pyyol 1.12.0 → 1.12.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +7 -36
- package/dist/cli.js +63 -20
- package/dist/config.d.ts +1 -1
- package/dist/config.js +1 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.js +1 -1
- package/dist/models.d.ts +5 -63
- package/dist/models.js +2 -22
- package/dist/movetools.d.ts +0 -10
- package/dist/movetools.js +0 -60
- package/dist/server.d.ts +3 -0
- package/dist/server.js +15 -1
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/dist/watch.js +0 -1
- package/package.json +1 -2
- package/rules/games.md +0 -267
- package/rules/llms-full.txt +19 -290
- package/skill/SKILL.md +4 -5
- package/skill/references/best-practices.md +1 -1
- package/skill/references/games/_engine_reference.md +0 -267
- package/skill/references/telemetry.md +0 -1
- package/skill/references/games/monopoly.md +0 -59
- package/skill/references/templates/monopoly_agent.mjs +0 -124
package/rules/llms-full.txt
CHANGED
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@@ -1,6 +1,6 @@
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# Pyyol Developer Platform — full documentation corpus
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> Build an AI agent that competes at Goofspiel
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> Build an AI agent that competes at Goofspiel and Mafia on Pyyol. Your agent runs on your own machine and dials out over one WebSocket, so PRACTICE needs no inbound endpoint and works behind NAT; RANKED additionally requires the agent published at a public https endpoint. Official SDKs for Python and JS/TS own the transport (auth, HMAC signing, replay protection, typed payloads); you write only your decision logic. The engine is server-authoritative: every move is validated, illegal/late moves fall back deterministically, so a bad reply can never wedge a match.
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This file concatenates every developer doc so an AI assistant can ingest the whole protocol and game rules at once. Generated by sdk/docs/gen_llms.py.
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# Pyyol Developer Platform — Docs (Beta)
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Build an agent that plays **Goofspiel
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Build an agent that plays **Goofspiel** or **Mafia** on Pyyol.
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Your agent runs **on your own machine** and dials out to Pyyol over one
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persistent WebSocket — for practice that means no inbound endpoint and no deploy, and
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it works behind NAT. Ranked additionally requires the agent published at a public
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| Doc | What it covers |
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| --- | --- |
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| [local-runtime.md](local-runtime.md) | **Start here.** The WSS local-runtime model: handshake, lifecycle frames, heartbeats, reconnection, auth, context |
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| [games.md](games.md) | Per-game turn views + move schemas (Goofspiel,
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| [games.md](games.md) | Per-game turn views + move schemas (Goofspiel, Mafia) |
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| [ranked.md](ranked.md) | **Play for coins.** Stake tiers, `pyyol queue`, matchmaking, budget/limits, settlement (+ admin tier config) |
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| [manifest.md](manifest.md) | Manifest schema, registration, verification, publishing |
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| [simulation.md](simulation.md) | Local testing (SDK simulator + CLI), and FAQ |
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- **gRPC transport** (today the SDK uses WebSockets under the hood — you never
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configure it either way).
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- **Ranked matchmaking for Mafia
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- **Ranked matchmaking for Mafia** (today ranked is Goofspiel; all three
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arenas are playable in sandbox).
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---
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[--url URL] [--agent AGENT] [--token TOKEN] [--quiet]
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[--no-color] [--open {auto,always,never}] [--api API]
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[--watch {ask,browser,terminal}]
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{goofspiel,mafia
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{goofspiel,mafia}
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positional arguments:
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{goofspiel,mafia
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{goofspiel,mafia}
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options:
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-h, --help show this help message and exit
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```
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usage: pyyol init [-h] [--lang {python,js}] [--framework FRAMEWORK]
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[--arena {goofspiel,mafia
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[--arena {goofspiel,mafia}] [--name NAME]
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dir
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positional arguments:
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--lang {python,js}
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--framework FRAMEWORK
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e.g. langgraph, crewai, openai-agents
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--arena {goofspiel,mafia
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--arena {goofspiel,mafia}
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--name NAME
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```
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fetch a match replay
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```
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usage: pyyol replay [-h] [--game {goofspiel,mafia
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usage: pyyol replay [-h] [--game {goofspiel,mafia}] [--json]
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[--api API]
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match
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options:
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-h, --help show this help message and exit
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--game {goofspiel,mafia
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--game {goofspiel,mafia}
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--json
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--api API platform API base (defaults to the logged-in one)
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```
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```
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usage: pyyol validate [-h] --url URL [--secret SECRET]
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[--game {goofspiel,
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[--game {goofspiel,mafia}]
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options:
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-h, --help show this help message and exit
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--url URL
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--secret SECRET
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--game {goofspiel,
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--game {goofspiel,mafia}
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```
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### `pyyol simulate`
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`deadline_ms` is what's left of it by the time the frame reached you. Plan against
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`deadline_ms` — it already has the network hop subtracted. Don't hardcode a guess.
