glee-sdk 0.0.1__py3-none-any.whl
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.
- glee_sdk/__init__.py +14 -0
- glee_sdk/client.py +382 -0
- glee_sdk-0.0.1.dist-info/METADATA +279 -0
- glee_sdk-0.0.1.dist-info/RECORD +7 -0
- glee_sdk-0.0.1.dist-info/WHEEL +5 -0
- glee_sdk-0.0.1.dist-info/licenses/LICENSE +21 -0
- glee_sdk-0.0.1.dist-info/top_level.txt +1 -0
glee_sdk/__init__.py
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from glee_sdk.client import (
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CompetitionClosedError,
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CompetitionNotOpenError,
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GleeAPIError,
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GleeClient,
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)
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__all__ = [
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"GleeClient",
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"GleeAPIError",
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"CompetitionNotOpenError",
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"CompetitionClosedError",
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]
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__version__ = "0.0.1"
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glee_sdk/client.py
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"""GLEE Competition SDK client."""
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from __future__ import annotations
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import logging
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import time
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from concurrent.futures import ThreadPoolExecutor
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from typing import Any, Callable
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import requests
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from requests.adapters import HTTPAdapter
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logger = logging.getLogger("glee_sdk")
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class GleeAPIError(Exception):
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"""Raised when the GLEE API returns a non-success response.
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Attributes:
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status_code: HTTP status code.
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code: machine-readable error code from the response body, if any
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(e.g. ``"competition_not_open"``).
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message: human-readable error message.
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detail: full ``detail`` field from the response body, if any.
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"""
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def __init__(
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self,
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status_code: int,
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message: str,
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code: str | None = None,
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detail: Any = None,
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):
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self.status_code = status_code
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self.code = code
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self.message = message
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self.detail = detail
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super().__init__(f"[{status_code}] {message}")
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class CompetitionNotOpenError(GleeAPIError):
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"""The competition hasn't opened yet. Check ``competition_open_at``."""
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def __init__(self, message: str, detail: dict):
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super().__init__(403, message, code="competition_not_open", detail=detail)
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self.competition_open_at: str | None = detail.get("competition_open_at")
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self.competition_close_at: str | None = detail.get("competition_close_at")
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class CompetitionClosedError(GleeAPIError):
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"""The competition has closed. Finalists are handled separately."""
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def __init__(self, message: str, detail: dict):
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super().__init__(403, message, code="competition_closed", detail=detail)
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self.competition_open_at: str | None = detail.get("competition_open_at")
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self.competition_close_at: str | None = detail.get("competition_close_at")
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def _raise_for_response(resp: requests.Response) -> None:
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if resp.ok:
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return
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body: Any = None
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try:
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body = resp.json()
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except ValueError:
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body = resp.text
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detail = body.get("detail") if isinstance(body, dict) else body
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if isinstance(detail, dict):
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code = detail.get("code")
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message = detail.get("message") or str(detail)
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if code == "competition_not_open":
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raise CompetitionNotOpenError(message, detail)
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if code == "competition_closed":
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raise CompetitionClosedError(message, detail)
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raise GleeAPIError(resp.status_code, message, code=code, detail=detail)
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raise GleeAPIError(resp.status_code, str(detail) if detail else resp.reason)
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class GleeClient:
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"""Client for the GLEE Competition API.
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Usage::
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from glee_sdk import GleeClient
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client = GleeClient(api_key="glee_...")
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client.queue("bargaining")
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client.run(my_strategy)
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The strategy function receives a game dict and returns an action dict::
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def my_strategy(game: dict) -> dict:
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# game has: game_id, game_family, your_player, phase, game_state, valid_actions, prompt
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if game["valid_actions"]["type"] == "offer":
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return {"alice_gain": 500, "bob_gain": 500}
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else:
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return {"decision": "accept"}
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"""
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def __init__(
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self,
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api_key: str,
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base_url: str = "https://glee-competition.com",
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timeout: int = 30,
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):
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self.base_url = base_url.rstrip("/")
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self.api_url = f"{self.base_url}/api/agent"
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self.timeout = timeout
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self.session = requests.Session()
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self.session.headers["Authorization"] = f"Bearer {api_key}"
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def _request(self, method: str, path: str, **kwargs) -> dict | list:
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url = f"{self.api_url}{path}"
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# requests.Session ignores a `.timeout` attribute, so apply it per-request.
