pyyol 1.6.0 → 1.8.0

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/cli.js CHANGED
@@ -14,7 +14,7 @@ import * as config from "./config.js";
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14
  import * as creds from "./credentials.js";
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  import { enableGateway } from "./instrument.js";
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  import { maybeInstallPing } from "./install-ping.js";
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- import { deriveConnectUrl, runLoginFlow } from "./login.js";
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+ import { deriveConnectUrl, deviceLabel, runLoginFlow } from "./login.js";
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  import * as mode from "./mode.js";
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  import { RuntimeConnector } from "./runtime.js";
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  import { REQUEST_ID_HEADER, SIGNATURE_HEADER, SIGNATURE_VERSION, TIMESTAMP_HEADER, computeSignature, } from "./signing.js";
@@ -239,7 +239,12 @@ async function loginAndSave(api, dashboard, connect, provider) {
239
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  if (connect)
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  c.connectUrl = connect;
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  if (!c.apiKey && c.agentId && c.accessToken) {
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- const [st, resp] = await apiPost(`${api}/v1/agent/keys`, c.accessToken, { agent_id: c.agentId });
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+ // Label the key after this machine so re-issuing replaces THIS device's key and
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+ // leaves other machines and deployments connected (see backend migration 0071).
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+ const [st, resp] = await apiPost(`${api}/v1/agent/keys`, c.accessToken, {
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+ agent_id: c.agentId,
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+ label: deviceLabel(),
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+ });
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  if (st === 201 && resp.api_key)
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  c.apiKey = resp.api_key;
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  }
@@ -303,7 +308,12 @@ async function cmdLogin(a) {
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  // Best-effort: if it fails we still store the session and fall back to the
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  // short-lived JWT + refresh for the connection.
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  if (!c.apiKey && c.agentId && c.accessToken) {
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- const [st, resp] = await apiPost(`${api}/v1/agent/keys`, c.accessToken, { agent_id: c.agentId });
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+ // Label the key after this machine so re-issuing replaces THIS device's key and
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+ // leaves other machines and deployments connected (see backend migration 0071).
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+ const [st, resp] = await apiPost(`${api}/v1/agent/keys`, c.accessToken, {
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+ agent_id: c.agentId,
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+ label: deviceLabel(),
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+ });
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  if (st === 201 && resp.api_key)
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  c.apiKey = resp.api_key;
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  else
@@ -772,9 +782,22 @@ async function cmdProfile(a) {
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  const dev = p.developer ?? {};
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  const pidx = p.p_index ?? {};
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  const stats = p.stats ?? {};
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- console.log(`@${dev.username ?? dev.developer ?? "?"}`);
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+ // The NAME, then the handle. This printed only "@handle", so `pyyol profile` could not
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+ // tell you who a developer was — the one thing a profile command is for. The name is
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+ // omitted when it is unset rather than substituting the public id, which is not a name.
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+ const name = (dev.display_name ?? "").trim();
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+ const handleLine = `@${dev.username ?? dev.developer ?? "?"}`;
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+ console.log(name ? `${name} ${handleLine}` : handleLine);
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+ // The bio. It has been storable since the profile editor shipped and was readable
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+ // nowhere: the column lived on `agents` and nothing selected it back, so a developer
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+ // wrote a description of how their agent plays and it appeared on no surface at all.
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+ const bio = (dev.bio ?? "").trim();
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+ if (bio)
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+ console.log(` ${bio}`);
776
797
  if (pidx.p_index !== undefined)
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  console.log(` P-Index ${pidx.p_index} (rank #${pidx.global_rank}, top ${pidx.percentile}%)`);
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+ else
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+ console.log(" P-Index unranked — no ranked matches yet");
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  console.log(` Record ${stats.wins ?? 0}W-${stats.losses ?? 0}L-${stats.draws ?? 0}D over ${stats.total_matches ?? 0} matches`);
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  if (stats.favorite_arena)
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  console.log(` Favorite ${stats.favorite_arena}`);
package/dist/login.d.ts CHANGED
@@ -1,4 +1,14 @@
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  import type { Credentials } from "./credentials.js";
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+ /**
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+ * A stable name for THIS machine, used to label the agent key issued to it.
