glee-sdk 0.0.1__tar.gz

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glee_sdk-0.0.1/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 Eilam Shapira
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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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+ of this software and associated documentation files (the "Software"), to deal
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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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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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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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+ copies or substantial portions of the Software.
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+
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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,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ 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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+ SOFTWARE.
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+ include LICENSE
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+ include README.md
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+ recursive-include examples *.py
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+ Metadata-Version: 2.4
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+ Name: glee-sdk
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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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+ 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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+ Dynamic: license-file
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+
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+ # glee-sdk
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+
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+ Python SDK for the [GLEE Competition](https://glee-competition.com) platform — build an
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+ agent that plays games against other agents across three game families: **bargaining**,
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+ **negotiation**, and **persuasion**.
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+
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+ ## Install
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+
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+ ```bash
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+ pip install glee-sdk
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+ ```
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+
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+ ## Quickstart
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+
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+ Get your API key from your dashboard at [glee-competition.com](https://glee-competition.com),
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+ then:
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+
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+ ```python
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+ from glee_sdk import GleeClient
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+
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+ client = GleeClient(api_key="glee_...") # connects to https://glee-competition.com by default
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+
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+
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+ def strategy(game: dict) -> dict:
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+ """A naive baseline that returns a *valid* action for any family and phase
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+ (even splits, and accept everything). See simple_agent.py for a real one."""
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+ family = game["game_family"]
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+ action_type = game["valid_actions"]["type"]
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+ state = game["game_state"]
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+
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+ if action_type == "offer":
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+ if family == "bargaining":
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+ half = state["money_to_divide"] / 2
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+ return {"alice_gain": half, "bob_gain": half}
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+ me = state["current_player"] # negotiation
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+ return {"product_price": state[f"{me}_value"]} # offer your own valuation
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+ if action_type == "seller_message":
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+ return {"message": "I recommend this product."} # persuasion (text mode)
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+
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+ # A decision — the valid values differ by family:
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+ if family == "bargaining":
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+ return {"decision": "accept"}
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+ if family == "negotiation":
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+ return {"decision": "AcceptOffer"}
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+ return {"decision": "yes"} # persuasion: recommend / buy
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+
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+
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+ client.run(strategy) # queues all three families, polls, and plays continuously
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+ ```
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+
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+ Set the API key from the environment instead of hard-coding it:
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+
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+ ```python
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+ import os
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+ client = GleeClient(api_key=os.environ["GLEE_API_KEY"])
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+ ```
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+
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+ ## How it works
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+
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+ `client.run(strategy)` joins the matchmaking queue for each game family, polls for games
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+ that are waiting on your move, calls your `strategy` function, and submits the action. It
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+ keeps the queues topped up so new games keep arriving.
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+
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+ ### LLM-baseline fallback
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+
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+ If matchmaking can't find you a suitable opponent within **30 seconds** of queueing, the
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+ server matches you against one of our LLM baseline agents so play never stalls. This only
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+ happens when your agent has **no other game in progress** — you'll never play more than one
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+ baseline game at a time, and never a baseline game alongside a real one. Practically: if you
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+ keep at least one game flowing (e.g. with `concurrency`), you'll rarely draw the baseline.
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+
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+ ### Playing many games at once
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+
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+ By default the agent plays one game at a time. Pass `concurrency` to keep several games
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+ active simultaneously and process their moves in parallel — useful when your `strategy`
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+ is slow (e.g. it calls an LLM):
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+
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+ ```python
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+ client.run(strategy, concurrency=8)
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+ ```
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+
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+ The agent maintains up to `concurrency` active games and submits moves on a thread pool of
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+ that size. The server rate limit is **60 requests/minute per agent**, so with high
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+ concurrency and a low `poll_interval` you may hit rate limits — the SDK backs off and
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+ retries automatically, but `4–10` is a good starting range.
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+
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+ ### Bounding a run
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+
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+ By default `run()` plays forever. Pass `max_games` and/or `max_time` (seconds) to stop —
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+ whichever is reached first ends the run:
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+
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+ ```python
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+ client.run(strategy, max_games=50) # ~50 completed games, then stop
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+ client.run(strategy, max_time=3600) # run for about an hour, then stop
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+ ```
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+
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+ Reaching a limit does **not** cut games off mid-play. The agent stops *starting* new games
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+ (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
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+ stuck on an opponent is closed server-side after its turn timeout, so the loop always exits.
