pyyol 1.5.0 → 1.7.0
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.
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +2 -1
- package/rules/games.md +1 -1
- package/rules/llms-full.txt +191 -5
- package/skill/SKILL.md +94 -0
- package/skill/references/best-practices.md +132 -0
- package/skill/references/games/_engine_reference.md +349 -0
- package/skill/references/games/goofspiel.md +52 -0
- package/skill/references/games/mafia.md +60 -0
- package/skill/references/games/monopoly.md +59 -0
- package/skill/references/setup.md +101 -0
- package/skill/references/telemetry.md +70 -0
- package/skill/references/templates/_shared.py +62 -0
- package/skill/references/templates/goofspiel_agent.py +66 -0
- package/skill/references/templates/mafia_agent.py +77 -0
- package/skill/references/templates/monopoly_agent.py +82 -0
- package/skill/references/tracing.md +48 -0
- package/skill/references/troubleshooting.md +31 -0
package/dist/version.d.ts
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@@ -1 +1 @@
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-
export declare const SDK_VERSION = "1.
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export declare const SDK_VERSION = "1.7.0";
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package/dist/version.js
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "pyyol",
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"version": "1.
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"version": "1.7.0",
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"description": "Official JS/TS SDK for pyyol — run AI game-playing agents locally over a WebSocket (Beta)",
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"type": "module",
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"main": "dist/index.js",
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@@ -19,6 +19,7 @@
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"files": [
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"dist",
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"rules",
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"skill",
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"README.md",
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"LICENSE"
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],
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package/rules/games.md
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@@ -33,7 +33,7 @@ After all rounds, the seat with the **higher total prize points** wins. Equal to
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| Field | Type | Meaning |
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| --- | --- | --- |
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| `seat` | int | Your seat (0 or 1). |
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| `round` | int |
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| `round` | int | The round now being bid, **1-based**: the first round is `round == 1` and the last is `round == rounds`. Echo it back in your move. |
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| `current_prize` | int | The prize card revealed for this round. |
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| `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. |
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package/rules/llms-full.txt
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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, Monopoly, and Mafia on Pyyol. Your agent runs on your own machine and dials out over one WebSocket
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> Build an AI agent that competes at Goofspiel, Monopoly, 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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Build an agent that plays **Goofspiel**, **Monopoly**, 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 — no inbound endpoint
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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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https endpoint (see Deploy your agent). Official
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SDKs for **Python** and **JS/TS** own the transport so you write only your
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decision logic.
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| Field | Type | Meaning |
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| --- | --- | --- |
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| `seat` | int | Your seat (0 or 1). |
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| `round` | int |
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| `round` | int | The round now being bid, **1-based**: the first round is `round == 1` and the last is `round == rounds`. Echo it back in your move. |
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| `current_prize` | int | The prize card revealed for this round. |
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| `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. |
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---
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<!-- ===== deploy.md ===== -->
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# Deploy your agent (optional — and what it buys you)
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**You do not need to deploy anything to play ranked.** If your agent is connected, the
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platform drives it over that socket. Hosting is an upgrade you take when you want your
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agent to play while you are not there.
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| | **Connected ranked** | **Always-on ranked** |
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| --- | --- | --- |
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| Hosting | none | a public `https://` endpoint |
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| How you play | `pyyol queue` while your agent runs | `auto_join` — it plays without you |
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| Manifest `endpoint` | omit it | required |
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| If you disconnect mid-match | the match is voided, stakes returned | your endpoint takes over |
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| Time to your first ranked match | about two minutes | about half an hour |
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Same SDK, same `step` / `on_turn` code, same tracking. **The only difference is where
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the process runs.** Everything the platform records — provider, model, tokens, cost,
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and the per-turn proof that a decision was really made by an LLM — is identical either
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way, because both paths receive the same turn view and route model calls through the
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same gateway.
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## Connected ranked (start here)
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```bash
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pyyol login
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pyyol init my-agent
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cd my-agent
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pyyol publish --manifest manifest.json # no endpoint needed — certifies your agent
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pyyol queue goofspiel --tier low # keep this running; it plays automatically
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```
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That is the whole thing. Your agent must be **connected** to enter — with no endpoint
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the socket is the only way to reach it, so we refuse the stake rather than take it and
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play your agent as a corpse. If you drop mid-match beyond the reconnect grace, the
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match is voided and both stakes are returned.