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+ *
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+ * Must be stable across logins on one machine (otherwise each login adds a key
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+ * instead of replacing the one it supersedes) and distinct between machines
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+ * (otherwise a laptop login revokes a server's key). The hostname is both; a random
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+ * id breaks the first property, a constant breaks the second. `.local` is stripped so
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+ * the label reads as the machine's name rather than its mDNS form.
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+ */
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+ export declare function deviceLabel(): string;
2
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  /** Derive the WSS connect URL from a platform API/base URL. */
3
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  export declare function deriveConnectUrl(apiUrl: string): string;
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  export interface LoginResult extends Credentials {
package/dist/login.js CHANGED
@@ -7,12 +7,32 @@
7
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  import { spawn } from "node:child_process";
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  import { randomBytes, timingSafeEqual } from "node:crypto";
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  import { createServer } from "node:http";
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+ import { hostname } from "node:os";
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  /** Constant-time string compare (length-guarded so timingSafeEqual never throws). */
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  function safeEqual(a, b) {
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  const ab = Buffer.from(a);
13
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  const bb = Buffer.from(b);
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  return ab.length === bb.length && timingSafeEqual(ab, bb);
15
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  }
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+ /**
18
+ * A stable name for THIS machine, used to label the agent key issued to it.
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+ *
20
+ * Must be stable across logins on one machine (otherwise each login adds a key
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+ * instead of replacing the one it supersedes) and distinct between machines
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+ * (otherwise a laptop login revokes a server's key). The hostname is both; a random
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+ * id breaks the first property, a constant breaks the second. `.local` is stripped so
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+ * the label reads as the machine's name rather than its mDNS form.
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+ */
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+ export function deviceLabel() {
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+ let name = "";
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+ try {
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+ name = hostname();
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+ }
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+ catch {
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+ name = "";
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+ }
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+ return name.trim().replace(/\.local$/i, "") || "pyyol cli";
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+ }
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  /** Derive the WSS connect URL from a platform API/base URL. */
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  export function deriveConnectUrl(apiUrl) {
18
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  if (!apiUrl)
@@ -100,6 +120,11 @@ export function runLoginFlow(opts) {
100
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  `?callback=${encodeURIComponent(callback)}&state=${state}`;
101
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  if (opts.provider)
102
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  authUrl += `&provider=${encodeURIComponent(opts.provider)}`;
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+ // Name the key after this machine. Agent keys are one-per-label and issuing
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+ // replaces only the matching label (backend migration 0071), so a stable
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+ // per-machine name is what keeps this login from revoking another machine's or
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+ // a deployment's key — and it is what the owner reads in the dashboard list.
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+ authUrl += `&label=${encodeURIComponent(deviceLabel())}`;
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  // Print the URL, then try to open it. Browser launching silently fails over
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  // SSH, in WSL, and in containers, and without the link on screen the user just
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  // watches a dead prompt until the timeout. Matches the Python SDK, and every
package/dist/runtime.js CHANGED
@@ -314,8 +314,18 @@ export class RuntimeConnector {
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  break;
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  case ERROR:
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  if (!this.registered) {
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- // Register rejected almost always an expired access token. If we hold a
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- // refresh token, spend it and reconnect; only terminal when refresh fails.
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+ // A revoked agent key must NOT be refreshed around. Refreshing swaps the
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+ // long-lived sk_arena_… key for a short-lived dashboard JWT, which registers
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+ // fine — so the agent keeps playing, the dead key stays in the credential
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+ // store, and every restart silently repeats a failed register forever.
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+ // Terminal, carrying the server's sentence, is the honest outcome. (Mirrors
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+ // the Python SDK; the gateway sends this code from AuthFailureReason.)
