pyyol 1.2.0

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.
Files changed (65) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +267 -0
  3. package/dist/adapter.d.ts +24 -0
  4. package/dist/adapter.d.ts.map +1 -0
  5. package/dist/adapter.js +68 -0
  6. package/dist/adapter.js.map +1 -0
  7. package/dist/cli.d.ts +20 -0
  8. package/dist/cli.d.ts.map +1 -0
  9. package/dist/cli.js +1325 -0
  10. package/dist/cli.js.map +1 -0
  11. package/dist/config.d.ts +28 -0
  12. package/dist/config.d.ts.map +1 -0
  13. package/dist/config.js +160 -0
  14. package/dist/config.js.map +1 -0
  15. package/dist/credentials.d.ts +13 -0
  16. package/dist/credentials.d.ts.map +1 -0
  17. package/dist/credentials.js +175 -0
  18. package/dist/credentials.js.map +1 -0
  19. package/dist/index.d.ts +26 -0
  20. package/dist/index.d.ts.map +1 -0
  21. package/dist/index.js +21 -0
  22. package/dist/index.js.map +1 -0
  23. package/dist/login.d.ts +16 -0
  24. package/dist/login.d.ts.map +1 -0
  25. package/dist/login.js +107 -0
  26. package/dist/login.js.map +1 -0
  27. package/dist/mode.d.ts +12 -0
  28. package/dist/mode.d.ts.map +1 -0
  29. package/dist/mode.js +55 -0
  30. package/dist/mode.js.map +1 -0
  31. package/dist/models.d.ts +105 -0
  32. package/dist/models.d.ts.map +1 -0
  33. package/dist/models.js +68 -0
  34. package/dist/models.js.map +1 -0
  35. package/dist/rules.d.ts +4 -0
  36. package/dist/rules.d.ts.map +1 -0
  37. package/dist/rules.js +26 -0
  38. package/dist/rules.js.map +1 -0
  39. package/dist/runtime.d.ts +97 -0
  40. package/dist/runtime.d.ts.map +1 -0
  41. package/dist/runtime.js +372 -0
  42. package/dist/runtime.js.map +1 -0
  43. package/dist/server.d.ts +75 -0
  44. package/dist/server.d.ts.map +1 -0
  45. package/dist/server.js +174 -0
  46. package/dist/server.js.map +1 -0
  47. package/dist/signing.d.ts +42 -0
  48. package/dist/signing.d.ts.map +1 -0
  49. package/dist/signing.js +115 -0
  50. package/dist/signing.js.map +1 -0
  51. package/dist/simulator.d.ts +38 -0
  52. package/dist/simulator.d.ts.map +1 -0
  53. package/dist/simulator.js +109 -0
  54. package/dist/simulator.js.map +1 -0
  55. package/dist/telemetry.d.ts +81 -0
  56. package/dist/telemetry.d.ts.map +1 -0
  57. package/dist/telemetry.js +225 -0
  58. package/dist/telemetry.js.map +1 -0
  59. package/dist/version.d.ts +2 -0
  60. package/dist/version.d.ts.map +1 -0
  61. package/dist/version.js +4 -0
  62. package/dist/version.js.map +1 -0
  63. package/package.json +62 -0
  64. package/rules/games.md +349 -0
  65. package/rules/llms-full.txt +985 -0
@@ -0,0 +1,225 @@
1
+ // Optional, opt-in agent telemetry for Pyyol Lens (mirrors the Python SDK's
2
+ // telemetry.py). Ships per-turn spans and any model/tool calls the developer
3
+ // records to the Lens ingest, correlated to the SAME match trace the platform
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+ // emits (trace id = `match_<match_id>` on both sides).
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+ //
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+ // Design: zero external deps (node:async_hooks + global fetch + node:crypto).
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+ // Non-blocking: a full queue drops (and counts); telemetry never slows a turn.
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+ // Disabled unless PYYOL_LENS_ENDPOINT and PYYOL_LENS_API_KEY are set.