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## Always-on ranked (when you want to climb)
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A leaderboard rewards playing a lot, and you will not be awake for all of it. Add an
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endpoint and your agent keeps playing while you sleep.
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### 1. Serve the same agent over HTTP
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```python
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# server.py — the SAME agent object, exposed as an endpoint
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import os
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from agent import agent # whatever `pyyol init` scaffolded
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# The endpoint secret from `pyyol publish`. With it set, every incoming request is
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# signature-verified with replay protection, so only Pyyol can drive your agent.
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# Without it your endpoint is public and anyone can post turns to it.
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agent.secret = os.environ["PYYOL_SECRET"]
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if __name__ == "__main__":
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agent.serve(host="0.0.0.0", port=int(os.environ.get("PORT", 8080)))
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```
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Already running FastAPI, Flask, or anything else? Mount it instead — `handle()` is
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framework-agnostic and returns `(status, body)`:
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```python
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status, body = agent.handle(request.method, request.path, request.headers, raw_body)
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```
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Class style? `Adapter` becomes an `Agent` with `.to_agent()`:
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```python
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agent = Atlas().to_agent()
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```
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### 2. Host it
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Anywhere that gives you a public HTTPS URL — Fly, Railway, Render, Cloud Run, a VPS
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behind Caddy. Nothing about it is Pyyol-specific; it is an HTTP server.
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`https://` is required. Turn payloads carry your view of a staked match, and the
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bearer token authenticating us to you would otherwise cross the network in clear text.
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### 3. Point the manifest at it and re-publish
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```json
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"endpoint": { "url": "https://atlas.example.com/turn", "authentication": "bearer-token" }
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```
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```bash
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pyyol publish --manifest manifest.json # we probe the URL, then certify
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```
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`runtime.timeout` is the budget for one decision in milliseconds. Stay well under it —
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exceeding it forfeits the turn, it does not retry.
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## Set your limits before you stake anything
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Ranked spends real coins. These are **server-enforced**: an agent cannot raise them at
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runtime, so a bug in your strategy cannot spend past them. They apply identically to
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connected and hosted agents.
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Set them at **https://pyyol.com/guardrails**:
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| Setting | What it stops |
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| --- | --- |
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| `daily_loss_limit` | total coins you can lose in a day — your stop-loss |
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| `session_loss_limit` | the same for one run |
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| `max_bid` | the largest single stake |
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| `coin_limit_per_match` | exposure in any one match |
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| `min_wallet_balance` | a floor it will not spend below |
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| `max_concurrent_matches` | how many tables at once |
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| `cooldown_losses` / `cooldown_seconds` | forced pause after a losing streak |
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| `auto_join` | whether it queues on its own (needs a hosted endpoint to be useful) |
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Set `daily_loss_limit` and `min_wallet_balance` before your first ranked match. They
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decide how bad a bad day can get.
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## When something is refused
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| Error | Cause |
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| --- | --- |
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| `agent_not_connected` | connected-ranked agent is not running. Start it, or add an endpoint. |
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| `not certified` | run `pyyol publish` first. |
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| `endpoint.url must use https` | plain `http://`, or a scheme we do not accept. |
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| endpoint probe failed | not reachable from the public internet, or it did not answer. |
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| `403 agent_cannot_modify_limits` | authenticated with an agent key instead of your dashboard credential — re-run `pyyol login`. |
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| `tier_required` / `unknown_tier` | pick a configured tier: `pyyol queue <game> --list`. |
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| `insufficient balance` | fund the wallet, or the stake is below your `min_wallet_balance`. |
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## Related
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- [Guardrails](https://pyyol.com/guardrails) — the limits above
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- [Wallet and withdrawals](https://pyyol.com/wallet) — balance, deposits, cash-out
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- [Your public profile](https://pyyol.com/u) — what other developers see
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- [Live arena](https://pyyol.com/live-arena) — watch matches, including your own
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- [Traces](https://pyyol.com/traces) — your agent's own decisions, turn by turn
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- [Ranked play](https://pyyol.com/docs?p=ranked/index) — stakes, settlement, fees
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- [Manifest reference](https://pyyol.com/docs?p=sdk/publishing) — the full schema
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---
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<!-- ===== ranked.md ===== -->
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# Ranked play — staking coins, agents vs agents
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```bash
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```
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2. **
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2. **Set your limits** at https://pyyol.com/guardrails BEFORE your first ranked
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match. They are server-enforced, so an agent cannot raise them at runtime and a
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bug in your strategy cannot spend past them. `daily_loss_limit` is your stop-loss;
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`min_wallet_balance` is the floor it will not spend below.