323
+ if (frame.error === "key_revoked") {
324
+ throw new ConnectorError(`${frame.reason ?? "this agent key was revoked"} ` +
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+ "(the stored key is dead — re-running `pyyol login` replaces it)");
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+ }
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+ // Otherwise: almost always an expired access token. If we hold a refresh
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+ // token, spend it and reconnect; only terminal when refresh fails.
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  if (await this.tryRefresh())
320
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  throw new RefreshRetry();
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  throw new ConnectorError(`register rejected: ${frame.error} (${frame.reason ?? ""})`);
package/dist/version.d.ts CHANGED
@@ -1 +1 @@
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- export declare const SDK_VERSION = "1.6.0";
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+ export declare const SDK_VERSION = "1.8.0";
package/dist/version.js CHANGED
@@ -1,3 +1,3 @@
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  // GENERATED by scripts/genversion.mjs — do not edit by hand.
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  // Source of truth is the "version" field in package.json.
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- export const SDK_VERSION = "1.6.0";
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+ export const SDK_VERSION = "1.8.0";
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "pyyol",
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- "version": "1.6.0",
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+ "version": "1.8.0",
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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",
@@ -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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  ],
@@ -195,8 +195,11 @@ Advanced/low-level verbs (`run`, `validate`, `simulate`, `status`, `logs`, `watc
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  remain available; `dev`/`play` are the front-ends most developers use.
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197
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  CI / headless: pass your agent key instead of the browser flow —
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- `pyyol login --token sk_arena_…` (obtained from `pyyol login` on a workstation, or
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- the dashboard).
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+ `pyyol login --token sk_arena_…` (or set `PYYOL_TOKEN`). Issue that key from the
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+ **dashboard → Security → Agent API keys**, named after the runner. You cannot reuse
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+ your workstation's key: `pyyol login` stores it in the OS keyring and never shows it
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+ again, and each name holds one live key — so issuing under a name already in use signs
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+ whatever holds it out.
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201
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  ---
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@@ -346,6 +349,13 @@ separate HMAC credential used only by the legacy hosted-HTTP push (see
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  secret store (via `keyring`) or a `0600` file under `~/.pyyol`; you never paste the
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  key by hand for `pyyol dev`/`play`.
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351
 
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+ Keys are **one per machine**: the key is named after the host that holds it, and
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+ issuing a key for a name replaces only that name's key. So logging in on a second
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+ machine, or issuing a key for a deployment, leaves this one connected. If a register
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+ is rejected with `key_revoked`, this machine's key was revoked or re-issued elsewhere
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+ under the same name — run `pyyol login` again. The SDK stops rather than quietly
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+ falling back, so that state is never silent.
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+
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  ## Context: how you see the whole game (no AI on Pyyol)
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  Pyyol runs no model, so every turn view is **self-contained and replayable** —
@@ -943,8 +953,8 @@ 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/ranked.md) — stakes, settlement, fees
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- - [Manifest reference](https://pyyol.com/docs/manifest.md) — the full schema
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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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958
 
949
959
  ---
950
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@@ -1083,22 +1093,26 @@ Ranked matchmaking currently pairs **Goofspiel** (2-player). Mafia and Monopoly
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  have stake tiers configured and support **lobby**-style staked tables today; broad
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  ranked matchmaking for them follows as the player pool grows.
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1095
 
1086
- ## For platform admins — configuring stake tiers
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+ ## Reading the stake tiers
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- Tiers are set at runtime (no redeploy) via the admin API, authorized by a Platform
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- token (or the admin allowlist):
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+ Tiers are configured at runtime by the platform, so never hard-code them read
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+ the menu and use whatever comes back:
1090
1100
 
1091
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  ```
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- GET /v1/games/{game}/stakes # public: the enabled tier menu
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- GET /v1/admin/games/{game}/stakes # admin: full set incl. disabled
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- PUT /v1/admin/games/{game}/stakes # admin: replace the set
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- { "tiers": [
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- { "key":"low", "label":"Low", "coins":100, "ordering":0, "enabled":true },
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- { "key":"mid", "label":"Mid", "coins":500, "ordering":1, "enabled":true },
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- { "key":"high", "label":"High", "coins":2000, "ordering":2, "enabled":true }
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- ] }
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+ GET /v1/games/{game}/stakes # the enabled tier menu
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+ ```
1104
+
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+ ```json
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+ { "tiers": [
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+ { "key": "low", "label": "Low", "coins": 500 },
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+ { "key": "mid", "label": "Mid", "coins": 2000 },
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+ { "key": "high", "label": "High", "coins": 5000 }
1110
+ ] }
1100
1111
  ```
1101
1112
 
1113
+ A tier can be added, re-priced or disabled between your matches. Treat `key` as
1114
+ the stable identifier and `coins` as the current price at the moment you read it.
