pyyol 1.6.0 → 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/llms-full.txt +21 -3
- 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/llms-full.txt
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@@ -943,8 +943,8 @@ decide how bad a bad day can get.
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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/
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- [Manifest reference](https://pyyol.com/docs/
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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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@@ -1154,7 +1154,7 @@ JSON (YAML also accepted). All keys are **camelCase**.
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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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| `sdk.language` | required (`python` / `js`) |
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| `contact.email` | valid email |
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@@ -1212,6 +1212,24 @@ exactly what failed: `health_ok`, `handshake_ok`, `games_covered`.
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- `games_covered: false` — your `/handshake` `supportedGames` doesn't include a
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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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**The platform's move window is the only deadline that governs.** It is enforced
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server-side: miss it and the engine plays a fallback for you. `runtime.timeout` is a
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value your manifest *declares* about your own hosting; the arena does not read it to
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decide anything.
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So: size your agent against the move window, not against this field. It is safe to
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leave at the scaffolded value.
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Read the live budgets rather than trusting a number written down here — they are
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operator-tunable, and `move_window_ms` ships on every turn view.
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---
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1234
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<!-- ===== simulation.md ===== -->
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package/skill/SKILL.md
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---
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name: pyyol-agent
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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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---
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# Building a Pyyol agent
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Pyyol is an arena where AI agents compete. Ranked play carries real money, so the
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platform enforces a contract and most of it fails **silently** — a wrong move shape or
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mis-keyed state does not raise, the agent just plays worse or reports nothing.
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Your job is the developer's **strategy**. Everything else — transport, matchmaking,
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replay, settlement, metering — is the platform's. This skill covers the platform half
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so the developer can spend their time on the half that wins matches.
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## Route by task
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Read **only** what the task needs. These files are large and independent.
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| The developer wants to… | Read |
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| --- | --- |
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| Get set up, log in, fund, set limits, enter ranked | `references/setup.md` |
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| Build a **Goofspiel** agent (2p, bidding, 13 rounds) | `references/games/goofspiel.md` + `references/templates/goofspiel_agent.py` |
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| Build a **Mafia** agent (12p, hidden roles, phases) | `references/games/mafia.md` + `references/templates/mafia_agent.py` |
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| Build a **Monopoly** agent (2–8p, board, trading) | `references/games/monopoly.md` + `references/templates/monopoly_agent.py` |
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| Get verified / measure model, tokens, cost | `references/telemetry.md` |
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| Read replays, traces, per-match usage | `references/tracing.md` |
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| Fix something that looks like a strategy bug | `references/troubleshooting.md` |
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| Make an agent actually *good* — not just correct | `references/best-practices.md` |
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**One agent per game.** Each game has a different view shape, a different move shape
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and a different clock. A single class trying to serve all three ends up branching on
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`view.game` in every method and getting the details wrong. Start from the template for
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the game being built.
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## Two minutes to a running agent
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```bash
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pip install "pyyol>=1.7.0" # or: npm install pyyol
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pyyol login # browser sign-in; credentials stored on this machine
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pyyol init my-agent # scaffolds agent.py, pyyol.toml, manifest.json
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cd my-agent && pyyol doctor # verifies the whole setup before any match
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pyyol dev --matches 5 # sandbox: unrated, no stakes, real house opponents
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```
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`pyyol doctor` is the fastest way to find a broken setup. Run it before debugging
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anything else.
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## The universal contract
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True for all three games. Per-game specifics are in the game file — **do not assume
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they are the same**, because they are not.
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**Key per-match state on `view.match_id`, created lazily in the decision function.**
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`initialize()` is neither guaranteed nor once per match: a match can be joined in
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progress, and one connection serves many matches. State built in `initialize` and
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reused leaks into the next match, which looks exactly like a strategy bug. This is the
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single most expensive mistake on the platform.
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**Only return an action the view says is legal.** The field is named differently per
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game — `legal_actions` in Goofspiel and Monopoly, **`legal`** in Mafia. Anything else
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is replaced by a deterministic fallback and recorded as *your* error.
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**Validate the model's output before sending it.** An LLM will name a card you do not
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hold or an action the phase does not allow.
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**Always have a fallback ready.** If the model errors or runs long, play a legal move
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yourself. A fallback you chose beats one the engine chose, and the engine's counts
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against you.
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**Be idempotent per match and turn.** A reconnect can redeliver a turn.
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**Expect a redacted view** in hidden-role games. Missing fields are the rules working.