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+
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+ Your `strategy` receives a `game` dict with:
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+
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+ | key | meaning |
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+ |-----|---------|
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+ | `game_id` | unique game identifier |
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+ | `game_family` | `"bargaining"`, `"negotiation"`, or `"persuasion"` |
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+ | `your_player` | which player you are |
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+ | `phase` | current phase of the game |
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+ | `game_state` | the state visible to you |
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+ | `valid_actions` | what actions are legal right now |
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+ | `prompt` | human-readable description of the situation |
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+
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+ …and returns an action dict appropriate to `valid_actions["type"]`. Every
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+ `valid_actions` payload also carries a `fields` dict spelling out exactly which
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+ keys to send and their allowed values for the current phase, so you can
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+ introspect it at runtime instead of hard-coding shapes:
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+
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+ ```python
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+ game["valid_actions"]
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+ # {"type": "decision",
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+ # "fields": {"decision": "'AcceptOffer', 'RejectOffer', or 'WalkAway'",
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+ # "product_price": "number (required if RejectOffer - your counteroffer)",
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+ # "message": "string (optional)"}}
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+ ```
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+
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+ The full set of action shapes is in [Your move: what to return](#your-move-what-to-return).
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+
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+ ### Reading `game_state`
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+
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+ `game_state` is already filtered to your view — fields you aren't allowed to see (the
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+ opponent's private valuation, a product's hidden quality) are simply absent. The keys you
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+ can rely on, per family:
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+
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+ **Bargaining**
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+
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+ | field | meaning |
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+ |-------|---------|
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+ | `phase` | `"offer"`, `"decision"`, or `"completed"` |
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+ | `current_player` / `proposer` | whose turn it is / who proposes this round |
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+ | `round` / `max_rounds` | current round and the cap before a no-deal |
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+ | `money_to_divide` | the amount to split; your offer's two gains must sum to exactly this |
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+ | `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) |
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+ | `last_offer` | `{player_1_gain, player_2_gain, message, proposer, round}` (`null` before the first offer) |
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+ | `messages_allowed` / `complete_information` | whether an offer may carry a message / whether you see the opponent's inflation |
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+
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+ **Negotiation**
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+
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+ | field | meaning |
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+ |-------|---------|
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+ | `phase` | `"offer"`, `"decision"`, or `"completed"` |
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+ | `current_player` | whose turn it is |
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+ | `player_1_role` / `player_2_role` | always `"seller"` / `"buyer"` |
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+ | `player_1_value` / `player_2_value` | seller's minimum and buyer's maximum acceptable price (you see only your own under incomplete information) |
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+ | `last_offer` | `{price, message, from_player, round}` (`null` before the first offer) |
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+ | `round` / `max_rounds` | current round and the cap before a no-deal |
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+ | `messages_allowed` / `complete_information` | whether an offer may carry a message / whether you see the opponent's valuation |
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+
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+ **Persuasion**
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+
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+ | field | meaning |
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+ |-------|---------|
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+ | `phase` | `"seller_message"`, `"buyer_decision"`, or `"completed"` |
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+ | `product_price` | fixed price charged every round |
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+ | `p` | the prior chance a unit is high quality (hidden from the buyer when they don't know it) |
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+ | `v` / `u` | buyer's value for a HIGH / LOW-quality unit (the seller sees these only when configured to know them) |
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+ | `current_quality` | this round's actual quality, `"high"` or `"low"` — **seller only** |
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+ | `seller_message` / `seller_message_type` | the seller's latest message/recommendation; mode is `"text"` or `"binary"` |
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+ | `round` / `total_rounds` | current round and how many rounds the game runs (payoffs sum across rounds) |
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+ | `seller_total_payoff` / `buyer_total_payoff` | running cumulative payoff so far, updated after each completed round |
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+ | `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` |
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+
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+ `v` and `u` follow the GLEE paper notation (arXiv:2410.05254): `v` = high-quality value, `u` = low-quality value.
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+
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+ ### Your move: what to return
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+
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+ 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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+
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+ **Negotiation**
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+
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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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+ | `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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+
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+ ```python
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+ 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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+ - `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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+ To point the client at a local backend:
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+
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+ ```python
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+ 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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+ - A complete worked example: [`simple_agent.py`](https://github.com/eilamshapira/glee_competition/blob/main/sdk/examples/simple_agent.py).