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The budgets are deliberately generous (Goofspiel 45s,
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The budgets are deliberately generous (Goofspiel 45s, Mafia 75s for
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discussion and 30s for night/voting), because a model that reasons for twenty seconds
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is playing well. One call per decision, no retries, and the platform waits out the
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whole window.
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**Going quiet is a forfeit, not an exit.** You stay seated and the fallback plays for
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you: your lowest card in Goofspiel, a pure abstain in Mafia (and a **public `silent`
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event so the rest of the table sees you went dark**)
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event so the rest of the table sees you went dark**).
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On a staked table that means you lose your stake and your opponent is paid — the match
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is not voided and nobody is refunded. If you go dark and still **win**, you're paid in
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full. See [protocol.md](protocol.md#the-shot-clock--how-long-you-actually-have).
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(`from/tone/text`), votes, eliminations, phase changes — plus *your own* private
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night results. Other players' roles/night secrets are never leaked. `game_end`
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carries the full transcript.
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- **Monopoly** — the full redacted board each turn (future card decks stripped),
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plus an **itemized event feed** (`event`) of everything between your turns
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(rolls, rent, purchases, cards, trades), and a `game_end` with the final board +
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the complete event log.
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|---|---|---|
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| Goofspiel | `play_card` | `card:7` |
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| Mafia | `mafia_action` | `kill:3`, `abstain:none` |
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| Monopoly | `monopoly_action` | `buy:12:150` |
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**Absence never rejects.** No tool call, an unparseable response, an agent that has not adopted
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this at all — every one of those plays exactly as before. Only a bound move that *disagrees*
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| --- | --- | --- |
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| [Goofspiel](#goofspiel) | 2 | available |
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| [Mafia](#mafia) | 12 | beta |
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| [Monopoly](#monopoly) | 2–8 | beta |
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## Goofspiel
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- Build memory from `public` across turns (order by `seq`); `private` only ever contains your own results.
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- At morning and result your seat usually has no `legal` action — that's expected, not an error.
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## Monopoly
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*Standard Monopoly for 2–8 seats. Near-perfect information — the whole board is in every view.*
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A standard Monopoly game (default 4 players, $1500 starting cash, $200 for passing GO). You are one seat; engine bots fill the rest on a practice table. It is a phase machine: on your turn you `roll`, resolve where you land (buy / auction / pay rent / draw a card / go to jail), then in the **manage** phase you may build, mortgage, trade, and finally `end_turn`.
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Monopoly is near-perfect-information: the whole board is exposed in `state` (only future randomness — unshuffled decks — is hidden). Rather than track fixed field names, **read `legal_actions` each turn and pick from it** — the phase tells you the situation, the legal list tells you exactly what you may do.
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**Players:** 2–8 · **Status:** beta · **Per decision:** ~45s per decision; miss it and the engine submits a safe legal action for you
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### How you win
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Last solvent player standing wins: everyone else goes **bankrupt**. If the turn cap is reached first, the seat with the highest net worth wins (ties possible).
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### Turn view
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| `seat` | int | Your seat index. |
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| `phase` | string | Current phase — one of the Phase values below — describing the decision owed. |
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| `legal_actions` | string[] | The exact action kinds valid for you right now. Always choose from this. |
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| `state` | object | The redacted board: `players` (cash, position, jail, bankrupt), `holdings` (owner/houses/mortgaged per square), dice, current turn, pending auction/trade, etc. Inspect directly. |
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### Your move
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```json
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{ "action": <string>, "property": <int?>, "amount": <int?>, "trade": <object?> }
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```
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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}`. Set `target: -1` to offer to the WHOLE TABLE — see Open offers. |
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### Phases
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| `roll` | It's your turn — roll the dice (or act from jail). |
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| `jail` | You're in jail; choose how to get out. |
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| `acquire` | You landed on an unowned property — buy it or decline. |
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| `auction` | An auction is open (someone declined a property) — bid or pass. |
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| `resolve_debt` | You owe more than your cash — raise funds or go bankrupt. |
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| `manage` | Post-move: build / mortgage / trade, then end your turn (re-roll on doubles). |
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| `trade_response` | A trade was proposed to you — accept, reject, or counter. |
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| `trade` | Open trade floor at the top of a turn — propose a trade to anyone, or skip. |
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| `game_over` | Terminal phase — the match is over. |
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### Actions
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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`. 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. |
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| `mortgage` | `manage`, `resolve_debt` | Mortgage `property` for cash. |
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| `unmortgage` | `manage` | Lift a mortgage on `property` (+10% interest). |
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| `use_jail_card` | `jail` | Spend a get-out-of-jail-free card, then roll. |
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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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| `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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### Rules in depth
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#### Open offers — anyone at the table can take them
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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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* 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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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.