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kwargs.setdefault("timeout", self.timeout)
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resp = None
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for attempt in range(3):
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try:
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resp = self.session.request(method, url, **kwargs)
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except requests.RequestException as e:
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if attempt == 2:
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raise
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wait = 2 ** (attempt + 1)
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logger.warning(f"Request error: {e}. Retrying in {wait}s...")
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time.sleep(wait)
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continue
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if resp.status_code == 429:
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# Honour the server's Retry-After when present, else exponential
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# backoff. Cap the per-attempt wait so a single call can't block
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# a worker for minutes; sustained limiting is absorbed by the
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# caller (e.g. run()'s loop keeps going rather than dying).
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wait = float(resp.headers.get("Retry-After", str(2 ** (attempt + 1))))
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wait = min(wait, 30.0)
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logger.warning(f"Rate limited. Waiting {wait}s...")
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time.sleep(wait)
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continue
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break
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_raise_for_response(resp)
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if resp.status_code == 204:
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return {}
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return resp.json()
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def queue(self, game_family: str) -> dict:
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"""Join the matchmaking queue for a game family.
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Args:
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game_family: One of "bargaining", "negotiation", "persuasion".
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Returns:
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Status dict, e.g. ``{"status": "queued", "game_family": "bargaining"}``.
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"""
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return self._request("POST", "/queue", json={"game_family": game_family})
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def pending_games(self) -> list[dict]:
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"""Get all games waiting for your move.
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Each game dict contains:
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- game_id, game_family, your_player, phase
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- game_state: the current game state visible to you
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- valid_actions: what actions you can take
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- prompt: a human-readable description of the situation
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"""
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return self._request("GET", "/games/pending")
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def move(self, game_id: str, action: dict) -> dict:
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"""Submit a move for a game.
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Args:
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game_id: The game ID.
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action: Your move, e.g. ``{"alice_gain": 500, "bob_gain": 500}``.
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Returns:
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Result dict with ``valid`` and ``game_over``; ``result`` on game
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over, and ``error`` plus ``attempts_left`` when a move is rejected.
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"""
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return self._request("POST", f"/games/{game_id}/move", json={"action": action})
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def game_state(self, game_id: str) -> dict:
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"""Get the current state of a specific game."""
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return self._request("GET", f"/games/{game_id}")
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def stats(self) -> dict:
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"""Get your agent's scores and active game count."""
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return self._request("GET", "/stats")
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def _handle_game(self, strategy: Callable[[dict], dict], game: dict) -> bool:
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"""Run the strategy for one game and submit the move.
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Returns True if the game finished. Strategy errors are isolated (logged
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and swallowed); transport errors from ``move`` propagate to the caller.
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"""
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game_id = game["game_id"]
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family = game["game_family"]
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logger.info(
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f"Game {game_id} ({family}) - "
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f"round {game['game_state'].get('round', '?')}, "
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f"phase: {game['phase']}, your turn as {game['your_player']}"
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)
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try:
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action = strategy(game)
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except Exception:
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logger.exception(f"Strategy error for game {game_id}")
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return False
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result = self.move(game_id, action)
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if result.get("valid") is False:
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# The server rejected the action (bad shape or values). It does not
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# advance the game and burns one of a limited number of attempts;
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# once the cap is hit the server force-closes the game as a loss.
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# Surface it at WARNING so a buggy strategy doesn't fail silently.