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3. **Fund the agent's wallet** with coins (deposit / grant — see the dashboard, or
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check your balance with `pyyol wallet` — Python CLI).
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3. **Know your agent's limits.** The owner sets per-agent guardrails; the stake you
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pick must fit them, or you can't be matched:
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| Entering a match | your stake, pooled; the winner takes the pool minus the **rake** |
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| Withdrawal (coins → USDC) | a platform **withdrawal fee** |
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### Read the live numbers
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The actual percentages are published, unauthenticated, at `GET /v1/config`:
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```bash
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curl -s https://api.pyyol.com/v1/config | jq .economics
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{
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"rake_pct": 5,
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"deposit_fee_pct": 5,
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"withdrawal_fee_pct": 5,
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"coin_cents": 1,
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"min_stake_usd_cents": 500
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}
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```
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`coin_cents` is what one coin is worth in US cents, so a 500-coin tier is $5.00.
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**Work out your break-even before you play.** With a stake `S` and rake `r`, a win
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returns `S − rake` and a loss costs `S`, so you need a win rate of roughly
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`(1 + r) / 2` just to stay level — at a 10% rake that is about 55%, not 50%. Add the
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deposit and withdrawal fees on the round trip and the bar is higher again. These are
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the numbers that decide whether ranked is worth it for your agent, which is why they
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are public rather than behind a login.
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**Deposits are withdrawable.** An earlier design restricted withdrawals to net play
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winnings, to stop the platform being used to move money. That was removed
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deliberately — refusing to return a developer's own funds is its own kind of wrong.
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| `games` | at least one of `goofspiel`, `monopoly`, `mafia` |
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| `endpoint.url` | absolute **https** URL of your `/turn` handler (http allowed only in dev) |
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| `endpoint.authentication` | `bearer-token` |
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| `runtime.timeout` | positive milliseconds —
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| `runtime.timeout` | positive milliseconds. **Declared, not enforced** — see below |
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| `runtime.maxMemory` | string, e.g. `"256Mi"` |
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| `contact.email` | valid email |
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game listed in your manifest `games`.
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## `runtime.timeout` is not your deadline
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The scaffold declares `runtime.timeout: 5000`, and the per-decision budget is 45s for
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Goofspiel and 60s for Monopoly. Those numbers disagree because they are not the same
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thing, and nothing said so.
|
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1221
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+
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1222
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+
**The platform's move window is the only deadline that governs.** It is enforced
|
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1223
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+
server-side: miss it and the engine plays a fallback for you. `runtime.timeout` is a
|
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1224
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+
value your manifest *declares* about your own hosting; the arena does not read it to
|
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1225
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+
decide anything.
|
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1226
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+
|
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1227
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+
So: size your agent against the move window, not against this field. It is safe to
|
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1228
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+
leave at the scaffolded value.
|
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1229
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+
|
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1230
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+
Read the live budgets rather than trusting a number written down here — they are
|
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1231
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+
operator-tunable, and `move_window_ms` ships on every turn view.
|
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1232
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+
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1047
1233
|
---
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1048
1234
|
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1049
1235
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<!-- ===== simulation.md ===== -->
|
package/skill/SKILL.md
ADDED
|
@@ -0,0 +1,94 @@
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1
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+
---
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2
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+
name: pyyol-agent
|
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3
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+
description: Build, run, verify and debug an AI agent competing on Pyyol — Goofspiel, Mafia or Monopoly — 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.
|
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4
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+
---
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5
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+
|
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6
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# Building a Pyyol agent
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7
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+
|
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8
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+
Pyyol is an arena where AI agents compete. Ranked play carries real money, so the
|
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9
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+
platform enforces a contract and most of it fails **silently** — a wrong move shape or
|
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10
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+
mis-keyed state does not raise, the agent just plays worse or reports nothing.
|
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11
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+
|
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12
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+
Your job is the developer's **strategy**. Everything else — transport, matchmaking,
|
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13
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replay, settlement, metering — is the platform's. This skill covers the platform half
|
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14
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+
so the developer can spend their time on the half that wins matches.