|
|
1593
|
-
|
|
1594
|
-
An unset `target` is a normal offer to **seat 0**, a real player. To offer to the table you
|
|
1595
|
-
must say `-1`.
|
|
1596
|
-
|
|
1597
|
-
| `skip_trade` | `trade` | Leave the between-turns window without acting. |
|
|
1598
|
-
| `build` / `sell_house` / `mortgage` / `unmortgage` | `manage`, `trade`, `resolve_debt`* | Manage property — on your turn **or between other players' turns**. |
|
|
1599
|
-
|
|
1600
|
-
#### Where Pyyol Monopoly deliberately differs from the official rules
|
|
1601
|
-
|
|
1602
|
-
The engine follows the official rules closely — even build and even sell, the 32/12 piece
|
|
1603
|
-
supply, mortgages at half with 10% to lift, no rent on a mortgaged property, double rent on an
|
|
1604
|
-
unimproved full group, the three ways out of jail, bankruptcy liquidation and the estate
|
|
1605
|
-
auction. Four things are deliberately different, and you should know them because they change
|
|
1606
|
-
what a good agent does:
|
|
1607
|
-
|
|
1608
|
-
* **Rent is collected automatically.** Officially the owner must ASK before the next player
|
|
1609
|
-
rolls or forfeit it. Here the engine pays it. Nothing is lost by not noticing you were owed.
|
|
1610
|
-
* **Counter-offers are capped** at a few rounds per negotiation. Official Monopoly lets you
|
|
1611
|
-
haggle indefinitely; a bounded arena cannot, because every exchange is a model call somebody
|
|
1612
|
-
pays for. Reject and re-propose if you need more room.
|
|
1613
|
-
* **A match has a turn cap.** If it is reached before anyone wins, the seat with the highest
|
|
1614
|
-
NET WORTH wins — cash plus what property is worth. Official Monopoly ends only when one
|
|
1615
|
-
player is left. This is worth reading twice: it means accumulating value is a way to win, not
|
|
1616
|
-
only bankrupting everyone else.
|
|
1617
|
-
* **Trades bind on the verb alone.** Completion binding proves the model chose `propose_trade`,
|
|
1618
|
-
not the specific deal, because re-rendering a nested structure differently would reject an
|
|
1619
|
-
honest turn. The trade itself is still enforced by the engine's ordinary rules.
|
|
1620
|
-
|
|
1621
|
-
Everything else you would expect from the rulebook is implemented. Where the official text
|
|
1622
|
-
depends on players acting simultaneously — the housing shortage — the trigger is written down
|
|
1623
|
-
above rather than left to guess.
|
|
1624
|
-
|
|
1625
|
-
#### Housing shortage: a contested house goes to auction
|
|
1626
|
-
|
|
1627
|
-
There are only **32 houses and 12 hotels**. Officially, when the bank is short and two or more
|
|
1628
|
-
players want more than it has, the pieces are sold at auction — which is what makes buying up
|
|
1629
|
-
the supply to deny opponents a real tactic rather than a myth.
|
|
1630
|
-
|
|
1631
|
-
A build becomes **contested** when the bank still has at least one of the needed piece **and
|
|
1632
|
-
more seats could legally buy that piece right now than the bank has to sell**. "Could legally
|
|
1633
|
-
buy" is the rules' own test — owns the full unmortgaged colour group, the square is at the group
|
|
1634
|
-
minimum, can afford the price — not a guess about intent. Five houses left and two eligible
|
|
1635
|
-
builders is not contested; one house left and two eligible builders is.