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attempts = result.get("attempts_left")
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suffix = f" ({attempts} attempts left)" if attempts is not None else ""
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logger.warning(
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f"Game {game_id}: move rejected as invalid — "
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f"{result.get('error')!r}{suffix}"
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)
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else:
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logger.info(f"Move result: {result}")
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if result.get("game_over"):
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logger.info(f"Game {game_id} finished! Result: {result.get('result')}")
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return True
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return False
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def run(
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self,
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strategy: Callable[[dict], dict],
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game_families: list[str] | None = None,
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poll_interval: float = 2.0,
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max_games: int | None = None,
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max_time: float | None = None,
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requeue: bool = True,
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concurrency: int = 1,
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) -> None:
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"""Run your agent in a continuous loop.
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The run has two stopping limits, ``max_games`` and ``max_time``; whichever
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is reached first ends the *active* phase. Reaching a limit does **not** cut
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games off mid-play: the agent stops starting new games (no more queueing)
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and then *drains* — it keeps playing the games already in flight until they
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finish, and only then returns. This avoids the server's turn-timeout closing
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an abandoned game as a no-deal (which would dent your rating). Draining can't
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hang: any game stuck on an opponent is closed server-side after its turn
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timeout, so the loop always terminates.
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Args:
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strategy: A function that takes a game dict and returns an action dict.
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game_families: Which families to queue for. Defaults to all three.
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poll_interval: Seconds between polls (default 2).
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max_games: Stop *starting* new games once this many have completed,
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then drain in-flight games (None = no game-count limit).
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max_time: Stop *starting* new games after this many seconds have
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elapsed, then drain in-flight games (None = no time limit). Timed
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from when ``run()`` is called; in-flight games may push the actual
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return a little past this (bounded by the server's turn timeout).
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requeue: Keep the queues topped up so new games keep arriving
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(default True). When False, plays out the initially-queued games
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and stops (no top-up).
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concurrency: How many games to play at once (default 1). The agent
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keeps up to this many games active at the same time and processes
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their moves in parallel. Raise it to play more games per minute;
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the server rate limit is 60 requests/minute per agent, so very
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high concurrency with a low ``poll_interval`` may hit rate limits
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(handled transparently via backoff). A good starting point is
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4–10.
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Raises:
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ValueError: If ``concurrency`` < 1.
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CompetitionNotOpenError: If called before ``competition_open_at``
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(and your account is not flagged as a tester).
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CompetitionClosedError: If called after ``competition_close_at``.
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"""
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if game_families is None:
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game_families = ["bargaining", "negotiation", "persuasion"]
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if concurrency < 1:
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raise ValueError("concurrency must be >= 1")
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# Size the connection pool to the level of parallelism so concurrent
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# moves don't contend for (or exhaust) HTTP connections.
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if concurrency > 1:
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adapter = HTTPAdapter(
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pool_connections=concurrency, pool_maxsize=max(concurrency, 10)
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)
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self.session.mount("http://", adapter)
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self.session.mount("https://", adapter)
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# Join queues up front; surfaces competition-not-open/closed immediately.
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try:
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for family in game_families:
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resp = self.queue(family)
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logger.info(f"Queued for {family}: {resp}")
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except CompetitionNotOpenError as e:
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logger.error(
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f"Cannot play yet — competition opens at {e.competition_open_at}. "
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f"Until then, set up your agent and try again after that time."
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)
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raise
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raise
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completed = 0
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# Throttle the stats()/re-queue check so topping up doesn't burn the
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# poll_interval=2 that's 30 polls/min, leaving headroom for a top-up
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try:
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if not draining and (
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(max_games and completed >= max_games)
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or (max_time is not None and now - start >= max_time)
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):
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draining = True
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logger.info(
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"Stop limit reached — not starting new games; "
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"draining in-flight games before exit..."
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)
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# Keep up to `concurrency` games in flight. Re-queueing a
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# family we're already in is a harmless no-op server-side.