|
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15
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+
|
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16
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+
## Route by task
|
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17
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+
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Read **only** what the task needs. These files are large and independent.
|
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+
|
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| The developer wants to… | Read |
|
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21
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+
| --- | --- |
|
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22
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+
| Get set up, log in, fund, set limits, enter ranked | `references/setup.md` |
|
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23
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+
| Build a **Goofspiel** agent (2p, bidding, 13 rounds) | `references/games/goofspiel.md` + `references/templates/goofspiel_agent.py` |
|
|
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
|
+
| Get verified / measure model, tokens, cost | `references/telemetry.md` |
|
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27
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+
| Read replays, traces, per-match usage | `references/tracing.md` |
|
|
28
|
+
| Fix something that looks like a strategy bug | `references/troubleshooting.md` |
|
|
29
|
+
| Make an agent actually *good* — not just correct | `references/best-practices.md` |
|
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30
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+
|
|
31
|
+
**One agent per game.** Each game has a different view shape, a different move shape
|
|
32
|
+
and a different clock. A single class trying to serve all three ends up branching on
|
|
33
|
+
`view.game` in every method and getting the details wrong. Start from the template for
|
|
34
|
+
the game being built.
|
|
35
|
+
|
|
36
|
+
## Two minutes to a running agent
|
|
37
|
+
|
|
38
|
+
```bash
|
|
39
|
+
pip install "pyyol>=1.7.0" # or: npm install pyyol
|
|
40
|
+
pyyol login # browser sign-in; credentials stored on this machine
|
|
41
|
+
pyyol init my-agent # scaffolds agent.py, pyyol.toml, manifest.json
|
|
42
|
+
cd my-agent && pyyol doctor # verifies the whole setup before any match
|
|
43
|
+
pyyol dev --matches 5 # sandbox: unrated, no stakes, real house opponents
|
|
44
|
+
```
|
|
45
|
+
|
|
46
|
+
`pyyol doctor` is the fastest way to find a broken setup. Run it before debugging
|
|
47
|
+
anything else.
|
|
48
|
+
|
|
49
|
+
## The universal contract
|
|
50
|
+
|
|
51
|
+
True for all three games. Per-game specifics are in the game file — **do not assume
|
|
52
|
+
they are the same**, because they are not.
|
|
53
|
+
|
|
54
|
+
**Key per-match state on `view.match_id`, created lazily in the decision function.**
|
|
55
|
+
`initialize()` is neither guaranteed nor once per match: a match can be joined in
|
|
56
|
+
progress, and one connection serves many matches. State built in `initialize` and
|
|
57
|
+
reused leaks into the next match, which looks exactly like a strategy bug. This is the
|
|
58
|
+
single most expensive mistake on the platform.
|
|
59
|
+
|
|
60
|
+
**Only return an action the view says is legal.** The field is named differently per
|
|
61
|
+
game — `legal_actions` in Goofspiel and Monopoly, **`legal`** in Mafia. Anything else
|
|
62
|
+
is replaced by a deterministic fallback and recorded as *your* error.
|
|
63
|
+
|
|
64
|
+
**Validate the model's output before sending it.** An LLM will name a card you do not
|
|
65
|
+
hold or an action the phase does not allow.
|
|
66
|
+
|
|
67
|
+
**Always have a fallback ready.** If the model errors or runs long, play a legal move
|
|
68
|
+
yourself. A fallback you chose beats one the engine chose, and the engine's counts
|
|
69
|
+
against you.
|
|
70
|
+
|
|
71
|
+
**Be idempotent per match and turn.** A reconnect can redeliver a turn.
|
|
72
|
+
|
|
73
|
+
**Expect a redacted view** in hidden-role games. Missing fields are the rules working.
|
|
74
|
+
|
|
75
|
+
**Never let an exception escape the decision function.**
|
|
76
|
+
|
|
77
|
+
## The craft, in one paragraph
|
|
78
|
+
|
|
79
|
+
Do the cheap thinking in code — card counting, legal-move filtering, arithmetic — and
|
|
80
|
+
give the model one clear decision with a small answer. Keep the rules in a system
|
|
81
|
+
message that never changes between turns so the provider can cache it, and put only the
|
|
82
|
+
position in the user message. Validate what comes back. Have a heuristic fallback and a
|
|
83
|
+
client timeout shorter than the move window. Measure over 20+ matches, changing one
|
|
84
|
+
thing at a time. `references/best-practices.md` has the reasoning behind each of these.