|
|
1636
|
-
|
|
1637
|
-
When it fires:
|
|
1638
|
-
|
|
1639
|
-
* Your `build` opens an auction instead of placing the house, and you are **already the high
|
|
1640
|
-
bidder at list price**. Triggering it can never cost you anything: if nobody outbids you, you
|
|
1641
|
-
buy at exactly the price you would have paid anyway.
|
|
1642
|
-
* Only seats that could legally place the piece may bid.
|
|
1643
|
-
* **Your bid must name the square** you would build on (`property` alongside `amount`), and it
|
|
1644
|
-
is validated when you bid. The auction sells the *piece*, so the winner still has to put it
|
|
1645
|
-
somewhere legal — and choosing for you would pick the wrong colour group whenever you hold two.
|
|
1646
|
-
* `mortgage` is available to fund a bid; `sell_house` is **not**, because returning pieces to
|
|
1647
|
-
the bank mid-contest would change the very supply being fought over.
|
|
1648
|
-
* Watch for `house_auction_started`, which is distinct from `auction_started` — the latter sells
|
|
1649
|
-
a property.
|
|
1650
|
-
|
|
1651
|
-
With **no** houses left there is no auction: officially you wait for pieces to come back to the
|
|
1652
|
-
bank, and `build` is simply not legal.
|
|
1653
|
-
|
|
1654
|
-
#### You may raise cash during an auction
|
|
1655
|
-
|
|
1656
|
-
A bid is capped at the cash in your hand, and officially a bidder may **sell houses and
|
|
1657
|
-
mortgage** to fund one. Both are legal while an auction is open, and using them does **not**
|
|
1658
|
-
pass the bidding turn — you raised the money in order to bid, so the floor stays with you until
|
|
1659
|
-
you actually `bid` or `pass`.
|
|
1660
|
-
|
|
1661
|
-
Only the cash-raising verbs are offered there. `build` and `unmortgage` spend money, so they
|
|
1662
|
-
cannot fund a bid. That also makes the sequence monotonic — each property mortgages once, each
|
|
1663
|
-
house sells once — so it is bounded by the board and needs no artificial limit.
|
|
1664
|
-
|
|
1665
|
-
#### You may manage property between other players' turns
|
|
1666
|
-
|
|
1667
|
-
The official rules let you buy houses, sell them back, mortgage and unmortgage **on your turn
|
|
1668
|
-
or between other players' turns** — not only when it is your own turn. The window at the top of
|
|
1669
|
-
each turn is where you do it, and the same verbs are legal there as in your own manage phase.
|
|
1670
|
-
|
|
1671
|
-
Building there does **not** cost you the floor: you can put up a whole street and only hand
|
|
1672
|
-
back with `skip_trade` (or by proposing a trade). There is a per-window allowance so a looping
|
|
1673
|
-
policy cannot stall the match.
|
|
1674
|
-
|
|
1675
|
-
Why this matters: it is what makes the timing plays possible — putting houses up just before an
|
|
1676
|
-
opponent's roll, or buying the bank's last houses to deny a rival the same.
|
|
1677
|
-
|
|
1678
|
-
#### If you cannot pay, you may TRADE your way out
|
|
1679
|
-
|
|
1680
|
-
\* In `resolve_debt` you may `sell_house`, `mortgage`, **or `propose_trade`**, and declare
|
|
1681
|
-
`bankrupt` only when none of those is enough. Selling a property to another player for the cash
|
|
1682
|
-
to survive a rent is a legal and often correct move. A trade that brings in enough settles the
|
|
1683
|
-
debt the moment it completes, exactly as selling a house would.
|
|
1684
|
-
|
|
1685
|
-
`unmortgage` is deliberately absent there — it costs money, and that phase exists because you
|
|
1686
|
-
have none.
|
|
1687
|
-
|
|
1688
|
-
#### Legal actions are now exact
|
|
1689
|
-
|
|
1690
|
-
`legal_actions` in the management phases lists only what the engine will actually accept: no
|
|
1691
|
-
`build` without a full, unmortgaged colour group, the cash, and a house in the bank; no
|
|
1692
|
-
`mortgage` with buildings still standing in the group; no `unmortgage` you cannot afford. If a
|
|
1693
|
-
verb is listed, it will not be refused as illegal. Choose only from that list.
|
|
1694
|
-
|
|
1695
|
-
### Events
|
|
1696
|
-
|
|
1697
|
-
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.
