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# agent-fleet
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A minimal, runnable scaffold for the pipeline we designed:
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```
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Scout (cheap, high volume) -> Generate (cheap) -> Score (mid, kill gate) -> Build spec (mid)
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```
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Each stage is a small class (`src/core/Stage.js`) with its own model, prompt,
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and output parser. `Pipeline` (`src/core/Pipeline.js`) chains them and stops
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early if a stage returns `{ kill: true }` — this is what keeps a bad idea
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from burning money on the more expensive Score/Build steps.
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## Setup
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```bash
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cd agent-fleet
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npm install
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cp .env.example .env
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# edit .env: add your OPENROUTER_API_KEY, adjust MAX_SPEND_USD
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```
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Get an OpenRouter key at https://openrouter.ai/keys — it gives you one API
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for Gemini Flash, Llama, Claude, GPT, etc, which is why everything routes
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through it here even though you mentioned wanting to call Gemini directly
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later (swap `src/providers/openrouter.js` for a Gemini-native client when
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you're ready to scale — same `callModel()` interface, just point it at
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Gemini's endpoint instead).
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## Run it
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```bash
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# Sanity check: run ONLY the scout stage, see real output + cost
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node index.js scout
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# Run the full 4-stage pipeline once, sequentially
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node index.js pipeline
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# Run multiple pipelines in parallel (worker_threads), one per seed idea
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node src/runFleet.js
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```
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Every run prints running spend (`$X.XXXX`) after each stage so you can see
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exactly where your OpenRouter balance is going before you scale up.
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## What this does NOT do yet
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This scaffold stops at producing a **build spec** (a structured JSON plan),
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not an actual game/app/video. That's intentional — build (generate the
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artifact) and publish (put it live) are separate concerns, and you don't
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want an LLM call auto-publishing to an app store or social account. Next
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steps, in order of leverage:
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1. **Feed real signal into Scout.** Right now `seed.rawSignal` is hand-written
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in `index.js` / `src/runFleet.js`. Replace with a real scraper (App Store
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review pulls, Reddit/trend APIs, CrazyGames charts) so Scout is reacting
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to real demand, not your guesses.
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2. **Wire BuildStage's spec into an actual codegen step.** For browser
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games/apps, the `build_steps` array is meant to be handed to a coding
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agent (e.g. Claude Code) to actually produce the artifact. For video,
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it's meant to be handed to a script-to-assets pipeline.
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3. **Add a PublishStage with a manual approval gate.** Keep a human in the
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loop before anything goes to an app store or social account — those are
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account-level risks, not post-level ones.
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4. **Swap cheap-model calls to Gemini directly** once volume actually
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justifies leaving OpenRouter's per-call overhead behind.
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## Cost model
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`src/providers/openrouter.js` tracks a rough running spend estimate and
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throws before any call that would exceed `MAX_SPEND_USD` in your `.env`.
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The price table (`ROUGH_PRICE_PER_1K` in `src/config.js`) is a rough
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estimate, not live pricing — check OpenRouter's pricing page and update it
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if you're being strict about a small balance.
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## File map
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```
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src/
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config.js # model routing + spend limit, all env-driven
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providers/openrouter.js# API client + spend guard
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core/Stage.js # base class every stage extends
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core/Pipeline.js # chains stages, honors early "kill" signals
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prompts/ # the actual prompt engineering (scout/generate/score)
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stages/ # thin classes wiring prompts + models together
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worker.js # one pipeline run, for use inside a worker_thread
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runFleet.js # spawns N parallel pipeline threads
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index.js # single-thread entry point for testing
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```
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