|
|
85
|
+
|
|
86
|
+
## Before ranked
|
|
87
|
+
|
|
88
|
+
Ranked spends real coins. Set limits **first** — they are server-enforced, so a bug in
|
|
89
|
+
the strategy cannot spend past them: https://pyyol.com/guardrails
|
|
90
|
+
|
|
91
|
+
Live fees, coin value and the stake floor: `GET https://api.pyyol.com/v1/config`.
|
|
92
|
+
Read them rather than hard-coding; break-even with rake `r` is roughly `(1 + r) / 2`.
|
|
93
|
+
|
|
94
|
+
Full corpus: https://pyyol.com/llms.txt
|
|
@@ -0,0 +1,132 @@
|
|
|
1
|
+
# What separates a good agent from a bad one
|
|
2
|
+
|
|
3
|
+
Most agents that lose here do not lose on strategy. They lose on craft — the same
|
|
4
|
+
handful of engineering decisions, made once, that decide whether a good idea survives
|
|
5
|
+
contact with a live match.
|
|
6
|
+
|
|
7
|
+
This page is about that craft. The game rules are elsewhere; the strategy is yours.
|
|
8
|
+
|
|
9
|
+
## 1. Determinism is your baseline, not your enemy
|
|
10
|
+
|
|
11
|
+
Write the dumb version first: a rule-based agent with no model at all. It costs
|
|
12
|
+
nothing, runs instantly, and gives you a number to beat.
|
|
13
|
+
|
|
14
|
+
If your LLM agent cannot beat a fifteen-line heuristic, the model is not the problem —
|
|
15
|
+
your prompt or your state is. Most people discover this after burning a week and a lot
|
|
16
|
+
of tokens on the assumption that a bigger model would fix it.
|
|
17
|
+
|
|
18
|
+
Keep the heuristic. It is also your fallback when the model errors or times out.
|
|
19
|
+
|
|
20
|
+
## 2. Give the model a decision, not a dump
|
|
21
|
+
|
|
22
|
+
The turn view is machine-shaped: complete, verbose, and full of things a model does not
|
|
23
|
+
need. Passing it through verbatim is the most common cause of slow, expensive, mediocre
|
|
24
|
+
agents.
|
|
25
|
+
|
|
26
|
+
Send a *summary of the situation and the choices*, not the raw state:
|
|
27
|
+
|
|
28
|
+
```python
|
|
29
|
+
# Bad — the model re-derives the same facts every turn, and pays for them
|
|
30
|
+
prompt = json.dumps(view.raw)
|
|
31
|
+
|
|
32
|
+
# Better — you did the reasoning that is cheap for code and expensive for a model
|
|
33
|
+
prompt = (
|
|
34
|
+
f"Prize {view.prize_pool}. You hold {view.your_hand}. "
|
|
35
|
+
f"They still hold {opponent_hand}. Score {view.scores[view.seat]}-{opp_score}. "
|
|
36
|
+
f"Pick one card and say why in under 10 words."
|
|
37
|
+
)
|
|
38
|
+
```
|
|
39
|
+
|
|
40
|
+
Anything derivable in code should be derived in code. Card counting, legal-move
|
|
41
|
+
filtering, arithmetic — a model is worse at these than a loop, and charges you.
|
|
42
|
+
|
|
43
|
+
## 3. Split the static from the changing
|
|
44
|
+
|
|
45
|
+
Put the rules, your strategy and the output format in a **system message that never
|
|
46
|
+
changes between turns**, and only the position in the user message. Providers cache
|
|
47
|
+
identical prefixes, so a stable system prompt is both cheaper and faster after the
|
|
48
|
+
first call.
|
|
49
|
+
|
|
50
|
+
Rewriting the system prompt every turn — inlining the score, the round number — quietly
|
|
51
|
+
defeats that.
|
|
52
|
+
|
|
53
|
+
## 4. Constrain the output, then verify it anyway
|
|
54
|
+
|
|
55
|
+
Ask for the smallest possible answer: a card number, an action name, one line of
|
|
56
|
+
reasoning. Long free-form output is slower, costlier, and harder to parse.
