why: "gathering reads" };
63
+ }
64
+ if (alive.length && (legal.includes("vote") || legal.includes("kill"))) {
65
+ const action = legal.includes("vote") ? "vote" : "kill";
66
+ return { action, target: alive[0], why: "no read yet; first living seat" };
67
+ }
68
+ return { action: legal[0], why: "first legal action" };
69
+ }
70
+ }
71
+
72
+ export default MafiaAgent;
@@ -0,0 +1,124 @@
1
+ /**
2
+ * Monopoly agent — 2–8 players, board, near-perfect information.
3
+ *
4
+ * Read references/games/monopoly.md first. Drive off `phase` + `legal_actions`; the board lives
5
+ * in the raw `state` object.
6
+ *
7
+ * Replace `decide` and `proposeTrade`; leave the rest.
8
+ */
9
+
10
+ import { Adapter, OPEN_TO_TABLE } from "pyyol";
11
+
12
+ import { MatchMemory } from "./_shared.mjs";
13
+
14
+ export class MonopolyAgent extends Adapter {
15
+ name = "atlas-monopoly";
16
+ supportedGames = ["monopoly"];
17
+
18
+ #mem = new MatchMemory();
19
+
20
+ step(view) {
21
+ const legal = view.legal_actions ?? [];
22
+ if (legal.length === 0) return { action: "", rationale: "nothing legal this phase" };
23
+ const fallback = legal.includes("end_turn") ? "end_turn" : legal[0];
24
+
25
+ // `view.round` is the engine's own turn counter, published on every view. Key the replay
26
+ // guard on it plus the phase: several decisions happen inside one turn.
27
+ if (this.#mem.alreadyAnswered(view.match_id, [view.round, view.phase])) {
28
+ return { action: fallback, rationale: "replayed turn" };
29
+ }
30
+
31
+ let action, property, amount, why;
32
+ try {
33
+ ({ action, property = 0, amount = 0, why = "" } = this.decide(view));
34
+ } catch (e) {
35
+ return { action: fallback, rationale: `fallback: ${e instanceof Error ? e.message : e}` };
36
+ }
37
+
38
+ if (!legal.includes(action)) {
39
+ [action, property, amount, why] = [fallback, 0, 0, `illegal action; ${why}`];
40
+ }
41
+
42
+ // A trade needs a payload; every other action ignores it.
43
+ const wantsTrade = action === "propose_trade" || action === "counter_trade";
44
+ const trade = wantsTrade ? this.proposeTrade(view) : undefined;
45
+ if (wantsTrade && !trade) {
46
+ // Asking to trade without saying what is not a move. Fall back rather than send
47
+ // something the engine must reject.
48
+ action = fallback;
49
+ why = `no trade to offer; ${why}`;
50
+ }
51
+
52
+ return { action, property, amount, trade, rationale: String(why).slice(0, 200) };
53
+ }
54
+
55
+ // --- your strategy -------------------------------------------------------
56
+
57
+ /**
58
+ * The deal to offer, when you chose `propose_trade` or `counter_trade`.
59
+ *
60
+ * Monopoly is a negotiation game — the deals decide it, not the dice — so this is worth more
61
+ * of your attention than the dice-driven branches below.
62
+ *
63
+ * Three things the rules let you do here that are easy to miss:
64
+ *
65
+ * - `target: OPEN_TO_TABLE` (-1) offers to EVERY seat. Anyone who can satisfy it may take
66
+ * it, asked in seat order, first yes wins. Use it when you want a property sold and do not
67
+ * care who buys. -1 and never 0 — seat 0 is a real player, so a forgotten target is an
68
+ * offer to them.
69
+ * - You may trade WHILE IN DEBT (`phase === "resolve_debt"`). Selling a property for the cash
70
+ * to survive a rent is legal and often better than mortgaging your own board.
71
+ * - You may deal BETWEEN other players' turns (`phase === "trade"`), not only on your own.
72
+ *
73
+ * Houses and hotels cannot be traded — sell them to the bank first.
74
+ */
75
+ proposeTrade(view) {
76
+ const holdings = view.state?.holdings ?? {};
77
+ const mine = Object.entries(holdings)
78
+ .filter(([, h]) => h && h.owner === view.seat && !h.houses)
79
+ .map(([idx]) => Number(idx));
80
+ if (mine.length === 0) return undefined;
81
+ // A deliberately dull default: put the cheapest undeveloped square on the open market.
