[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

You get ONE response this turn. In it, optionally edit your memory notes, and then call game_action with a legal action id to commit your move. If you do not call game_action, you forfeit the turn — so always include it.

[User]
Current state:

Knock card: 10
Prev upcard: Ah
Repeated move: 0
Current player: 0
Phase: Knock

Player0: Deadwood=10
Layed melds: AcAdAh 4s4c4d
+--------------------------+
|As                        |
|    3c                    |
|          6d              |
|                          |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Ks7c8d8cJsTsQs8h

Player1:
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

You are Player 0.
Legal actions:
54 -> Player: 0 Action: Pass

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Target slot number.

Text content for the slot.

Commit your move and end your turn. Legal action ids: 54.


[System]
You are playing gin_rummy.
# Game Rules GIN RUMMY RULES:
SETUP: - 52-card deck, each player receives 7-10 cards (variant dependent) - Goal: Form MELDS to minimize DEADWOOD (unmelded cards)
MELDS (Valid Combinations): 1. SET: 3+ cards of SAME RANK (e.g., 7s 7h 7c) 2. RUN: 3+ CONSECUTIVE cards of SAME SUIT (e.g., 5d 6d 7d) Examples: - Valid runs: As-2s-3s, 9h-Th-Jh-Qh, Tc-Jc-Qc-Kc - Invalid: Ks-As-2s (Ace is LOW only, not wraparound)
CARD NOTATION: - Ranks: A(Ace), 2-9, T(10), J(Jack), Q(Queen), K(King) - Suits: s(spades), h(hearts), d(diamonds), c(clubs) - Example: 7c = 7 of clubs, Th = 10 of hearts, As = Ace of spades
GAME PHASES: 1. FirstUpcard: Choose to draw first upcard or pass (action IDs: 52=Draw upcard, 54=Pass) 2. Draw: Choose to draw from upcard or stock pile (action IDs: 52=Draw upcard, 53=Draw stock) 3. Discard: Choose which card to discard (action ID = card's index number, shown in Legal Actions) 4. Layoff: After opponent knocks, add cards to their melds or pass (action IDs: card indices or 54=Pass) 5. Knock: Declare end of hand when deadwood <= knock_card value
EACH TURN: 1. DRAW phase: Pick from stock pile (53) OR discard pile upcard (52) 2. DISCARD phase: Choose ONE card from hand to discard (use card's action ID from Legal Actions)
KNOCKING: - When deadwood <= knock_card value (8-10), you MAY knock to end hand - Gin: ALL cards form melds (0 deadwood) = 25-point bonus
SCORING: Winner scores difference in deadwood point values. Card Values: A=1, 2-10=face value, J=10, Q=10, K=10
IMPORTANT: Always respond with the action ID number ONLY, never card names.

WORKING_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)

LONG_TERM_MEMORY (your notes):
  [1] (empty)
  [2] (empty)
  [3] (empty)
  [4] (empty)
  [5] (empty)
  [6] (empty)
  [7] (empty)
  [8] (empty)

The game is over. Use the memory tools to update your long-term notes on this opponent for future games — keep durable, generalisable reads (their tendencies, your counter-strategy) and drop move-by-move detail. There is no move to make.

[User]
The game is over. Result for you: WIN.

Final state:

Knock card: 10
Prev upcard: Ah
Repeated move: 0
Current player: 1
Phase: GameOver

Player0: Deadwood=10
Layed melds: AcAdAh 4s4c4d
+--------------------------+
|As                        |
|    3c                    |
|          6d              |
|                          |
+--------------------------+

Stock size: 26  Upcard: XX
Discard pile: Ks7c8d8cJsTsQs8h

Player1:
Layed melds: TcTdTh
+--------------------------+
|                          |
|                          |
|                          |
|                          |
+--------------------------+

Update your long-term notes on this opponent for future games.

Overwrite a working_memory slot (slots 1-4; notes for THIS game, reset each game); replaces the slot's previous content.

Target slot number.

Text content for the slot.

Append to a working_memory slot (slots 1-4; notes for THIS game, reset each game); oldest text drops if the slot is full.

Target slot number.

Text content for the slot.

Overwrite a long_term_memory slot (slots 1-8; notes on THIS opponent, persist across games); replaces the slot's previous content.

Target slot number.

Text content for the slot.

Append to a long_term_memory slot (slots 1-8; notes on THIS opponent, persist across games); oldest text drops if the slot is full.

Target slot number.

Text content for the slot.