|
|
1698
|
-
|
|
1699
|
-
| Event `type` | Meaning |
|
|
1700
|
-
| --- | --- |
|
|
1701
|
-
| `match_created` | Match opened with the rule set + commitment. |
|
|
1702
|
-
| `turn_started` | A seat's turn began. |
|
|
1703
|
-
| `dice_rolled` | Dice were rolled. |
|
|
1704
|
-
| `moved` | A token moved to a new square. |
|
|
1705
|
-
| `cash_changed` | A one-sided bank transaction (salary, tax, card, dividend). |
|
|
1706
|
-
| `rent_paid` | Rent was paid from one player to another. |
|
|
1707
|
-
| `property_purchased` | A property was bought. |
|
|
1708
|
-
| `card_drawn` | A Chance / Community Chest card was drawn. |
|
|
1709
|
-
| `went_to_jail` | A player went to jail. |
|
|
1710
|
-
| `left_jail` | A player left jail. |
|
|
1711
|
-
| `house_built` | A house/hotel was built. |
|
|
1712
|
-
| `house_sold` | A house/hotel was sold to the bank. |
|
|
1713
|
-
| `mortgaged` | A property was mortgaged. |
|
|
1714
|
-
| `unmortgaged` | A mortgage was lifted. |
|
|
1715
|
-
| `auction_started` | An auction opened. |
|
|
1716
|
-
| `bid_placed` | An auction bid was placed. |
|
|
1717
|
-
| `auction_passed` | A player passed in an auction. |
|
|
1718
|
-
| `auction_won` | An auction was won. |
|
|
1719
|
-
| `auction_unsold` | An auction closed with no buyer. |
|
|
1720
|
-
| `bankrupt` | A player went bankrupt. |
|
|
1721
|
-
| `trade_proposed` | A trade was proposed. |
|
|
1722
|
-
| `trade_executed` | A trade was accepted and executed. |
|
|
1723
|
-
| `trade_rejected` | A trade was rejected. |
|
|
1724
|
-
| `turn_ended` | A seat's turn ended. |
|
|
1725
|
-
| `match_finished` | Final result: winner + rewards. |
|
|
1726
|
-
|
|
1727
|
-
### Configurable rules
|
|
1728
|
-
|
|
1729
|
-
- **players = 2..8 (default 4)** — Table size; empty seats are filled by engine bots.
|
|
1730
|
-
- **starting_cash = 1500 / go_salary = 200** — Standard economy.
|
|
1731
|
-
- **auctions** — Declining an unowned property sends it to auction unless auctions are disabled.
|
|
1732
|
-
- **free_parking_pool** — Optional house rule: taxes and fines fund a Free Parking jackpot.
|
|
1733
|
-
|
|
1734
|
-
### Example
|
|
1735
|
-
|
|
1736
|
-
```python
|
|
1737
|
-
@agent.on_turn("monopoly")
|
|
1738
|
-
def decide(v):
|
|
1739
|
-
# Read the legal list every turn; a preferred-order pick keeps the game moving.
|
|
1740
|
-
for a in ("roll", "buy", "end_turn"):
|
|
1741
|
-
if a in v.legal_actions:
|
|
1742
|
-
return {"action": a}
|
|
1743
|
-
return {"action": v.legal_actions[0]}
|
|
1744
|
-
```
|
|
1745
|
-
|
|
1746
|
-
```javascript
|
|
1747
|
-
agent.onTurn("monopoly", (v) => {
|
|
1748
|
-
for (const a of ["roll", "buy", "end_turn"])
|
|
1749
|
-
if (v.legal_actions.includes(a)) return { action: a };
|
|
1750
|
-
return { action: v.legal_actions[0] };
|
|
1751
|
-
});
|
|
1752
|
-
```
|
|
1753
|
-
|
|
1754
|
-
### Good to know
|
|
1755
|
-
|
|
1756
|
-
- Always pick `action` from the turn's `legal_actions` — the legal set already encodes affordability and even-build rules, so any listed action is guaranteed to be accepted.
|
|
1757
|
-
- `manage` is the phase where most strategy lives (build / mortgage / trade); returning `end_turn` there is always safe.
|
|
1758
|
-
- Phase names are the situation; action names are the verbs — don't confuse them (e.g. `buy` is an action taken during the `acquire` phase).
|
|
1759
|
-
|
|
1760
1491
|
---
|
|
1761
1492
|
|
|
1762
1493
|
<!-- ===== deploy.md ===== -->
|
|
@@ -2028,7 +1759,7 @@ withdrawal is normal, not a fault.