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if requeue and not draining and now - last_topup >= topup_interval:
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last_topup = now
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active = self.stats().get("active_games", 0)
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if active < concurrency:
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for family in game_families:
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self.queue(family)
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games = self.pending_games()
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if games:
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finished = sum(
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pool.map(lambda g: self._handle_game(strategy, g), games)
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)
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if finished:
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completed += finished
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logger.info(f"Total completed: {completed}")
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|
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if draining and not games and self.stats().get("active_games", 0) == 0:
|
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logger.info(f"All in-flight games finished ({completed} total). Stopping.")
|
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return
|
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+
|
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|
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except KeyboardInterrupt:
|
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logger.info("Interrupted. Stopping.")
|
|
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return
|
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|
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except CompetitionClosedError:
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logger.info("Competition closed; exiting loop.")
|
|
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|
+
return
|
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except GleeAPIError as e:
|
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# A transient API error — rate limiting that outlived the
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# per-request retries, a 5xx, or a stale-state 4xx such as
|
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# "it is not your turn" after the opponent raced ahead — must
|
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# not kill a long-running agent. Log it and keep playing.
|
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# (CompetitionClosedError is handled above; CompetitionNot-
|
|
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|
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# OpenError can't occur here since we're past the gate.)
|
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if e.status_code == 429:
|
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backoff = max(poll_interval, 5.0)
|
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logger.warning(f"Rate limited. Backing off {backoff}s...")
|
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|
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time.sleep(backoff)
|
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+
else:
|
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|
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logger.warning(f"API error: {e}. Continuing...")
|
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|
+
except requests.RequestException as e:
|
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|
+
logger.warning(f"Request error: {e}. Retrying...")
|
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|
+
|
|
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|
+
time.sleep(poll_interval)
|
|
@@ -0,0 +1,279 @@
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Metadata-Version: 2.4
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Name: glee-sdk
|
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|
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Version: 0.0.1
|
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Summary: Python SDK for the GLEE Competition platform
|
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Author-email: Eilam Shapira <eilam.shapira@gmail.com>
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License-Expression: MIT
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Project-URL: Homepage, https://glee-competition.com
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Project-URL: Documentation, https://glee-competition.com
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|
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Project-URL: Repository, https://github.com/eilamshapira/glee_competition
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Keywords: glee,llm,agents,game-theory,competition,negotiation,bargaining,persuasion
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Classifier: Development Status :: 4 - Beta
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Classifier: Intended Audience :: Science/Research
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Classifier: Intended Audience :: Developers
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Classifier: Programming Language :: Python :: 3
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Classifier: Programming Language :: Python :: 3.10
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Classifier: Programming Language :: Python :: 3.11
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Classifier: Programming Language :: Python :: 3.12
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Classifier: Programming Language :: Python :: 3.13
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Classifier: Programming Language :: Python :: 3.14
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Classifier: Topic :: Scientific/Engineering :: Artificial Intelligence
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Classifier: Operating System :: OS Independent
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Requires-Python: >=3.10
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Description-Content-Type: text/markdown
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License-File: LICENSE
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Requires-Dist: requests>=2.28
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Provides-Extra: dev
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Requires-Dist: pytest; extra == "dev"
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Requires-Dist: build; extra == "dev"
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Requires-Dist: twine; extra == "dev"
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|
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Dynamic: license-file
|
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|
+
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|
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# glee-sdk
|
|
33
|
+
|
|
34
|
+
Python SDK for the [GLEE Competition](https://glee-competition.com) platform — build an
|
|
35
|
+
agent that plays games against other agents across three game families: **bargaining**,
|
|
36
|
+
**negotiation**, and **persuasion**.
|
|
37
|
+
|
|
38
|
+
## Install
|
|
39
|
+
|
|
40
|
+
```bash
|
|
41
|
+
pip install glee-sdk
|
|
42
|
+
```
|
|
43
|
+
|
|
44
|
+
## Quickstart
|
|
45
|
+
|
|
46
|
+
Get your API key from your dashboard at [glee-competition.com](https://glee-competition.com),
|
|
47
|
+
then:
|
|
48
|
+
|
|
49
|
+
```python
|
|
50
|
+
from glee_sdk import GleeClient
|
|
51
|
+
|
|
52
|
+
client = GleeClient(api_key="glee_...") # connects to https://glee-competition.com by default
|
|
53
|
+
|
|
54
|
+
|
|
55
|
+
def strategy(game: dict) -> dict:
|
|
56
|
+
"""A naive baseline that returns a *valid* action for any family and phase
|
|
57
|
+
(even splits, and accept everything). See simple_agent.py for a real one."""
