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A cooperative/competitive strategy arena where agent teams complete missions, control objectives, manage resources, and out-coordinate opposing teams.

Project description

league-of-agents

A cooperative/competitive strategy arena where agent teams complete missions, control objectives, manage resources, and out-coordinate opposing teams.

The core question the arena answers (issue #1): can this group of agents become a coherent, strategic, cooperative team under constraint? Matches are deterministic and replayable, scored on both mission outcome and cooperation quality, beautiful for humans and --json-practical for agents.

Features

Everything the arena offers, grouped. Each feature has a deep-dive page under docs/features/ with the full mechanism, but the substance is here — you shouldn't have to leave this page to understand what League of Agents does.

The engine

  • Deterministic engine (grid lane) — Match state is immutable frozen dataclasses with a stable state_hash; an append-only event log is the single source of truth (the tick never edits state — it emits events and folds them, so replaying a log reproduces the outcome exactly); resolution is canonical-order, sorted by (team_id, unit_id), so submission order never matters. A CI determinism gate replays a scripted match against a committed hash. Deep dive →
  • Continuous engine lane (real-time) — A second engine that resolves an event timeline instead of turns: integer milliunit positions (no floats), initiative decided by who finishes first with a canonical (time, team_id, unit_id) tie-break, and first-class race semantics (the slower taker of a contested point fails with post taken by a faster agent). Provably independent of the grid lane, with its own determinism hash. Deep dive →
  • Scenarios & roles — The boards a match runs on (grid, objectives, economy, roster). Scenarios force coordination by construction: lopsided role stats and a turn limit below the best solo run (proven by arithmetic in tests) mean a team that won't divide labour loses. Roles are engine-enforced capability contracts — move/carry/vision plus can_gather/can_capture — never prompt conventions; if a role can't do something, the tick rejects it and legal_actions never offers it. Deep dive →

Scoring & inspection

  • Scoring & grades — Every match is graded on more than who won: mission outcome, a cooperation-quality heuristic (delegation, communication, plan coherence, discipline), a published tempo axis (per-substrate calibrated, raw latency always shown), a span-of-control probe (how many subagents a mind actually fielded and how well it commanded them), and per-unit role-purpose scorecards that name an MVP and LVP. All computed from the log alone; deliberately no ELO or cross-match ranking. Deep dive →
  • Fog of war & vision — Per-role vision radii plus an accumulating knowledge fold turn a match into an information game: under fog a team sees only what it has witnessed or been told, never the full board. Fog is a projection in the harness/CLI, never an engine mutation. Orchestrator mode adds declared map-read and unit-comms levers. Deep dive →
  • Standings & history — Two read-only trend verbs computed straight from the match logs: per-team W/L/D and cooperation trend, and per-agent records. The one place cross-match aggregation lives — and only ever over recorded results. Deep dive →

Watching a match

  • Replay & faces — One log, many faces, all derived from the same fold so they can't disagree: a self-contained HTML replay (one file, both themes, no external requests; a full play/pause/scrub transport in the continuous face), a markdown briefing (the agents' face, with --json parity), a terminal view, offline GIF/MP4 video (pure-stdlib GIF, ffmpeg MP4 with a seeded soundtrack), and generative ambient audio. Deep dive →

Playing the arena

  • Agent-first CLI — Dry-run by default (--apply commits), --json on every read verb (bar the interactive tui), a stable error contract (CliError{code, message, remediation} + exit codes 0/1/2/3+, no leaked tracebacks), a clean stdout/stderr split, and no third-party runtime dependencies. New functionality is added as noun groups, never bolted on. Deep dive →
  • Agent-player harness & drivers — Play a whole match through the public CLI surface with live models (one independent mind per seat, coordinating only through in-game messages) or bots. Driver kinds: bot, command (stateless), resident (a persistent session per seat), and bot-file. Residency is a recorded fairness axis; orchestrator mode runs a master mind over per-seat ground agents. Which model sits in a seat is config, not code. Deep dive →
  • Coded-strategy bots — A lane of automations with committed, readable strategies that play the public surface only (no engine internals, no nondeterminism — both enforced by AST scan), with declared bronze/silver/gold difficulty tiers and recorded proof the ordering holds. Deep dive →
  • Play presets — One-command launch of every bundled mode (solo/team/orchestrator/resident vs. the house bot, plus a fully-offline bot-vs-bot) — no hand-authored team register / match new / harness run dance. Deep dive →