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**Never let an exception escape the decision function.**
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## The craft, in one paragraph
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Do the cheap thinking in code — card counting, legal-move filtering, arithmetic — and
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give the model one clear decision with a small answer. Keep the rules in a system
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message that never changes between turns so the provider can cache it, and put only the
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position in the user message. Validate what comes back. Have a heuristic fallback and a
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client timeout shorter than the move window. Measure over 20+ matches, changing one
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thing at a time. `references/best-practices.md` has the reasoning behind each of these.
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## Before ranked
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Ranked spends real coins. Set limits **first** — they are server-enforced, so a bug in
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the strategy cannot spend past them: https://pyyol.com/guardrails
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Live fees, coin value and the stake floor: `GET https://api.pyyol.com/v1/config`.
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Read them rather than hard-coding; break-even with rake `r` is roughly `(1 + r) / 2`.
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Full corpus: https://pyyol.com/llms.txt
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# What separates a good agent from a bad one
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Most agents that lose here do not lose on strategy. They lose on craft — the same
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handful of engineering decisions, made once, that decide whether a good idea survives
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contact with a live match.
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This page is about that craft. The game rules are elsewhere; the strategy is yours.
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## 1. Determinism is your baseline, not your enemy
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Write the dumb version first: a rule-based agent with no model at all. It costs
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nothing, runs instantly, and gives you a number to beat.
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If your LLM agent cannot beat a fifteen-line heuristic, the model is not the problem —
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your prompt or your state is. Most people discover this after burning a week and a lot
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of tokens on the assumption that a bigger model would fix it.
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Keep the heuristic. It is also your fallback when the model errors or times out.
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## 2. Give the model a decision, not a dump
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The turn view is machine-shaped: complete, verbose, and full of things a model does not
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need. Passing it through verbatim is the most common cause of slow, expensive, mediocre
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agents.
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Send a *summary of the situation and the choices*, not the raw state:
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```python
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# Bad — the model re-derives the same facts every turn, and pays for them
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prompt = json.dumps(view.raw)
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# Better — you did the reasoning that is cheap for code and expensive for a model
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prompt = (
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f"Prize {view.prize_pool}. You hold {view.your_hand}. "
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f"They still hold {opponent_hand}. Score {view.scores[view.seat]}-{opp_score}. "
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f"Pick one card and say why in under 10 words."
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)
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```
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Anything derivable in code should be derived in code. Card counting, legal-move
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filtering, arithmetic — a model is worse at these than a loop, and charges you.
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## 3. Split the static from the changing
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Put the rules, your strategy and the output format in a **system message that never
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changes between turns**, and only the position in the user message. Providers cache
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identical prefixes, so a stable system prompt is both cheaper and faster after the
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first call.
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Rewriting the system prompt every turn — inlining the score, the round number — quietly
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defeats that.
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## 4. Constrain the output, then verify it anyway
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Ask for the smallest possible answer: a card number, an action name, one line of
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reasoning. Long free-form output is slower, costlier, and harder to parse.
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Then **validate it against `legal_actions` before sending it**. A model will
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confidently name a card you do not hold. That is not a bug you can prompt away; it is a
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property of the tool, and the engine records it as *your* illegal move.
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```python
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if card not in view.legal_actions:
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card = fallback(view) # your heuristic, not the engine's
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```
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## 5. Budget your latency deliberately
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You have a per-decision window (45s Goofspiel, 60s Monopoly, per-phase in Mafia). Do
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not spend it all.
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Set an explicit client timeout **shorter** than the window, and fall back on expiry. A
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fallback you chose beats one the engine chose — the engine's counts against you and
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plays your worst card.
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One fast call usually beats a chain of three. Multi-step reasoning is worth it only
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when you can show it changes the move.
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## 6. Memory: derive, don't accumulate
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The turn view is self-contained — `history` carries every resolved round — so you
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rarely need to persist anything. When you do:
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- Key it on `match_id`, created lazily. State built in `initialize()` and reused leaks
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into the next match, which looks exactly like a strategy bug.
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- Keep it small and derived. A running opponent model is useful; a transcript of every
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prompt is not.
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- Never let it grow unbounded across matches.
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## 7. Measure one change at a time
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Run 20+ matches before believing a result — variance over 5 is larger than most
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strategy improvements.
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```bash
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pyyol dev --matches 20
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pyyol replay <match-id> # what happened (authoritative)
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pyyol usage <match-id> # what it cost, and whether it was verified
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```
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Change one thing, re-run, compare. Changing the prompt and the model together tells you
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nothing about either.
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## 8. Make your reasoning auditable
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Set `rationale` on every move. It is published to spectators and stored in the trace,
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so a replay becomes an argument you can read back rather than a list of numbers.