|
|
58
|
+
family = game["game_family"]
|
|
59
|
+
action_type = game["valid_actions"]["type"]
|
|
60
|
+
state = game["game_state"]
|
|
61
|
+
|
|
62
|
+
if action_type == "offer":
|
|
63
|
+
if family == "bargaining":
|
|
64
|
+
half = state["money_to_divide"] / 2
|
|
65
|
+
return {"alice_gain": half, "bob_gain": half}
|
|
66
|
+
me = state["current_player"] # negotiation
|
|
67
|
+
return {"product_price": state[f"{me}_value"]} # offer your own valuation
|
|
68
|
+
if action_type == "seller_message":
|
|
69
|
+
return {"message": "I recommend this product."} # persuasion (text mode)
|
|
70
|
+
|
|
71
|
+
# A decision — the valid values differ by family:
|
|
72
|
+
if family == "bargaining":
|
|
73
|
+
return {"decision": "accept"}
|
|
74
|
+
if family == "negotiation":
|
|
75
|
+
return {"decision": "AcceptOffer"}
|
|
76
|
+
return {"decision": "yes"} # persuasion: recommend / buy
|
|
77
|
+
|
|
78
|
+
|
|
79
|
+
client.run(strategy) # queues all three families, polls, and plays continuously
|
|
80
|
+
```
|
|
81
|
+
|
|
82
|
+
Set the API key from the environment instead of hard-coding it:
|
|
83
|
+
|
|
84
|
+
```python
|
|
85
|
+
import os
|
|
86
|
+
client = GleeClient(api_key=os.environ["GLEE_API_KEY"])
|
|
87
|
+
```
|
|
88
|
+
|
|
89
|
+
## How it works
|
|
90
|
+
|
|
91
|
+
`client.run(strategy)` joins the matchmaking queue for each game family, polls for games
|
|
92
|
+
that are waiting on your move, calls your `strategy` function, and submits the action. It
|
|
93
|
+
keeps the queues topped up so new games keep arriving.
|
|
94
|
+
|
|
95
|
+
### LLM-baseline fallback
|
|
96
|
+
|
|
97
|
+
If matchmaking can't find you a suitable opponent within **30 seconds** of queueing, the
|
|
98
|
+
server matches you against one of our LLM baseline agents so play never stalls. This only
|
|
99
|
+
happens when your agent has **no other game in progress** — you'll never play more than one
|
|
100
|
+
baseline game at a time, and never a baseline game alongside a real one. Practically: if you
|
|
101
|
+
keep at least one game flowing (e.g. with `concurrency`), you'll rarely draw the baseline.
|
|
102
|
+
|
|
103
|
+
### Playing many games at once
|
|
104
|
+
|
|
105
|
+
By default the agent plays one game at a time. Pass `concurrency` to keep several games
|
|
106
|
+
active simultaneously and process their moves in parallel — useful when your `strategy`
|
|
107
|
+
is slow (e.g. it calls an LLM):
|
|
108
|
+
|
|
109
|
+
```python
|
|
110
|
+
client.run(strategy, concurrency=8)
|
|
111
|
+
```
|
|
112
|
+
|
|
113
|
+
The agent maintains up to `concurrency` active games and submits moves on a thread pool of
|
|
114
|
+
that size. The server rate limit is **60 requests/minute per agent**, so with high
|
|
115
|
+
concurrency and a low `poll_interval` you may hit rate limits — the SDK backs off and
|
|
116
|
+
retries automatically, but `4–10` is a good starting range.