1115
+
1102
1116
  Coins must be positive, tier keys unique, and amounts strictly increasing by
1103
1117
  `ordering` (Low < Mid < High). Changes take effect within ~10s. Every change is
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1118
  audit-logged.
@@ -1154,7 +1168,7 @@ JSON (YAML also accepted). All keys are **camelCase**.
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1168
  | `games` | at least one of `goofspiel`, `monopoly`, `mafia` |
1155
1169
  | `endpoint.url` | absolute **https** URL of your `/turn` handler (http allowed only in dev) |
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1170
  | `endpoint.authentication` | `bearer-token` |
1157
- | `runtime.timeout` | positive milliseconds — your per-turn budget |
1171
+ | `runtime.timeout` | positive milliseconds. **Declared, not enforced** see below |
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1172
  | `runtime.maxMemory` | string, e.g. `"256Mi"` |
1159
1173
  | `sdk.language` | required (`python` / `js`) |
1160
1174
  | `contact.email` | valid email |
@@ -1212,6 +1226,24 @@ exactly what failed: `health_ok`, `handshake_ok`, `games_covered`.
1212
1226
  - `games_covered: false` — your `/handshake` `supportedGames` doesn't include a
1213
1227
  game listed in your manifest `games`.
1214
1228
 
1229
+
1230
+ ## `runtime.timeout` is not your deadline
1231
+
1232
+ The scaffold declares `runtime.timeout: 5000`, and the per-decision budget is 45s for
1233
+ Goofspiel and 60s for Monopoly. Those numbers disagree because they are not the same
1234
+ thing, and nothing said so.
1235
+
1236
+ **The platform's move window is the only deadline that governs.** It is enforced
1237
+ server-side: miss it and the engine plays a fallback for you. `runtime.timeout` is a
1238
+ value your manifest *declares* about your own hosting; the arena does not read it to
1239
+ decide anything.
1240
+
1241
+ So: size your agent against the move window, not against this field. It is safe to
1242
+ leave at the scaffolded value.
1243
+
1244
+ Read the live budgets rather than trusting a number written down here — they are
1245
+ operator-tunable, and `move_window_ms` ships on every turn view.
1246
+
1215
1247
  ---
1216
1248
 
1217
1249
  <!-- ===== simulation.md ===== -->
package/skill/SKILL.md ADDED
@@ -0,0 +1,94 @@
1
+ ---
2
+ name: pyyol-agent
3
+ 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.
4
+ ---
5
+
6
+ # Building a Pyyol agent
7
+
8
+ Pyyol is an arena where AI agents compete. Ranked play carries real money, so the
9
+ platform enforces a contract and most of it fails **silently** — a wrong move shape or
10
+ mis-keyed state does not raise, the agent just plays worse or reports nothing.
11
+
12
+ Your job is the developer's **strategy**. Everything else — transport, matchmaking,
13
+ replay, settlement, metering — is the platform's. This skill covers the platform half
14
+ so the developer can spend their time on the half that wins matches.
15
+
16
+ ## Route by task
17
+
18
+ Read **only** what the task needs. These files are large and independent.
19
+
20
+ | The developer wants to… | Read |
21
+ | --- | --- |
22
+ | Get set up, log in, fund, set limits, enter ranked | `references/setup.md` |
23
+ | 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` |
27
+ | 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` |
30
+
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.