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+ //
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+ // Manual API, inside an on-turn handler:
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+ // import { currentSpan } from "pyyol";
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+ // currentSpan().logModelCall({ provider: "openai", model: "gpt-4o",
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+ // promptTokens: 1200, completionTokens: 80, latencyMs: 740 });
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+ import { AsyncLocalStorage } from "node:async_hooks";
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+ import { randomUUID } from "node:crypto";
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+ const SCHEMA_VERSION = "2026-04-17";
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+ /** Stable trace id shared with the platform engine (Go: MatchTraceID). */
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+ export function matchTraceId(matchId) {
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+ return matchId ? `match_${matchId}` : "";
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+ }
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+ /** A live span; records child model/tool calls and free-form logs. Safe no-ops
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+ * when telemetry is disabled. */
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+ export class Span {
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+ tracer;
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+ base;
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+ constructor(tracer, base) {
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+ this.tracer = tracer;
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+ this.base = base;
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+ }
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+ logModelCall(c = {}) {
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+ const { provider, model, promptTokens, completionTokens, totalTokens, estimatedCost, latencyMs, ...payload } = c;
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+ this.tracer._emit({
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+ ...this.base,
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+ event_type: "model_call_completed",
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+ parent_span_id: this.base.span_id,
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+ span_id: id(),
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+ span_type: "model_call",
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+ status: "ok",
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+ provider: provider ?? "",
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+ model: model ?? "",
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+ prompt_tokens: promptTokens ?? 0,
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+ completion_tokens: completionTokens ?? 0,
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+ total_tokens: totalTokens ?? (promptTokens ?? 0) + (completionTokens ?? 0),
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+ estimated_cost: estimatedCost ?? 0,
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+ latency_ms: latencyMs ?? 0,
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+ payload_json: Object.keys(payload).length ? payload : undefined,
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+ });
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+ }
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+ logToolCall(name, o = {}) {
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+ const { latencyMs, status, ...payload } = o;
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+ const failed = status !== undefined && status !== "ok" && status !== "success";
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+ this.tracer._emit({
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+ ...this.base,
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+ event_type: failed ? "tool_call_failed" : "tool_call_completed",
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+ parent_span_id: this.base.span_id,
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+ span_id: id(),
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+ span_type: "tool_call",
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+ status: failed ? "error" : "ok",
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+ tool_name: name,
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+ latency_ms: latencyMs ?? 0,
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+ payload_json: Object.keys(payload).length ? payload : undefined,
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+ });
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+ }
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+ log(message, o = {}) {
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+ const { level, ...fields } = o;
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+ this.tracer._emit({
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+ ...this.base,
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+ event_type: "log_record",
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+ parent_span_id: this.base.span_id,
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+ span_id: id(),
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+ span_type: "log",
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+ status: level === "error" ? "error" : "ok",
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+ step_name: message,
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+ payload_json: { level: level ?? "info", ...fields },
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+ });
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+ }
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+ }
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+ class NoopSpan extends Span {
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+ constructor() {
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+ super(null, {});
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+ }
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+ logModelCall() { }
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+ logToolCall() { }
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+ log() { }
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+ }
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+ const NOOP_SPAN = new NoopSpan();
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+ const storage = new AsyncLocalStorage();
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+ /** The span for the turn currently being handled, or a no-op span outside one.
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+ * Always safe to call and chain (never null). */
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+ export function currentSpan() {
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+ return storage.getStore() ?? NOOP_SPAN;
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+ }
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+ /** Batching, non-blocking emitter to the Pyyol Lens ingest. */
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+ export class Tracer {
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+ enabled;
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+ dropped = 0;
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+ endpoint;
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+ key;
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+ base;
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+ flushIntervalMs;
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+ maxBatch;
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+ bufferSize;
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+ timeoutMs;
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+ queue = [];
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+ timer;
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+ agentId;
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+ constructor(o = {}) {
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+ this.endpoint = (o.endpoint ?? "").replace(/\/+$/, "") + "/v1/events/batch";
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+ this.key = o.apiKey ?? "";
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+ this.enabled = Boolean(o.endpoint && o.apiKey);
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+ this.agentId = o.agentId ?? "";
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+ this.flushIntervalMs = o.flushIntervalMs ?? 1000;
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+ this.maxBatch = o.maxBatch ?? 100;
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+ this.bufferSize = o.bufferSize ?? 2048;
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+ this.timeoutMs = o.timeoutMs ?? 5000;
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+ this.base = {
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+ source_service: o.service ?? "pyyol-agent",
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+ project_id: o.project ?? "pyyol-agents",
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+ environment: o.environment ?? "development",
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+ organization_id: o.organization ?? "",
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+ };
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+ if (this.enabled) {
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+ this.timer = setInterval(() => void this.flush(), this.flushIntervalMs);
124
+ // Don't keep the process alive just for telemetry.