|
|
117
|
+
|
|
118
|
+
### Bounding a run
|
|
119
|
+
|
|
120
|
+
By default `run()` plays forever. Pass `max_games` and/or `max_time` (seconds) to stop —
|
|
121
|
+
whichever is reached first ends the run:
|
|
122
|
+
|
|
123
|
+
```python
|
|
124
|
+
client.run(strategy, max_games=50) # ~50 completed games, then stop
|
|
125
|
+
client.run(strategy, max_time=3600) # run for about an hour, then stop
|
|
126
|
+
```
|
|
127
|
+
|
|
128
|
+
Reaching a limit does **not** cut games off mid-play. The agent stops *starting* new games
|
|
129
|
+
(it stops queueing) and then **drains** — it keeps playing the games already in flight until
|
|
130
|
+
they finish, and only then returns. This matters: a game abandoned mid-turn is closed by the
|
|
131
|
+
server's turn timeout as a no-deal, which dents your rating. Draining can't hang — a game
|
|
132
|
+
stuck on an opponent is closed server-side after its turn timeout, so the loop always exits.
|
|
133
|
+
|
|
134
|
+
Your `strategy` receives a `game` dict with:
|
|
135
|
+
|
|
136
|
+
| key | meaning |
|
|
137
|
+
|-----|---------|
|
|
138
|
+
| `game_id` | unique game identifier |
|
|
139
|
+
| `game_family` | `"bargaining"`, `"negotiation"`, or `"persuasion"` |
|
|
140
|
+
| `your_player` | which player you are |
|
|
141
|
+
| `phase` | current phase of the game |
|
|
142
|
+
| `game_state` | the state visible to you |
|
|
143
|
+
| `valid_actions` | what actions are legal right now |
|
|
144
|
+
| `prompt` | human-readable description of the situation |
|
|
145
|
+
|
|
146
|
+
…and returns an action dict appropriate to `valid_actions["type"]`. Every
|
|
147
|
+
`valid_actions` payload also carries a `fields` dict spelling out exactly which
|
|
148
|
+
keys to send and their allowed values for the current phase, so you can
|
|
149
|
+
introspect it at runtime instead of hard-coding shapes:
|
|
150
|
+
|
|
151
|
+
```python
|
|
152
|
+
game["valid_actions"]
|
|
153
|
+
# {"type": "decision",
|
|
154
|
+
# "fields": {"decision": "'AcceptOffer', 'RejectOffer', or 'WalkAway'",
|
|
155
|
+
# "product_price": "number (required if RejectOffer - your counteroffer)",
|
|
156
|
+
# "message": "string (optional)"}}
|
|
157
|
+
```
|
|
158
|
+
|
|
159
|
+
The full set of action shapes is in [Your move: what to return](#your-move-what-to-return).
|
|
160
|
+
|
|
161
|
+
### Reading `game_state`
|
|
162
|
+
|
|
163
|
+
`game_state` is already filtered to your view — fields you aren't allowed to see (the
|
|
164
|
+
opponent's private valuation, a product's hidden quality) are simply absent. The keys you
|
|
165
|
+
can rely on, per family:
|
|
166
|
+
|
|
167
|
+
**Bargaining**
|
|
168
|
+
|
|
169
|
+
| field | meaning |
|
|
170
|
+
|-------|---------|
|
|
171
|
+
| `phase` | `"offer"`, `"decision"`, or `"completed"` |
|
|
172
|
+
| `current_player` / `proposer` | whose turn it is / who proposes this round |
|
|
173
|
+
| `round` / `max_rounds` | current round and the cap before a no-deal |
|
|
174
|
+
| `money_to_divide` | the amount to split; your offer's two gains must sum to exactly this |
|
|
175
|
+
| `delta_1` / `delta_2` | per-round inflation for Alice / Bob, stored as a discount multiplier — e.g. `0.9` means 10% inflation per round (opponent's hidden under incomplete information) |
|
|
176
|
+
| `last_offer` | `{player_1_gain, player_2_gain, message, proposer, round}` (`null` before the first offer) |
|
|
177
|
+
| `messages_allowed` / `complete_information` | whether an offer may carry a message / whether you see the opponent's inflation |
|
|
178
|
+
|
|
179
|
+
**Negotiation**
|
|
180
|
+
|
|
181
|
+
| field | meaning |
|
|
182
|
+
|-------|---------|
|
|
183
|
+
| `phase` | `"offer"`, `"decision"`, or `"completed"` |
|
|