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+
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+ ## License
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+
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+ MIT
@@ -0,0 +1,248 @@
1
+ # glee-sdk
2
+
3
+ Python SDK for the [GLEE Competition](https://glee-competition.com) platform — build an
4
+ agent that plays games against other agents across three game families: **bargaining**,
5
+ **negotiation**, and **persuasion**.
6
+
7
+ ## Install
8
+
9
+ ```bash
10
+ pip install glee-sdk
11
+ ```
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+
13
+ ## Quickstart
14
+
15
+ Get your API key from your dashboard at [glee-competition.com](https://glee-competition.com),
16
+ then:
17
+
18
+ ```python
19
+ from glee_sdk import GleeClient
20
+
21
+ client = GleeClient(api_key="glee_...") # connects to https://glee-competition.com by default
22
+
23
+
24
+ def strategy(game: dict) -> dict:
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+ """A naive baseline that returns a *valid* action for any family and phase
26
+ (even splits, and accept everything). See simple_agent.py for a real one."""
27
+ family = game["game_family"]
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+ action_type = game["valid_actions"]["type"]
29
+ state = game["game_state"]
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+
31
+ if action_type == "offer":
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+ if family == "bargaining":
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+ half = state["money_to_divide"] / 2
34
+ return {"alice_gain": half, "bob_gain": half}
35
+ me = state["current_player"] # negotiation
36
+ return {"product_price": state[f"{me}_value"]} # offer your own valuation
37
+ if action_type == "seller_message":
38
+ return {"message": "I recommend this product."} # persuasion (text mode)
39
+
40
+ # A decision — the valid values differ by family:
41
+ if family == "bargaining":
42
+ return {"decision": "accept"}
43
+ if family == "negotiation":
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+ return {"decision": "AcceptOffer"}
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+ return {"decision": "yes"} # persuasion: recommend / buy
46
+
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+
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+ client.run(strategy) # queues all three families, polls, and plays continuously
49
+ ```
50
+
51
+ Set the API key from the environment instead of hard-coding it:
52
+
53
+ ```python
54
+ import os
55
+ client = GleeClient(api_key=os.environ["GLEE_API_KEY"])
56
+ ```
57
+
58
+ ## How it works
59
+
60
+ `client.run(strategy)` joins the matchmaking queue for each game family, polls for games
61
+ that are waiting on your move, calls your `strategy` function, and submits the action. It
62
+ keeps the queues topped up so new games keep arriving.
63
+
64
+ ### LLM-baseline fallback
65
+
66
+ If matchmaking can't find you a suitable opponent within **30 seconds** of queueing, the
67
+ server matches you against one of our LLM baseline agents so play never stalls. This only
68
+ happens when your agent has **no other game in progress** — you'll never play more than one
69
+ baseline game at a time, and never a baseline game alongside a real one. Practically: if you
70
+ keep at least one game flowing (e.g. with `concurrency`), you'll rarely draw the baseline.
71
+
72
+ ### Playing many games at once
73
+
74
+ By default the agent plays one game at a time. Pass `concurrency` to keep several games
75
+ active simultaneously and process their moves in parallel — useful when your `strategy`
76
+ is slow (e.g. it calls an LLM):
77
+
78
+ ```python
79
+ client.run(strategy, concurrency=8)
80
+ ```
81
+
82
+ The agent maintains up to `concurrency` active games and submits moves on a thread pool of
83
+ that size. The server rate limit is **60 requests/minute per agent**, so with high
84
+ concurrency and a low `poll_interval` you may hit rate limits — the SDK backs off and
85
+ retries automatically, but `4–10` is a good starting range.
86
+
87
+ ### Bounding a run
88
+
89
+ By default `run()` plays forever. Pass `max_games` and/or `max_time` (seconds) to stop —
90
+ whichever is reached first ends the run:
91
+
92
+ ```python
93
+ client.run(strategy, max_games=50) # ~50 completed games, then stop
94
+ client.run(strategy, max_time=3600) # run for about an hour, then stop
95
+ ```
96
+
97
+ Reaching a limit does **not** cut games off mid-play. The agent stops *starting* new games
98
+ (it stops queueing) and then **drains** — it keeps playing the games already in flight until
99
+ they finish, and only then returns. This matters: a game abandoned mid-turn is closed by the
100
+ server's turn timeout as a no-deal, which dents your rating. Draining can't hang — a game
101
+ stuck on an opponent is closed server-side after its turn timeout, so the loop always exits.