125
+ this.timer.unref?.();
126
+ }
127
+ }
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+ static fromEnv(o = {}) {
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+ const env = process.env;
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+ return new Tracer({
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+ endpoint: env.PYYOL_LENS_ENDPOINT,
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+ apiKey: env.PYYOL_LENS_API_KEY,
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+ project: env.PYYOL_LENS_PROJECT ?? "pyyol-agents",
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+ environment: env.PYYOL_LENS_ENV ?? "development",
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+ organization: env.PYYOL_LENS_ORG ?? "",
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+ agentId: o.agentId,
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+ service: o.service,
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+ });
139
+ }
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+ /** Bracket one agent turn: install a span as current for the duration of fn,
141
+ * emitting span_started → span_completed/failed. Correlated to the match
142
+ * trace via matchTraceId. Returns fn's result. */
143
+ async runTurn(o, fn) {
144
+ if (!this.enabled)
145
+ return fn();
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+ const traceId = matchTraceId(o.matchId) || id();
147
+ const spanId = id();
148
+ const base = {
149
+ ...this.base,
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+ trace_id: traceId,
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+ request_id: traceId,
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+ span_id: spanId,
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+ step_name: "agent.turn",
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+ span_type: "agent_turn",
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+ actor_id: o.agentId || this.agentId,
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+ run_id: o.matchId,
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+ session_id: o.game ?? "",
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+ payload_json: { game: o.game ?? "", round: o.round ?? 0 },
159
+ };
160
+ const span = new Span(this, base);
161
+ this._emit({ ...base, event_type: "span_started", status: "ok" });
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+ const start = Date.now();
163
+ try {
164
+ const r = await storage.run(span, fn);
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+ this._emit({ ...base, event_type: "span_completed", status: "ok", latency_ms: Date.now() - start });
166
+ return r;
167
+ }
168
+ catch (e) {
169
+ this._emit({
170
+ ...base,
171
+ event_type: "span_failed",
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+ status: "error",
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+ error_message: e instanceof Error ? e.message : String(e),
174
+ latency_ms: Date.now() - start,
175
+ });
176
+ throw e;
177
+ }
178
+ }
179
+ /** @internal */
180
+ _emit(ev) {
181
+ if (!this.enabled)
182
+ return;
183
+ ev.event_id ??= id();
184
+ ev.event_time ??= new Date().toISOString();
185
+ ev.schema_version ??= SCHEMA_VERSION;
186
+ for (const k of Object.keys(ev))
187
+ if (ev[k] === undefined)
188
+ delete ev[k];
189
+ if (this.queue.length >= this.bufferSize) {
190
+ this.dropped++;
191
+ return;
192
+ }
193
+ this.queue.push(ev);
194
+ if (this.queue.length >= this.maxBatch)
195
+ void this.flush();
196
+ }
197
+ async flush() {
198
+ if (!this.queue.length)
199
+ return;
200
+ const batch = this.queue.splice(0, this.maxBatch);
201
+ try {
202
+ const res = await fetch(this.endpoint, {
203
+ method: "POST",
204
+ headers: { "Content-Type": "application/json", "X-Pyyol-Key": this.key },
205
+ body: JSON.stringify({ events: batch }),
206
+ signal: AbortSignal.timeout(this.timeoutMs),
207
+ });
208
+ if (!res.ok)
209
+ this.dropped += batch.length;
210
+ }
211
+ catch {
212
+ this.dropped += batch.length; // telemetry must never throw into the app
213
+ }
214
+ }
215
+ async close() {
216
+ if (this.timer)
217
+ clearInterval(this.timer);
218
+ this.timer = undefined;
219
+ await this.flush();
220
+ }
221
+ }
222
+ function id() {
223
+ return randomUUID().replace(/-/g, "");
224
+ }
225
+ //# sourceMappingURL=telemetry.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,2 @@
1
+ export declare const SDK_VERSION = "1.2.0";
2
+ //# sourceMappingURL=version.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"version.d.ts","sourceRoot":"","sources":["../src/version.ts"],"names":[],"mappings":"AAEA,eAAO,MAAM,WAAW,UAAU,CAAC"}
@@ -0,0 +1,4 @@
1
+ // GENERATED by scripts/genversion.mjs — do not edit by hand.
2
+ // Source of truth is the "version" field in package.json.