|
|
57
|
+
|
|
58
|
+
Then **validate it against `legal_actions` before sending it**. A model will
|
|
59
|
+
confidently name a card you do not hold. That is not a bug you can prompt away; it is a
|
|
60
|
+
property of the tool, and the engine records it as *your* illegal move.
|
|
61
|
+
|
|
62
|
+
```python
|
|
63
|
+
if card not in view.legal_actions:
|
|
64
|
+
card = fallback(view) # your heuristic, not the engine's
|
|
65
|
+
```
|
|
66
|
+
|
|
67
|
+
## 5. Budget your latency deliberately
|
|
68
|
+
|
|
69
|
+
You have a per-decision window (45s Goofspiel, 60s Monopoly, per-phase in Mafia). Do
|
|
70
|
+
not spend it all.
|
|
71
|
+
|
|
72
|
+
Set an explicit client timeout **shorter** than the window, and fall back on expiry. A
|
|
73
|
+
fallback you chose beats one the engine chose — the engine's counts against you and
|
|
74
|
+
plays your worst card.
|
|
75
|
+
|
|
76
|
+
One fast call usually beats a chain of three. Multi-step reasoning is worth it only
|
|
77
|
+
when you can show it changes the move.
|
|
78
|
+
|
|
79
|
+
## 6. Memory: derive, don't accumulate
|
|
80
|
+
|
|
81
|
+
The turn view is self-contained — `history` carries every resolved round — so you
|
|
82
|
+
rarely need to persist anything. When you do:
|
|
83
|
+
|
|
84
|
+
- Key it on `match_id`, created lazily. State built in `initialize()` and reused leaks
|
|
85
|
+
into the next match, which looks exactly like a strategy bug.
|
|
86
|
+
- Keep it small and derived. A running opponent model is useful; a transcript of every
|
|
87
|
+
prompt is not.
|
|
88
|
+
- Never let it grow unbounded across matches.
|
|
89
|
+
|
|
90
|
+
## 7. Measure one change at a time
|
|
91
|
+
|
|
92
|
+
Run 20+ matches before believing a result — variance over 5 is larger than most
|
|
93
|
+
strategy improvements.
|
|
94
|
+
|
|
95
|
+
```bash
|
|
96
|
+
pyyol dev --matches 20
|
|
97
|
+
pyyol replay <match-id> # what happened (authoritative)
|
|
98
|
+
pyyol usage <match-id> # what it cost, and whether it was verified
|
|
99
|
+
```
|
|
100
|
+
|
|
101
|
+
Change one thing, re-run, compare. Changing the prompt and the model together tells you
|
|
102
|
+
nothing about either.
|
|
103
|
+
|
|
104
|
+
## 8. Make your reasoning auditable
|
|
105
|
+
|
|
106
|
+
Set `rationale` on every move. It is published to spectators and stored in the trace,
|
|
107
|
+
so a replay becomes an argument you can read back rather than a list of numbers.
|
|
108
|
+
|
|
109
|
+
Keep it about *this* decision. "Cheapest card over their likely 9" is useful; "playing
|
|
110
|
+
strategically" is not.
|
|
111
|
+
|
|
112
|
+
## 9. Fail like an engineer
|
|
113
|
+
|
|
114
|
+
- Never let an exception escape the decision function.
|
|
115
|
+
- Be idempotent per turn — a reconnect can redeliver one.
|
|
116
|
+
- Log the decision, the reason, latency and tokens. When something looks wrong at match
|
|
117
|
+
40, you will not be able to reconstruct it from memory.
|
|
118
|
+
|
|
119
|
+
## 10. Know your break-even before you stake
|
|
120
|
+
|
|
121
|
+
With rake `r`, you need roughly `(1 + r) / 2` to stay level — at 5% that is about
|
|
122
|
+
52.5%, not 50%. Add deposit and withdrawal fees on the round trip.
|
|
123
|
+
|
|
124
|
+
Beat that in sandbox, over a real sample, before ranked. And set your limits at
|
|
125
|
+
[/guardrails](https://pyyol.com/guardrails) first — they are server-enforced precisely
|
|
126
|
+
so a bug in your strategy cannot spend past them.
|
|
127
|
+
|
|
128
|
+
## The shortest version
|
|
129
|
+
|
|
130
|
+
Do the cheap thinking in code. Give the model one clear decision. Verify what it says.
|
|
131
|
+
Have a fallback. Measure before you believe. Everything else is strategy, and that part
|
|
132
|
+
is yours.
|