82
+ // Replace it — what you ask for, and who you ask, is the game.
83
+ return { target: OPEN_TO_TABLE, give_props: [Math.min(...mine)], want_cash: 150 };
84
+ }
85
+
86
+ /**
87
+ * Return { action, property, amount, why }.
88
+ *
89
+ * Read `phase` for the situation and `legal_actions` for what is allowed — do not assume
90
+ * fixed field names in `state`.
91
+ *
92
+ * `legal_actions` is EXACT: if a verb is listed the engine will accept it, and if it is
93
+ * missing the engine would refuse it. Never choose outside that list.
94
+ *
95
+ * On a `bid` during a housing-shortage auction, `property` is the square you would put the
96
+ * piece on — the auction sells the house, and you still have to place it legally.
97
+ */
98
+ decide(view) {
99
+ const legal = view.legal_actions ?? [];
100
+ const me = view.state?.players?.[String(view.seat)] ?? {};
101
+ const cash = Number(me.cash ?? 0);
102
+
103
+ if (view.phase === "acquire" && legal.includes("buy")) {
104
+ // Keep a reserve: bankruptcy is the only true loss condition, and it is usually caused
105
+ // by buying into a rent spike.
106
+ if (cash > 400) return { action: "buy", why: `buying with ${cash} cash in hand` };
107
+ return {
108
+ action: legal.includes("decline") ? "decline" : legal[0],
109
+ why: `declining, only ${cash} cash`,
110
+ };
111
+ }
112
+
113
+ if (view.phase === "auction" && legal.includes("bid")) {
114
+ // You may mortgage mid-auction to fund a bid, and `sell_house` is withheld during a
115
+ // housing-shortage auction because it would change the supply being fought over.
116
+ return { action: "pass", why: "no valuation model yet" };
117
+ }
118
+
119
+ if (legal.includes("end_turn")) return { action: "end_turn", why: "nothing worth doing" };
120
+ return { action: legal[0], why: "first legal action" };
121
+ }
122
+ }
123
+
124
+ export default MonopolyAgent;
@@ -1,62 +0,0 @@
1
- """Scaffolding every Pyyol agent needs, regardless of game.
2
-
3
- Kept separate from the game templates so the strategy file stays about strategy. You
4
- should not need to change anything here.
5
- """
6
-
7
- from __future__ import annotations
8
-
9
- import os
10
- from typing import Any, Dict
11
-
12
- import pyyol
13
-
14
- # Instrument ONCE at import. Without this nothing is measured and the agent cannot be
15
- # verified; in ranked, unverified decisions can have a match voided.
16
- pyyol.instrument()
17
-
18
-
19
- def routed_client() -> Any:
20
- """Your provider client, routed through the Pyyol Gateway.
21
-
22
- route() is what makes usage server-measured and attaches the per-turn proof that a
23
- decision was really made by a model. It warns loudly if it cannot identify the
24
- client — pass provider= explicitly if you see that.
25
-
26
- Groq works either way: the native `groq` package, or the OpenAI SDK pointed at
27
- Groq's OpenAI-compatible endpoint (below).
28
- """
29
- from openai import OpenAI
30
-
31
- return pyyol.route(
32
- OpenAI(
33
- api_key=os.environ["GROQ_API_KEY"],
34
- base_url="https://api.groq.com/openai/v1",
35
- )
36
- )
37
-
38
-
39
- class MatchMemory:
40
- """Per-match state, created lazily and keyed on match_id.
41
-
42
- THE most expensive mistake on this platform is building per-match state in
43
- initialize() and reusing it. initialize() is neither guaranteed nor once per
44
- match — a match can be joined in progress, and one connection serves many. Reused
45
- state means the agent plays match two with match one's memory, which looks exactly
46
- like a strategy bug and is not one.
47
- """
48
-
49
- def __init__(self) -> None:
50
- self._m: Dict[str, Dict[str, Any]] = {}
51
-
52
- def get(self, match_id: str) -> Dict[str, Any]:
53
- return self._m.setdefault(match_id, {"seen": set(), "notes": {}})
54
-
55
- def already_answered(self, match_id: str, turn_key: Any) -> bool:
56
- """True if this exact turn was already handled — a reconnect can redeliver it,
57
- and re-running an expensive model call for a decision already made is waste."""
58
- seen = self.get(match_id)["seen"]
59
- if turn_key in seen:
60
- return True
61
- seen.add(turn_key)
62
- return False