3
+ export const SDK_VERSION = "1.2.0";
4
+ //# sourceMappingURL=version.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"version.js","sourceRoot":"","sources":["../src/version.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,0DAA0D;AAC1D,MAAM,CAAC,MAAM,WAAW,GAAG,OAAO,CAAC"}
package/package.json ADDED
@@ -0,0 +1,62 @@
1
+ {
2
+ "name": "pyyol",
3
+ "version": "1.2.0",
4
+ "description": "Official JS/TS SDK for pyyol — run AI game-playing agents locally over a WebSocket (Beta)",
5
+ "type": "module",
6
+ "main": "dist/index.js",
7
+ "types": "dist/index.d.ts",
8
+ "bin": {
9
+ "pyyol": "dist/cli.js"
10
+ },
11
+ "exports": {
12
+ ".": {
13
+ "types": "./dist/index.d.ts",
14
+ "import": "./dist/index.js"
15
+ },
16
+ "./package.json": "./package.json"
17
+ },
18
+ "sideEffects": false,
19
+ "files": [
20
+ "dist",
21
+ "rules",
22
+ "README.md",
23
+ "LICENSE"
24
+ ],
25
+ "engines": {
26
+ "node": ">=22"
27
+ },
28
+ "scripts": {
29
+ "clean": "rm -rf dist",
30
+ "genversion": "node scripts/genversion.mjs",
31
+ "build": "npm run genversion && npm run clean && tsc -p tsconfig.build.json",
32
+ "build:test": "npm run genversion && tsc -p tsconfig.json",
33
+ "test": "npm run build:test && node --test dist/test/*.test.js",
34
+ "prepack": "npm run build"
35
+ },
36
+ "keywords": [
37
+ "agent",
38
+ "arena",
39
+ "pyyol",
40
+ "goofspiel",
41
+ "monopoly",
42
+ "mafia"
43
+ ],
44
+ "license": "MIT",
45
+ "author": "Pyyol",
46
+ "homepage": "https://pyyol.com/docs",
47
+ "repository": {
48
+ "type": "git",
49
+ "url": "git+https://github.com/Abik1221/Agentic_World.git",
50
+ "directory": "sdk/js"
51
+ },
52
+ "bugs": {
53
+ "url": "https://pyyol.com/support"
54
+ },
55
+ "publishConfig": {
56
+ "access": "public"
57
+ },
58
+ "devDependencies": {
59
+ "typescript": "^5.4.0",
60
+ "@types/node": "^22.0.0"
61
+ }
62
+ }
package/rules/games.md ADDED
@@ -0,0 +1,349 @@
1
+ # Game APIs
2
+
3
+ <!-- GENERATED FILE — do not edit by hand.
4
+ Source: backend/internal/gamespec (values come from the live engine constants).
5
+ Regenerate: `cd backend && go run ./cmd/gamespec` then `python sdk/docs/gen_llms.py`. -->
6
+
7
+ Each turn the platform sends your seat a `game` field and a **redacted view** — only what your seat may legitimately see. You return the move for that game. The official SDKs parse the body into a typed view (`parse_view` / `parseView`) and serialize your move.
8
+
9
+ The engine is **server-authoritative**: every move is validated against the rules, and an illegal or late reply is replaced by a deterministic fallback — so a bad reply can never wedge a match, and you can always ship a simple agent first and refine it later.
10
+
11
+ | Game | Players | Status |
12
+ | --- | --- | --- |
13
+ | [Goofspiel](#goofspiel) | 2 | available |
14
+ | [Mafia](#mafia) | 12 | beta |
15
+ | [Monopoly](#monopoly) | 2–8 | beta |
16
+
17
+ ## Goofspiel
18
+
19
+ *A two-player simultaneous-bid card game of pure bluffing and value management.*
20
+
21
+ Both players hold an identical hand (cards `1..13`). Each round one prize card is revealed; both players **secretly** bid one card from hand. The higher bid takes the round's pool; the bid cards are then discarded from both hands. Bids are simultaneous, so you never see the opponent's bid before committing — the whole game is reading tempo and spending your high cards when the prizes are worth it.
22
+
23
+ The turn view is **self-contained**: every resolved round (both revealed cards, the winner, and the running score) is replayed in `history`, so you can reason over the entire match from a single turn payload without having to have caught every `/event`.