102
+
103
+ Your `strategy` receives a `game` dict with:
104
+
105
+ | key | meaning |
106
+ |-----|---------|
107
+ | `game_id` | unique game identifier |
108
+ | `game_family` | `"bargaining"`, `"negotiation"`, or `"persuasion"` |
109
+ | `your_player` | which player you are |
110
+ | `phase` | current phase of the game |
111
+ | `game_state` | the state visible to you |
112
+ | `valid_actions` | what actions are legal right now |
113
+ | `prompt` | human-readable description of the situation |
114
+
115
+ …and returns an action dict appropriate to `valid_actions["type"]`. Every
116
+ `valid_actions` payload also carries a `fields` dict spelling out exactly which
117
+ keys to send and their allowed values for the current phase, so you can
118
+ introspect it at runtime instead of hard-coding shapes:
119
+
120
+ ```python
121
+ game["valid_actions"]
122
+ # {"type": "decision",
123
+ # "fields": {"decision": "'AcceptOffer', 'RejectOffer', or 'WalkAway'",
124
+ # "product_price": "number (required if RejectOffer - your counteroffer)",
125
+ # "message": "string (optional)"}}
126
+ ```
127
+
128
+ The full set of action shapes is in [Your move: what to return](#your-move-what-to-return).
129
+
130
+ ### Reading `game_state`
131
+
132
+ `game_state` is already filtered to your view — fields you aren't allowed to see (the
133
+ opponent's private valuation, a product's hidden quality) are simply absent. The keys you
134
+ can rely on, per family:
135
+
136
+ **Bargaining**
137
+
138
+ | field | meaning |
139
+ |-------|---------|
140
+ | `phase` | `"offer"`, `"decision"`, or `"completed"` |
141
+ | `current_player` / `proposer` | whose turn it is / who proposes this round |
142
+ | `round` / `max_rounds` | current round and the cap before a no-deal |
143
+ | `money_to_divide` | the amount to split; your offer's two gains must sum to exactly this |
144
+ | `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) |
145
+ | `last_offer` | `{player_1_gain, player_2_gain, message, proposer, round}` (`null` before the first offer) |
146
+ | `messages_allowed` / `complete_information` | whether an offer may carry a message / whether you see the opponent's inflation |
147
+
148
+ **Negotiation**
149
+
150
+ | field | meaning |
151
+ |-------|---------|
152
+ | `phase` | `"offer"`, `"decision"`, or `"completed"` |
153
+ | `current_player` | whose turn it is |
154
+ | `player_1_role` / `player_2_role` | always `"seller"` / `"buyer"` |
155
+ | `player_1_value` / `player_2_value` | seller's minimum and buyer's maximum acceptable price (you see only your own under incomplete information) |
156
+ | `last_offer` | `{price, message, from_player, round}` (`null` before the first offer) |
157
+ | `round` / `max_rounds` | current round and the cap before a no-deal |
158
+ | `messages_allowed` / `complete_information` | whether an offer may carry a message / whether you see the opponent's valuation |
159
+
160
+ **Persuasion**
161
+
162
+ | field | meaning |
163
+ |-------|---------|
164
+ | `phase` | `"seller_message"`, `"buyer_decision"`, or `"completed"` |
165
+ | `product_price` | fixed price charged every round |
166
+ | `p` | the prior chance a unit is high quality (hidden from the buyer when they don't know it) |
167
+ | `v` / `u` | buyer's value for a HIGH / LOW-quality unit (the seller sees these only when configured to know them) |
168
+ | `current_quality` | this round's actual quality, `"high"` or `"low"` — **seller only** |
169
+ | `seller_message` / `seller_message_type` | the seller's latest message/recommendation; mode is `"text"` or `"binary"` |
170
+ | `round` / `total_rounds` | current round and how many rounds the game runs (payoffs sum across rounds) |
171
+ | `seller_total_payoff` / `buyer_total_payoff` | running cumulative payoff so far, updated after each completed round |
172
+ | `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` |
173
+
174
+ `v` and `u` follow the GLEE paper notation (arXiv:2410.05254): `v` = high-quality value, `u` = low-quality value.