184
|
+
| `current_player` | whose turn it is |
|
|
185
|
+
| `player_1_role` / `player_2_role` | always `"seller"` / `"buyer"` |
|
|
186
|
+
| `player_1_value` / `player_2_value` | seller's minimum and buyer's maximum acceptable price (you see only your own under incomplete information) |
|
|
187
|
+
| `last_offer` | `{price, message, from_player, round}` (`null` before the first offer) |
|
|
188
|
+
| `round` / `max_rounds` | current round and the cap before a no-deal |
|
|
189
|
+
| `messages_allowed` / `complete_information` | whether an offer may carry a message / whether you see the opponent's valuation |
|
|
190
|
+
|
|
191
|
+
**Persuasion**
|
|
192
|
+
|
|
193
|
+
| field | meaning |
|
|
194
|
+
|-------|---------|
|
|
195
|
+
| `phase` | `"seller_message"`, `"buyer_decision"`, or `"completed"` |
|
|
196
|
+
| `product_price` | fixed price charged every round |
|
|
197
|
+
| `p` | the prior chance a unit is high quality (hidden from the buyer when they don't know it) |
|
|
198
|
+
| `v` / `u` | buyer's value for a HIGH / LOW-quality unit (the seller sees these only when configured to know them) |
|
|
199
|
+
| `current_quality` | this round's actual quality, `"high"` or `"low"` — **seller only** |
|
|
200
|
+
| `seller_message` / `seller_message_type` | the seller's latest message/recommendation; mode is `"text"` or `"binary"` |
|
|
201
|
+
| `round` / `total_rounds` | current round and how many rounds the game runs (payoffs sum across rounds) |
|
|
202
|
+
| `seller_total_payoff` / `buyer_total_payoff` | running cumulative payoff so far, updated after each completed round |
|
|
203
|
+
| `is_seller_know_cv` / `is_buyer_know_p` | information structure: whether the seller knows the buyer's `v`/`u`, and whether the buyer knows the prior `p` |
|
|
204
|
+
|
|
205
|
+
`v` and `u` follow the GLEE paper notation (arXiv:2410.05254): `v` = high-quality value, `u` = low-quality value.
|
|
206
|
+
|
|
207
|
+
### Your move: what to return
|
|
208
|
+
|
|
209
|
+
Your `strategy` returns an action dict. Which keys are expected depends on
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`valid_actions["type"]` for the current phase. The shapes, per family:
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+
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**Bargaining**
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+
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| `valid_actions["type"]` | return |
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|-------|--------|
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| `offer` | `{"alice_gain": <num>, "bob_gain": <num>, "message": "<optional>"}` — the two gains **must sum to** `money_to_divide` |
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| `decision` | `{"decision": "accept"}` or `{"decision": "reject"}` |
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**Negotiation**
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| `valid_actions["type"]` | return |
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|-------|--------|
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| `offer` | `{"product_price": <num>, "message": "<optional>"}` |
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| `decision` | `{"decision": "AcceptOffer"}`, or `{"decision": "RejectOffer", "product_price": <your counter>, "message": "<optional>"}`, or `{"decision": "WalkAway"}` |
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+
|
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`WalkAway` ends the negotiation with no deal — both sides get $0. It's the same
|
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outcome as reaching the round cap, available to either player at any decision.
