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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>
135 lines
3.6 KiB
Go
135 lines
3.6 KiB
Go
package games
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import (
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"context"
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"math"
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"sync"
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"testing"
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"time"
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)
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// firstLegalPlayer plays the first legal move it is offered — enough to drive a
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// full match deterministically through the protocol and matchmaker.
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type firstLegalPlayer struct {
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name string
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lastLegal []string
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hello *helloMsg
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result *ResultMsg
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}
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func (p *firstLegalPlayer) Name() string { return p.name }
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func (p *firstLegalPlayer) Send(v any) error {
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switch m := v.(type) {
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case helloMsg:
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p.hello = &m
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case stateMsg:
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if m.YourTurn {
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if legal, ok := m.Observation["legal"].([]string); ok {
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p.lastLegal = legal
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}
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}
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case ResultMsg:
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p.result = &m
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}
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return nil
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}
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func (p *firstLegalPlayer) ReadMove(time.Time) (string, error) {
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if len(p.lastLegal) == 0 {
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return "", ErrClosed
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}
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return p.lastLegal[0], nil
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}
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type fakeStore struct {
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mu sync.Mutex
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ratings map[string]float64
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saved []FinishedMatch
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}
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func (s *fakeStore) Rating(user, game string) (float64, error) {
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s.mu.Lock()
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defer s.mu.Unlock()
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if r, ok := s.ratings[user+"/"+game]; ok {
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return r, nil
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}
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return DefaultRating, nil
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}
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func (s *fakeStore) SaveMatch(fm FinishedMatch) error {
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s.mu.Lock()
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defer s.mu.Unlock()
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s.saved = append(s.saved, fm)
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s.ratings[fm.Players[0]+"/"+fm.Game] = fm.RatingAfter[0]
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s.ratings[fm.Players[1]+"/"+fm.Game] = fm.RatingAfter[1]
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return nil
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}
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func TestMatchmakerFullMatch(t *testing.T) {
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store := &fakeStore{ratings: map[string]float64{}}
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mm := NewMatchmaker(Catalog(), store, time.Second, time.Minute)
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a := &firstLegalPlayer{name: "agent-a"}
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b := &firstLegalPlayer{name: "agent-b"}
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var wg sync.WaitGroup
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wg.Add(2)
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go func() { defer wg.Done(); _ = mm.Play(context.Background(), "ttt", a) }()
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// Give a a moment to enter the queue so pairing is deterministic.
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time.Sleep(20 * time.Millisecond)
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go func() { defer wg.Done(); _ = mm.Play(context.Background(), "ttt", b) }()
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wg.Wait()
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if len(store.saved) != 1 {
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t.Fatalf("want 1 saved match, got %d", len(store.saved))
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}
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fm := store.saved[0]
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if fm.Game != "ttt" || fm.Players != [2]string{"agent-a", "agent-b"} {
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t.Fatalf("unexpected match meta: %+v", fm)
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}
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// The recorded moves must replay to the same terminal winner.
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s := State(TTT{}.Start())
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for _, mv := range fm.Moves {
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ns, err := s.Apply(mv.Move)
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if err != nil {
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t.Fatalf("replay move %q illegal: %v", mv.Move, err)
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}
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s = ns
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}
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over, winner := s.Terminal()
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if !over {
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t.Fatal("replayed moves did not reach a terminal position")
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}
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if winner != fm.Winner {
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t.Fatalf("replay winner %d != recorded %d", winner, fm.Winner)
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}
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// ELO is zero-sum and both players were notified with matching ratings.
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if math.Abs((fm.RatingAfter[0]+fm.RatingAfter[1])-2*DefaultRating) > 1e-9 {
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t.Fatalf("elo not zero-sum: %v", fm.RatingAfter)
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}
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if a.result == nil || b.result == nil {
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t.Fatal("both players must receive a result message")
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}
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if a.result.Outcome == "win" && b.result.Outcome != "loss" {
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t.Fatalf("outcomes disagree: a=%s b=%s", a.result.Outcome, b.result.Outcome)
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}
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if a.hello == nil || a.hello.Player != 0 || b.hello.Player != 1 {
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t.Fatalf("hello player indices wrong: %+v %+v", a.hello, b.hello)
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}
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}
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func TestMatchmakerNoOpponent(t *testing.T) {
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mm := NewMatchmaker(Catalog(), nil, time.Second, 30*time.Millisecond)
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err := mm.Play(context.Background(), "ttt", &firstLegalPlayer{name: "lonely"})
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if err != ErrNoOpponent {
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t.Fatalf("want ErrNoOpponent, got %v", err)
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}
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}
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func TestMatchmakerUnknownGame(t *testing.T) {
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mm := NewMatchmaker(Catalog(), nil, time.Second, time.Second)
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if err := mm.Play(context.Background(), "nope", &firstLegalPlayer{name: "x"}); err != ErrUnknownGame {
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t.Fatalf("want ErrUnknownGame, got %v", err)
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}
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}
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