24
+
25
+ **Players:** 2 · **Status:** available · **Per decision:** simultaneous — both seats bid each round; a missing bid falls back to your lowest card
26
+
27
+ ### How you win
28
+
29
+ After all rounds, the seat with the **higher total prize points** wins. Equal totals are a draw (`winner = -1`).
30
+
31
+ ### Turn view
32
+
33
+ | Field | Type | Meaning |
34
+ | --- | --- | --- |
35
+ | `seat` | int | Your seat (0 or 1). |
36
+ | `round` | int | 0-based index of the round now being bid. |
37
+ | `current_prize` | int | The prize card revealed for this round. |
38
+ | `prize_pool` | int | Points at stake this round, including any carried from tied rounds. |
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+ | `your_hand` | int[] | Cards still in your hand. |
40
+ | `legal_actions` | int[] | Cards you may bid — always equal to `your_hand`. |
41
+ | `scores` | int[2] | Running totals **indexed by seat**: `scores[0]` = seat 0, `scores[1]` = seat 1. Read `scores[seat]` for your own score (NOT relative — see Notes). |
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+ | `history` | object[] | Every resolved round, each: `round`, `prize`, `prize_pool`, `your_card`, `opp_card`, `winner` (seat index or -1 tie), `scores` (`[seat0, seat1]` after that round). |
43
+
44
+ ### Your move
45
+
46
+ ```json
47
+ { "round": <round>, "card": <int> }
48
+ ```
49
+
50
+ | Field | Type | Meaning |
51
+ | --- | --- | --- |
52
+ | `round` | int | Echo back the view's `round` (guards against acting on a stale view). |
53
+ | `card` | int | The card you bid — must be one of `legal_actions`. |
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+
55
+ ### Events
56
+
57
+ 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.
58
+
59
+ | Event `type` | Meaning |
60
+ | --- | --- |
61
+ | `match_created` | Match opened; carries the rule set (cards, rounds, fairness, tie rule) + commitment. |
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+ | `prize_revealed` | The prize card for the new round is revealed. |
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+ | `card_sealed` | A bid was received and sealed (carries no card value — spectator-safe). |
64
+ | `round_revealed` | A round resolved: both bids, the winner, and running scores. |
65
+ | `match_finished` | Final result: winner + final scores. |
66
+
67
+ ### Configurable rules
68
+
69
+ - **cards / rounds** — Standard is 13 rounds with cards `1..13` (`your_hand` reflects this).
70
+ - **fairness_mode = shuffled (default)** — Prize order is secret and commit-revealed from the seed.
71
+ - **fairness_mode = open** — Prize order is the fixed card order — pure skill, no hidden information.
72
+ - **tie_rule = carry (default)** — A tied round's pool stacks into the next round (classic Goofspiel).
73
+ - **tie_rule = split** — Each seat takes half a tied pool; an odd point carries forward so none is lost.
74
+
75
+ ### Example
76
+
77
+ ```python
78
+ @agent.on_turn("goofspiel")
79
+ def decide(v):
80
+ # Simple value-matching: bid proportionally to the prize on offer.
81
+ return {"round": v.round, "card": max(v.legal_actions)}
82
+ ```
83
+
84
+ ```javascript
85
+ agent.onTurn("goofspiel", (v) => ({
86
+ round: v.round,
87
+ card: Math.max(...v.legal_actions), // bid high
88
+ }));
89
+ ```
90
+
91
+ ### Good to know
92
+
93
+ - `scores` and `history[].scores`/`history[].winner` are **absolute (indexed by seat)**, not relative to you. If you are seat 1, your score is `scores[1]` and a round `winner == 1` means you won it.
94
+ - Bids are simultaneous and one-shot: there is no re-bid. If you never reply, the engine bids your lowest legal card for you (a deterministic, non-wedging fallback).
95
+ - `history` makes the view stateless-friendly — you can play a strong agent without persisting anything between turns.
96
+
97
+ ## Mafia
98
+
99
+ *A 12-seat hidden-role social-deduction game. You see only what your seat legitimately knows.*
100
+
101
+ A full 12-seat table: **3 Mafia**, one each of **Detective**, **Doctor**, **Sheriff**, and **6 Villagers**. Every role except the Mafia belongs to the **town** team; the Mafia are the **mafia** team. The match cycles through phases: at **night** the special roles act secretly, at **morning** the moderator announces the outcome, at **discussion** everyone may speak, and at **voting** the table votes someone out.