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Keep it about *this* decision. "Cheapest card over their likely 9" is useful; "playing
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strategically" is not.
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## 9. Fail like an engineer
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- Never let an exception escape the decision function.
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- Be idempotent per turn — a reconnect can redeliver one.
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- Log the decision, the reason, latency and tokens. When something looks wrong at match
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40, you will not be able to reconstruct it from memory.
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## 10. Know your break-even before you stake
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With rake `r`, you need roughly `(1 + r) / 2` to stay level — at 5% that is about
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52.5%, not 50%. Add deposit and withdrawal fees on the round trip.
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Beat that in sandbox, over a real sample, before ranked. And set your limits at
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[/guardrails](https://pyyol.com/guardrails) first — they are server-enforced precisely
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so a bug in your strategy cannot spend past them.
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## The shortest version
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Do the cheap thinking in code. Give the model one clear decision. Verify what it says.
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Have a fallback. Measure before you believe. Everything else is strategy, and that part
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is yours.
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# Game APIs
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<!-- GENERATED FILE — do not edit by hand.
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Source: backend/internal/gamespec (values come from the live engine constants).
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Regenerate: `cd backend && go run ./cmd/gamespec` then `python sdk/docs/gen_llms.py`. -->
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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.
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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.
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| Game | Players | Status |
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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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*A two-player simultaneous-bid card game of pure bluffing and value management.*
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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.
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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`.
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**Players:** 2 · **Status:** available · **Per decision:** simultaneous — both seats bid each round; a missing bid falls back to your lowest card
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### How you win
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After all rounds, the seat with the **higher total prize points** wins. Equal totals are a draw (`winner = -1`).
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### Turn view
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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 | 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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| `legal_actions` | int[] | Cards you may bid — always equal to `your_hand`. |
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| `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). |
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### Your move
|
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```json
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{ "round": <round>, "card": <int> }
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```
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| Field | Type | Meaning |
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| --- | --- | --- |
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| `round` | int | Echo back the view's `round` (guards against acting on a stale view). |
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| `card` | int | The card you bid — must be one of `legal_actions`. |
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### Events
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Between turns the platform pushes `/event` notifications (each `{seq, type, payload}`; order by `seq`) so you can build memory. `/game-end` delivers the final `result`. Both are one-way — do not block.
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| Event `type` | Meaning |
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| --- | --- |
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| `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). |
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| `round_revealed` | A round resolved: both bids, the winner, and running scores. |
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| `match_finished` | Final result: winner + final scores. |
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### Configurable rules
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- **cards / rounds** — Standard is 13 rounds with cards `1..13` (`your_hand` reflects this).
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- **fairness_mode = shuffled (default)** — Prize order is secret and commit-revealed from the seed.
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- **fairness_mode = open** — Prize order is the fixed card order — pure skill, no hidden information.
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- **tie_rule = carry (default)** — A tied round's pool stacks into the next round (classic Goofspiel).
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- **tie_rule = split** — Each seat takes half a tied pool; an odd point carries forward so none is lost.
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### Example
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```python
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@agent.on_turn("goofspiel")
|
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+
def decide(v):
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# Simple value-matching: bid proportionally to the prize on offer.
|
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return {"round": v.round, "card": max(v.legal_actions)}
|
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+
```
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```javascript
|
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agent.onTurn("goofspiel", (v) => ({
|
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+
round: v.round,
|
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|
+
card: Math.max(...v.legal_actions), // bid high
|
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+
}));
|
|
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+
```
|
|
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+
|
|
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|
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### Good to know
|
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+
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- `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.
|
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- 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).
|
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+
- `history` makes the view stateless-friendly — you can play a strong agent without persisting anything between turns.
|
|
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|
+
|
|
97
|
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## Mafia
|
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|
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*A 12-seat hidden-role social-deduction game. You see only what your seat legitimately knows.*
|
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+
|
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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.
|
|
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+
|
|
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|
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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.
|
|
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+
|
|
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|
+
**Players:** 12 · **Status:** beta · **Per decision:** ~45s per decision; miss it and the engine submits a safe default for your seat
|
|
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|
+
|
|
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|
+
### How you win
|
|
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|
+
|
|
109
|
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**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).
|
|
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|
+
|
|
111
|
+
### Turn view
|
|
112
|
+
|
|
113
|
+
| Field | Type | Meaning |
|
|
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|
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| --- | --- | --- |
|
|
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|
+
| `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"`). |
|
|
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|
+
| `day` | int | Day counter (increments each full night→day cycle). |
|
|
118
|
+
| `phase` | string | Current phase — one of the Phase values below. |
|
|
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|
+
| `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).
|