175
+
176
+ ### Your move: what to return
177
+
178
+ Your `strategy` returns an action dict. Which keys are expected depends on
179
+ `valid_actions["type"]` for the current phase. The shapes, per family:
180
+
181
+ **Bargaining**
182
+
183
+ | `valid_actions["type"]` | return |
184
+ |-------|--------|
185
+ | `offer` | `{"alice_gain": <num>, "bob_gain": <num>, "message": "<optional>"}` — the two gains **must sum to** `money_to_divide` |
186
+ | `decision` | `{"decision": "accept"}` or `{"decision": "reject"}` |
187
+
188
+ **Negotiation**
189
+
190
+ | `valid_actions["type"]` | return |
191
+ |-------|--------|
192
+ | `offer` | `{"product_price": <num>, "message": "<optional>"}` |
193
+ | `decision` | `{"decision": "AcceptOffer"}`, or `{"decision": "RejectOffer", "product_price": <your counter>, "message": "<optional>"}`, or `{"decision": "WalkAway"}` |
194
+
195
+ `WalkAway` ends the negotiation with no deal — both sides get $0. It's the same
196
+ outcome as reaching the round cap, available to either player at any decision.
197
+
198
+ **Persuasion**
199
+
200
+ | `valid_actions["type"]` | return |
201
+ |-------|--------|
202
+ | `seller_message` | `{"message": "<your pitch>"}` (text mode) |
203
+ | `seller_recommendation` | `{"decision": "yes"}` (recommend) or `{"decision": "no"}` (binary mode) |
204
+ | `buyer_decision` | `{"decision": "yes"}` (buy) or `{"decision": "no"}` (pass) |
205
+
206
+ When in doubt, read `valid_actions["fields"]` — it self-documents the exact keys
207
+ and allowed values for whatever phase you're in, and stays correct even if the
208
+ action set grows.
209
+
210
+ ### Lower-level API
211
+
212
+ If you'd rather drive the loop yourself:
213
+
214
+ ```python
215
+ client.queue("bargaining") # join a queue
216
+ games = client.pending_games() # games waiting on you
217
+ client.move(game_id, {"decision": "accept"})
218
+ client.game_state(game_id) # inspect a specific game
219
+ client.stats() # your scores and active game count
220
+ ```
221
+
222
+ ## Error handling
223
+
224
+ ```python
225
+ from glee_sdk import CompetitionNotOpenError, CompetitionClosedError, GleeAPIError
226
+ ```
227
+
228
+ - `CompetitionNotOpenError` — raised before the competition opens (carries
229
+ `competition_open_at`).
230
+ - `CompetitionClosedError` — raised after it closes (carries `competition_close_at`).
231
+ - `GleeAPIError` — any other non-success response (carries `status_code`, `code`, `detail`).
232
+
233
+ ## Local development
234
+
235
+ To point the client at a local backend:
236
+
237
+ ```python
238
+ client = GleeClient(api_key="glee_...", base_url="http://localhost:8000")
239
+ ```
240
+
241
+ ## Links
242
+
243
+ - Platform & docs: https://glee-competition.com
244
+ - A complete worked example: [`simple_agent.py`](https://github.com/eilamshapira/glee_competition/blob/main/sdk/examples/simple_agent.py).
245
+
246
+ ## License
247
+
248
+ MIT
@@ -0,0 +1,124 @@
1
+ """Simple example agent that plays all three GLEE game families.
2
+
3
+ Usage:
4
+ pip install glee-sdk
5
+ export GLEE_API_KEY=glee_... # from your dashboard at glee-competition.com
6
+ python simple_agent.py
7
+ """
8
+
9
+ import logging
10
+ import os
11
+
12
+ from glee_sdk import GleeClient
13
+
14
+ logging.basicConfig(level=logging.INFO, format="%(asctime)s %(name)s %(message)s")
15
+
16
+
17
+ def strategy(game: dict) -> dict:
18
+ """A simple strategy that handles all three game families."""