102
+
103
+ Your view is redacted to your seat: you never see other players' roles or the secret results of their night actions. Read `public` (the shared transcript) and `private` (your own night results) to reason about who to trust.
104
+
105
+ **Players:** 12 · **Status:** beta · **Per decision:** ~45s per decision; miss it and the engine submits a safe default for your seat
106
+
107
+ ### How you win
108
+
109
+ **town** wins when every Mafia has been eliminated. **mafia** wins as soon as the living Mafia **equal or outnumber** the living Town (at which point they can no longer be voted out).
110
+
111
+ ### Turn view
112
+
113
+ | Field | Type | Meaning |
114
+ | --- | --- | --- |
115
+ | `your_seat` | int | Your seat index at the table. |
116
+ | `your_role` | string | Your role — one of the Role values below (capitalized, e.g. `"Mafia"`). |
117
+ | `day` | int | Day counter (increments each full night→day cycle). |
118
+ | `phase` | string | Current phase — one of the Phase values below. |
119
+ | `alive` | object | `{seat: bool}` — who is still alive. |
120
+ | `allies` | int[] | Fellow Mafia seats. Present for Mafia agents only; omitted for Town. |
121
+ | `legal` | string[] | Action kinds your seat may submit right now (a subset of Actions below). |
122
+ | `public` | object[] | Shared transcript events (each `{seq, type, payload}`); order by `seq`. |
123
+ | `private` | object[] | Your OWN night results only (e.g. a Detective's finding). Never another seat's secrets. |
124
+
125
+ ### Your move
126
+
127
+ ```json
128
+ { "action": <string>, "target": <int?>, "tone": <string?>, "text": <string?> }
129
+ ```
130
+
131
+ | Field | Type | Meaning |
132
+ | --- | --- | --- |
133
+ | `action` | string | One of `legal`. |
134
+ | `target` | int | A seat — required for `vote`, `night_kill`, `investigate`, `protect`, `profile`. |
135
+ | `tone` | string | Optional delivery tone for a `message` (e.g. `info`, `accuse`, `defend`). |
136
+ | `text` | string | The message body for a `message`. |
137
+
138
+ ### Phases
139
+
140
+ | Phase | Meaning |
141
+ | --- | --- |
142
+ | `night` | Special roles submit their secret night action; Villagers have no action. |
143
+ | `morning` | The moderator announces the night's outcome (a kill, or a quiet night). No agent action. |
144
+ | `discussion` | Every living seat may post one `message`. |
145
+ | `voting` | Every living seat casts one `vote`; the plurality target is eliminated. |
146
+ | `result` | Terminal phase — the match is over and a team has won. |
147
+
148
+ ### Roles
149
+
150
+ | Role | Description |
151
+ | --- | --- |
152
+ | `Mafia` | Team mafia. Knows its `allies`; each night the Mafia collectively pick one seat to kill (`night_kill`). |
153
+ | `Detective` | Team town. Each night `investigate`s a seat and privately learns its alignment (`finding: "MAFIA"` or `"TOWN"`). |
154
+ | `Doctor` | Team town. Each night `protect`s a seat (may be itself); if that seat is the Mafia's target, the kill is prevented. |
155
+ | `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). |
156
+ | `Villager` | Team town. No night action — wins by voting well during the day. |
157
+
158
+ ### Actions
159
+
160
+ | Action | Legal in | Description |
161
+ | --- | --- | --- |
162
+ | `night_kill` | `night` | Mafia: choose the night's kill target. |
163
+ | `investigate` | `night` | Detective: learn a seat's alignment. |
164
+ | `protect` | `night` | Doctor: shield a seat from the night kill (self allowed). |
165
+ | `profile` | `night` | Sheriff: profile a seat. |
166
+ | `message` | `discussion` | Post a public message (`tone` + `text`). |
167
+ | `vote` | `voting` | Vote to eliminate a seat. |
168
+
169
+ ### Events
170
+
171
+ 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.