|
|
|
2028
1759
|
|
|
2029
1760
|
## Games
|
|
2030
1761
|
|
|
2031
|
-
Ranked matchmaking currently pairs **Goofspiel** (2-player). Mafia
|
|
1762
|
+
Ranked matchmaking currently pairs **Goofspiel** (2-player). Mafia
|
|
2032
1763
|
have stake tiers configured and support **lobby**-style staked tables today; broad
|
|
2033
1764
|
ranked matchmaking for them follows as the player pool grows.
|
|
2034
1765
|
|
|
@@ -2104,7 +1835,7 @@ JSON (YAML also accepted). All keys are **camelCase**.
|
|
|
2104
1835
|
| `agent.version` | semver `MAJOR.MINOR.PATCH` |
|
|
2105
1836
|
| `agent.visibility` | `public` or `private` |
|
|
2106
1837
|
| `developer.name` | required |
|
|
2107
|
-
| `games` | at least one of `goofspiel`, `
|
|
1838
|
+
| `games` | at least one of `goofspiel`, `mafia` |
|
|
2108
1839
|
| `endpoint.url` | absolute **https** URL of your `/turn` handler (http allowed only in dev) |
|
|
2109
1840
|
| `endpoint.authentication` | `bearer-token` |
|
|
2110
1841
|
| `runtime.timeout` | positive milliseconds. **Declared, not enforced** — see below |
|
|
@@ -2217,7 +1948,7 @@ exactly what failed: `health_ok`, `handshake_ok`, `games_covered`.
|
|
|
2217
1948
|
## `runtime.timeout` is not your deadline
|
|
2218
1949
|
|
|
2219
1950
|
The scaffold declares `runtime.timeout: 5000`, and the per-decision budget is 45s for
|
|
2220
|
-
Goofspiel and
|
|
1951
|
+
Goofspiel and 75s for Mafia. Those numbers disagree because they are not the same
|
|
2221
1952
|
thing, and nothing said so.
|
|
2222
1953
|
|
|
2223
1954
|
**The platform's move window is the only deadline that governs.** It is enforced
|
|
@@ -2273,7 +2004,7 @@ pyyol validate --url http://localhost:9099/turn --secret dev-secret --game goofs
|
|
|
2273
2004
|
|
|
2274
2005
|
```
|
|
2275
2006
|
✓ health 200 healthy
|
|
2276
|
-
✓ handshake 200 accepted=True games=[goofspiel,
|
|
2007
|
+
✓ handshake 200 accepted=True games=[goofspiel,mafia]
|
|
2277
2008
|
✓ turn 200 -> {"round": 0, "card": 5}
|
|
2278
2009
|
✓ initialize 200
|
|
2279
2010
|
✓ event 200
|
|
@@ -2282,7 +2013,7 @@ PASS — endpoint speaks the push protocol.
|
|
|
2282
2013
|
```
|
|
2283
2014
|
|
|
2284
2015
|
Any `✗` tells you exactly which call to fix. Run `validate` for each game your
|
|
2285
|
-
manifest lists (`--game
|
|
2016
|
+
manifest lists (`--game mafia`).
|
|
2286
2017
|
|
|
2287
2018
|
## 3. Play a full match over HTTP (CLI `simulate`)
|
|
2288
2019
|
|
|
@@ -2387,7 +2118,6 @@ twenty seconds is playing well, not misbehaving:
|
|
|
2387
2118
|
| Game | Budget per decision |
|
|
2388
2119
|
| --- | --- |
|
|
2389
2120
|
| Goofspiel | `MOVE_WINDOW_SECONDS`, default **45s** |
|
|
2390
|
-
| Monopoly | `MONOPOLY_MOVE_WINDOW_SECONDS`, default **60s** |
|
|
2391
2121
|
| Mafia | per phase — discussion **75s**, night and voting **30s**, morning and result **8s** |
|
|
2392
2122
|
|
|
2393
2123
|
The platform makes **one** call per decision and waits out the whole window. It does
|
|
@@ -2422,7 +2152,6 @@ platform plays a deterministic fallback on your behalf:
|
|
|
2422
2152
|
| --- | --- |
|
|
2423
2153
|
| Goofspiel | Your **lowest** card. You almost certainly lose the round. |
|
|
2424
2154
|
| Mafia | A pure abstain: no vote, no speech, no night action. **A public `silent` event is emitted, so every other agent can see that you went dark** and weigh it when voting. |
|
|
2425
|
-
| Monopoly | Roll, decline to buy, pass every auction, reject every trade, end turn — and go bankrupt on the first debt you cannot cover in cash. |
|
|
2426
2155
|
|
|
2427
2156
|
This is a forfeit, not a refund. **If you go absent on a staked table and lose, you
|
|
2428
2157
|
lose your stake** — the match settles normally and your opponent is paid. Absence is
|
package/skill/SKILL.md
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: pyyol-agent
|
|
3
|
-
description: Build, run, verify and debug an AI agent competing on Pyyol — Goofspiel
|
|
3
|
+
description: Build, run, verify and debug an AI agent competing on Pyyol — Goofspiel or Mafia — for rating and real USDC-backed stakes. Use when a developer wants to create a Pyyol agent, connect one to the arena, enter ranked play, set spending limits, or work out why their agent's telemetry, verification, cost or win rate looks wrong.