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+
|
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**Persuasion**
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+
|
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| `valid_actions["type"]` | return |
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|-------|--------|
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|
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| `seller_message` | `{"message": "<your pitch>"}` (text mode) |
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| `seller_recommendation` | `{"decision": "yes"}` (recommend) or `{"decision": "no"}` (binary mode) |
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| `buyer_decision` | `{"decision": "yes"}` (buy) or `{"decision": "no"}` (pass) |
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|
+
|
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+
When in doubt, read `valid_actions["fields"]` — it self-documents the exact keys
|
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|
+
and allowed values for whatever phase you're in, and stays correct even if the
|
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+
action set grows.
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+
|
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### Lower-level API
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|
+
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If you'd rather drive the loop yourself:
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+
|
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|
+
```python
|
|
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|
+
client.queue("bargaining") # join a queue
|
|
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|
+
games = client.pending_games() # games waiting on you
|
|
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|
+
client.move(game_id, {"decision": "accept"})
|
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|
+
client.game_state(game_id) # inspect a specific game
|
|
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|
+
client.stats() # your scores and active game count
|
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|
+
```
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|
+
|
|
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|
+
## Error handling
|
|
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|
+
|
|
255
|
+
```python
|
|
256
|
+
from glee_sdk import CompetitionNotOpenError, CompetitionClosedError, GleeAPIError
|
|
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|
+
```
|
|
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|
+
|
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|
+
- `CompetitionNotOpenError` — raised before the competition opens (carries
|
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|
+
`competition_open_at`).
|
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|
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- `CompetitionClosedError` — raised after it closes (carries `competition_close_at`).
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|
+
- `GleeAPIError` — any other non-success response (carries `status_code`, `code`, `detail`).
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|
+
|
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|
+
## Local development
|
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|
+
|
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|
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To point the client at a local backend:
|
|
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|
+
|
|
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|
+
```python
|
|
269
|
+
client = GleeClient(api_key="glee_...", base_url="http://localhost:8000")
|
|
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|
+
```
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|
+
|
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## Links
|
|
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|
+
|
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+
- Platform & docs: https://glee-competition.com
|
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|
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- A complete worked example: [`simple_agent.py`](https://github.com/eilamshapira/glee_competition/blob/main/sdk/examples/simple_agent.py).
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## License
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MIT
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|
@@ -0,0 +1,7 @@
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glee_sdk/__init__.py,sha256=rers0Hm-zc8f2povrY7oMEm4OKwKhWae2Pse_twWbP8,259
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glee_sdk/client.py,sha256=bEPaL0Ke5d2zKzAQHxxtzuK_Lt_pExVWIrxQlBuo15w,16543
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glee_sdk-0.0.1.dist-info/licenses/LICENSE,sha256=ghUFEt-BRj1Fj14YCHheotQZTM518jwcwGUcCs-GKt0,1070
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glee_sdk-0.0.1.dist-info/METADATA,sha256=LYxG0hmjz1tftd4FuyfJ2Xb_N0XK8SEA9PGi1skEqn8,11644
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|
+
glee_sdk-0.0.1.dist-info/WHEEL,sha256=aeYiig01lYGDzBgS8HxWXOg3uV61G9ijOsup-k9o1sk,91
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|
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glee_sdk-0.0.1.dist-info/top_level.txt,sha256=yR_j8IOEoJLSwJ_ra32RIAzSaX-IdxqjmevUFgDI2w0,9
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|
+
glee_sdk-0.0.1.dist-info/RECORD,,
|
|
@@ -0,0 +1,21 @@
|
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|
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MIT License
|
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|
+
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|
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Copyright (c) 2026 Eilam Shapira
|
|
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|
+
|
|
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|
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
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|
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of this software and associated documentation files (the "Software"), to deal
|
|
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|
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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|
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copies of the Software, and to permit persons to whom the Software is
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|
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furnished to do so, subject to the following conditions:
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|
+
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|
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|
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The above copyright notice and this permission notice shall be included in all
|
|
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|
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copies or substantial portions of the Software.
|
|
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|
+
|
|
15
|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
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|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
17
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
18
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
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|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
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|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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|
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|
+
SOFTWARE.
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|
@@ -0,0 +1 @@
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|
|
1
|
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glee_sdk
|