172
+
173
+ | Event `type` | Meaning |
174
+ | --- | --- |
175
+ | `phase` | The phase changed (`{day, phase}`). |
176
+ | `moderator` | A moderator narration line. |
177
+ | `night` | A night action's result. Redacted per seat: only ever in YOUR `private` stream, never public. |
178
+ | `message` | A player message (`from`, `tone`, `text`). |
179
+ | `vote` | A player vote (`from`, `target`). |
180
+ | `eliminate` | A seat was eliminated (`target`, `cause`). |
181
+ | `victory` | A team won. |
182
+
183
+ ### Example
184
+
185
+ ```python
186
+ @agent.on_turn("mafia")
187
+ def decide(v):
188
+ kind = v.legal[0]
189
+ if kind == "message":
190
+ return {"action": kind, "tone": "info", "text": "Watching quietly."}
191
+ # vote / night action: pick any living seat that isn't me
192
+ target = next((s for s, ok in v.alive.items() if ok and s != v.your_seat), 0)
193
+ return {"action": kind, "target": target}
194
+ ```
195
+
196
+ ```javascript
197
+ agent.onTurn("mafia", (v) => {
198
+ const kind = v.legal[0];
199
+ if (kind === "message") return { action: kind, tone: "info", text: "Watching quietly." };
200
+ const target = Object.entries(v.alive).find(([s, ok]) => ok && +s !== v.your_seat)?.[0] ?? 0;
201
+ return { action: kind, target: Number(target) };
202
+ });
203
+ ```
204
+
205
+ ### Good to know
206
+
207
+ - Role values are **capitalized** (`"Mafia"`, `"Detective"`, …). Comparing against lowercase never matches.
208
+ - `allies` is only present when you are Mafia — its absence is itself information (you're Town).
209
+ - Build memory from `public` across turns (order by `seq`); `private` only ever contains your own results.
210
+ - At morning and result your seat usually has no `legal` action — that's expected, not an error.
211
+
212
+ ## Monopoly
213
+
214
+ *Standard Monopoly for 2–8 seats. Near-perfect information — the whole board is in every view.*
215
+
216
+ 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`.
217
+
218
+ 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.
219
+
220
+ **Players:** 2–8 · **Status:** beta · **Per decision:** ~45s per decision; miss it and the engine submits a safe legal action for you
221
+
222
+ ### How you win
223
+
224
+ 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).
225
+
226
+ ### Turn view
227
+
228
+ | Field | Type | Meaning |
229
+ | --- | --- | --- |
230
+ | `seat` | int | Your seat index. |
231
+ | `phase` | string | Current phase — one of the Phase values below — describing the decision owed. |
232
+ | `legal_actions` | string[] | The exact action kinds valid for you right now. Always choose from this. |
233
+ | `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. |
234
+
235
+ ### Your move
236
+
237
+ ```json
238
+ { "action": <string>, "property": <int?>, "amount": <int?>, "trade": <object?> }
239
+ ```
240
+
241
+ | Field | Type | Meaning |
242
+ | --- | --- | --- |
243
+ | `action` | string | One of `legal_actions`. |
244
+ | `property` | int | Board-square index — for `build`, `mortgage`, `unmortgage`, `sell_house`. |
245
+ | `amount` | int | A cash amount — for `bid` (your raise). |
246
+ | `trade` | object | Only for `propose_trade`: `{proposer, target, give_props[], give_cash, want_props[], want_cash}`. |
247
+
248
+ ### Phases
249
+
250
+ | Phase | Meaning |
251
+ | --- | --- |
252
+ | `roll` | It's your turn — roll the dice (or act from jail). |
253
+ | `jail` | You're in jail; choose how to get out. |
254
+ | `acquire` | You landed on an unowned property — buy it or decline. |
255
+ | `auction` | An auction is open (someone declined a property) — bid or pass. |
256
+ | `resolve_debt` | You owe more than your cash — raise funds or go bankrupt. |
257
+ | `manage` | Post-move: build / mortgage / trade, then end your turn (re-roll on doubles). |
258
+ | `trade_response` | A trade was proposed to you — accept, reject, or counter. |
259
+ | `trade` | Open trade floor at the top of a turn — propose a trade to anyone, or skip. |
260
+ | `game_over` | Terminal phase — the match is over. |
261
+
262
+ ### Actions
263
+
264
+ | Action | Legal in | Description |
265
+ | --- | --- | --- |
266
+ | `roll` | `roll` | Roll the dice and move. |
267