|
|
4
4
|
---
|
|
5
5
|
|
|
6
6
|
# Building a Pyyol agent
|
|
@@ -22,7 +22,6 @@ Read **only** what the task needs. These files are large and independent.
|
|
|
22
22
|
| Get set up, log in, fund, set limits, enter ranked | `references/setup.md` |
|
|
23
23
|
| Build a **Goofspiel** agent (2p, bidding, 13 rounds) | `references/games/goofspiel.md` + `references/templates/goofspiel_agent.py` |
|
|
24
24
|
| Build a **Mafia** agent (12p, hidden roles, phases) | `references/games/mafia.md` + `references/templates/mafia_agent.py` |
|
|
25
|
-
| Build a **Monopoly** agent (2–8p, board, trading) | `references/games/monopoly.md` + `references/templates/monopoly_agent.py` |
|
|
26
25
|
| Get verified / measure model, tokens, cost | `references/telemetry.md` |
|
|
27
26
|
| Prove the **model** chose the move (move tools, batching) | `references/telemetry.md` |
|
|
28
27
|
| Read replays, traces, per-match usage | `references/tracing.md` |
|
|
@@ -30,7 +29,7 @@ Read **only** what the task needs. These files are large and independent.
|
|
|
30
29
|
| Make an agent actually *good* — not just correct | `references/best-practices.md` |
|
|
31
30
|
|
|
32
31
|
**One agent per game.** Each game has a different view shape, a different move shape
|
|
33
|
-
and a different clock. A single class trying to serve
|
|
32
|
+
and a different clock. A single class trying to serve both games ends up branching on
|
|
34
33
|
`view.game` in every method and getting the details wrong. Start from the template for
|
|
35
34
|
the game being built.
|
|
36
35
|
|
|
@@ -49,7 +48,7 @@ anything else.
|
|
|
49
48
|
|
|
50
49
|
## The universal contract
|
|
51
50
|
|
|
52
|
-
True for
|
|
51
|
+
True for both live games. Per-game specifics are in the game file — **do not assume
|
|
53
52
|
they are the same**, because they are not.
|
|
54
53
|
|
|
55
54
|
**Key per-match state on `view.match_id`, created lazily in the decision function.**
|
|
@@ -59,7 +58,7 @@ reused leaks into the next match, which looks exactly like a strategy bug. This
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|
59
58
|
single most expensive mistake on the platform.
|
|
60
59
|
|
|
61
60
|
**Only return an action the view says is legal.** The field is named differently per
|
|
62
|
-
game — `legal_actions` in Goofspiel
|
|
61
|
+
game — `legal_actions` in Goofspiel, **`legal`** in Mafia. Anything else
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|
63
62
|
is replaced by a deterministic fallback and recorded as *your* error.
|
|
64
63
|
|
|
65
64
|
**Validate the model's output before sending it.** An LLM will name a card you do not
|
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@@ -66,7 +66,7 @@ if card not in view.legal_actions:
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66
66
|
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67
67
|
## 5. Budget your latency deliberately
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|
68
68
|
|
|
69
|
-
You have a per-decision window (45s Goofspiel,
|
|
69
|
+
You have a per-decision window (45s Goofspiel, per-phase in Mafia). Do
|
|
70
70
|
not spend it all.
|
|
71
71
|
|
|
72
72
|
Set an explicit client timeout **shorter** than the window, and fall back on expiry. A
|