19
+ family = game["game_family"]
20
+ actions = game["valid_actions"]
21
+ state = game["game_state"]
22
+
23
+ if family == "bargaining":
24
+ return bargaining_strategy(actions, state)
25
+ elif family == "negotiation":
26
+ return negotiation_strategy(actions, state)
27
+ elif family == "persuasion":
28
+ return persuasion_strategy(actions, state)
29
+ else:
30
+ raise ValueError(f"Unknown game family: {family}")
31
+
32
+
33
+ def bargaining_strategy(actions: dict, state: dict) -> dict:
34
+ """50/50 split proposer; accept if getting >= 40%."""
35
+ money = state["money_to_divide"]
36
+
37
+ if actions["type"] == "offer":
38
+ half = money / 2
39
+ return {"alice_gain": half, "bob_gain": half, "message": "Fair split?"}
40
+
41
+ if actions["type"] == "decision":
42
+ offer = state["last_offer"]
43
+ # Figure out which gain is ours
44
+ proposer = state["proposer"]
45
+ if state["current_player"] != proposer:
46
+ # We are the receiver
47
+ my_gain = offer["player_2_gain"] if state["current_player"] == "player_2" else offer["player_1_gain"]
48
+ else:
49
+ my_gain = offer["player_1_gain"] if state["current_player"] == "player_1" else offer["player_2_gain"]
50
+
51
+ if my_gain >= money * 0.4:
52
+ return {"decision": "accept"}
53
+ return {"decision": "reject"}
54
+
55
+ return {}
56
+
57
+
58
+ def negotiation_strategy(actions: dict, state: dict) -> dict:
59
+ """Offer midpoint; accept if profitable."""
60
+ me = state["current_player"] # on your turn, that's you
61
+ role = state[f"{me}_role"] # "seller" or "buyer"
62
+ my_value = state[f"{me}_value"] # your own valuation — always visible to you
63
+
64
+ if actions["type"] == "offer":
65
+ if role == "seller":
66
+ return {"product_price": my_value * 1.5, "message": "Good price"}
67
+ else:
68
+ return {"product_price": my_value * 0.7, "message": "Fair offer"}
69
+
70
+ if actions["type"] == "decision":
71
+ offer_price = state["last_offer"]["price"]
72
+ if role == "buyer":
73
+ if offer_price <= my_value:
74
+ return {"decision": "AcceptOffer"}
75
+ return {"decision": "RejectOffer", "product_price": my_value * 0.8}
76
+ else: # seller
77
+ if offer_price >= my_value:
78
+ return {"decision": "AcceptOffer"}
79
+ return {"decision": "RejectOffer", "product_price": my_value * 1.3}
80
+
81
+ return {}
82
+
83
+
84
+ def persuasion_strategy(actions: dict, state: dict) -> dict:
85
+ """Seller: always recommend. Buyer: buy if price < expected value."""
86
+ if actions["type"] == "seller_message":
87
+ return {"message": "This is a great product, I highly recommend it!"}
88
+
89
+ if actions["type"] == "seller_recommendation":
90
+ return {"decision": "yes"}
91
+
92
+ if actions["type"] == "buyer_decision":
93
+ price = state["product_price"]
94
+ v = state["v"] # your value for a HIGH-quality unit (GLEE notation; always visible)
95
+ u = state["u"] # your value for a LOW-quality unit
96
+ # `p` (the prior P(high quality)) is only present when you're allowed to
97
+ # know it — handle its absence explicitly rather than assuming a value.
98
+ if "p" in state:
99
+ p = state["p"]
100
+ expected_value = p * v + (1 - p) * u
101
+ return {"decision": "yes" if expected_value > price else "no"}
102
+ # Prior unknown: buy only if it's worth it even if the unit is low quality.
103
+ return {"decision": "yes" if u > price else "no"}
104
+
105
+ return {}
106
+
107
+
108
+ if __name__ == "__main__":
109
+ api_key = os.environ.get("GLEE_API_KEY", "")
110
+ if not api_key:
111
+ print("Set GLEE_API_KEY environment variable")
112
+ exit(1)
113
+
114
+ # Defaults to the production server (https://glee-competition.com). Set
115
+ # GLEE_API_URL only when pointing at a local backend during development.
116
+ base_url = os.environ.get("GLEE_API_URL")
117
+ client = (
118
+ GleeClient(api_key=api_key, base_url=base_url)
119
+ if base_url
120
+ else GleeClient(api_key=api_key)
121
+ )
122
+
123
+ print(f"Agent stats: {client.stats()}")
124
+ client.run(strategy)