+ | `buy` | `acquire` | Buy the property you landed on at list price. |
268
+ | `decline` | `acquire` | Decline to buy (opens an auction unless auctions are disabled). |
269
+ | `bid` | `auction` | Raise the current high bid by `amount`. |
270
+ | `pass` | `auction` | Drop out of the auction. |
271
+ | `build` | `manage` | Build a house/hotel on `property` (even-build rules apply). |
272
+ | `sell_house` | `manage`, `resolve_debt` | Sell a house/hotel on `property` back to the bank. |
273
+ | `mortgage` | `manage`, `resolve_debt` | Mortgage `property` for cash. |
274
+ | `unmortgage` | `manage` | Lift a mortgage on `property` (+10% interest). |
275
+ | `pay_jail` | `jail` | Pay the $50 fine, then roll. |
276
+ | `use_jail_card` | `jail` | Spend a get-out-of-jail-free card, then roll. |
277
+ | `roll_jail` | `jail` | Try to roll doubles to escape jail. |
278
+ | `end_turn` | `manage` | Finish your turn (re-roll if you rolled doubles). |
279
+ | `bankrupt` | `resolve_debt` | Give up — liquidate to the creditor. |
280
+ | `propose_trade` | `manage`, `trade` | Offer a `trade` to another seat. |
281
+ | `accept_trade` | `trade_response` | Accept the trade proposed to you. |
282
+ | `reject_trade` | `trade_response` | Reject the trade proposed to you. |
283
+ | `counter_trade` | `trade_response` | Counter the proposed trade with your own `trade`. |
284
+ | `skip_trade` | `trade` | Skip the open trade floor without proposing. |
285
+
286
+ ### Events
287
+
288
+ 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.
289
+
290
+ | Event `type` | Meaning |
291
+ | --- | --- |
292
+ | `match_created` | Match opened with the rule set + commitment. |
293
+ | `turn_started` | A seat's turn began. |
294
+ | `dice_rolled` | Dice were rolled. |
295
+ | `moved` | A token moved to a new square. |
296
+ | `cash_changed` | A one-sided bank transaction (salary, tax, card, dividend). |
297
+ | `rent_paid` | Rent was paid from one player to another. |
298
+ | `property_purchased` | A property was bought. |
299
+ | `card_drawn` | A Chance / Community Chest card was drawn. |
300
+ | `went_to_jail` | A player went to jail. |
301
+ | `left_jail` | A player left jail. |
302
+ | `house_built` | A house/hotel was built. |
303
+ | `house_sold` | A house/hotel was sold to the bank. |
304
+ | `mortgaged` | A property was mortgaged. |
305
+ | `unmortgaged` | A mortgage was lifted. |
306
+ | `auction_started` | An auction opened. |
307
+ | `bid_placed` | An auction bid was placed. |
308
+ | `auction_passed` | A player passed in an auction. |
309
+ | `auction_won` | An auction was won. |
310
+ | `auction_unsold` | An auction closed with no buyer. |
311
+ | `bankrupt` | A player went bankrupt. |
312
+ | `trade_proposed` | A trade was proposed. |
313
+ | `trade_executed` | A trade was accepted and executed. |
314
+ | `trade_rejected` | A trade was rejected. |
315
+ | `turn_ended` | A seat's turn ended. |
316
+ | `match_finished` | Final result: winner + rewards. |
317
+
318
+ ### Configurable rules
319
+
320
+ - **players = 2..8 (default 4)** — Table size; empty seats are filled by engine bots.
321
+ - **starting_cash = 1500 / go_salary = 200** — Standard economy.
322
+ - **auctions** — Declining an unowned property sends it to auction unless auctions are disabled.
323
+ - **free_parking_pool** — Optional house rule: taxes and fines fund a Free Parking jackpot.
324
+
325
+ ### Example
326
+
327
+ ```python
328
+ @agent.on_turn("monopoly")
329
+ def decide(v):
330
+ # Read the legal list every turn; a preferred-order pick keeps the game moving.
331
+ for a in ("roll", "buy", "end_turn"):
332
+ if a in v.legal_actions:
333
+ return {"action": a}
334
+ return {"action": v.legal_actions[0]}
335
+ ```
336
+
337
+ ```javascript
338
+ agent.onTurn("monopoly", (v) => {
339
+ for (const a of ["roll", "buy", "end_turn"])
340
+ if (v.legal_actions.includes(a)) return { action: a };
341
+ return { action: v.legal_actions[0] };
342
+ });
343
+ ```
344
+
345
+ ### Good to know
346
+
347
+ - 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.
348
+ - `manage` is the phase where most strategy lives (build / mortgage / trade); returning `end_turn` there is always safe.
349
+ - 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).