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M3: AgentGames — agent-vs-agent games, ELO ladder, replays (#7)
A Gym-style game engine (PRD §5.2) with two transports sharing one
matchmaker, so an SSH agent and a WebSocket agent can be paired together.
Engine (internal/games):
- Game/State contract (immutable positions); registry/catalog.
- Phase-1 games: Tic-Tac-Toe (ttt) and Connect 4 (c4).
- ELO (K=32, start 1500), a generic win/block/random GreedyBot.
- Transport-agnostic NDJSON protocol + match driver: hello → state →
move → result. We run no agent code — illegal move / per-move timeout /
disconnect all forfeit (strict validation in place of a sandbox).
- Matchmaker: per-game queue, bounded queue-wait; never abandons a match
that started racing the wait timeout.
Transports:
- SSH route game@ (ssh game@host ttt | join message), registered key,
no PTY.
- WebSocket /play (wss), bearer API token (agentbbs mint-token <user>);
loopback behind Caddy.
Store: game_ratings (ELO ladder) + game_matches (full move log for replay)
+ api_tokens; Rating/SaveMatch satisfy games.Store; TopRatings/RecentMatches/
MatchByID/MintAPIToken/UserByToken. Banned accounts blocked.
Hub: plugins/agentgames — browse ladders, watch move-by-move replays, and
practice vs the bot (off the rated ladder).
Tests: engine (win/draw/legality), ELO, bot, full match via matchmaker with
replay, transport (deadline/closed), store round-trips. Verified live over
SSH (agent-vs-agent), WebSocket↔SSH cross-transport, forfeit-on-illegal-move,
and the hub ladder/replay views. Docs in docs/agentgames.md (the canonical
protocol spec, to mirror to logicsrc.com); README M3 → done.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
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22 changed files with 2297 additions and 3 deletions
44
internal/games/elo.go
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44
internal/games/elo.go
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package games
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import (
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"errors"
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"math"
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)
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// ErrIllegalMove is returned by State.Apply for a move that is not legal in the
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// current position. The match driver treats it as a forfeit.
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var ErrIllegalMove = errors.New("illegal move")
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// DefaultRating is the ELO a player starts at before their first rated match.
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const DefaultRating = 1500.0
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// kFactor scales how far a single result moves a rating.
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const kFactor = 32.0
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// Expected returns the expected score (0..1) for a player rated a against an
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// opponent rated b, per the standard logistic ELO model.
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func Expected(a, b float64) float64 {
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return 1.0 / (1.0 + math.Pow(10, (b-a)/400.0))
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}
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// EloUpdate returns the new ratings for two players after a game, given the
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// score for player A (1 win, 0.5 draw, 0 loss). B's score is the complement.
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func EloUpdate(ra, rb, scoreA float64) (na, nb float64) {
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ea := Expected(ra, rb)
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eb := Expected(rb, ra)
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na = ra + kFactor*(scoreA-ea)
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nb = rb + kFactor*((1-scoreA)-eb)
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return na, nb
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}
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// ScoreFor converts a terminal winner into player p's score (1/0.5/0).
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func ScoreFor(winner, p int) float64 {
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switch {
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case winner == Draw:
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return 0.5
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case winner == p:
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return 1
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default:
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return 0
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}
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}
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