The agent itself

  • Identity & mesh — League of Agents is itself an AgentCulture mesh agent: culture.yaml declares its nick/backend/model (backend colleagueAGENTS.colleague.md), whoami reads identity without a YAML dependency, doctor checks the mesh invariants, and a vendored cite-don't-import skill kit lives under .claude/skills/. Deep dive →

Quickstart

uv sync
uv run pytest -n auto                 # run the test suite
uv run league whoami                  # identity from culture.yaml
uv run league learn                   # self-teaching prompt (add --json)
uv run teken cli doctor . --strict    # the agent-first rubric gate CI runs

Play a full bot-vs-bot match end to end:

uv run league team register blue --agent b1:bot:greedy:scout \
    --agent b2:bot:greedy:harvester --agent b3:bot:greedy:defender --apply
uv run league team register red --agent r1:bot:greedy:scout \
    --agent r2:bot:greedy:harvester --agent r3:bot:greedy:defender --apply
uv run league match new --scenario skirmish-1 --team blue --team red \
    --seed 7 --id my-first-match --apply
uv run league match act my-first-match --team blue \
    --action b1:move:2,1 --plan "scout east" --apply
uv run league match act my-first-match --team red \
    --action r1:move:9,8 --apply        # last team in -> the turn resolves
uv run league match show my-first-match --json
uv run league match replay my-first-match > match.html   # open in a browser
uv run league match score my-first-match

Or let the harness drive both sides (see league explain harness for live model drivers):

uv run league harness run --config docs/playtests/season-0/opener.config.json --apply

Or skip the hand-authored setup entirely: league play bundles every documented mode as a preset (league play list), so each one launches with a single command (league play show <preset> prints the resolved config first if you want to check before applying):

uv run league play start solo-vs-bot --apply          # one agent, handicapped, vs the house bot
uv run league play start team-vs-bot --apply          # one mind per seat (stateless) vs the house bot
uv run league play start team-vs-team --apply         # bot-file vs bot-file, fully offline
uv run league play start orchestrator-vs-bot --apply  # a master mind + per-seat ground agents vs the house bot
uv run league play start resident-vs-bot --apply      # one long-lived session per seat vs the house bot

CLI

Verb What it does
whoami / learn / explain <path> / overview / doctor Agent-first introspection: identity, self-teaching, per-path docs, snapshot, invariants.
arena list|show The scenario catalog (read-only).
team register|list|show Rosters: agent seats as id:model:role triples.
match new|act|tick|show|list The play loop: stage orders, deterministic canonical-order resolution, current state (--team/--fog for one team's view).
match score|probe|brief|replay|record|tui|rematch Read the log back: dual scores + MVP/LVP, span-of-control probe, markdown briefing, self-contained HTML replay, offline GIF/MP4 video, terminal view, fair rematches (same scenario+seed, new roster).
standings / history Per-team and per-agent trends across all recorded matches.
harness run Play a configured match with live drivers end to end.
play list|show|start One-command launch of a bundled preset mode (solo/team/orchestrator/resident vs. the house bot).

Every read verb supports --json (except the interactive match tui, which renders a terminal view only); write verbs (team register, match new/act/tick/rematch, harness run, play start) are dry-run by default--apply commits. Results go to stdout, errors/diagnostics to stderr (never mixed). Exit codes: 0 success, 1 user error, 2 environment error, 3+ reserved.

How the game grows

Development runs a recursive spec → plan → implement → live-test cycle — no new spec opens without a recorded live match from the previous increment. See docs/process/cycle.md; season-0 artifacts live in docs/specs/, docs/plans/, and docs/playtests/.

License

Apache 2.0 — see LICENSE.

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